texts:
I am new to Blender and just started scripting for our pipeline. I have written a small script which when run sets up the scene unit settings. The script is run from a button in a panel.

To let the user know that the script has been run, a popup appears with a single "OK" button.

Whenever I click the button it closes Blender.

Edit: Blender also closes if I click elsewhere (not on the OK button)

Can anyone tell me why? Or tell me how to write this correctly?

Here's the code:

class SceneSettings(bpy.types.Operator):

  bl_idname = "la.scene_settings"
  bl_label = "Scene Settings Set Up"

  def execute(self, context):
    scene = bpy.context.scene
    scene.unit_settings.system = 'METRIC'
    scene.unit_settings.scale_length = 0.5
    context.window_manager.invoke_props_dialog(self,  width=175, height=50)
    return {'FINISHED'}

Thank you in advance,

Sofia


texts:
How can I make a Bézier curve have sharp and curved points? Like a zig-zag. And also being able to make more 'circular' parts too.

(I want to make fig 2, but I can only get to 1 by creating curves added with the E button.)


texts: Can you Weight Paint differently on Linked Duplicates?

texts:
Is it possible to Weight Paint unique Weight patterns on Linked Duplicates, that share the same mesh? I can't work out how to do it.

In the example images I have set up I have two spheres one is a linked duplicate created with Alt+D. They both share the same particle system using the smaller third sphere as the Instance Object. I want the same Particle System to be used on both spheres but with separate areas painted in weight paint.  How do I achieve this?

When I open the right sphere in Weight Paint mode and start painting, it just inherits the same pattern from the left sphere.

I'm guessing it's something to do with Vertex Groups but is it possible for the same Particle System applied to Linked Duplicates to use multiple Vertex Groups where each one is uniquely painted in Weight Paint?

In the images you can see that the right sphere just inherits the pattern from the left.

I hope that is clear, if not please comment and I can try and edit for clarity.

Sincere thanks for your help.


texts: How do I make my mesh move 1-1 with the bones

texts: Whenever I move the bone on my rig the mesh moves but almost never 1-1. How come that happens. I checked to make sure all location, rotation, and scaling are set to zero. I've tried re-parenting, and I have tried painting the whole hand red which has little to no better results than just painting the wrist red.


texts: How to make shape-keyed particles behave independently?

texts:
Let's say we have a mesh object with a Shape Key deformation, and it's driven by a Driver based on its distance from an Empty. It works as expected. But then if we want to make a Particle System of that mesh object, the particles won't respond independently based on their individual distances from the Empty, because they share the same mesh data.

We can Make Instances Real (to make the particles into their own objects), and then Make Single User - Object & Data (so each will have their own mesh data). But the Driver data remains unchanged, still based on the distance between the Empty and that first original particle mesh object.

To make each (now single-user) mesh respond to the Empty, it was necessary to select the object's name (...005), and type a unique variable name - twice per Shape Key, per mesh!
What I want is for each particle to "think for itself" and be driven according to its own distance from the Empty. This way the Empty will have a sweeping effect as it passes near the particles. Here is an example, although I prepared it by updating each particle mesh's driver data by manually typing it in - the impracticality becomes obvious once dealing with any substantial number of "particles" (technically they're not particles anymore at this point):

Is there a way to make them all unique using Python scripting? Or maybe with Animation Nodes or Geometry nodes? I am open to various approaches. Thanks.


texts:
I am doing a close up for a detail of my scene, but when i get the render, some objects of my scene get distorted to get into the render, and I don't want those objects to appear in my render. And the material or the floor got deformed too. What can I do?
This is the view that I want ...

But this is what I get, As you can see the Table and the towel warmer get distorted to get into the scene.


texts: Why are some areas of this model dark after AO bake (not dark in render, only in bake)

texts:
I've been pulling my hair out over this. I have downloaded a model from turbosquid, did a "Lightmap Pack" UV unwrap and then baked AO onto it. In the render view, the AO looks fine, but when baked there are large areas of the model that are completely black.

I understand this model could be much better UV-unwrapped but is that the issue here? Or is there something else going on? I don't understand why poor unwrapping would result in what I'm seeing.

Here is a screenshot of an area in render view and then baked. I have also uploaded the blender file itself here (https://file.io/wnYVAn), to see if anyone can see what's wrong... (I'm using Blender 2.80).


texts:
He doesn't work when I use subdivisions

This is the uploaded file
https://drive.google.com/open?id=1rKluT2TomDGfA4u_UMgL3OPLji65zgjx


texts:
I am trying to apply [this] material

(https://www.poliigon.com/texture/metal-spotty-discoloration-001)

to a rectangle by using this tutorial.

But when I tried to to put the respective materials into blender, it ended up looking like chocolate mess.

https://imgur.com/JCScfIj

For reference, I unwrapped the object, than I applied all of the materials as per the video, since the materials were set up the same way. Any help?


texts:
This has been asked before but I can't find the solution now. The solution was something about going into blender render, setting the bake type to vertex colors and then just baking but I'm just getting pure white bake. Obviously I'm missing some steps... or something. I do most of my work in cycles so I think the issue could be something to do with the nodes. Do the nodes or materials need to be set up in certain way?

Baking vertex colors has been working just fine before. I just did this a couple of days ago but something has now changed and I can't get any my vertex colors to bake anymore. I just get white.


texts: I want to be able to loop a certain math function (in the node editor) x amount of times. I want to do this without scripting (unless it could be done so while still being able to run on GPU). For instance, if I wanted to take square root of an input, and then then sqrt of that, and so on, x amount of times, WITHOUT just making a big line of nodes, repeating. Anyone know how this could be done?


texts: How do I access workspace areas in 2.80 with Python

texts:
In a previous script I made for 2.79 I could change properties on a particular layout area without having it active:

for area in bpy.data.screens["Animation"].areas:
    if area.type == 'VIEW_3D':
        for spaces in area.spaces:
            if spaces.type == 'VIEW_3D':
                area.spaces.active.clip_start = 0.1

Does anyone know how to achieve this with 2.80 and workspaces?


texts: How to add motion blur to a video in blender 2.9?

texts:
If there are consective frames of a video without blurring, is it possible to add motion blur to them in blender 2.9?
If it is not possible, why can blender add motion blur to videos created by blender?


texts:
I imported a character (with append), and I joined the hair, body, and feet together using Ctrl+J. I applied the scale, rotation, and location using Ctrl+A, and everything was fine, and when I generated the rig, it worked perfectly. However, now that I've skinned the mesh, half of the character has disappeared. Here are some screenshots:

Before skinning:

After skinning:


texts: How to round edges of particular faces where I have assigned emission material?

texts:
hope you have a good day. I've stumbled upon a very specific problem, so hopefully, some of you will know the solution to this.

As you can see, I have selected faces of my model, to which I've assigned Emissive material through combination of nodes.

Well, I'm sure now you can easily see where this is going. The faces, which have the emissive material assigned, look pixelated and blocky. I have already searched for some solutions to this online, but haven't found any.

What I'm trying to achieve is to make these particular faces look less pixelated and more smooth. I know it can be achieved by rounding the outer edges of selection, but I don't know the workflow to this.

And yes - I have already tried beveling, only to find out it isn't of any use. I also tried to transform the outermost edges "To Sphere", but it didn't work either. How can this be done then? Thanks everyone in advance.


texts: Eevee. I'm getting this weird random light out of my model and also in the render

texts:
I'm new to blender i try to search online but i don't find any solution. So i randomly get this light emitting out of my model. can anyone help me please
PS:Sorry for my mixed up english


texts: idea: Blender real time collaboration? (like hytale's tool)

texts:
something like this: https://youtu.be/ROAeksqbLR8 could be great for blender, like a kinda "multiplayer" workflow where multiple users can interact with the same .blend file in real time.

is there a way to do this or something like an add-on?


texts:
I have two problems with baked texture:
1.Baked texture looks different than render - especially the baseline of the triangle looks bad.
2.It looks much worse with roughness set to 0 for both shaders..why?
Is there any workaroud to make it look?
render

baked texture

baked texture with roughness set to 0

uv map


texts: I'm making a model for a school project and I'm trying to make a industrial revolution machine but my rope won't follow the curve properly heres the rope I'm trying to get it connect on the other side


texts:
I'm making a dry coconut with the help of particles systems. I tried to create a strand along the surface, but the hair is still emitted from the surface. Is there an addon to do this? How can I make the particles look like a coconut? How to wrap them around the base mesh?

Reference image

How can I achieve the reference image effect on my mesh? Any other suggestion or help? Thanks.


texts: How to Add "px" as Unit to a Number Input?

texts:
When I use the following line to add a number input:

row.prop(context.scene, 'output_size', text='Output size')

I get this result:

But my goal is to add "px" as a unit after the number like this:


texts: Is subdivision surface modifier used only in blender?

texts: I have a question about subsurf mod in general. Do most 3d software typically use a subdivision surface modifier, or is the modifier more typical for blender?


texts:
Is it possible to make a character putting my own face or some other specific face into it?
I mean i wanna see myself as a 3d character.


texts: Run bpy.app.handlers.frame_change_post.append without running script every time

texts:
I have bpy.app.handlers.frame_change_post.append(my_handler) in my addon. I found that this function runs only if I clicked "Run Script"  my_handler is

def my_handler(scene):
    print('entered')

If I run my script then I change the frame the text entered is printed, but if I reopened my file without closing blender then change the frame it doesn't print unless I press on run script button in the text editor again, why this is happening? Does bpy.app.handlers.frame_change_post.append needs me to press the Run Script button every time I want it to be executed? The problem is that I installed my_Addon.py and when I close blender and open it my addon menu is there but when move frames the text entered is not printed.


texts: Node tree in 2.7 result different from 2.9 result

texts:
The box in green is what I'm trying to achieve in 2.9:

I realised this "Displacement Method = True" setting wasn't there, and the voronoi texture, as well as the displacement input color was different. I tried the node setup anyway, and got a completely different result.

