texts: How to create a PointerProperty to bpy.data.node_groups?

texts:
I would need to store many properties in bpy.data.node_groups, and I was thinking of registering a pointer to a class, but I don't understand how to do it and if it's possible.

My classic way of storing a property with a PointerProperty is this, example to bpy.data.materials:

class MaterialClass(bpy.types.PropertyGroup):

    test: StringProperty()

def register():

    bpy.types.Material.matetial_prop= bpy.props.PointerProperty(type=MaterialClass)

now i can store my properties inside the class MaterialClass

I was wondering if it was possible to do this with node_groups

It seems that I have found the solution and it is quite simple, I hope it will be useful, being a bpy.data it is also quite simple to access the custom property in this way:

class NodeGroupClass(bpy.types.PropertyGroup):

    test: StringProperty()

def register():

    bpy.types.NodeTree.ng_prop= bpy.props.PointerProperty(type=NodeGroupClass)

Access to the property is now easy:

bpy.data.node_groups['My node group'].ng_prop.test = "Hello string property"


texts: Trying to shape a section of a mesh to insert a 3d printed ball joint

texts:
I'm trying to make a ball joint model like this but with my own character.

https://www.thingiverse.com/make:489858

I have made the shape I want to cut out of it, but I've used multiple different methods from booleans to installing an "Auto Boolean" tool that will let me subtract the object from the mesh and I keep getting nasty edges. I don't know how to apply this shape (which has to be exact so the ball of the leg fits correctly) without getting this garbage mess.

On the left is a leg with the object subtracted, and to the right of that legs that have just been modeled with the shape ready to be removed from it. I just want to add ball joint sockets to my own model, I don't understand why it is so difficult to cut out this basic shape. Please help.

*(Here is the blend file: https://www.dropbox.com/s/au196k85u4h7kda/SharedModel.blend?dl=0
I want to learn how to do this right, not just get it done. I'm trying to give her feet ball joints. The model is on layer 1 (Her eyes are on layer 2- not sure how I'm going to combine them into one solid mesh yet but I think you need to do that to make a thing 3D printable.)

Layer 3 was the first template I made taken from the reference octopus. Since the reference has been printed already it looks like it works so I was going to start learning with that. However using this to boolean makes a mess.

Layer 4 is my attempt at taking a cut out. It looks horrible smoothed, but sort of ok flat?

Layer 5 is a leg separated from the body.

Layer 8 was my attempt at making a new template to cut a boolean out of using only quads.
The far far right upper layer is an octopus someone else made that uses ball joints for the legs. The body isn't the same though, my character is built differently, so I just wanted to copy the joint principle.
Everything should be labeled when you click on it.)*


texts: Blender won't detect GPUs (GTX 690 MultiGPU) after a crash

texts:
When I was rendering in Blender 2.77 with many hair particles, the screen went black and recovered only to display this message:

Since this, whenever I go to cycles renderer, I see that it doesn't find my GPUs. I went to RE-ADD both GPUs in user preferences and there's no CUDA option.

I do have the latest Nvidia drivers installed and this option existed before which worked fine up until the crash. I have tried restarting (lol) and reinstalling the same version with no luck.
Any help with this?


texts:
I am trying to render a physics cloth of a flag. But I don't want to pin it to two points/an edge... I  want it to be wrapped around the pole. In reference to the image I have uploaded: The fabric is to be folded over near one side and stitched to itself about 2" in along the edge and one top edge. This would allow a dowel to fit into the "sleeve". How can I do this in blender so that I can render it on a pole? I tried to but it doesn't work properly.

I made the dowel an AddPassive in Rigid Body Tools and the flag a Cloth in Physics. They don't intersect.

I also would like to know how I can better make the sleeve rather than making a tube.

Thanks!


texts: Shader Editor is glitching like old Pokemon games. Any suggestions as to what I could do?

texts:
I wanted to try out the latest version of Blender, because more and more awesome new things are being added. So far, it's been pretty alright, until I decided to bring up my current project from 2.83.9 to see how things would work out.
Immediately, I was greeted with the Shader Editor glitching out like I got a MissingNo. from a heavily glitched out Pokemon R/B/Y game. Don't ask why I make this comparison, it's the only way I can describe it, honestly. It's going pink and black everywhere.
Here are some pictures.

What would be the cause of this? Any suggestions as to how I could fix it?
Quick Edit:
Yes, I can recreate it. But it seems to only happen when I resize the Shader Editor.


texts: How to create a realistic looking Ink spill from a bottle?

texts:
I've been working on a project for the past couple of days and I would like to know a way to create a realistic ink spill/splash from a bottle.
I tried using Mantaflow and it came out looking like this.
It doesn't quite look like ink. I used the viscosity of water and also reduced the upres value.

What I'm actually looking for is something like this or atleast close to it.

I would also like to know how to create the tiny particles or residue inside the bottle left by the ink. I tried duplicating the entire inner portion of the bottle and adding another material to it. But it doesn't work.
I hope somebody looks into this.


texts: how to make a vertex group (part of a mesh) follow rig up to certain point?

texts:
like the title in the description said, how can i make a mesh follow a rig / bones up to certain point where a part of my mesh would stop and the other part will still follow
this is an example of the rig:
1.

this is where the problem arises where i want the second cube to slow down / stop and the third cube will still follow the rig with the stick

i would really appreciate it if there's anyone who can point out where and how i can fix this problem XD

Thank you.

(keep in mind this is only an example)


texts: Problems with weird edges after Subdviding/Smoothing surface

texts:
I am modelling my first blender character ever. I modeled one side, then symmetrized it and merged the two symmetrical sides together.
When adding the subdivishion Surface modifier and/or adding the smoothing Surface, I cannot get this edge to be smooth as the others. It forms into a sharp line all along my mesh.
I tried deleting doubles using Merge by distance and I tried smoothing it in sculpt mode. I tried deleting the edge by combining the two faces into one, but that just made two weird lines instead of one.
My blender file. I have no idea how to fix it.


texts: why is no motion is occurring between key frame?

texts:
I've set two keyframes for an image to move on the y axis. Hopefully this can be seen in the screenshot i've shared:

however on play back the picture is in one position set by the first keyframe and without gradually moving on the y axis it just jumps to the new position on the second keyframe?
How can I I change this ?

Many thanks


texts: How can I push down an action with only modifiers

texts:
https://www.file-upload.net/download-12536795/push.blend.html
In this file (on the camera) I have an action with only modifiers (in this case noise) - but I can't push that track down in the NLA Editor, if I click the button nothing happens. When I try the same thing with python it says "action has no data". How can I do this then?


texts:
Tris are things you would avoid when it comes to shading, and good Topology, so do Tris do any good?
Also I am currently working on Game Asset Creation and I would like to know if Tris are actually something I want definately to avoid.


texts: How do I combine/join/merge all vertices at the same location?

texts:
So I imported this *.obj model file. It is a mesh that has all the faces exploded/split/whatever, meaning that the thing is a collection of separate polygons that are not connected to each other. There's hundreds of them. So I selected all the vertices with A and tried to merge them with Alt+M, which of course deleted the whole model, because it merged all the vertices into one. So at the location of each polygon corner can be up to six vertices, each belonging to a different face that are directly adjacent to each other, yet not connected to each other. Is there some sort of a smart functionality in Blender that recognizes duplicate (or more) vertices at same location and merges them?

I am quite a n00b at this, so please forgive me for not having the best grasp on the correct terminology.


texts: I can't change my interaction, frame rate, render present, unit presents

texts: At first I was trying to change my frame rate but I was unable to do so. Then I tried to change my interaction and again I couldn't when I click on the blender(default) this report:error comes up. Please help


texts: Problem faced while using matcap in blender 2.79b

texts:
I faced some problems in Blender using Matcap.

When I select different different textures in Blender Matcap, the texture doesn't change.


texts:
FYI I am very new to Blender.

I need to:
Create a cylinder with a cavity - just like a cup.

What did I try:

Created a cylinder.
Created a cylinder within it.
Used "Boolean" "difference" to create the cavity.
Smooth result using "Subdivision modifier".

The problem: the "Subdivision modifier" creates a very weird result (see images).

Two questions:

Why this is happening?
How should this be done properly?


texts: Displacement with nodes doesn't work, do I need a Displacement modifier?

texts:
Here is my node setup:

Displacement is on True, and I have a Subsurf modifier. I am rendering with the Cycles Render.

It doesn't displace at all. I am not sure what i am doing wrong.
I do get displacement with the displacement modifier, but I was following a tutorial where this method worked (it was 2.78).