How do I get the same result in Blender 2.9?


texts: Why does my sculpting not working like how it does on this video

texts:
Ok, i am watching this video by blender guru https://www.youtube.com/watch?v=6OTX3ZdYvEA&t=430s and when he starts sculpting at 5:58 his brush seems to have a  "plus" sign for a cursor, "+". mine doesnt. i dont know what this is called or how to fix it but i think it is messing with my sculpting because mine is not doing what his is doing. help would be appreciated. i have been searching for help for hours.
ps here is what is happening to mine: https://1drv.ms/u/s!AkjW5v_qJtM7j2v6-AJhqNbGJH0D?e=Jh4WlO


texts: Why does subdividing quads create diamonds in the wireframe?

texts:
I have only been using Blender for a few days, so please go easy on me.

I'm working on a face, and I have subdivision surface visible while I'm editing. I have only ever used quads, but strange lines are visible on the mesh when viewed in object mode, and they turn into pinches when I add more levels of subdivision surface.

Sometimes I have to add another line running halfway or a quarter the way across the face, because I find that I don't have enough vertices to create only quads. When I do this, the line is visible in object mode as well, and changing to wire-frame shows that the subdivisions next to this new line turn inwards and cross at every vertex on the new line. This creates a line of thin triangle-like diamond shapes.

I can easily solve this by deleting the new line and creating it with extrusions instead, but this calls into question the point of using subdivide in the first place, and requires more tweaking afterwards. Could someone please explain why it does this, or tell me how to use subdivide without fighting these diamonds?

EDIT: It was something as simple as deleting the face before subdividing out the extra line, because Blender wouldn't separate a face into two even if there was a line running through it. Looks like "Loop Cut And Slide" does the face conversion automatically. Sorry for wasting your time, please delete my question.


texts: I'm trying to enable the handles of Control Points in a Curve that I got from Mesh, selecting the Control Points and pressing V didn't get any results, I tried all types of Control Points. Anyone knows how to solve this? Thanks!


texts:
I am trying to build some arches in blender, and I want to find a way to apply a pattern to an object in a similar way as using a texture, however instead of having a texture applied to the model I want the model to be the pattern. I am afraid I am missing the knowledge to name precisely what I want.

A view of the 3D models and the UV mapping of one of the arches

A few things that hopefully clear things up:

The darker shapes to the left are the models that I have. They already have the pattern I want applied to them as a texture. This can be seen on the right where the UV map of the selected middle shape can be seen.
At the moment however this is only a texture wrapped around a flat model. I want the pattern to not be just a texture but to be a true part of the model itself, so that I can extrude the pattern and the model is no longer flat but has a thickness.
I tried to find a way to wrap a flat and square object along the models but I can not figure out how to do it. The object I want to use is the white pattern next to the darker models. This is not a textured plane but the same pattern layed out in vertices and not an image.

So:

Either I am looking for a way to use the Alpha layer of my (darker pattern) texture to somehow be removed from the models, so that only the pattern remains.
Or to wrap the (lighter pattern) shape along the models not unlike a UV map so that the result is the pattern in the shape of the models.

I hope someone with more skills in Blender can help me out!


texts:
I am building a library in Blender... and I am a real newbie. Just started out 4 days ago.

I fear I have been a bit over zealous and created a cube for every book in the library. And hit about the edge of what blender can take on my computer and I have So much more to add. I hit about 20000 and need another 50000 :)

Most books share a face with the book next too it or at least share part of one.

Is there any easy way to simplify the rows of book in my library or make the books into an object even tough they don't share Materials?

I"d Like to keep them apart if possible but that is just impossible I think.


texts: Python Scale UV islands by individual origins

texts:
I need to scale UV islands by their individual origins using Python. I've tried for a long time but I can't get it to work in a non-interactive environment. Any help would be greatly appreciated! Thank you so much in advance!
import bpy
bpy.context.area.ui_type = 'UV'
bpy.context.space_data.pivot_point = 'INDIVIDUAL_ORIGINS'
bpy.ops.transform.resize(value=(scale_length, scale_width, 1)

I've also tried using 'World Scale UV' from the MagicUV addon. The problem with this is that it only allows for uniform scaling. So different scale on different axis won't work.
Background info: This will be used for custom size and shapes of nameplates for a three.js configurator. There are about 10k objects of different sizes and shapes that need a 'World scaled' UV to make it look more realistic.


texts: Performance issues with blender VSE preview during effects only

texts:
My system information:
Operating System - Windows 10 (64 bit)
CPU - i7-5930K @ 3.50GHz
RAM - 32GB DDR4 (4x8GB)
GPU - AMD R9 Fury X
Storage - PCI-e SSD OCZ Revodrive (500 MB/s writes, 900 MB/s reads)
Radeon Software Version - 16.9.1

Blender version - 2.78 (Date installed: 2016-09-26)
No add-ons or other things installed with it.

Things I've done to try and remedy this issue:

Increased Memory Cache Limit to 20GB under User Preferences > System > Sequencer/Clip Editor.
Changed Compute Device to my GPU, switched to Cycles Render engine, and setting Render > Device as GPU Compute.
Setting OpenSubdiv compute to GLSL Compute and Images Draw Method to GLSL.
Using the new DepsGraph by adding --enable-new-depsgraph to blender's launch shortcut.
Setting Threads under Render > Performance to 10.
Disabling OpenGL Preview under Scene Preview/Render.
Setting the preview properties Proxy Size to 25% and making the preview window smaller.
Setting Preview Samples under Render > Sampling > Samples to 1 (minimum).

All I'm trying to do is use Blender as a video editor. I'm not doing any 3D modeling or animation. Whenever I am previewing an effect, even if I let it cache fully, my FPS drops to 5 or less, and blender is almost unresponsive until the effect is no longer being previewed. CPU usage jumps to around 70-80%. It would only jump to around 20-30% at times before I started using the new DepsGraph.
At any other time, when just video and audio are being played (no effects, animations, or otherwise), I get a constant 30 FPS. Even if I run the preview at the scene's render resolution (so 1440p), and set Preview Samples to 0 (unlimited), I get 30 FPS.
The clips I'm handling are 2560x1440 resolution running at 30 FPS that were encoded to HEVC (x265) at a bit rate of 2500 Kb/s. The entire project is only 7 minutes and 13 seconds long (12990 frames). Even if I limit the playback segment using P, it still essentially locks up when previewing effects. The entire clip I'm editing is 228MB in size.
I'm using 3 effects. A crossfade transition, a wipe transition, and a speed control effect. All at different times, and any of them causes this behavior immediately once they start.
This may be entirely unrelated, but I'm unsure:

Before I switched to the new DepsGraph, if I set OpenGL Render Options > Anti-Aliasing on, all previews hit 14 FPS maximum. If I change said Anti-Aliasing's Samples to 5, 8, 11, or 16 (those are the options it gives), the average FPS does not change (it's around 13).
After switching to the new DepsGraph, this is no longer true. I get 30 FPS until I hit the Effects I mentioned above.

I've researched and tested things for a while from various forums, as well as reading questions asked on this stack exchange. I'm at a loss for why I'm experiencing these issues.


texts: Create a plane that renders nothing behind it?

texts:
I'm kinda following this tutorial, but using cycles instead of blender internal. Because I'm using cycles, I had to manually set up the nodes and render layers. This image is what i'm supposed to have currently (from the tutorial):

And this is what the render result is for me:

I have transparency checked. This is my node setup and render layers:

And these are my layers:

Layer 1:
Layer 2:


texts: Is it possible to interactively control/manipulate objects in Blender Internal/Cycles to have more realistic physics simulations?

texts:
I am working on a project which involves some physical interaction between different objects in a scene; Most of the physical interactions could come from manipulating objects in the scene while the physics is working. For instance, I want to make a scene in which there is a articulated hand that moves some objects as shown in this video. I haven't been able to find anything regarding controlling objects in an interactive manner in Blender Internal and Cycles with the physics being on indefinitely. By indefinitely, I mean I do not want to set a limit for the number of frames the physics simulation should run.

So I wonder is it possible to have interactive scenes to manipulate objects using the physics in Blender Internal or Cycles?

I emphasized on Blender Internal or Cycles because the quality of physics simulations is pretty important for this project. In addition, I don't mind the physics simulation time. However, although having interactive scenes is possible in Blender Game Engine but I've heard that the physics in Blender Game Engine is only meant to be used for real-time simulations and is not realistic. I wonder if that is true? If that is the case, is there any workaround to either make Blender Game Engine use the physics that are being used in Cycles/Internal?

P.S. I've heard that Blender 2.8 can potentially resolve this issue as it is possible to have interactive scenes with high-quality physics in it. Can anyone confirm this?


texts: How to move a particle emitting object around a movie clip in Blender?

texts:
just wondering if we can move a particle emitting object around a video clip in Blender without using a plane with video texture. Please find a sample image below. You may also find this video for a better idea of what I am trying to achieve.

https://www.youtube.com/watch?v=fxAAr8w4VnA


texts:
What did I do wrong, that Blender do not renders all objects?
I can see everything in the 3D rendering viewport, but when I render my scene, the closest objects are missing. In the camera settings I toggled clipping back and forward, but it doesn't matter.
Does somebody have a clue?


texts:
I am new to Blender. Today I caught a treatise by Andrew Price on photo realism, and he suggested installing Filmic Blender but when I went into my Blender Folder I found no other folders such as the "colormanagement" you refer to in your post.

How to install Filmic?


texts: How do I use the NLA editor with Linked characters?

texts:
Can you use the NLA on linked objects?

I have a blend file with a dancing mech. I'm trying to get him to wave during the dance (yes, I'm making a parody of the Band of the Bold video), and it works great when I work within the file where I created the animations.

https://gyazo.com/25eee6276d325a0a093bd6d1f99ea5a6

This also works fine if I Append the group to a file, and then Link the animations into the file.

However, when I Link the mech with the armature, animations, etc into a new file, it doesn't seem to be able to swap/add the animations.

https://gyazo.com/958d112d81e4aec6a0bbcacc171def62

For the one that is working, the Actions in the NLA get applied to the Armature. For the linked version, it gets applied to the proxy (and of course you don't see all the components in the Outliner, because it's linked).

I can Append the group to a new file, and then Link the actions and use them that way. But I really want to Link everything, so if I need to make a change to the model, I don't have to re-import it into the scene.

Is it even possible to link an armature/object/group, and apply actions to that linked object in the NLA?


texts:
I followed this tutorial to create a soccer ball.
Now I want to texture it in a way that every pentagon has an image inside itself and the exagons are white, but I also want everything to be a little glossy.
I managed to successfully UV Map the ball and paint the texture in photoshop but now I am having big problems in applying the texture material to the mesh.