What am I missing/ Does it not work this way?
Thanks


texts: Below is my setting but the building won't snap on the face of the ground.


texts: Set origin to Matrix_world bottom center of Lego bricks's bound box

texts:
I have a lego 3D objects, in blender 2.92.0. And I would to set the origin to Matrix_world bottom center of Lego bricks's bound box, then set all bricks to z = 0.
I am a newbie in blender, so I'm trying run the code from batFINGER .
import bpy
from mathutils import Matrix, Vector

def origin_to_bottom(ob, matrix=Matrix()):
    me = ob.data
    mw = ob.matrix_world
    local_verts = [matrix @ Vector(v[:]) for v in ob.bound_box]
    o = sum(local_verts, Vector()) / 8
    o.z = min(v.z for v in local_verts)
    o = matrix.inverted() @ o
    me.transform(Matrix.Translation(-o))

    mw.translation = mw @ o

for o in bpy.context.scene.objects:
    if o.type == 'MESH':
        origin_to_bottom(o)
        #origin_to_bottom(o, matrix=o.matrix_world) # global

and this code:
from mathutils import Matrix, Vector
import numpy as np

def origin_to_bottom(ob, matrix=Matrix(), use_verts=False):
    me = ob.data
    mw = ob.matrix_world
    if use_verts:
        data = (v.co for v in me.vertices)
    else:
        data = (Vector(v) for v in ob.bound_box)

    coords = np.array([matrix @ v for v in data])
    z = coords.T[2]
    mins = np.take(coords, np.where(z == z.min())[0], axis=0)

    o = Vector(np.mean(mins, axis=0))
    o = matrix.inverted() @ o
    me.transform(Matrix.Translation(-o))

    mw.translation = mw @ o

It's looking like something is wrong, but I can't find out the reason. So, what can I do now?


texts: How to divide a 3d model to get different colors on Unity?

texts:
I have a scanned 3d model and i need to divide it in several sections in order to put different  colors on those section and afterwards import in to unity. I read on internet that i can do this by generating submeshes in my piece but i don't understand how, could you explain me how to do that? (i'm using blender 2.75a)

As you can see, the model is made by a single mesh (the model is called "terminado"). First, someone made a 3d scan of this piece and afterwards he built the 3d model and made some corrections on Rhinoceros (as a stl file). After that, i just imported that file on blender and that's all. I would be very thankful if you could help me realize how to do it.


texts:
I have made a field of wheat using hair particles and I added wind. My windmill is affected by the wind but the wheat is not! How can I fix this?
I am sharing my wind and particle system options. I want my all objects to be affected by the wind.
These are screenshots of the particle system settings:

And these are my wind settings:

What am I doing wrong?


texts: I've got a number of text strips through a video I'm editing - most of which ha the same colour and font. Currently I'm changing these on each strip manually by doing Can you change the font in the Sequencer new Text Effect? - is there any way to, for example, set a style to each of the text effects, then change that style rather then having to manually go through each text strip? Or if not, at some way to change the default/all strips?


texts:
While creating my game in the bge
I think I just muted my blender with some hotkey, dont even know if its possible, but now all the audios from my game are muted.
Can someone help?


texts:
I have just installed blender and i'm trying to open it, but it pops up a message box saying "Limited Platform Support", when i click continue anyway button, it just shows grey screen and crashes, when run from terminal i got this error message:

Warning: property 'release_confirm' not found in keymap item 'OperatorProperties
'
Error   : EXCEPTION_ACCESS_VIOLATION
Address : 0x000000014192DE4C
Module  : C:\Program Files\Blender Foundation\Blender 2.82\blender.exe


texts: Blender 2.81: How do I mirror a collection of objects, instead of a single object, across the center pivot?

texts: So Object Modifiers only work on objects, or is there some way to make them apply to a Collection as well?


texts: in sculpt mode the circle disappears when brushing

texts:
the circle i'm talking about is this blue circle

whenever i starts brushing with any brush in sculpt mode the circle disappears
but i need it to be revealed. is there any way to keep it revealed

i'm using blender 2.82a


texts: Blender quits automatically when rendering EEVEE animation

texts: I'm currently trying to export my animation as a PNG sequence. But everytime I hit render animation, bllender would quit automatically after rendering few images. sometimes it could be like 10 frames, but most of the time 2 frames. This is really annoying since I need to load blender again and again just to produce a few frames. Is there anything I can do to fix this? I'm using my Lenovo Ideapad 510s with AMD Radeon R7 M460 but I think Blender is using my CPU.


texts: Problem with shadows when filling faces in edit mode

texts:
I've been working in blender in edit mode and I think I've accidentally activated some sort of feature with a shortcut or something.
Now every time I create a new face in edit mode, it gives that face a smudgy lightish-blackish shadow that I can't get rid off. Anyone might know what's causing it? I'm a bit lost here.


texts:
I am trying to bake a lightmap in Blender 2.8. To archive this, I created a new UV layer and a new texture. I then baked a Diffuse Map (influenced by Direct and Indirect, not Color). However, I'm not satisfied with the outcome. There are some reddish areas I can't explain. Does somebody know how to get rid of them?
Best regards


texts: How to generate a realistic fluid sim splash?

texts:
I'm trying to have an object splash into a fluid, but I've been getting pretty strange results out of my fluid sim. The most frustrating is the effect in the gif below, where the "splash" awkwardly clings to the object before "evaporating:"

This is with a final rendering resolution of 250 and the domain settings below:

Is there any way to get a bigger and more realistic splash out of this scene? The impact factor of the obstacle is currently at 1.5.


texts:
I'm being frustrated by this simple task: I want to move the marked vertex, but it's supposed to only move on its surface. Reason being, I want to subdivide the surface into a specific shape. ...Tried for hours, searched online for hours, just couldn't find it out. I assume its more simple than I think it is, but I just can't get it to work. Can you help me?

Thanks in advance!


texts: Why does the parent go haywire, when the child's rigid body physics is set to "animated"?

texts:
Backstory:
Hey, I simulated a rollover-crash using rigid body physics. To top it all off, I wanted to smash one of the windows after the crash, using the fracture modifier.

All objects of the car including the window, are children of the main-parent.
I've set the street, and the ramp to passive. And the main-parent of the car to active.

The crash consists out of two parts: The animated part, and the simulated part. The crash goes from animated to simulated by animating the checkbox "animated" in the rigid-body-settings to unchecked.

My problem:
When I executed the fracture on the window, It would start falling apart right at frame one. Since I wanted it to happen after the crash, I decided it shall go from animated to simulated much later than the main-parent. But once the main-parent goes into the simulated part, while the window is still in the animated, the car goes crazy. Like a glitch, or an extreme epileptic seizure.

I have no idea why it does that. When the window goes into the animated-part at the same time, or even before the main-parent, it's completly fine. I'm out of ideas, of why that happens.

I'm pretty sure it has something to do with the fracture modifer, but there aren't many settings I changed. I've set the shard count to 100, executed the fracture, and animated the checkbbox. That's it.


texts: "ImportError" No module named 'bge' in OSX

texts:
I am attempting to do some scripting using blender 2.79 for OSX.   When using Blender Game, I attempt to create a python script with the BGE.  The first and only line in my test script is:

import bge

When I run this script I get the message in the terminal window:

ImportError: No module named 'bge'
   Error: Python script fail, look in the console for now...

Blender Game is loaded in the user preferences.  I do not get this problem in Blender 2.79 for the Windows platform, but I will be using this primarily on OSX.  I also do not get this when I employ the following:

import bpy

Any thoughts?


texts: Texture not showing on unwrapped mesh with Texture Coordinate node in Cycles

texts:
I looked everywhere and found nothing related to this issue. I must have done something wrong because every time I've done this it worked except this time. I unwrapped my mesh with Marks, added a texture, the UV test Grid. I went into Texture View and nothing. I then added the Texture Coordinate node, and still no texture. WHat am I doing wrong this time?

The texture does, however, appear in the render/render view.


texts: Unwanted purple reflections on a reflecting surface

texts:
I'm trying to make a golden armor and use a tutorial to get the desired effect, but when I put it in the rendering view I get a purple glow. I have no idea  where the glow is coming from.

These are the settings that you use to obtain this effect:

For the hair, I did more or less the same procedure but also has the influence on, I do not know if that's the reason why I get that purple effect.

You could tell me why it looks like this and how I can fix it?


texts:
Is there a way to create a vertex at the intersection between a curve and a mesh?

I have a 3D model of an object that I want to detect in the real world using a point cloud. Since the point cloud is created from a depth sensor I figured that I would get better results if I could distribute the vertices in the model I have more evenly instead of having more vertices in the more detailed regions.

For this purpose I created a grid of lines (Bezier Curves) along the x, y and z axes. I tried converting them into a mesh and then using a Boolean intersect modifier but since the lines have no interior (or faces at all) I just get an empty mesh.
I also tried using cylinders instead of lines but, the geometry seems to be too complicated if I try to intersect with all the cylinders at once. And going through the intersections one by one is not an option because my grid is roughly 15x15x50 lines big.


texts: Connecting alpha node when adding material causes a weird spazzy cloud

texts: So I ripped this model from a game, but it came in several pieces so I'm just adding it together. When I added this hair texture the back of his bangs wouldn't get textured unless I also connected the alpha node, but when I do this weird cloud appears and if i move the camera it spazzes out. Is there anything I can do to fix this?


texts: My imported .obj model is appearing as a tiny dot

texts:
I wanted to extract some models from ps2 games to blender. I followed this tutorial here: https://www.youtube.com/watch?v=iHlJ3qO4lys and got through all the steps, extracted my model exactly as shown and received an .obj file.

I opened the file in Blender and all I could see was a tiny dot instead of my model. I attempted scaling, moving and pretty much everything I could think of to make my model appear. I looked all over the internet and could not find anything.

Another thing I thought of was that the tutorial used 3ds max, but I saw others in the comments saying they used blender too. I don't think it's a problem with the game I am extracting from (DBZ budokai tenkaichi 3) ;tldr: I followed a video and extracted a ps2 model to Blender but all I received was a tiny dot.

Any help would be much appreciated.

Edit: I looked at the other questions and still cannot make it work. I have attached the model's file, maybe somebody could take a look and see if they can figure it out for me.


texts: Staircase Shadows / Shadows look like faces

texts:
right now I am rendering a scene with an environment map and some point lights in Blender 2.79.
I just noticed that a part of my bowl has some weird "staircase shadow".

The mesh should be high poly enough and it is also set to smooth.


texts: Flickering particles when rendering animation

texts:
As I am fairly new to Blender, I made a donut (surprisingly). It has sprinkles as particles. Today I tried to make an animation of it with a moving camera, but there are three frames (3, 14 and another one) where the particles change position see here. Even when I render those frames individually, it still happens.