I've created a new material in Blender Render mode with Diffuse and the texture applied to it. I also set the Texture mapping to UV. I've gone in edit mode, selected all the mesh and applied the material. Unfortunately in Texture View Mode I see just a white ball and while rendering I see everything's black.

If I try to do this in Cycles Render and use a Mix Shader with the FAC set to the texture image I get what I want in the Texture View Mode but while rendering I just see everything black and white of my colored images.

I hope I've been clear enough and that someone will help me in this easy/difficult task!
Thank you in advance


texts: how do you create a meta-strip (group of strips) in the VSE using python?

texts:
I want to use python to create a series of strips and group them into a meta-strip.  I have noticed there are several new_ methods on scene.sequence_editor.sequences such as new_clip(), new_effect(), new_image(), new_mask(), new_movie(), new_scene(), new_sound() but there is not one for the meta-strip.

What is the proper API to use to create a meta strip from several other strips?

def make_meta(scn, strip_list):
    # magic goes here

strip_list = make_parts(scn)
make_meta(scn, strip_list)


texts: cycles VS evee : seems that some shadows are ignored?

texts:
I'm testing Eevee and it seems quite nice !
This is a scene with just a sun.
Here's how it looks in Eevee:

And now, with Cycles:

The mugs and the computers on the table almost don't have shadows with Eevee...
I know it is NOT Cycles and that shadows won't render as good as it.
But anyway, this look almost unrealistic.

What should I do to get better shadows ?

Thanks a lot !


texts: Adding a wave texture to a specific part of my texture

texts:
My question is: how can i add a wave texture on a specific part of my mesh, using only nodes?

I'm trying to replicate something from an image but can't figure how to texturize it.
Here's what i'm trying to reproduce

sorry for my bad english

This is my node setup


texts: How do I make an empty stand for a different group instance?

texts:
I have a set of group instances that pull data from a group linked in another file. I want to reset them to get their data from a group in the same file, so that I can animate their rotation.

My understanding is what I want to do is remap users for the empty, to a different group, however when I try to do that, the error shown is that this can't be done for a multi-user object.

I'm not clear on what is happening here. How can I remap these groups?


texts: getting an error - cant modify blend data in this state

texts:
i am a little new in blender python , i was trying to add a button to add a shade-er but the info says

cant modify blend data in this state

first of all i do not know what this means , and if there is something wrong , what is it
the code i used -
 row.operator(bpy.ops.node.add_node(type = "ShaderNodeAddShader",use_transform=True))


texts: Blender Cycle's z-coordinate vs. camera-centered z-coordinate (orthogonal distance)

texts:
Rendering a scene and writing the 'Z-buffer' into an EXR file using 'Blender Cycles', I get a depth map. That depth map differs from the depth map which is
produced by 'Blender Render'. Given its shape, I was assuming that the depth
map corresponds to the 'sight ray's length'. However, that did not work out.

I derived my formula as follows:

ys [px]: y-coordinate of the pixel
cy [px]: y-coordinate of the principal point.
d  [m/px]: density, i.e. length / pixel on the camera sensor
           (y_size [m] / y_size [px])
f  [m]:  focal length
zs [m]:  length of the 'sight ray'
zc [m]:  orthogonal distance to lense's plane
         (z-coordinate in camera centered coordinates)

Then,

$$z_c=z_s\cos(\alpha)$$

assume

$$\alpha=\arctan\frac{(c_y-y_s)d}{f}$$

applying

$$\cos\arctan(x)=\frac{1}{\sqrt{1+x^2}}$$

delivers

$$z_c=\frac{fz_s}{\sqrt{f^2+(y_s-c_y)^2d^2}}$$

But, that does not seem to work out. What am I doing wrong? What would be the formula?


texts: Can I connect a Diffuse BSFD to the Principled BSDF's roughness input?

texts:
I have a principled bsdf.
Under roughness, I have maps that I would like to connect to it. As I'm adding a normal map to my roughness map, I'm thinking of putting the map through a diffuse bsdf. Is it possible to connect the diffuse bsdf to the principled bsdf under roughness? I can't figure out how as the node lines turn red which I guess means it's invalid.


texts:
I am just a beginner of blender. I use the function of rigid body but objects keep passing through the basket. I searched and tried different methods from the internet but still not successful. For your information, the basket has three pasts which are parent together.
Here is my file link
https://drive.google.com/file/d/1baVak34Urbc6wQd-Der2rSoRO2KTZZU-/view?usp=sharing


texts: What does "number of diffuse/glossy/... bounce samples" mean?

texts:
In Cycles render, when enabling branched path tracing, one can specify the number of diffuse/glossy/transmission/... bounce samples for each AA sample. Can someone explain to me in little more words what this means?

I know what diffuse/glossy/... materials are, but I don't know what is meant with a glossy bounce sample.


texts: Partialy applying multiresolution modifier

texts:
I have a very low poly mesh which has a multires modifier on it which has subdivisions set to 7. Is there a way i could apply a few subdivisions to the base mesh, but leave the multires modifier unapplied.This is dificult to explain so i will attempt to use images to help explain.
This is the base mesh:

This is the high res:

Now could i partly apply the modifier to the base mesh so it ends up lokking something like this:
But still keep the remaining subdivisions in the modifier so I can later apply them?


texts: Material not rendering right despite texture being correctly unwrapped?

texts:
That was a long title, but my problem is simple. I have some objects with a brick material which looks different when you look at it on "solid" mode with display set to "textured" (left) compared to "material preview" mode (right):

The part that looks stretched out is a different material than the normal brick material which I applied to th rest of the faces. Why is it causing this effect?


texts: Will increasing samples reduce fireflies?

texts: Will increasing the samples eliminate fireflies? I know that the question of reducing fireflies has been already asked, but i want a straight answer on whether it will help or not.


texts: Best modeling workflow for painting textures

texts:
I know how to model, however, would it be easier to texture everything with a shape (cube, sphere, etc.) or with a plane that is mirrored? I haven't found any answers online.

Can someone please help me on which modeling technique would be best for texturing and materials? I love using the plane because you only have to worry about a couple vertices meanwhile if you model with a cube it would be doubled but for some reason I feel using a cube would be better with texturing because if something is mirrored it would look exactly the same on the opposite side, and sometimes I wouldn't want that.


texts: Need help with animating textures using AnimAll (texture moving is somehow visible during animation)

texts:
I'm trying to animate eye blinking with help from this tutorial:

Animating eye texture in a head mesh

and while doing everything the tut mentions, the outcome somehow doesn't look good. The problem is that the texture moving is visible in animation, as shown on this screen:

Anyone knows how to solve this? D:


texts: What's the best way to model organic shapes?

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For eg: I have this sandal I'm trying to get the edges to curl upward slightly as well as the whole toe (as seen in the insert). Try as I have over and over -- trying to deform the mesh shape using proportional editing is just not cutting it!

Any suggestions?


texts: How do I remove these black pixels from my baked texture?

texts: How do I remove the black pixels in this Cycles baked texture?


texts: Why does the ambient occlusion pass result in a black environment?

texts:
Why does the AO render pass result in a black environment?

Shouldn't this be white as default?

Also, Is it possible to get a transparent environment within the AO render pass?
White should do just fine as well.

PS: I know there's a workaround by making use of the Object/Material index to mask out parts of a layer. but this is really tedious if you've got a large complex scene.


texts: How to create a horizontal strip inside a circlular plane?

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I need to create a horizontal strip from one side of the circular plane to another circular plane inside it.
The result needs to be like this:

I got the outer circles using the inset key like this:

I got this now only an intersecting rectanglular face is to be added but i dont know how to.


texts:
Not sure if that's a noob question, as I'm just getting started on simulations…

I have a sphere with cloth physics and inside it I placed some more spheres with rigid body + collision physics (they are close together so when the simulation starts they have an initial push). I need the rigid bodies to stay inside the cloth sphere, but they just fly through it. Any ideas?

Other details:

I've turned gravity off
I intend on using internal pressure on the cloth sphere to make inflate and deflate, will this interfere with anything?

Thanks for the help!


texts: How to make a mesh deform accurately with smaller rigid bodies (rope animation)?

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I am trying to achieve a physically realistic and visually realistic dynamic rope simulation for knot-tying and untying in 2.80.

So far, I have an animation using rigid body cylinders linked together with rigid body constraints and I am able to get the desired physical behavior and tie knots that handle self-collision by keyframing the cylinder locations:

The problem is that it does not look like a visually compelling rope, just like a bunch of cylinders with gaps in between. Does anyone know of a good solution to have a realistic looking rope mesh (i.e. something like this) deform the same way as this set of connected cylinders?:

I know the above kind of rope can be made using a twisted mesh with a Bezier curve modifier, but this does not have the kind of realistic dynamic physical properties (like handling self-collision) for my use case.

Is there any way to parent the cylinders to the vertices of a separate mesh such that it follows the deformation? Or is there any way to "wrap" ALL the cylinders in a texture that will also deform with the rest of the rope? Or any other suggested solutions involving parenting/hooks/rigging?
Thank you so much!!


texts:
Is that possible to set the exact radius for a icosphere somehow? Or if not, how scale/size is related to its radius?

I tried several tutorials but when I measure it in my game, it does not match. The game engine I programmed is exact, so I think the problem is that the radius is not correct in the model.


texts: I am completely new to blender. I am following Blender Guru's instruction too create a 3d coffee mag. However, when I add a reference photo, it has been rotated automatically. I am pretty sure that I have never changed the coordinate. Why would this happen? What can I do to fix the problem?


texts:
I've recently started using Blender in favour of 3ds max with Vray. 3ds max allowed me to use a detailed displacement map on a simple plane which resulted in 3D displacement. It was very effetive to create intricaty with minimal amount of modelling and keeping the files light. Blender seems not to be able to do this. In order to displace the mesh needs to be heavily subdivided to produce pleasing results. Is this correct, or am I missing something? Is there plans to implement this in Blender?

Ludvig


texts: GreasePencil goes trough a mesh in wireframe mode 2.79

texts:
Good day. I'm trying to use GP to trace some details on the mesh from the background image, which means I need to work in the wireframe mode. But it seems GP won't snap to surface properly:

A. Detail is drawn in Front Ortho view, seems okay.

B. Let's rotate the camera to check if the snapping is correct. Nope, it isn't. GP goes through the mesh as if there are holes in geometry.

Switching to the Solid mode seems to fix the issue:

But it is obv impossible to see the background image this way which defeats the whole purpose.
 Here are my current GP settings:

Could someone help? Thanks anyway.
 Regards.


texts: How can I restore the interface size back to the default?

texts: I have inadvertently reduced all the menus on 2.82 to 2mm! I cannot see to change back. Despite having uninstalled/deleted all known traces of 2.82 residual memory seems to exist as all downloads and loadings of 2.83 are just the same. 2.80 loads fine.


texts: Blender 2.8 exports fbx with flipped normals

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export model from blender 2.8 to UE4-> normals are flipped in ue4. Gotta actually flip the normals in blender for it to come right in ue4. this never happened before.
I use the daily 2.8 build (25.3 as for writing  IDEAS?


texts: How can I connect an object with particle instances on an emitter via some Curve/Geometry connection

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Hi im trying to get a dynamic electricity effect going on:

Basically, I want an object to pass over a particle emitter, and have lines show up connecting itself to all the moving particle instances on the emitter plane.

No idea how to do this.. seems i'd need to recreate each particle and animate it, then add "connection" curve/meshes for each particle, and then clamp them on both the passing object and each particle. THis seems super tedious if I want 50+ particles.

Any idea how to approach this? I have a hunch 'animation nodes' might help"?
Thanks.


texts: Setting camera to position where it can render a seamless repetable orthographic scene

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I'm using 3d to speed up production of 2d graphics of machines and structures (which have a lot of straight lines, objects and little details repeated all over the place).

The goal is to have an isometric background image that repeats seamless.
I set the camera with orthographic projection and 45° of rotation.

And manually cut the vertical borders in an image editor in the position where it repeats. Then I can do something like this:

Instead of cutting it manually every time I do a test, I would like to set the camera view position and height from Blender. Then I can render an already seamless repeated image.

Those two Empty objects in the boundaries are where the camera borders should be. However I have no clue how to accurately set up the camera in this case.
How can I do this?


texts:
How can I make the hair particles show on right side instead of the left without going onto Particle Edit?

I want the exact same hair amount and style but on the opposite side.


texts: Why is fluid not entering this hollow object?

texts:
Pouring water into a cup.
The cup does not have a lid, but the following situation is shown.
How can I solve this problem?

Here is the .blend file: https://drive.google.com/open?id=10zGUdGM0ecQkPkBijZ9jlZcaX9kja24Y
Here is video that show the problem: https://youtu.be/mONqiAtMlwQ


texts: How to apply a several modifiers with python (but not necessarily all modifiers)?

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Apply modifier button will write this into the console:

bpy.ops.object.modifier_apply(apply_as='DATA', modifier="Box Right ")

Adding this line after "bool_mod.object = obj" does not work as expected stating that object has not attribute 'modifier'

ERROR:

  File "C:\Users\info\Desktop\Boolean.blend\ui_panel_simple.py", line 38, in execute
AttributeError: 'Object' object has no attribute 'modifier_apply'

CODE:

def execute(self, context):

    target_obj = bpy.context.active_object
    tool_objs = [obj for obj in bpy.context.selected_objects if obj != target_obj]

    for obj in tool_objs:
        bool_mod = target_obj.modifiers.new(obj.name+' ', 'BOOLEAN')
        bool_mod.operation = 'DIFFERENCE'
        bool_mod.object = obj
        target_obj.modifier_apply(modifier=bool_mod.name)

I went to blender python website to read about the modifier command and values and to my surprise found nothing that explains what options there are for operation for example.

https://www.blender.org/api/blender_python_api_2_70_5/bpy.types.Modifier.html


texts:
I created a tentacle, added an armature, changed the bones to b bones, added ik, target null object and noticed that the bones looked twisted (without me doing anything). Once I started posing my tentacle the mesh started to get twisted at certain positions.

Model is available here

any tips to avoid this let me know. I appreciate it. Thanks in advance.


texts: Select and fill face in UV Editor using Fill brush

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Is there any way to select a specific face / island in the UV / Image Editor while in Paint Mode? I'm not talking about Texture Paint mode in the 3D view, rather, the Paint mode in UV / Image Editor mode.

What I actually want to do is to select one of those faces and use the "Fill" brush, so it doesn't fill the whole image, but only the selected face / island.

I can freely paint and fill the image, but I can't select specific faces to fill. Is it even possible?


texts:
I Need to know how to Ungroup Meshes that were Previously joined Without Undoing History.

I Am attempting to ungroup things like these.
If you select anything on the models in there you will notice they are a big mesh made with the CTRL J Trick

I Need to know how to Ungroup it from that.

(Unless it can't be done. -_- and i have to try to recreate the meshes entirely)


texts: How can i extrude a text or element to the sides correctly?

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I want to make a border for a text, with extrude option (no other option than that) because i will apply that too to another models that are plain like text later.

When i extrude the object, like on this example, i want to scale it but it moves to a single side, but i need it to be like a perfect border. of every element of the model, when i extrude them together.

And even, if possible extrude at the same time the inside part of the 'e'.

Edit: it's like using the Mesh Option 'Extrude individual' but not by separating the faces as different cubes, just like a general extrude, for creating a 'border'.

Thanks in regards.


texts: Can Blender video editor speed up a video?

texts: I have a mp4 video that plays 3 FPS and I want to speed the FPS up to 24 FPS.  Can I do this in Blender 2.8 video sequencer?  When I use the Video Sequencer Speed Control, with Speed Factor 1, Multiply Speed 8, "Use as speed" checked, it just plays the video still at 3 FPS, but for every one frame it plays, it skips the next 8 frames; I want to play every frame but play it at a faster rate.


texts: Hi, in the image below you can see point "3" is the bottle that I created using blender 2.69. "1" is the side view of the original bottle "2" is the front view of the bottle. Now I want this design of the curve on my blender bottle, but I have no guess how to achieve it. I mean how to create those design on the bottle. The curves on bottle are like small gutter which are towards inside of the bottle.


texts: Why does ambient occlusion make a black area above emission object?

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I did AO in compositor. The body of an emission object is invisible to the camera.
First screenshot - with TURNED ON AO
Second screenshot - with TURNED OFF AO
How it works and how i can keep AO turned on, but fix this problem?
Blender 2.91


texts:
2.9.X Theme to for 2.76b... our lab pc can't run version upper from 2.76b ...
i am teacher and i want teach blender to our student
our lab is old becouse we in thired world country (poor country)
i check every version and seem the 2.76b i called blender for poor's
it's only upper version work in that pc's
but i want theme to look 2.76b like  new 2.9 blender
is this possible
and from where i get manual and tutorial for 2.76b exactly ?
Thanks


texts: Sculpting does not give a visible change in my model

texts:
So im new to blender and im following this tutorial from youtube:
https://www.youtube.com/watch?v=6OTX3ZdYvEA
When i try to use the sculpture mode to dent in the side, it just doesnt do anything. Ive been shoving my mouse all over the  model and sometimes i get a random dent but nothing that gives me the impression that it is reacting to what i'm doing. What am i missing? Did i forget some layer or something?


texts: Fluid Simulation Not Working, updated software and have done hours of research

texts:
Running 2.92
Blender user since 2019.
I'm trying to fill a glass with liquid.
I can't get the fluid simulator to work consistently. I've been fiddling around with it and had limited successes, but can't repeat them with the exact same settings. When it has worked, the the liquid isn't visible when rendered and I can't figure out how to add a material property.
I've gone as far as to uninstall and reinstall the software.
File host on OneDrive
https://1drv.ms/u/s!Agn7HNH2KWg_bkA85v1K7lw-GeA


texts: why mesh get disturb after applying boolean. I have subsurf, boolean, edge and solidify modifier. After applying the boolean mesh get disturb. I do not want to apply subsurf modifier. How to solve it and get a clean mesh. Any suggestion or help. Thanks


texts: How to show materials and textures in Model Viewer?

texts:
I'm having trouble trying to see the materials and textures I assigned to some objects when I export the file in OBJ. all the objets look as the "Solid Mode" in Blender but I'm in ModelViewer.

What can I do? I saw a similar question here in the platform but couldn't follow the instruction correctly.


texts: How can I make my bones move more attractively?

texts:
Hello. I am a beginner attempting to model and rig a character. As you can see, rather than looking smooth my bones have a kind of jiggered look when it bends. I was told that weight painting would help this but I'm either doing it wrong or it isn't helping.

I understand that my mesh is pretty messed up bad could this have contributed to the jagged joints? The Vertex groups should be assigned correctly though.
I'd much appreciate some advice or a point in the right direction.

Looking forward to what you have to say.
Thank you for your time.


texts: why no hair growth in the non vertex region

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With the hair particles i have long hairs. With the vertex paint i have mark the region and inverted the selection to fix the hair grown in region. The hairs are in the region but not in all faces.

Blend File

Vertex group

Result (No hairs in the red regions)

Settings

Any suggestion why no hair growth in the regions. Thanks


texts:
I'm trying to use node wrangler for image textures and when I tried to use it I got this error. I have the textures on my main drive and the save file of the project on a different file if that helps explain anything. How can I fix this error?
I tried moving everything to the same drive and that didn't fix it.


texts: How does depth of field work in Blender?

texts: I am currently writing a paper on different renderers, I have created a scene and rendered it with different engines (Arnold, Renderman, Cycles and Luxcore) and it appears that different renderers have very different results when it comes to depth of filed and bokeh. They differ in the amount of blur and the look of it, even when all factors are the same (same aperture size, focus distance etc). Does anyone have an idea of why this is? How exactly is depth of field calculated in blender? Any help would be greatly appreciated.


texts: Blender Guru Tutorial - Level 2 Part 3, Texture Painting Issue

texts: first post so please be gentle :). currently struggling with the texture painting part of the donut tutorial on youtube, when I start to apply the horizontal stroke across the middle of the donut, the texture is applied on another area of the model. this has been doing my head in. I have seen some post on this forum about UV wrapping, which I don't think was covered in this tutorial. Can anyone help get through this step please, thank you.


texts: How the Blender 3D 2.8x Graphical User Interface is Made?

texts:
I want to know all the processes, functioning, involved languages, examples of code, and URLs to official sites with updated information if possible.
NOTE: I'm not a programmer. I just want to know how and where to start learning.
Nine years ago, a user did respond:

Assuming you’re talking about the 2.5 series of Blender, at the lowest
level, Blender’s UI is implemented using OpenGL (primarily coded in
C). Hooked into that is a Python layer. This means that it’s fairly
easy to modify Blender’s UI using Python without sacrificing much in
the way of performance.