Since I have no idea what the problem could be here, I don't know if I need to list any settings. If that is helpful, please let me know. Any help is appreciated!


texts: How to to decide the amount of max columns for a popup enumproperty?

texts:
I haven't found anything in the API, but I'm wondering if I can do this differently as well.
Really curious
import bpy

def my_enum_function(self,context):

    enum_list = []
    n = 0
    while n < 500:
        n+=1
        enum_list.append((str(n),str(n),""))

    return enum_list

class LayoutDemoPanel(bpy.types.Panel):
    """Creates a Panel in the scene context of the properties editor"""
    bl_label = "Layout Demo"
    bl_idname = "SCENE_PT_layout"
    bl_space_type = 'PROPERTIES'
    bl_region_type = 'WINDOW'
    bl_context = "scene"

    def draw(self, context):
        scn = context.scene
        layout = self.layout
        layout.prop(scn.my_scene_prop,'my_enum',text="")

class ScenePropGroup(bpy.types.PropertyGroup):
    my_enum: bpy.props.EnumProperty(items = my_enum_function)

classes = (
       LayoutDemoPanel,
       ScenePropGroup
       )

def register():
    for cls in classes:
        bpy.utils.register_class(cls)

    bpy.types.Scene.my_scene_prop = bpy.props.PointerProperty(type=ScenePropGroup)

def unregister():
    for cls in reversed(classes):
        bpy.utils.unregister_class(cls)

if __name__ == "__main__":
    register()

It really seems that Blender decides how many items per columns, based on the size of the enum list.
It really feels like wasted space, but my thinking may be wrong and I need help from someone more experienced in this.
You can test easily by changing number 500 in the enum function


texts: Can I make video game clips from any game like Minecraft ones?

texts:
I'm new to Blender, but I've noticed people have Minecraft templates where you can change skins. Can you do this with any video game clip?

Can I record a clip from Call of Duty then take 10 seconds of it, or a pic (not sure which), then put it in Blender and make my own skins and whatever in it, just like the Minecraft ones?

Or do I have to actually make my own and not be able to take the models in my clip?


texts: Parent with automatic weights problem in Blender

texts:
I am rigging a character for an animated short in Blender 2.82, but then this happend:

On the other hand it looks as it shouldt, but here something went wrong. Do anyone know what I did wrong?

EDIT: I found the solution! I had already parentet the mesh to the armature erlier. Later I flipped the names from L to R. Then I parentet it again, and it had still saved some of the old vertex groups. I deleted all the vertex groups, and now it works:)


texts: BGE: realtime random shape generator (python)

texts:
I want to set up a script that randomly changes the shape of an object.
What I have so far is:

from bge import logic
import random

cont = logic.getCurrentController()
object = cont.owner

for mesh in object.meshes:
   for m_index in range(len(mesh.materials)):
      for v_index in range(mesh.getVertexArrayLength(m_index)):

         vertex = mesh.getVertex(m_index, v_index)
         vertex.setXYZ([ random.random(), random.random(), random.random()])

This works pretty well. However, since every single vertex gets its own random location, the cube turns out something like this:

what I want is something like this:

My question is: how can I achieve something like that?

I think the "broken" shapes happen because 3 vertices are connected to each other and if they all get a different random position, the shape "breaks"?

I assume, that I have to give the vertices 1-3 the same random position, then the vertices 4-6 the same random position and so on?

If that is true, how could I write that down in python?


texts: How to create a colorful gradient shader?

texts: So I keep seeing this kind of soft gradient texture (on the torus), which I'm struggling to replicate. Would anyone be able to point me in the right direction?


texts: How to make particles emit from an object at regular intervals without disappearing the already emitted particles

texts:
I was looking for a solution of this issue regarding animating the number of particles in blender.
I have to emit particles from a pulsating hole at regular intervals. How can i do it? I tried animating the "render" settings in particle to "none" and "object" but the issue is particles that are already emitted are disappearing.I just want to stop the particles coming out of hole at a particle time without disappearing the already emitted particles.
Any solutions?


texts:
Is there a node (or group of nodes) that outputs a measure of local mesh curvature?

Using the input Fresnel node almost gives me the effect I'm looking for, but the node setup I'm looking for would be unaffected by viewing angle.


texts:
I can't seem to position my camera properly so that my scene is in view all of a sudden. When I press Ctrl + Alt + Num0 a box with a blank screen is displayed and any attempt to position the camera moves it to a completely different position. My camera  is positioned as follows:

This is the view from the camera:

Any suggestions? This does not work in RENDERED/SOLID or Look Dev on BLENDER 2.8


texts: How to get updated vertex coordinates as object moves

texts:
mesh = obj.meshes[0]

for index in range(mesh.numPolygons):  # iterate over faces
    polygon = mesh.getPolygon(index)
    polyMesh = polygon.getMesh()
    mat_index = polygon.getMaterialIndex()
    for poly_vert_index in range(polygon.getNumVertex()):
        mesh_vert_index = polygon.getVertexIndex(poly_vert_index)
        vertex = mesh.getVertex(mat_index, mesh_vert_index)
        print("Index ",index," polyIndex ",poly_vert_index," vertex ",mesh_vert_index," coord ",vertex.x)

As i move the object (by applying force) the coordinates of each vertex remain the same, how do i get the updated coordinates as the object moves and rotates. Also how do i get the updated face normals of the moving object?


texts: Latest version of Blender doesn't boot in Windows or Linux

texts:
So i updated my blender to the latest version in both windows and linux.

Both immediately shutdown after the initial pop up.

Ran from console in Fedora 28

**found bundled python: /home/xxxx/Downloads/blender-2.79b-linux-glibc219-x86_64/2.79/python
X server found. dri2 connection failed!
DRM_IOCTL_I915_GEM_APERTURE failed: Invalid argument
Assuming 131072kB available aperture size.
May lead to reduced performance or incorrect rendering.
get chip id failed: -1 [22]
param: 4, val: 0
: CommandLine Error: Option 'enable-value-profiling' registered more than once!
LLVM ERROR: inconsistency in registered CommandLine options**

Any idea's?

PC -

AMD FX-8350
Nvidia 970gtx
32gb DDR3

Windows 10 & Fedora 28 on gnome

Any help would be greatly appreciated!


texts: I tried to enable gpu compute with opencl and it says "Loading render kernels this may take a few minutes the first time" when i click render and it just says that forever and never even renders and i have waited for an hour and the render still wouldnt start. there a way to fix it?


texts: Why would Eevee take 5 minutes to render a frame in an animation after a Blender Crash that caused a System Crash?

texts:
"Okay, so I was rendering a short animation the other day with Eevee. While it was rendering the animation, which was only 100 frames, I opened Chrome to check something on Youtube. Suddenly, things got really laggy and my system crashed. But it crashed to restore screen, stating something about an overclock failure. As far as I know, I have nothing overclocked. There were several options, and I chose "Last known good configuration." Everything restored fine. I can render a scene and it renders fine. But I if I create a short animation in Eevee, 100 frames or less, it takes FOREVER. About five minutes per frame. This in stark contrast to what it was doing before the crash. I'm using an Nvidia 2070 founder's Edition card, an i9 9900 processor, and 32gb of ram. Games run fine. It's just rendering animations now that are having a problem. I will also mention that I have an EVGA 1060 in the PC too. I'm considering removing it. When I render now, I've noticed that my GPU and CPU fans are not spinning up, which they were doing prior to the crash. I've updated my Nvidia drivers and I've reinstalled BLender. No change. Any ideas on what might be causing this?
Thank you."


texts: Keep Operator (bpy_struct) open while clicking on WindowManager file icon

texts:
In my blender UI development, i have a WindowsManager displayed in a bpy.types.Operator
def register():

from bpy.types import WindowManager
from bpy.props import (
    StringProperty,
    EnumProperty,
)

WindowManager.my_previews_dir = StringProperty(
    name="Folder Path",
    subtype='DIR_PATH',
    default=""
)

in draw function of my bpy.types.Operator
class WM_OT_myOp(bpy.types.Operator):
bl_label = "Looking for a folder..."
bl_space_type = 'VIEW_3D'
bl_region_type = 'UI'
bl_idname = "wm.myop"

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

def execute(self, context):
    print("Test", self)
    return {'FINISHED'}

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

def draw(self, context):
    layout = self.layout
    row = layout.row()
    wm = context.window_manager

    row = layout.row()
    row.prop(wm, "my_previews_dir")

    row = layout.row()
    row.prop(wm, "MTE_XML")

In the popup Operator, The icon of Folder allows opening Blender File Viewer to select file,

However, when i click on Folder icon, the Operator exits/closes automatically,
My question is how to keep the Operator displaying under the Blender File Viwer?
Thanks a lot


texts:
I'm still quite new to the whole blender python API. One of the thing I struggle with is context. I have a concrete question in mind though: Consider the simple operator below. What's the difference context and bpy.context?
class SimpleOperator(bpy.types.Operator):
    bl_idname = "object.simple_operator"
    bl_label = "Simple Object Operator"

    def execute(self, context):

        context.active_object
        bpy.context.active_object

        return {'FINISHED'}


texts: Is there a way to manually control vertex/face normals to get a more consistent toon shader?

texts:
I watched this video about the art style of popular fighting game Guilty Gear Xrd, and something which really interested me was the method that the artists used to get rid of ugly automatic-normal artifacts. They would manually mess with the normals so as to make parts of the model that are round shaded as if they were flat.