And according to the resume of better responses about its GUI development and portability, but not updated (4 years old):

No. You cannot use Blender's GUI package in other programs outside of Blender.
Blender Graphical User Interface package is solely designed to be used
with Blender on various platforms. Blender also has a custom window
manager. And the UI widgets in Blender are tightly coupled with
Blender's Data API (RNA/ID properties)

There is GHOST (General Handy Operating System Toolkit), which can be
used outside of Blender, but it's very low level, only providing
window access, mouse, keyboard, ndof and tablet events from
X11/MS-Windows/OS X. It doesn't actually draw anything; buttons or
text, for example, are handled by Blender's own code.

A year ago, but not as much detailed as a need:

Blender’s entire user interface is drawn on the screen via OpenGL. Most of the UI is defined in C, and some parts, like most of the layouts, in Python.

So:

I know that Blender can render scenes in PCs that don't support the Blender Software trough its binaries — which accept CLI (Command Line Interface) commands — because a long time ago I couldn't run 2.79, but 2.76... But trough SheepIt Render Farm you could render other's 2.79 files without issues with your CPU and vise versa.

That CLI support makes Blender GUI independent (what means that GUI is just making CLI calls at every change) or is the GUI more core-nearly (what means that Blender Core Code is associated with changes in GUI code)?

You effectively can implement the Blender Graphical User Interface (or part of it) into another application that uses [favorite-examples] languages?

Why
I'm searing for a concrete answer for that because I want to deeply participate in the Inkscape development, and its actual major issues (For users) are a no fully developed GUI and no CMYK support. In the other hand, Blender is actually super industrialized (which means that its use is a totally PRO- without CONs- for businesses)
Inkscape Developers are porting all its codebase (which is based in C) to C++ and they want also to split the User Interface to a separated implementation, in order to be able to use CSS files to develop it, and I want to know if it's possible to approach Blender Codebase in the process.


texts: How to get the final volume & area of all selected objects (ignoring some faces)?

texts:
The 3D print toolbox currently only outputs the volume/area of all faces.

How can I get the volume of selected mesh objects, ignoring certain faces?

Asking on behalf of a user who mailed me.


texts: Object origin is being set to wherever the 3d cursor is even if i move it. How do i fix it?

texts: the object origin is currently at the location of the 3d cursor. Right clicking moves the 3d cursor (i have left click to select on) but it also moves the object origin/rotation point. doing ctrl alt shft c and selecting any of the option does nothing. How do i set things so that the object origin just stays in the middle of the object.


texts: Fade in action applicable to all objects (in cycles)

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I am trying to make a schematic video about assembling a machine. For a lot of objects (bolts, etc...) I use the same delta location action, so they get assembled in their position. This allows me to use the NLA editor, to make almost all the animations.

The problem is when I try to fade in & fade out objects. Loc, rot & scale works well, because all objects share these properties. But transparency depends on the material.

I've tried to have all materials end with a mix node connected to a transparent shader. So with the 'Fac' slider I can animate the fade. But the result action can't be shared between different objects, as they have different materials.

So, is there any visibility property of object I can animate? This would be great for motion graphics too.

Thanks


texts: How to make the Displacement Map Texture and Material Texture Match?

texts:
I added a image texture  to a simple sphere by creating a new material and selecting "image" as the color.
Then I used the displacement modifier to make a displacement map. I selected the very same image as the displacement texture.
I want the displacement surface to be exactly the same mapping as the material surface. Where material is dark, the displacement should go inward, and vice versa.
However the displacement texture and the material texture do not coincide.
I cannot use the shader nodes as I want to export the model to stl file for 3D printing.
How do I fix this problem?
Thanks


texts: How can I access pre-existing UV maps in an fbx?

texts:
I am trying to clean up some mistakes in an fbx model that I have and it would help tremendously if I could access the pre-existing UV maps in the model.

My outliner shows one mesh with multiple materials that have multiple textures underneath it.

I want to access the UV map for one of these textures.

Unfortunately, the UV/Image Editor shows one ridiculously complicated UV map that combines the UV maps of all the textures.

How can I select just the one UV map that comes with only one of the textures?


texts: Python script to determine XYZ of tip of cone

texts:
My scene contains a cone named 'MyCone'

I'm trying to construct a Python script: get_XYZ_for_tip( 'MyCone' )

How could I go about doing this?


texts:
How to get this kind of effect (transparent and illuminating) using blender shader node?

this is from the overwatch game cg.


texts: Show length for surrounding edges as well

texts: With edge length displaying enabled I can see the length of the currently selected edges. Is there a way I can show the length of all edges without selecting them all?


texts: Why are Normal maps not Baking/Rendering correctly

texts:
I've baked my normals from a high poly mesh on the low poly Version UVs are matching (I think) yet there are these odd looking Artefacts in my normal map, Why could this be?

[


texts: How do we access Vert, Norm and UV data then print to a text file using Blender/Python?

texts:
Basically, I've been trying to implement the code from the following page but I'm having difficulty tying the subtleties together.

Get indices of vertices of triangulated faces in python

The block that is over a light gray rectangle is the array that will be passed to a VBO.  That is what I'd like that output from Blender to look like.

For the example code I am using, I would like to change every instance of the following:

print(indices)
or
print(plain_verts)

into something that will print to a text file in a specified folder on my hardrive.

***To address a comment that was made:***My question has nothing really to do with C/C++, what I am looking for is the Blender Python equivalent so that I can end up with the same file which is the Vertex, normals and uvCoords. In a 1 dimensional floating point array.  Basically I need a Python script that can emulate the following code.  I want to replace all the fluff below with a script that is run from within Blender.

So basically, how do I end up with text with a file that has something like the following in it?  By using Python in Blender.

For example it would be called  modelName.txt and would contain the following.

GLfloat modelName[] =
{
    vertex, normal, uv,      #Vertex 1
    vertex, normal, uv,      #Vertex 2
    vertex, normal, uv,      #Vertex 3
};


texts: Motion Tracking - Link track to empty and move camera instead of empty

texts: I have some footage that I've added a single tracking point to and linked it to an empty. This successfully moves that empty in my scene in relation to the tracker and I can add objects into the scene and parent them to those empties and they stay in position. However, some of the objects I'm adding are in motion and have particle trails, and the trails do not behave correctly since the objects are moving around based on the movement of the empty, as well as their own keyframe animations. Is there a way to invert the "track to" constraint on the empty so that the translation of that empty is inverted and applied to the camera so that the camera is translating, and the empty is "pinned" to its initial position?


texts:
I want to make a scripts that adapts meshes and I need to cast rays for this.
But the rayCast() function is part of the game engine and it seems these functions can not be used by the standard scripting.
IS there a way I can use the rayCast() function?


texts: Hdri, controlling the image exposure vs the light it is casting

texts:
I have a scene where I am using a HDRI as the environment lighting but also using it as the background image, now the problem I have is that the image seems to be a lot darker than the light it is casting into my scene, so it looks slightly odd, is there away to make the background image brighter without effecting the light it is casting into my scene?

As you can see in the image i provided, the trees almost seem black, i want to lighting up the sky and the trees without effecting the light in my scene.

Thank you in advance


texts: so I've created this Character and was trying to give him some bones. I add the IK bone to move the legs around. For some reason as soon as it gets to a certain, point the bone starts to rotate giving weird deformations in the Hip. Another thing is that the feet are deformated all the time when I'm in pose or edit mode, I don't know why. How can I remove these deformations?


texts: How make a specific color have a different shader

texts:
So this is my output and material node setup:

As you can see I want the marked portions to have a glossy shader.

There is another question similar to mine which has been answered here :

Using an RGB map to assign various shaders in a material

But, I don't know how to integrate that solution into my shader as I'm using a Color Ramp.


texts:
I am trying to set up dynamic parenting of some vertices to an empty based on their distance from the empty in Animation Nodes, to be able to move these vertices with this empty.
I am ok with selecting the vertices but I am running into problems after using Object Attribute Output with a parent as the attribute with a value of the empty object.

What happens is that the vertices are being pushed away from their places by the vector equal to their distance from the world origin.
In the simplest situation, I would just use the Object ID key for initial transforms and use matrix math to calculate the location based on the empty, however, the aim is to be able to use different empties one after another to control the vertices, for that my initial transforms saved in the Object ID key will be irrelevant.
So my question is, is there any trick to properly set up parenting in AN? Just to say, if I manually parent the vertices with the empty, they behave as intended.


texts: How can I rotate (in game,) with click-drag rather than keyboard keys?

texts: I've made a game where I rotate an object, (the entire scene actually, as everything is parented to one central empty,) using the arrow keys, but I'd rather like it to rotate with click-drag. At the same time, I'm using the left mouse button to select objects and move them around.


texts:
so Ive imported alot of assets into my file to place it around the scene and noticed that my scene is becoming slow.
This should be obvious but are there any ways to speed up the file?
For example joining things Ive done
But even so theres so many assets, and once I join a row of trees I cant move them individually anymore so i try not to join EVERYTHING
Just stuff like if the tree is split into 3 parts Ill join it


texts: Is it possible to export shades to a texture image?

texts:
I have this shade but I want to convert it into texture images to export to any platforms like Roblox.
Do you guys know if it is possible?


texts:
Since the interface to 2.8 is now frozen, I think this is a fair question?

In previous demonstrations and answers concerning the behavior of the cursor in Blender 2.8 I have seen the option (by dragging with the 'Cursor' tool selected,) to set the location and orientation of the 3D Cursor to the face beneath it in  the 3D view, independently of the snapping system.

I've also seen the creation of new objects aligned to the orientation of the 3D cursor, rather than the world, or the view. Try as I might, I can't find a way to reproduce this behavior in my fairly recent build of 2.8.