The example shown in the video is of a character whose face's normals are grouped on each side, on the chin, and under the eyes so as to make the toon shader look more like a traditional 2D anime.

With modified normals:

Without modified normals:

Notice that this sort of ugly artifacting happens when a toon shader is applied to Suzanne; look at her right eye and nose.

This would be very easily fixable if there were a way to group the normals on the left and right sides of the face.


texts: Vector math to get Curve object silhouette

texts:
If you color ramp the Facing output of a Layer Weight node, you can make a mask of faces at glancing angles. This can be used as a material based silhouette mask for effects, or directly as line art.

Here is a curve beveled into a cylinder showing the effect working pretty nicely.

However, the effect doesn't work so well on larger faces, such as the sides of a cube, or down the length of this cylinder. In those cases, it shades the whole surface because it is all the same normal facing. I am trying to find a way around this problem.

I learned from this question that it is possible to use UVs and vector math to get a curve's direction. It seems it should be possible then to either use a similar method to get the silhouette of the curve, or use it to mask out of the Layerweight along the curve, or something along those lines. But I'm not strong enough on my vector math to figure out what needs to be done to make this work.

Anyone tried something like this before, or know what to do? Of course, it will only work on curve objects.


texts: Generate a Random Value between Two Limits

texts:
How do you generate a random value from between two values of my choosing? So, for example, I want to generate random evenly distributed values from between, say -.5 and 7? what is the node setup to achieve this?

Thanks
JK


texts: I have 3 vertexgroups VG1 VG2 VG3 and 3 materials with exactly the same name VG1 VG2 VG2 as the vertexgroups, how I can assign each material to the corresponding vertexgroup in python? Also how I can get a list of faces in a vertexgroup?


texts: Embedding image sequences and video textures

texts:
Just wondering if there is a way to embed image sequences and video textures into a .blend file. I am working on a blender file for projection mapping so have animations stored as image sequences and videos within materials.
I know that you can embed single images and video editing videos within .blend files through external data > pack all into .blend, however this doesn't work for image sequences and videos within a material.
I am asking because working from home on certain days a week is making transferring these files a bit of a pain and I can't seem to figure out git for storing my files.


texts:
I'm working on a large scale mograph project and am hoping to re-use and re-time an animated collection which includes numerous objects moving along curves via path animation and offset factor.
Let's call this collection MASTER_collection: The path animations in this collection run from frame 0 to frame 250.
What I'm looking to do is to retime instances of this Master_collection.
IE: The first instanced collection may run from 0 to 250 (just like MASTER_collection), but the second instanced collection would be delayed to run 100 frames later.
While I'm well aware I could just duplicate this Master_Collection and slide the keyframe values in the graph editor, I was hoping there might be a more elegant solution involving instanced collections because by the end of this project I'll have 100 different collections spanning multiple projects and the duplicate/keyframe slide method is bound to get messier much more quickly.


texts: X Mirror works, topology mirror does not

texts:
Hello like the title says in edit mode, the x mirror symmetry works when enabled (note: the symmetry option in the tool settings, not the mirror modifier) but when I enable the mirror topology option as well it does not work. My understanding is that if I add or remove topology (such as subdividing a face or otherwise) it will do it on the other side, but it does not. I also applied the actual mirror modifier and applied it as a safe measure but it had no effect.
Any suggestions?


texts: Why is my particle system rendering particles in the wrong spot

texts: I have an emitter here set to face but the particles are shifted to the right somehow.


texts: Blender 2.8 render wireframe select specific edges

texts:
I would like to render a plank with a notch, as shown below, in wire-frame mode.

It should only show the outer edges, means I would like to not show the edges highlighted with the white arrows.

Is there such an option?

Also, related, why are some edges thicker than others?


texts: Setting Scale Z of object to zero for complete movie?

texts:
I am using Blender for research purposes, analyzing eye movements of participants watching a movie. This can be done with blender and DynAOI: Add an object as Area of Interest in Blender (setting the movie as background image, then modeling an object over the person you're interested in) and then DynAOI matches weather participants were looking at or away the AOI.

The problem is that we need a 3D-object to match eye movements to, but it should actually only have 2 Dimensions - that is, eye movements were recorded along x and y axis, but not z (unfortunately it is not possible to match eye movements to a circle, because the program needs a 3D object).

Is there a way to do this? I tried setting scale of object Z to 0, but it does not seem possible to set Scale Z of object to 0 for the duration of the complete film scene. And it would take hours to set it to 0 for the duration of the complete scene we're interested in.


texts:
I am trying to import an Earth Model that I downloaded. When I load it into my project it loses all of its color and is only grey. When I load the model as its own project it works just fine.
Does anyone have any idea why I lose color on the model when moving it from one project to another?


texts: smoke&Fire CPU & GPU now getting black box

texts:
It was working, I finally got it to where i wanted it, then rendered it and the fire was not showing up, then i removed some extra nodes I had put in other then the flame ones needed to be added, then the box went black, and I removed the smoke and added it again, changed the setting to where they needed to be, and still I am getting black box using both the cpu or gpu

MOdded
add pic, I downloaded what I uploaded, and got it working before I changed the smoke fire settings, should not matter but it is not rendering fire.

cpu or gpu with  partial system.


texts: I am unable to move object in object mode, reinstalled/restarted blender but only the pivot point is moving not object. i don't know why?

texts: Blender error: when i installed blender first time, i used transform tools (move/scale/rotate) but the problem is only the pivot point is moving in object mode i can't move overall object in it. In Edit mode i can move all(vertex/edge/face). i don't know How to solve this problem.


texts: How to use multiple Effect Strips in Blender Video Sequence Editor?

texts:
I noticed that adding a second Effect Strip to a video sequence negates the effect of the former Effect Strip, eg. adding by Speed, the result does not include the Transform effect.

What is the reasoning behind such behavior? Is there any workaround other than rendering the sequence with one effect and then re-rendering is with another effect etc? That would be very cumbersome.


texts:
First off I am very new to 3D modeling. So please forgive any glaring mistakes.

I am trying to create a scene that simulates satellite imagery using Blender render. When I render any thing but the simplest mesh object like a cube I get black chunks all over the object. However if I move the camera close to the object those spots disappear. The only difference between the cameras is location and focal length. What am I doing wrong. Any help would be greatly appreciated.

Here is my .blend file if it will help. Example

(150km) Camera Render of a UV Sphere

(50m) Camera Render of a UV Sphere


texts: Bool Tool creates permanently black surfaces

texts:
When I went to add a mesh to my existing mesh using the bool tool - union, it made the added mesh black in textured view which I kind of expected but this is actually strange because the UV layout still exists intact. If I project a new UV it doesn't change it, it's still black even though the UV layout is updated. I tried removing the material+texture and this isn't the issue either I'm pretty sure because the mesh I added to my main mesh is transparent while the main mesh is solid when it doesn't have a texture on it. When I add them back it goes back to how it was when I first applied the union.
Spent a bunch of time testing stuff in the program, can't find anything to alter the added surfaces to be once again texturable but that's what I feel is wrong they're being treated as some kind of odd surfaces that I'm not used to.
I've read the Boolean Modifier page on Blender, searched to find if there is any solved cases on my issue and haven't seen any.
I'm on Blender 2.79.7 on Win10, nvidia gtx 1070 with updated drivers.


texts: Establish a variable inside a driver expression

texts: I'm quite new to python and drivers. I'm writing a rather complicated scripted expression inside the driver-area and I need to repeatedly use a long number sequence. Would it be possible to first store this number inside a new variable and then refer to that variable instead of the number?


texts: How to do convert mesh to other physical states like water and smoke?

texts:
https://www.instagram.com/p/Br-rY1slR4R/
I want to make water drip from clothes in a Lens Studio AR filter.
I am trying to make animated assets in Blender first. I have uploaded an fbx file with my digitally prototyped garment meshes into Blender. From there, I am a bit lost!
I tried this: Select Mesh. Particle Properties tab > add emitter. Physics Properties tab> Fluid, Type: Flow, Flow Type: Liquid
I am getting these very large particles and it doesn't look like water! I am going more for something like this but from a dress.
It would be great to know all the steps up to baking and rendering and saving what I think is a looped animation.
My project is about changing physical states in fashion, so I'm trying to get my dress to turn from solid to liquid, or solid to gas.
Help!

enter image description here


texts: Animation transfer from one rig to another

texts: I have a large set of animations on one rig and would like to transfer them all to another rig. The rigs are different, the one with the animations is more complex than the one I'd like to transfer to. Though they are both bipedal rigs. What's a time efficient way to accomplish this?


texts: Selecting faces not covered by other objects

texts: I have a mesh of a terrain with seperate models of a large building and various roads and parking lots on top of it. I wanted to add a tree particle system to the faces of the terrain not covered by the building and roads and I wanted to know if there was a way to select only the faces that are not covered. All of the faces that I want to select are visible when looking from above.


texts: Armature bones created in python disappear after exiting edit mode

texts:
I'm writing an importer for a file format with skeletal data, so I'd like to generate an armature with bones to represent it. I can put the object into edit mode and create EditBones without any trouble, but the bones then vanish as soon as I exit edit mode.

As far as I can tell, exiting Edit mode is supposed to convert EditBones to actual Bones, but that's not happening. Instead, when I exit Edit mode, the armature is reset back to the state it was in before I entered Edit mode.

Here's a test case that can be run line-by-line in Blender's Python console.