Am I missing something obvious?


texts: Is there any way to apply a pose to a mesh and be able to remove the armature and keep the pose?

texts: Im trying to import a model into the oculus home but when i do the character isnt posed but is in blender. idk if theres a way to fix this so oculus can read the armature pose or that i can fully apply all of the pose to the mesh


texts: How to put 4 different textures on one rectangular shape?

texts:
i'v been looking trough the internet for ways to simulate a quite simple thing: I want to see how 4 textures I got on my laptop will look on something which has 30cm height and 15cm width. So on each site (except the visible top) one texture projected on a rectangle. I was very happy once I found out about blender, however after trying to figure out how to do this task I had to realize that I'd first have to learn the basics for which I currently lack time.
Does anyone know where I can find an absolute blender-noob guide on how to simulate this certain thing? Or could you provide me with basic info on what I have to know (read) to create this thing without putting too much time in it? Would be glad to receive a hint! :)


texts: Is it possible to set all characters in all vertex groups to lowercase?

texts: So I've been working on porting several meshes from an older project into a new one, I however added capitalisation on a lot of vertex groups that I didn't have to. So now its _R instead of _r for example. Is there a way I could remove the capitalisation so its all lower case?


texts: In UV Editor, is there a way to set rotation of selected mesh to 0 (reset/align to view)

texts: When I do an unwrap on a cube with seams it goes diagonally in the UV editor view. I use ctrl+p to pack and it almost aligns it to the view/texture but is there a way to unwrap it so it is aligned to 0 or 90°? Or is there a way to reset the rotation after (there is no rotation value in the 'n' panel)? When I do Rkey+90 it is relative, not absolute. See what I mean?


texts: Why is Blender not saving my render after I already set the output location?

texts:
Why is Blender not saving my render after I already set the output location
This seems to be themost common problem I see in all the forums Ive read so far, yet after doing it, its still not saving anything?
I do Render>Render image and see the render in blender but its not in the folder I specified


texts: How to reduce seams when texture painting

texts:
It is very annoying when you are trying to texture paint an object and you get this:

It appears that it is like a seam resulting from bad UV unwraping.  What can I do to help prevent this?  I am not good at UV unwrapping.


texts:
I came up with a problem of flipping only one face of the texture horizontally on flags as shown below in the image. What I want to do is to make one (front) face of the flag stay as it is now, but I would like to flip the other (rear face) by 180 degrees. I tried playing with the scale factors in the mapping node, rotating that face etc. The problem is that I am aware of the potential solution to this problem by duplicating the face and flipping the normals, but it will just make my job a lot harder due to complexity of the model and a huge lag I am currently experiencing. I would have to repeat the process a lot of times too. Therefore I would like to do it via compositor. I made a composition as shown on the screenshot, but it doesn't work no matter how I make them and what factors I put in. Can anyone take a look at it please, and tell me if I am doing something wrong, or it just isn't possible to be achieved in this way.

Thank you very much in advance.


texts: Change rendering to use only reflective scattering

texts:
I would like to generate a rendering using only reflected light from a point source, not diffuse scattering. The purpose of this is to generate an image of the object similar to the way a radar sees it. A radar can only see reflected radiation, not diffusely radiated light the way the eye can. For example:

So, for example, in this image of a missile we see the reflected energy only (the outline of the missile is shown just for clarity, the radar can only see what is light blue and green/yellow/red).

Blender should have this capability when it renders "glare" (reflected light). So basically what I need to do is generate only glare. Also, I need to false color the glare (as above) so that the more intense the glare, the more red the color. How can I do this in Blender?


texts:
I have a procedural Mesh which is working nicely. It creates all the required faces and from what I can see connects the dots correctly.

Looks arse when it renders though. The whole surface should be smooth, but there appears to be a big ridge through the render along the side of the object.

Can anyone see what is going on here? Yes there is edge code and face code in here - I have left the edge code in simply for debugging purposes.

import bpy
import math
import numpy as np

def pol2cart(rho, phi, sig):
    x = rho * np.sin(phi) * np.cos(sig)
    y = rho * np.sin(phi) * np.sin(sig)
    z = rho * np.cos(phi)
    return(x, y, z)

theta = np.linspace(-np.pi, np.pi, 64) # << change 64 to 256 or 512?
rotator=np.linspace(0,np.pi,32) # << change 32 to 256 or 512
theta_list=theta.tolist()
rotator_list=rotator.tolist()
theta_list.pop()
rotator_list.pop()

verts=[]
edges=[]
faces=[]
idx=0

for segment in rotator_list:
    for thing in theta_list:
        rho=1+np.cos(thing)
        x,y,z=pol2cart(rho,thing,segment)
        vert=(x,y,z)
        verts.append(vert)
lr=len(rotator_list)
for idx1 in range(lr):
    for idx2 in range(len(theta_list)-1):
        edge=(((idx1*len(theta_list))+idx2),((idx1*len(theta_list))+idx2)+1)
        edges.append(edge)
        if idx1 == (lr-1):
            edge2=(((idx1*len(theta_list))+idx2),((len(theta_list))-idx2))
            face=(((idx1*len(theta_list))+idx2),((idx1*len(theta_list))+idx2)+1,len(theta_list)-idx2-1,len(theta_list)-idx2)
        else:
            edge2=(((idx1*len(theta_list))+idx2),((((idx1+1))*len(theta_list))+idx2))
            face=(((idx1*len(theta_list))+idx2),((idx1*len(theta_list))+idx2)+1,(((idx1+1)*len(theta_list))+idx2)+1,(((idx1+1)*len(theta_list))+idx2))
        edges.append(edge2)
        faces.append(face)
mesh=bpy.data.meshes.new("cardioid")
object = bpy.data.objects.new("cardioid",mesh)
#object.shade_smooth()

object.location=bpy.context.scene.cursor_location
bpy.context.scene.objects.link(object)

mesh.from_pydata(verts,[],faces)
mesh.update()


texts:
I am doing this tutorial of Blender Guru on making grass. Around 20:00 min he shows his render:

When I look at my render the meadow of Blender Guru is more "bumpy". As far as I know I have the same settings in my blend file (attached). Why is there a difference in "bumpiness" ?

You can download the Blend file here. For some reason (?) the file is close to 150MB and cannot be uploaded to Blend Exchange


texts: How to bake two objects (an item and a shrink-wrapped decal on it) into one texture image?

texts:
I'm very very new to blender and have been searching on how to do this for a while now to no avail, please forgive me if I'm posting a simple/answered question.

I am making a very simple mask that consists of 2 parts:

The mask itself - A rounded shape with a flat color image + some noise for texture as the material:

A "decal/sticker" - an image as a plane, with a subdivision and shrinkwrap modifiers, parented to the mask.

I would like to bake these two together, as they appear now, into 1 texture image that I can simply apply to the mask itself.  I've been able to bake them individually, but I do not know how to combine the two into 1 texture. How do I do this?


texts: I deleted a armature without unparenting it, and now it is affecting my particle system for some reason. The hair particles do not look like they do in particle edit mode, they go in all kinds of directions. Before I parented the armature, they did not do that. What should I do?


texts: Open a file selection dialog in a specific folder

texts:
To open a file selection dialog and show only specific extensions, I'm using one of the templates that come with blender, (Text -> Templates -> Python -> Operator File Export):

class SelectFile(bpy.types.Operator, bpy_extras.io_utils.ExportHelper):
    bl_idname = "demo.select_file"
    bl_label = "Select a file"

    filename_ext = ".txt"
    filter_glob = bpy.props.StringProperty(default='*.txt', options={'HIDDEN'}, maxlen=255)

    def execute(self, context):
        print(self.filepath)
        return {'FINISHED'}

I couldn't find out how to open the dialog in a specific folder.
Thanks!


texts:
Is there something similar to vertex groups for faces and edges? I find vertex groups incredibly useful for remembering custom selections I've made.

What I want to do is select faces or edges, and be able to reselect them later as easy as possible.


texts:
I want to use color ramps or RGB curve effects in my node groups. This runs into the problem that the only sockets these nodes have is their input image and factor. This means if I have them in a group, I cannot control the actual ramp/curve stops with inputs from outside the group.

Is it possible to build a custom math node group that would do the same thing as a color ramp or RGB curve, but would allow me access to an equivalent of stops?


texts: Twisting two objects like rope, without any deformation

texts:
I am trying to render a realistically detailed cable, with the jacket stripped back. This particular cable has 2 cores which twist around each other. I have managed to do this by applying a simple deform on the Z-axis to each cylinder and using an empty as the target.

It works, technically, but the two cylinders start to deform when twisted too much, I want them to keep their original shape without thining in the middle regardless of the twist applied. I hope this makes sense?

.

How can this be done?


texts: How to make an alpha background in blender eevee?

texts: I want to render an object in eevee without rendering the HDR background but without losing the HDR lighting.


texts: I'm having an issue in sculpting where an item becomes invisible but is still physically there

texts:
At the moment I am working on the blender guru's level one tutorials. I have gotten to part 5 and have run into an issue: Whenever I switch over to the sculpt tab, the doughnut disappears. I know it is there because it shows up in the collection tab, and if I move my cursor over it, it will show along the surface of it, and if I select it, it has an outline.
So far, I have tried alt + H on both the sculpt tab and layout tab with no results. I've hit the / key on the sculpt tab, though it did not seem to do anything (I might be using it wrong I've only been using Blender for about a day).
I've pulled up an entirely new blender project and went to sculpt immediately with the same result a blank screen with the object being invisible, but I can still interact with it. I will try to clear any confusion up if you are trying to help me. Maybe this image can give some further context.


texts: Do motion blur shutter curves work correctly?

texts:
I have some problems understanding the motion blur shutter curve. I am near to the point to report a bug, actually ...

What I have done:

use any mesh or the default cube, animate it to move in any direction
go to the middle of the animation (the speed should be max there)
enable motion blur (cycles)
set the shutter curve to an extreme like from bottom left to top right

Now when you render the image, you will see ... well ... I can't tell from the image in which direction the cube is moving. Whatever I set the curve to, I can't tell the direction from a single image. Shouldn't that be obvious? Maybe I misunderstood that functionality.

This is an example of a moving cube with such a shutter curve

I can supply the blend file, if needed.