# Create a new armature, make it active, and put it into edit mode.
bpy.ops.object.armature_add( enter_editmode=True )

# Add a new bone named "test"
C.object.data.edit_bones.new( "test" )

# At this point, you can see the armature object with two bones ("Bone" and "test") in the Outliner

# Exit Edit mode by switching back to Object mode.
bpy.ops.object.mode_set( mode='OBJECT' )

# Result: the "test" bone vanishes without a trace.

I've tried a bunch of variations, all with the same end result. It feels like I'm missing a step; perhaps something to explicitly apply the edits.

I'm using Blender 2.68a and Blender 2.69.


texts: A mishmash of questions about lighting and messing with parallel line textures

texts:
I'm brand new to Blender (and 3D modeling). I'm attempting to use it to duplicate this graphical style (not my work):

I've created my terrain, and experimented with a variety of node tutorials to produce a series of lines. This is my current node setup and resulting render:

I have four questions:

How do I remove all the shadows from the final render so I only see my white and black lines and nothing else? – I've killed the lamp and set the material to emit (this was the only understandable way I could find to remove shadows), but I still see gray areas in the final image.
How would I get the lines to stay a constant width? – They currently get thicker as they run over terrain sloping perpendicular to them. I'd like to see a version with a constant line width, if that's possible.
Is there any way to introduce an element of randomness into the lines (shake, spacing, or thickness), so they look more hand drawn?
How would I get the render to show perspective? – I want the perspective to be more pronounced so the lines closer to the camera look spaced out more than the lines in the distance. I expect this is a camera setting but I find the camera stuff rather confusing.

Thank you for all and any help you can offer, and sorry if I've posted too many questions in one go.

-- Dunstan


texts: My first Cycles to Eevee render looks wrong. Tried many things to improve.. failed!

texts:
Good Day Peoples.. :)

I am having trouble with eevee. the cycles end result was pretty good. Lighting wise. But eevee looks rubbish and

I understand that eevee is not Ray Tracing and uses the same tech as games, Rasterization. But I have seen some beautiful results online and want to know what I'm doing wrong.

I have altered heaps of settings, I have tried :
Adding indirect light sensors,
Changed node setup different ways..
Building normal maps and adding more to node setup
Fiddled with lights and turned on contact shadows which gave the image some depth but I still get the overly cartoon vibe

The Image Below shows Cycles / Eevee direct render / Eevee Edited to improve best I can!!

I'd like to get some help with what to try to improve it more.

If anyone wants the blend file I have stored it in my google drive.

https://drive.google.com/open?id=1J7fslQR96G_2p2QVIuT7TwqNGjEdxCmc

If anyone here is up for taking a look at what can be done to improve, I would really appreciate it.

The saved .blend file is for Blender 2.8 (Of Course!) and saved with the setting which gave the 3rd result.

Cheers
Shaun

EDIT: I have found that changing 'shadow method' under "Shader Tab" from ESM to VSM I get better quality shadows. But still looking for better quality :)

EDIT: With Help from AxiomDes and trial and error I have found that enabling VSM method shadows, ensuring have checked the items AxiomDes suggests and also playing with contact shadows settings results will improve.

EDIT: Objects with transparency, materials need to have Alpha enabled. (The Daz Model here, I used "Alpha Hashed" for eyeMoisture, and hair objects)

It would be worth noting that between Cycles and Eevee It would be worth just renaming all lighting for cycles as Cycles_lamp1 etc Disable, and making a new set just for Eevee. Some Lamps work well between Cycles and Eevee so this is depending on your scene.

Anyways

Thankyou for your help today AxiomDes

Here are my latest results.


texts: How to model an irregular object made of tubes?

texts: How can I model this irregular curved torus shape that is in the back of this dolly? I know how to cut apart a torus but I think what I need is for a torus to be extruded along a curve line.


texts: cant get the sub-surf right (Blender guru beginner modeling tutorial)

texts:
So I have been following the Blender Guru modeling tutorial with minor changes every thing looked OK till he added the sub-surf modifier and I have no idea how to fix  (followed tutorial https://www.youtube.com/watch?v=WxMwa0njGSM )

this is my edit view with and with out sub surf

and this is how it should look like


texts:
These things started appearing from nowhere when i click an object.

When i try to move the object, the axes move, the object doesnt.

I assume i just touched some setting by mistake


texts: How can I pass arguments to an Operator inside a Macro Operator?

texts:
I´m using a Macro type Operator to concatenate actions which require the user to interact at some points, so I create a Macro Operator class and then populate it with some existing (or custom) Operators, using the define method.

Then I call it from the user interface like some regular operator, except that, (I suppose) I cannot use the user interface to pass arguments to a specific operator inside the Macro, so I want to know which is the right procedure to pass these arguments, because I need the operators to react with different settings than defaults.

I tried to add more arguments to the "define" method during register, but an error is raised declaring that it can only take 2 positional arguments: the idname of the Operator (and I suppose self).

import bpy

class Panel(bpy.types.Panel):
    bl_label = "Panel"
    bl_idname = "Name"
    bl_space_type = 'VIEW_3D'
    bl_region_type = 'TOOLS'
    bl_category = "Tools"

    def draw(self, context):
        layout = self.layout
        layout.row().operator("macro.start")

class Macro(bpy.types.Macro):
    bl_idname = "macro.start"
    bl_label = "Start Sequence"

class SomeOperator(bpy.types.Operator):
    bl_idname = "macro.finish"
    bl_label = "Finishing Operator"

    def execute(self, context):
        # do something else after transform
        return {'FINISHED'}

def register():
    bpy.utils.register_module(__name__)
    Macro.define("TRANSFORM_OT_translate") # How can I give arguments to an existing Operator?
    Macro.define("MACRO_OT_finish")

def unregister():
    bpy.utils.unregister_module(__name__)

if __name__ == "__main__":
    register()


texts:
TL;DR: Mesh deform doesn't work when i render my animation, but it does in viewport (Blender 2.82)

I was looking for a quick way to animate the ponytail hair of my character and came across this video. I followed the tutorial and managed to make the low-poly-hair react to the movement of the character. The animation is not perfect, but it is close enough. Sadly, when i render the scene the ponytail doesn't move at all. The softbody-container used as a reference for the mesh deform modifier works just fine if made visible, but the hair are still stuck mid-air. I tried to move up and down the modifiers but the result is always the same. The ponytail has, in this order, Mirror, MeshDeform, Armature, Subdivision and Collision modifiers.

Thank you in advance if anyone could help me with this, cause i couldn't figure it out by myself.

Link to download the blend file.

Viewport:

Render:


texts:
I'd like to use knowuh's script on converting an image to voxels.
there's the script: https://gist.github.com/knowuh/48136d7a17387e7cf6c3
I have tried to run it, but the file I loaded into the UV editor and saved on my desktop cannot be found. I'll always get this error:
File "\Text", line 46, in <module>
File "\Text", line 43, in cubify
File "\Text", line 23, in draw_pix
File "\Text", line 17, in make_material KeyError:
'bpy_prop_collection[key]: key "Diffuse BSDF" not found'

So, is this a problem by blender 2.92 handling things differently then 7 years ago when the script is written or? what does the key error mean, blenders api descriptions is too cryptic for me to understand properly


texts: Triangles forming in a mesh with no triangles when rendering

texts: it appears in both in cycles and blender render, there´s no difference between the preview and final render, whats causing it?, i don´t have triangles in my geometry


texts: changing the Pixel Filtering per render pass

texts:
Is it possible to change the Blackman Harris filter settings per pass.
I found the script commands in the manual. Is there a custom node in compositing that I could run the renderlayer through that I could enter new values?


texts: Why doesn't my render look anything like my camera view?

texts:
I am having trouble trying to figure out why my render isn't appearing like my camera view. All objects that need to be seen are checked on.

I would greatly appreciate any help whatsoever. I've attached a screenshot of my situation. The left is my render result, and the right is my camera view.

Thank you so so much!


texts:
I was wondering if its possible to separate from a mesh inly The edges, as curves, só i can later transformar that "tube" in geometry.

Like in Max you can detach and choose The type of mesh, and if its a spline you can "mesh" it!

Thanks!!


texts: Python: How do I export a single object as a .dae file?

texts: I need to be able to export multiple .dae files from a single .blend but I'm not sure about the process of doing this. Is it possible? When I export the .dae manually, it exports all the objects in the .blend not simply the one I selected.


texts:
I'm modeling a guitar. I have the top wood texture applied. I would like to know how to get some variation in the extruded sides. Right now it looks more like a butcher block table top, there should be some sort of variation in grain pattern. Thanks.

(source: ibanezcollectors.com)


texts: Objects invisible in any view except Solid

texts:
In any blender scene, objects look transparent or invisible in all views except solid mode. Is there a setting i should check? This has happened ever since i had blender and i couldn't fix it

The pics are of just a brand new scene, nothing touched. Is this normal?


texts:
Whenever i edit my rig the ik goes rogue ,this problem is very prolonged , i am having this for long time, for example following are the two pictures of the rig in the edit mode , before editing and after editing
i donot see this problem on online tutorials , if there is some problem with the edit , then please tell
Before Editing
After Editing

Rig in posemode before editing
This is what i was expecting from the edited version of the rig which you can see in the picture number 2

pose after editing

THis is posted around 2 days ago and there is no activity on this question even if i edit it to come up , is there no body that will help me?


texts: Why the surface doesn't repeat perfectly the shape of Bézier curves?

texts: The shoe created by Bézier curves, then  surfaces were generated by Sverchok. So, in some parts the surface not corresponds to lines. The surfaces doesn't repeat perfectly the shape of lines. What the problem is?  And how it's possible to solve?


texts:
when i exporting my truck object or another from blender to unity some my faces disappear in unity. I add some images for better understanding.

enter image description here


texts: Im trying to render a scene but when i try to render it, it shows me a previous render i did with eevee and the aspect ratio is also different, i tried rendering using both eevee and cycles but it shows me that same frame


texts:
I bake all my OCC/NRMs inside substance painter using _high _low suffix.  If I want to bake floaters, I must name said floaters with the same name as the object I want to bake them onto (E.G) MESH > Gun_handle_high FLOATER > Gun_handle_high

I cant do this inside blender.  When I try to name a mesh with a duplicate name I get .001 .002 .003 etc at the end of the mesh name.  How do I stop this from happening?

Thanks.


texts: Where is emission color in Cycles Render Engine

texts:
with reference to my previous post (Equivalent color settings in Blender with Autodesk Navisworks), I am changing the render engine from Blender Render to Cycles Render.

I could not find the settings for Emissive color in Cycles Render.

I managed to find Emissive color in Blender Render:

I have searched for Emissive color in Cycles Render Manual, but to no avail.

Where can I set the Emissive Color in Cycles Render?

Thank you.


texts: why does the texture gets stretched on my rectangle shaped object?

texts:
I have UV Unwrapped my rectangle looking object.
Even though the UV looks fine to me, the texture gets stretched.

I tried using heavier subdivide to make each face more like a square, I tried different seam patterns but I couldn't find the solution.

I noticed that when I Scale an object, the texture gets stretched, so I created a new squared and extruded it from one side to make a rectangle instead of scaling it to the side, but still same thing happened, texture got streched.

I also tried googling this question, but couldn't find a tutorial talks about unwrapping a rectangle, this might be because it's so easy so no one creates a tutorial about this.
but anyways I finally made the decision to ask myself in here.

How can I fix this?

Below you can find a screenshot of my object, seams and the UV.

Best regards,
Amirreza


texts:
I am trying to render a video (that is not a .dvd file) with audio using Blender. So far, I haven't had any success; all of my rendered clips have had the audio missing from the playback. I've tried a couple of different encoding and output options but nothing has worked so far (except for a .dvd file that I rendered originally).

What are my options for rendering a video with working audio?


texts: I am trying to edit a model in sculpt mode to make the legs thicker. I was told to use the the inflate tool in sculpt mode but when I tried using it nothing happen. Why am I having this issue?


texts: For game assets is it ok to intentionally stretch UVs, or does this interfere with pixels per units?

texts:
I have a question about texture stretching and environment design, and was hoping a Blender/asset creator guru/environment artist could give me some answers. I was reading about something games use called "pixels per units", which is apparently supposed to optimize a game. I'm not sure how.

In the following screenshot, I've been stretching a sci fi object's UVs to better fit the texture details. Is this bad? It certainly breaks the pixels per units rule, or is this a common practice? I've noticed this sort of thing in AAA titles, where they stretch or squish UVs to use a single texture in a variety of ways. But is this discouraged or not optimal?
Just a curious thought. I can't seem to find an answer online about intentionally stretching/squishing UVs to fit a texture.


texts: Inserting green screen footage into 3D space

texts:
So, the Piano Guys made a pretty cool video a while ago where they had green screen footage chroma keyed and then inserted into 3D space as some sort of plane like object. The process can be seen in this video :https://youtu.be/mJiEXKF6WTI

I understand how to do lightsaber composition (by superimposing a shadeless cylinder on top of footage and then blurring and coloring it, however if there is a more efficient way, I would like to know.), and I understand the basic process of chroma keying, but once these steps are completed, I am somewhat confused about how to place these video in a 3D setup like he does in the video (having this way as opposed to simply overlaying the footage on top of the renders allows for paralax and such). I would like to do this with preferably as few steps as possible.

I have an idea on how I might do this, but I would like input from the community so I don't waste as much time. I'm thinking maybe to key out the green screen, export png sequences with transparency for every piece of footage, and then importing images as planes into a 3D scene, however this would not be very effective if I had lots of clips and I had to do the same thing for each one. Preferably, I would like to see the footage in the scene in real time  (although the scene doesn't have to look rendered) while animating the camera and such.

Thanks a bunch!


texts: Simulating Shadings Losses for Solar Field, like PVsyst

texts:
About Me:
I'm an electrical engineer by Profession with some programming experience in Python and applied Machine learning. I am involved in modelling, optimization and data analysis of renewable energy systems using Python, third - party software such as PVsyst, SAM etc. I have no experience in Blender or any animation software. If the following problem is solved using Blender, I shall be more than happy to learn.
Problem:
I have always wanted to simulate the working of a Solar PV Plant (in it's entirety). The traditional tools do the Job such as PVsyst. But  the software, to be honest does not operate on micro level.
A major problem is the shading scene. So a shading scene may involve parameters as follows;

This involves the use of Topography and building plans; ray tracing techniques for optical problem solving...etc..
My objective is to calculate the shade falling on the PV Planes at different angles of the sun after mutual shadings.
Simple.
I look forward to use Blender and the expertise of forum to tackle such a problem.


texts: How to find if geometry linked to an edge is coplanar

texts:
I have this mesh:

I need to find all faces linked to the selected edges. How can I find that using BMesh? I know this way:

for e in edges:
    for f in e.link_faces:
        print("Link Faces:", f)
        normals.append(f.normal.copy())

but for some reason this isn't good for me. Is there any other? Thank you.

EDIT: I need to be more specific, so to highlight the problem.
The object I need to check:

Now I need to know if the edges from a selection lies on the same plane. So I check for those edges face normals. The script:

me = ob.data

if me.is_editmode:
    # Gain direct access to the mesh
    bm = bmesh.from_edit_mesh(me)
else:
    # Create a bmesh from mesh
    # (won't affect mesh, unless explicitly written back)
    bm = bmesh.new()
    bm.from_mesh(me)

# get all selected edges
edges = [e for e in bm.edges if e.select]

# check if all connected face normals are
# on the same plane. the check is strict
faces=[]
normals=[]
for e in edges:
    for f in e.link_faces:
        faces.append(f)
        print("Link Faces:", f)
        print("Normal: ",f.normal)
        print("Normal copy: ",f.normal.copy())
        normals.append(f.normal.copy())

# check they're all the same vector
coplanarity = all(x==normals[0] for x in normals)

print("Coplanar: ", coplanarity)

First selection:

results:

Link Faces: <BMFace(0x11f892818), index=311, totverts=4>
Normal:  <Vector (0.0000, -0.0000, 1.0000)>
Normal copy:  <Vector (0.0000, -0.0000, 1.0000)>
Link Faces: <BMFace(0x11f8927e0), index=310, totverts=4>
Normal:  <Vector (0.0000, -0.0000, 1.0000)>
Normal copy:  <Vector (0.0000, -0.0000, 1.0000)>
Coplanar:  True

Second selection:

Results:

Link Faces: <BMFace(0x109d47b80), index=226, totverts=4>
Normal:  <Vector (0.0000, 0.0000, 0.0000)>
Normal copy:  <Vector (0.0000, 0.0000, 0.0000)>
Coplanar:  True

The two edges are selected to be on the same face; as you can see, the normals result being different while they're obviously the same. Looks like a non-manifold kind-of bug. So I need to take another route...

EDIT2:

No it's not a bug. I did more tests, there's st. I don't get here...

the blend


texts:
iam making a small scene using soft body on a sphere and its freezing my blender and moving 1 frame every 1 minute very strange even my pc is strong even when i use fire simulator also very slow and struggling to move 1 frame ! what
ryzen 7 3700X
RTX 2070 Super
32 GB Ram
What is the issue please ?


texts: Frame-Duplicated Metaballs not rendering in Blender 2.79

texts:
I am trying to create a flow of water by duplicating metaballs along a curve. I've gone through the motions of creating a curve and a metaball, setting the Parent of the metaball to the curve, set the Duplication to Frames, unchecking Speed, and animated the End frame. Looks good in the viewport (sometimes needing to click the Update buttons to get it to update).

However, when I go into Rendered view or actually rendering the thing, none of the metaballs show up, not even the starting metaball. Changing Duplication to None shows the whole thing in Rendered View, but when I do anything to update the metaballs I only get the starting metaball. I even played around with the metaball's resolutions to no effect.

Is there any other method to create this growing "sausage"? Remember the material is semi-transparent so using ordinary spheres will produce ugly overlaps.


texts: I have no clue what i did. In the first picture you can see what i dont want. When in wireframe mode I want to be able to have it look like it does in the 2nd picture. I have no idea what i did but i need help i am a major noob.


texts: Why the scale parameters of this object is 2000 times bigger and there is almost no difference between the two?

texts:
I have those two objects that have dimensions that are pretty much the same.
Normally the bigger rectangle should be much more bigger because the scale is 2000 times bigger.

Here is the .blend file : https://www.mediafire.com/file/rjkkx9eby442xm9/support_disques_dur.blend/file


texts: Sculpting tool will not manipulate sides of the model

texts:
I made my mesh and was able to sculpt just fine on my model before.   I felt the base mesh had some things I wanted to go back and change but of course the mirror was applied so I deleted the sculpt, deleted half of the base mesh. Made changes to the base mesh, mirrored, applied it.  When I tried to sculpt it again the brush stops short of some arbitrary wall on the side of the rib cage, if I try to model on the sides I get no results on the torso  yet the sculpt jumps to the hand instead, I've tried hiding one hand but then I see the other hand gets affected so I tried hiding both, still no results on the side of the torso.  I've tried masking the hands and even though I'm masking in the front and back view which is far from the lower torso the mask jumps to the lower torso instead of staying on the hand. I have tried recalculating normals,  I didn't have a problem with scale or rotation but I redid those anyway.  Nothing seems to work.
.


texts: I've already deleted and redownloaded it for more than 10 times, but everytime my UI is like this! I could not find any solution from Google. I need 2.70 ver.! I tried to download 2.79 ver instead of that, but it dosen't have anything in header like this too!


texts: Very big & very small objects in scene at once

texts:
I've been working on one particular scene for a while now and I've started to make the correct proportions. It's a space scene with a star, spaceship and a human so far, there's still a lot of work to be done. To be as close to reality as possible, I've looked up scale of our Sun in comparison to Earth and then scale of Earth in comparison to human.