To clarify what I expected: I expected a (nearly) sharp cube with some trails to the side it is coming from.


texts: Why isn't Armature>Separate Bones working for me

texts:
I'm a blender noob.

I obtained a blender model which has two rigged low-poly hands attached to an armature with shoulders and arms.

I'd like to edit it so that it only has the right forearm and hand.

I think that I should be able to do this by selected the relevant bones and then using ctrl-alt-p to make the arm a separate armature.

But no matter what I try that command doesn't seem to do anything.

I'm using Blender 2.79, on a Mac.


texts: How to track an object to a specific property in the Blender Game Engine

texts:
I make a game with the Blender Game Engine. I would like to make a cube (Enemy) which moves inside a navigation mesh.
This cube should follow all the objects with a specific property. The cube also should follow the nearest of this objects  in the navmesh.
I found this script. But it only work for the "Edit Object" actuator. I need this script work for the "Steering" actuator and the  path following. I hope you can help me.

def target_prop(cont):
self = cont.owner
objects = self.scene.objects

test = [o for o in objects if self["Cube"] in o]
test.sort(key=lambda o: self.getDistanceTo(o))

target, *_ = test

act_track, *_ = cont.actuators
act_track.object = target

for act in cont.actuators:
    cont.activate(act)


texts: Is it possile to create a flat-color (shadeless) shader in Blender 2.83 that is also flat when in a reflection?

texts:
Toon BSDF and Shader to RGB not fit for me, and I trying to create flat color shader in cycles. I decided to use this shader, and it works well, until the metallic roughness not "0", then it is reflect like diffuse. I was looking for it on other questions, but there shaders not completely flat. And I want just shadeless material, and this should be reflect like flat. This s blender file, if you want to test shader quickly
Edited:
Diffuse shader added to not to illuminate objects around
Edited 2:
Partially resolved with adding "Is Glossy ray" output to "Fac", but some part of rays still illumnate objects around. Not final resolve


texts:
If I use the knife tool, and I use it near edges, the mouse will snap to them and it wont allow to me make lines close to it unless I zoom in very close.
How can I disable snapping for the knife tool?


texts:
I created a skeleton from scratch and clicked on generate rig but the rig appears empty, just the arrows, there is a "hidden" rig in another layer but I can only move it, scale it and rotate it, it isn't a "real rig"
PD: I have riggify activated


texts: How do I keep my quick fire+smoke going for the whole animation

texts: The quick fire was working great on my animation, but when I did an open GL render(hope I said that right) after a few seconds the fire stopped moving and froze entirely with it’s motion. Is it because I haven’t baked it yet? Did this only happen because it was a gl render? Or is there some way to control how long this fire goes. I would upload the file but it’s too large for blender exchange. But if you feel you need it, to answer the question I cane sent it to an email via Sendspace.


texts:
I made a glass node following a tutorial.
At the render view looks very nice, just as I want it.

But at the final render looks bad with a weird reflection on it.

This is the node setup

Somebody help me to solve this please. Thanks in advance,


texts: Why do vertices move when 'Smooth Vertex' is applied to mesh?

texts:
I'm having a problem when my meshes exported (to FBX) whereby Blender will smooth the model down.
To replicate the same problem I used Smooth Vertex and as you can see from the before and after the verteces on the barrel have moved. When I import the mesh into UE4 the problem is a lot worse with segments of the mesh completely missing. Its probably down to a fault of my own but this is my first ever modelling project so I'm still learning.

UE4 also displayed this warning message when I imported the FBX mesh.

Warning: No smoothing group information was found in this FBX scene.  Please make sure to enable the 'Export Smoothing Groups' option in the FBX Exporter plug-in before exporting the file.  Even for tools that don't support smoothing groups, the FBX Exporter will generate appropriate smoothing data at export-time so that correct vertex normals can be inferred while importing.

Any ideas as to why this may be happening would be greatly appreciated.


texts: How do I remove the orange color that covers the mesh whenever I highlight the octahedral bones

texts: I can't arrange the bones on the mesh properly whenever I highlight the octahedral bones because of the orange color coming from the bone, please how do I remove it.


texts: My character with soft body still go through wall a little (animation)

texts:
I have

A character with softbody (and ik armature if you are wondering),A wall,Collision enable

The character deforms itself on the wall as i want but some of the mesh still passes through the wall.

This would not be a problem but the fact is that my wall is a transparent glass and i do not want anything passing trough it since it kills the effect i want to make.

I tried a lot of tweaking with softbody(since tutorials are non existant) but a small part of the mesh still passes through  no matter what.

To put it more simply , how to make a wall that cannot be penetrated by anything , all other things are secondary.


texts: Blender Edit mode not working correctly with OBS

texts:
I've been having this issue were in blender edit mode would randomly stop working. I couldn't select anything (verts, edges, or faces) unless I went into wireframe mode. Edit mode simply wouldn't allow you to select anything while in solid mode.

After throwing a tantrum and asking "why" about 100+ times, I think I finally figured out something.

So if you're running Blender and OBS (streaming software) at the same time errors start to crop up just like this one. I tried restarting Blender, my computer, and OBS, but the result is still that same. As long as I'm streaming with OBS blender's edit mode stops working correctly.

Are there any fixes for this?


texts: I have an architectural animation of about 400 frames ( a part of a larger compilation). At about two minutes per frame, it will take more than thirteen  hours so, I was going to connect a second computer, pull up the same file across the network, and check the "place holder" feature and have both computers rendering the same file. Now, rendering to an MP4 is fairly new in Blender and, though I prefer rendering straight to video, I'm a bit wary about any issues I might run across with this new feature. I'll be pulling the finished render into Premiere Pro for further editing with HD videos, commentary, and stills. So, video or stills? Stills would mean stitching together, not a terribly hard thing to do in Premiere but that MP4 would be way easier. Just hate to get thirteen hours into a render and find the network/placeholder method has issues with video.


texts:
How to smooth transition between two parts of the object?

No idea what to do to make it look smooth after subdiv


texts:
I am trying to find rim effect. I have attached a picture showing dialogue box of "add effect, offset, rim colour and mask colour" that I have seen being used, but I cannot find this option. I would be grateful if for any advice on this. Thank you.

i


texts: Import PLY doesn't display vertex colors

texts:
I'm trying to import a .PLY mesh in Blender.
I've troubles with colors: the mesh appear in a grayscale palette.
Other softwares open it correctly (eg. MeshLab).

This is the header of the PLY file:

ply
format binary_big_endian 1.0
comment created by Geomagic Sculpt Exporter.
element vertex 182488
property float x
property float y
property float z
property uchar red
property uchar green
property uchar blue
element face 364980
property list uchar int vertex_indices
end_header

Any tips? Thanks!


texts: How do you render background image through transparent object?

texts:
I tried rendering an object that has a mixed glass and diffuse shader and also a background image but after adding a holdout shader in image 2 to make the object transparent to see the background image the glass shader becomes darker.

Image 1:

Image 2 :

Without transparent shader:

Nodes for background image:

With transparent shader :


texts: Is is possible to use walk or fly camera in sculpt mode? Whenever I press Ctrl+F it calls for a brush strength manipulator.


texts: Why is what I am seeing in my particle effect animation playback, not what I get when I render it?

texts:
I understand that there is viewport sync lag, but this question takes that into account. I have animated particles that should move around on the surface of my text object with a Brownian force. For some reason though, what I see when I playback the animation in the viewport or when I render the OpenGL Animation is different than the render output.

In the render I get particles flying all over the rendered animation. I get this consistently as I have set up similar scenes. How do I stop this from happening and why is it not WYSIWYG?

OpenGL Render
Realtime Screen Capture of Animation Playback
Render
Blend file

Steps to reproduce:

Create a Text object (rotate in the X axis -90 degrees)
Text Object > Data Panel > Geometry Settings:
Extrude: 0.20
Bevel > Depth: 0.01
Bevel > Resolution: 4
Convert Text to Mesh (Alt+C)
Remove Doubles (Text > Edit Mode > Select All > Specials (W) > Remove Doubles)
Switch to Cycles Render
Apply material to Text Object
Create Ico Sphere and move to Layer 2
Duplicate Ico Spheres until there are 5
Apply different color material to each
Group Ico Spheres
Text Object>Particle Panel > New

Particle Panel Settings:

Emission>Number: 5000
Emission > Start: 1
Emission > End: 1
Emission > Lifetime:165
Emission > Emit From: Faces (Random and Even Distribution checked)
Random selected (tried on and off)
Velocity > Normal:0
Physics > Newtonian > Forces > Brownian: 0.01
Physics > Newtonian > Forces > Damp: 0.1
Render > Group > Dupli Group: Group containing 5 icospheres
Render > Group > Dupli Group > Size: 0.01
Field Weights > Gravity: 0.00
Vertex Groups > Density: Vertex Group called Particles containing front of text (not in test scene...still get weirdness)

Additional:

Add Camera
Create Mesh Light
Set End of Animation to 165 (30 FPS)


texts: Cannot figure out how to rig a flexible strap

texts:
I'm trying to rig a long, high-poly rectangle object so that it will be posable/deformable to behave like thick strap or belt. I don't need it for animation, just static renders.

I've created a multi-boned armature and tried adding it to the rectangle as a modifier, but when I then pose the armature the rectangle remains rigid, i.e., nothing changes in the rectangle when I pose the armature bones.

I've successfully employed armatures to pose segmented "hard" objects, but this deformation thing has me baffled. The rectangle mesh is composed of multiple polygons along its length so there are plenty of places for it to "bend".

I've spent several days working on this and have viewed multiple video tutorials and read multiple guides, but in the end I'm just as confused as ever. It appears that there may be several approaches to this, none of which have worked for me yet. Any suggestions?

Thanks.

UPDATE: Here is a screenshot from my project. The chamfered rectangle is currently selected and it is what I want to make flexible, like a strap. Above that are objects that are to be a carabiner that will be articulated and (hopefully) all a part of the same armature. Nothing has been parented to the single armature yet.