The Earth itself is not present in the scene though, I've used it only for scaling and comparing.

I've scaled the human to be nearly exactly as tall as the Earth is, and then scaled him down. But, as we all know, we're ridiculously small compared to Earth. After doing some research, I've found out that I have to scale the human by 0.000000148809 to make him proportionate to Earth.
Well, things started to get really messy. But first, let me clarify my intention a little more.

I need to move him to the interior which is displayed in the third photo, and the interior needs to be scaled in a way where the stairs look proportionate to him, by height atleast. The problem is that I need to scale down the whole ship, and things are just becoming extremely small in comparison to the Sun and as a result, everything is being clipped, even after applying 0.1mm Start clip. Also, I have to keep the End clip very high so the Sun doesn't get clipped out.

The viewport also looks clipped, panning, rotating, etc. became unpredictable as mesh is randomly appearing/disappearing and I can't really zoom into interiors without clipping. I've tried to scale the Sun down 10 times and then scale the whole scene up by 100x times but while viewport became normal the render looks distorted, weird artifacts are showing up and everything just seems glitchy and clipped.

So, my question is, how to overcome this? Can objects exist together in one scene while being enormously big and extremely tiny at the same time without having the render and/or viewport glitched, clipped and destroyed? Is there a way to have objects in real-world scale or absolutely not? Is there any possibility to make things look proportionate to each other or I can't avoid having the human and spaceship itself unrealistically big? What's your workflow in enormous scenes like this? Thanks in advance!


texts: So here's the problem: Regardless of whether I have "zoom to mouse position" checked or not, for my view is zooming to the 3D cursor. I am running 2.77, and I feel it is important to mention that this is only occurring in the 3D views. I cannot figure this out for the life of me so someone please help, it is getting annoying, especially when zooming way in.


texts: How to put a Linear Workflow in practice with Cycles

texts:
Most of you probably/hopefully heard of the Linear Workflow before. I've been doing a lot of research lately in regard to this topic and I am happy to say that I think I finally understood the theory of it. But my problem is that I am not really sure how to make use of it in practice now.

This is an image that shows the difference between linear and non-linear workflow:

Images from greyscalegorilla.com

To sum all this up, linear workflow helps you to get better and more realistic render results.

What I want to know is, how do I work in Blender with this technique? I read about Gamma Correcting my image textures before importing them into Blender.

Is it necessary to do that in Photoshop or can I simply add a gamma correction in the Node Editor? And, when do I add the final Gamma adjustment to my render, in post processing? It's just not clear to me at this point.

Here are some resources about the issue:

http://www.loramel.net/blender_minutes/2009/01/linear-workflow-in-blender/
http://greyscalegorilla.com/blog/tutorials/what-is-linear-workflow-and-how-can-it-help-your-renders-look-better/
http://www.pixsim.co.uk/downloads/The_Beginners_Explanation_of_Gamma_Correction_and_Linear_Workflow.pdf


texts: playing sound effects in blender game engine depending on the speed of my car

texts: I'm making a car racing game and got everything pretty much done except for the sounds. i want to have it where when I accelerate or move pretty much I start with a certain soundtrack, and as I reach a certain speed I would move to the next track etc.... any ideas because I've tried it so many time but never worked.i would like to do this I code too.


texts: How do I get from the default view to the 3D Editor View?


texts: How do I do a third person camera in the Game Engine?

texts:
I've had problems with getting a third person camera to rotate correctly. I've tried taking first person camera python scripts and modifying them, as well as third person camera scripts already on the internet, and No matter what, they always rotate around the original position of the character, so when I move the character it will be able to move around like moving an object out from a rotating disk, if that makes any sense. Any help I could get with changing the rotation position would be great. Thanks.

EDIT: Nevermind, figured it out. If anyone is having the same problem, let me know and I'll put my answer.


texts: Retrieving D.images['some-image'].frame_duration always returns 1

texts:
Given the following code sample in a headless instance of blender:

movie = I.load(green_screen_img.filepath)
duration = movie.frame_duration
print(duration)

Blender console will print 1 for the duration.

However if I print some other info about the movie file beforehand, like so:

movie = I.load(green_screen_img.filepath)
print(movie.resolution)
duration = movie.frame_duration
print(duration)

Blender console will correctly print the correct duration, 272

I really would like to understand this behavior and would be interested if anyone can clarify what is going on here.


texts: I have a 3d character made up of multiple objects, I have scaled up the size of the character. After resizing I reset all the transforms (location,rotation,scale) with control A. When I try to export the model it returns back to the original size and rotation in the view port and when I import the exported model in a new blend file it has also reverted back. Also if I export a totally different object from the scene the character model will revert back to the original size and rotation. Why?


texts:
I'm trying to do this tutorial to make the cup as shown in the video but I'm having problems with the glass and the color coming through it.

the glass has light coming through it (Or it might be just reflective) but the color of the coffee isn't coming through the glass and into the camera for some reason.

The nodes for the glass


texts: Hi, I'm having trouble with the mesh on this mug handle

texts: I was following Blender Guru's tutorial on making a cup and I ran into this issue with the mesh. I deleted the interior faces and for some reason it still doesn't look good. I'm not sure what else would be wrong?


texts: I keep having issues with scaling my texture in Image Editor. At first I have the cuts or sections and then I cannot access them

texts:
Sorry this is probably a dumb question. I keep having this issue where I no longer have the ability to scale my textures. At first I can then the boxes or shapes that are over the texture seem to no longer be there. I am very new to blender so I am sure this is a simple fix. I will attach an image as well.
Thanks


texts: What should I do to save the final image in a .png format?

texts: I couldn't save my rendered image in a .png format. When I press F3 key it only increases my PC screen brightness.


texts: How do you create a Gradient Texture as the background for your world?

texts: Actually, I have the answer to this, I have just found it at the time of posting this thread, as a matter of fact. I want to point out that a ColorRamp node will actually do the trick, but this will be different from how I ran into the eye gradient texture, seeing as legitimate image textures are not present here.


texts: Where is the samples setting for the Cycles render

texts: Where can I adjust the amount of samples Cycles uses?


texts: How to make a recognition mural with separated parts?

texts:
Hopefully the title of this question wasn't so badly worded that it won't elicit answers but basically I am trying to achieve this sort of effect with extruded rectangles and squares:

The issue I am having is how to add photos onto a plane and have them all fit properly to the scale that they came in.  In other words, I have been opening images as planes and trying to get the poster to match them but as you can see in the screenshot below, it isn't practical to do it this way:

Hopefully there is a solution to this kind of project.

Thanks


texts: Efficient method of inserting an image into the horizon of handheld footage

texts:
I'm doing the special effects for a video where I need to insert an image of a submarine into the horizon (where the question mark is):

At first, I attempted to do a full 3D Motion Track.  I properly tracked as many points as I could, but when the camera motion was solved for, it was extremely jumpy.  So then I decided that since most of the motion in the video is 2D that I would only use two tracks, and then take the image of the submarine and apply the 2D stabilization node to it.  I'm kind of surprised that it stabilized the video perfectly (including rotation), but when I used the node to translate the submarine placeholder image, it slid around quite a bit.
The effect it had can be seen in this video:
https://youtu.be/jHQHfG-YaI8

So the next thing I did was use one of the tracks, create an empty for it, import the image as a plane, and make the empty a parent of it.  This worked excellent for translation of the image, but it did not take into account the rotation needed to fit nicely into the video motion (which is normally calculated with a second tracker so that rotation can be stabilized in normal 2D stabilization).  How is it possible to properly accomplish the desired effect?


texts: I can't draw good lines with the UV texture brush

texts: I want to draw thin and clear lines, but when I tried to, every lines are broken and thier quality is pretty bad. How could I made it work better? I used 1 px line but in the video which i referd, even 30 px brush could make thin lines. I guess that 1 px brush doesn't work good.


texts: How do I import a model which has .mat and texture files in separate folders?

texts:
I have a model that came in three separate folders

folder #1 has three .mat files

folder #2 has the model in .psk, .fbx, .dae and .smd formats

folder #3 has textures in .tga format

how do I import this model into blender with textures and posable?


texts:
I have a problem. I use the intersect_ray_tri() function to find the intersection between a ray and a mesh. Somethimes it works perfectly fine and somethimes it only finds one of the two intersecton or none of the intersections. It seems like the problem has something do do with the angle it hits the mesh. I'm not sure if it is a bug or not. I really appreciate all your help.

http://pasteall.org/blend/index.php?id=44571
Open the .blend. You see a sphere emtpy. This defines the direction whichin the ray goes with the camera origin as a base point. When jumping one frame forwards/backward the script gets executed. If it finds an intersection it will add an empty to the location of the intersection(this is just for debugging now). Try do move the empty(make sure it stays behind on of the two meshes, as othervise it's clear it will not find an intersection) and you will see somethimes it finds both, somethimes just one one somethimes none of the intersections.


texts:
I'm trying to paint textures on different objects by UV mapping and painting - maybe I'm doing this wrong or in the wrong order, but whenever I select new shapes to work on and unwrap them, they open on the same image in the Image Editor, on top of each other - although I selected "New Image".