I know how to bone the carabiner; what's stumping me is making the chamfered rectangle deformable. One tutorial I saw stated that parenting (Ctrl+P) does not result in deformable meshes.


texts: How can I make a procedural polished granite material?

texts: I have made a polished granite material with a node setup. Using this photograph as reference, how can I improve this further?


texts: Read the filename from imported SVG via python

texts:
I try to import a SVG file into Blender, edit the imported curves dependent on the filename of the SVG and export it after that via Python script.

For example:
Importing the first file from a folder named "File_S10.svg" and scale curve by 10 (according to the part "S10" from the file name).

So the question: Is it possible to read the names of a couple of imported SVG files via script?

Any help would be appreciated.


texts: Strange highlights and weird colors on model

texts:
I created a model and added some lighting. it is a human model and so it has subsurface scattering. For some reason, there are two strange problems, and I am unsure if they are related or not, so I decided to keep them in the same thread. For one, there are some strange quick color switches (on the belt) and I am unsure of why it changes shades so much and without any gradient in the middle. The other issue is on the skin, near other objects, such as the hair, clothing, or eyes. I have smooth shading on, but with it off, the same results occur I will add some screenshots.

You can see the weird highlights on the belt and around the eyes best.

these are the nodes for the red cloth. They are grouped with the black cloth (which has no visible problems)

These are the nodes for the skin material

Thank you so much!


texts: I'm trying to create the rotation of a solid around an axis and I am struggling to figure it out.


texts: Loft splines Does not close object,Animation nodes

texts:
I have 2 closed curves and I connected them using the Loft splines node,
But the resulted mesh have a face missing.

How can I close it?


texts:
I try to export a blender file into Maya. I was using FBX and OBJ files but it didn't work as expected.
When I watch at the model in Blender in solid mode some objects are displayed in solid mode, but the rest seems to be in wireframe. The objects in wireframe are not exported. The other Objects work fine.
http://www.filedropper.com/postepack
Has anybody an idea what is wrong with the model and how I can get them into Maya?
Thanks for the Help!!!


texts: How can I rotate a spherical texture without getting a distortion?

texts:
I've tried to search for tutorials but they all say I have to have a Texture Cordinate Node, attach the 'Generated' Output to a Mapping Node, and that one to my Image Texture, and in the Mapping Node to move the Z Rotation and it should work. However I'm getting this weird distortion effect.

Any Idea what to do?


texts:
I am currently using a Boolean Modifier to animate half of object to disappear. I have already tried a fading away affect with a transparent Shader, but it takes about 5 hours to render each frame doing it that way.

Anyway, this is what happens when I render it. This is a quick test one, in low quality.

I am using cycles Render.


texts: Blender 2.93 doesn't work for multi-monitor OBS capture anymore

texts:
so with 2.93 there's some new window behaviour with minimising, maximising and Blender window being active.
I stream my Blender workflow through OBS. I have 2 monitor setup and I use 2 Blender windows, one has the workspace, one has the rendered preview window. I then use OBS Window capture to have both on stream.
Before 2.93 when selecting "Window Capture" source in OBS it would capture the Blender window that was active last. So I would pull out window from my one monitor, then select the other, and I'd have both on the stream.
With the 2.93 changes it's impossible to select the second one in OBS "Window Capture", regardless of which was active last. It always selects one of them and doesn't acknowledge that second one exists at all. There's two windows in the select dropdown, but they all lead to capturing the same Blender window.

I hope we can get a solution for that :)


texts: How to constrain the camera to look at an object in python script

texts:
The function i have created thus far:

def CameraLock(self):
    bpy.ops.object.select_pattern(pattern="Camera")
    bpy.ops.object.constraint_add(type='TRACK_TO')
    #c = bpy.data.objects["Camera"].constraints["Track to"]
    #c.target = bpy.data.objects["Cube"]
    #c.track_axis = "-Z"

The code firstly selects the camera to be the active object which allows me to add a constraint.However when i uncomment the next two lines to track the cube the code fails and blender closes.

i have been trying to read up other ways of adding the constraint but thus far have failed to find another solution.


texts: Why does Blender constantly lose image sequence textures? Can I fix it?

texts: I am using the latest stable release and I have several images as planes in the scene with EXR image sequences, at some random point it just turns them purple so I have to relink those again and tweak from the scratch each time, that`s annoying and time consuming, can I do something to prevent it? I am mostly in EEvee if that is important.


texts: How do you draw in multiple colors with grease pencil?

texts:
Im trying to draw in color, but all my strokes come out the same grey color, no matter if I use material or vertex color.

I have also seen related questions or tutorials where the way they change the color is by either changing the material of a stroke manually or using the tint tool (not that I got those to work either) and what I want is for the stroke to act like strokes in a drawing program, being drawn in the color selected directly and all.
How would you do that?


texts: How can I use Cycles to render in Google Cloud?

texts:
I want to try the free trial on Google Cloud.

Its possible render through google cloud using blender cycles?


texts: when I render an animation it renders a different image

texts: When I press the render button it shows me exactly the scene that i wanted, but if i click the animation button to make a sequences of pictures, it renders the wrong picture. Why is that happening ?


texts: How do I copy/Paste an object into another project and still have it colored

texts: I've downloaded some tree models and they're colored, and when I copy paste them into the scene I'm working on, they're uncolored.


texts: How to smooth a mesh imported in .wrl format?

texts:
I imported a mesh in .WRL format representing molecules (I did it in PyMol).
This is what I got:

As you can see, there are big chunks of triangles everywhere. They are pretty big and it's not nice to see. Even putting the red material took no effect.

I also tried to export the mesh in .FBX format in Unreal Engine 4, but nothing changed.
Still not sure if it's a rendering configuration problem, or I have to find a way to smooth the mesh adding more polygons.

Is there a way to solve this? Thanks!


texts: How can I blend two textures together using Cycles?

texts:
I am trying to put dirty material over a concrete material in  cycles. Now I am trying to do this using a color ramp and a mix shader, but I don't know if this is the only way or best way to do this. How can I mix these two textures together?

My first way:

The concrete texture and the grunge texture:


texts: I am totally new to Blender.Following a tutorial found over internet, I have started to modeling a character on my own.I have created face loop for front view.But the problem is, I think I can not model it on the side view.I am facing some problem regarding this.I attach image to depict the problem.Please,help me out.


texts: armature copy rotation weirdly flips the direction

texts:
I am trying to make an animation of closing/opening of a Book. For this I'm using bones to control the same. I have added the bones as shown in the image, the closing of the covers are controlled by a controller bone on top. But I have an issue in completing the animation with the constraints.

Process followed to achieve it:  (Note: Careful with the naming of the bones, check the image)

The bones are parented as shown in the image. And then the Cover.L, Cover.R, edge.LRoll and edge.RRoll , I have added the bone constraint of "Copy Rotation" in the local space. The middle two bones (edge.LRoll and edge.RRoll) take the rotation from the controller and the side two covers take the rotation from their opposite edges (i.e Cover.L takes from edge.RRoll). (I have named the bones in the picture and also represented the parenting with the yellow arrows)

Basically this should help in coordination of the rotation of the covers with respect to the rotation of the edges, when the controller is rotated. Now I added "Limit Rotation" to the middle edges so that they don't rotate more than 90 degrees in local&World space respectively for R and L edges. Everything works fine till now as constraints for middle edges works well.

Now I want to constraint the rotation of the Covers from 0-180 degrees in World space and added the same to both the covers.

THE PROBLEM:  As I added the constraints of limit rotation to covers, the Cover.L works well in its boundaries, but the Cover.R weirdly flips its direction the moment it nears the 180 degrees. SO I want to fix this issue

Here is the constraints I have added (May be useful before opening the blendfile)

So, I am unable to understand what is wrong with this. Please guide me how to fix this issue?? Im I doing wrong somewhere? or is it a bug?

WHAT I HAVE TRIED
 - I have tried limiting the rotation with respect to the local space, changing the limit angles but this doesn't give proper limits.
 - I saw somewhere that the "roll" of the bones can sometimes cause rotation issues, so I even kept all the rolls to Z axis.

Btw: I am new to the working on Armature, that is the reason I might have been asking very basic issue. I have been following this tut https://www.youtube.com/watch?v=hjZa-h_f5Ts&t=6s

My blend File for further investigation: https://pasteall.org/blend/2b57b74d8746407ba12897f0c5d9559b


texts:
I am trying to create a reusable rigged mesh, specifficly a toggle switch.
What I want to achieve is multiple switches that can be posed and animated separately but that share mesh data so I can go back and make changes.
My current set up is the toggle switch in a separate scene in the same blend file being brought into the scene as a collection instance. The only way to pose this that I have found is to change it in the instanced collection, which changes every instance together.
I have also tried putting the collection in a separate .blend, linking the collection in and adding a proxy to it's armature. Though it created an unnecessary amount of overhead (extra file, having to create the proxy) it did work for the first instance, however when I tried to repeat the process to add a second instance both got stuck in the default pose. I have found multiple older posts saying that the way to fix this is to create a duplicate of the source .blend for each instance, however this does not solve my problem because I still can't make changes to the mesh and have my all my instances updated.
One idea I have had is to somehow be able create a collection instance and have the rig be controlled using custom properties on the instancer, however I am yet to find a way to set that up.
This seems like such an obvious thing to be able to do that I feel sure I am missing some basic facet of reusing meshes.


texts: I was wondering what the "Render Audio" button does and how you use it. Is it at all related to the Speaker object?


texts:
I have a rigid body simulation where all the Suzanne heads are exploding outwards and going through a solid object and I can't really find out why. I am using blender version 2.8, any help would be appreciated.
I want the Suzanne heads to pour out of the box into the bowl. The box is animated.

these are the Suzanne head settings


texts: I have created a scene by duplicating another scene (using the Link Object Data option). I would now like to unlink some light sources. I have tried right-clicking them in the Outliner and clicking on Unlink, but it did not help - changing the strength of the light in the duplicated scene also changes the strength of the original light in the original scene. What am I missing?


texts: Imported Scene is Very Slow – Deleted and Undoing Takes Forever

texts:
After importing a model from Google Poly (via fbx), I have a scene with

8.8k tris
4.6k faces
24k vertices

There are no modifiers active, and adding / editing / navigating are working very smoothly. However, undo, joining objects and especially deleting objects is incredibly slow (5-20 minutes per action).

I have never experienced something like this before in Blender.  How can I improve on this situation?

Also, a side note: why are the edges purple in edit mode?