On the enclosed screenshot, you can see that the meshes are overlapping, which creates a confusing image.

I am trying to unwrap a new shape, which doesn't even shop up over the previous ones anymore...

To reproduce this problem:

create new file; in new file create monkey head and ico sphere in Object mode;
select monkey head in Object then in Edit mode, unwrap Monkey head and see it unwrapped in the UV/Image Editor
create new Image in UV editor, click OK
paint something on the unwrapped monkey head, save as image
select ico sphere in object then in edit mode, unwrap it: where does the unwrapped image appear? Even if you create a "new image" in the UV editor, the ico sphere doesn't seem to show up anywhere.

Another way to reproduce this:

create new file
go in Edit Mode, add Torus and Monkey Head
open UV Editor, create new image in UV Editor, in the Edit view, unwrap while all are selected
notice how all shapes overlap in the unwrapped view
create an ico sphere, unwrap it: where's the unwrapped version?


texts: Can all images be reloaded at once with the node wrangler?

texts: I have multiple textures that are used across many objects. Some of them are being revised along the process by previewing them in preview render. I want to know when using the shortcut Alt+R does it update all of the textures at once or is it per material?


texts:
I can't seem to link animation data programmatically. I have tried:
bpy.data.objects["Object_1"].select_set(True)
bpy.data.objects["Object_2"].select_set(True)
bpy.ops.objects.make_links_data(type='ANIMATION')

When I run this script I get the following:
AttributeError: Calling operator "bpy.ops.objects.make_links_data" error, could not be found

I am not too sure if it is because the second selection should be a shift + mouse click and this isn't reflected in the code (I can't seem to find an option to shift click an object in python) or my script isn't correct.
Would appreciate any help, Thanks in advance!


texts: I use physics to find the position of the objects, but then I can't save and go on

texts:
beginner here :-)
I am trying to use rigid body physics to set objects' initial position. At first I was puzzled because I got to the end of the animation and could not even change the material or the color of the objects. Then I understood that I had to do that at the beginning, or "bake the animation", which I did and this allowed me to change the final position and few other things. However... I must be doing something wrong. In fact, I need to adjust the position of the objects to my liking, and I do so by rotating and moving the objects one by one. Many light bulbs are in the wrong position because I am using CAPSULE instead of MESH to speed up the process. So I must tilt the position by hand. However, and this is my problem, once I adjust the final position to my liking, if I save the file, and then open it, I find the objects in the position they were before my adjusting it. Even worse, if I render the scene, the position does not reflect my adjustment.
I am attaching an image of the problem. You can see that in the viewport the position of the light bulbs in the foreground has been fixed, but in the final render they are wrongly placed horizontally.


texts: I'm trying to make a Rorschach effect material. What I want to do is have the distortion on a Wave Texture node change over time. It seems to me that in earlier versions of Blender, there was a Time Node. Is there a way to do this in Blender now?


texts: Could someone point out a strategy to recreate this flowing lines animation?

texts:
I am relatively new to blender and am constantly looking for interesting new projects. I came across this video by Vitaly Grossmann working with Vizio to create an ad for their new sound system. I am completely stumped as to how he managed to create the flowing lines in the scene and would love to know how to go about something like this in Blender.

Could someone please provide a general flow of how to achieve this effect? All efforts are much appreciated!

Video link : https://vimeo.com/347370066


texts: How to place a 3D model in the same posion in a photo for rendering?

texts:
I have a real photo of a 3D object. And I also have the 3D object’s model. I want to place the 3D model in the same position and same size in the photo in Blender. The photo I have set it as Blender camera’s background. I have used the software fspy to match the camera angle to the photo with this method https://www.youtube.com/watch?v=CAN_Bjufzo0. My task is to create thousands of rendered images as similar as possible to the real photos. Their angels in the photos are different. So I want to find the fastest way to do it.

Here is the real photo.

And I have the background image from the same view of the real photo above.

This is the 3D model:

This is what I got so far.

But obviously, the model’s position in the rendered image is not the same as the real photo one.

In addition, I know the size of the real 3D models. Thanks.


texts: How do you select a point using the API as the primary point selection?

texts:
I've run into some difficult selecting a point as the "primary selection" (not sure if this is proper terminology)
I've been using this function to select a single point from a mesh:
def select_append_point(index):
    #getting proper mode for selection (its object, this is counter intuitive)
    bpy.ops.object.mode_set(mode = 'EDIT')
    bpy.ops.mesh.select_mode(type="VERT")
    bpy.ops.object.mode_set(mode = 'OBJECT')
    #selecting point from index number
    cube_ob.data.vertices[index].select = True
    #note I show how cube_ob is defined below

    #returning to edit mode
    bpy.ops.object.mode_set(mode = 'EDIT')

This results in a selection like this:

it is orange in the viewport, therefore not a primary selection
I'd prefer a selection like this:

It is white in the viewport and a primary selection.
This is for the application of using the following code:
bpy.ops.mesh.shortest_path_select(edge_mode='SELECT')

that code outputs this between two selected points:

But does not work as intended for an appending application unless one of the points is white not orange.
Thank you for any help!!!
How cube_ob is defined:
cube_ob = bpy.context.active_object
bpy.context.view_layer.objects.active = cube_ob
cube_ob.select_set(state=True)


texts: Make fluid move around the edges of an object / mesh

texts:
I would really like to have a liquid move on top of the surface of an object. How would I do so?

I thought maybe you have sort of a force field on top of the mesh but I have no clue how to do that in blender.

Thanks in advance!


texts: Problem with Scripting a baking procedure

texts:
Im am importing alot of models with alot of materials attached. Therefore i wish to bake all of these into a single texture with a python script. I have a alot of trouble with the baking of textures.

It seems as if there is something wrong with selection and saving of the image i make and bake onto. I hope someone can help.

First i have some  code that rotate and translate my object then in the next stage i want to

uv-unwrap.
create a new image with a id name
bake textures onto this uv map
save the image on harddrive
delete all material
make a new material
assign a new texture to it
choose the bake texture from harddrive
set to uv map.

This is my code so fare. Im using blender 2.79

# Smart UV map project
bpy.ops.uv.smart_project()

# create an image which will store the baked data
image = bpy.data.images.new("ElementName", bpy.context.scene.render.resolution_x, bpy.context.scene.render.resolution_y, alpha = 0)

bpy.data.images["ElementName"].use_fake_user = True
#bpy.context.space_data.system_bookmarks_active = 1
#bpy.ops.image.open(filepath = "C:\\\\JCJ\\Desktop\\3d_Project\\fbx\\1\\Textures\\ElementName.png", directory="C:\\\\JCJ\\Desktop\\3d_Project\\fbx\\1\\Textures\\", files=[{"name":"ElementName.png", "name":"ElementName.png"}], show_multiview=False)

bpy.data.screens['UV Editing'].areas[1].spaces[0].image = image

bpy.context.scene.render.bake_type = 'TEXTURE'
image = bpy.ops.object.bake_image()

image.file_format = 'PNG'
image.filepath = 'C:\\\\JCJ\\Desktop\\3d_Project\\fbx\\1\\Textures\\ElementName.png'
image.save()

bpy.ops.object.editmode_toggle()

for x in range(len(ctx.material_slots)):
    bpy.ops.object.material_slot_remove()

# Get material
mat = bpy.data.materials.get("Material")
if mat is None:
    # create material
    mat = bpy.data.materials.new(name="Material")
# Assign it to object
if ob.data.materials:
    # assign to 1st material slot
    ob.data.materials[0] = mat
else:
    # no slots
    ob.data.materials.append(mat)

bpy.data.materials["Material"].use_face_texture = True

bpy.ops.texture.new()
bpy.ops.image.open(filepath = "C:\\\\JCJ\\Desktop\\3d_Project\\fbx\\1\\Textures\\ElementName.png", directory="\\\\beumer.com\\public\\HomeDirs\\Sub\\Denmark\\AAR1\\JCJ\\Desktop\\3d_Project\\fbx\\1\\Textures\\", files=[{"name":"ElementName.png", "name":"ElementName.png"}], show_multiview=False)

# save blender file somewhere. Here just D drive.
bpy.ops.wm.save_as_mainfile(filepath="D:\\\\pysaved.blend")


texts: Transform Affects Only Origin moves the object in reverse

texts:
I have an issue in blender that in object mode when I try to move an object only its origin moves although the Affects Only Origins is unchecked but when I check it the object moves in reverse
i.e. When I move the object upwards it moves downwards
I tried to find a solution and all that I found is to uncheck the Affects Only Origins which is already unchecked.


texts: I'm having an issue with blender where whenever I try to render as any sort of video, instead of showing up as an mp4 or whatever file type I chose, it will show up as a mystery file that cannot be opened. This issue started recently and randomly: I was always able to render perfectly fine before and I used the exact same settings now that I did then.   not sure exactly what I'm doing wrong. Here are the export settings I am using:


texts: Python Error: Cannot write a single file with animation format selected

texts:
I'm trying to render a single image using a script i have written using blender 2.78c

If i run the script on the default cube it works fine.

If i run it on an existing .blend scene i have loaded i get this error.

I have tried:

bpy.ops.render.render( animation=False, write_still=True )

I've also removed all animations from the scene.

Is there a way to do this?


texts: How to integrate road into landscape (low poly style)

texts:
I'm trying to integrate a road (that i did build using array and curve modfier) into a flat plane (low poly).

I can't figure out how to make the road 'cut' the plane; my end goal is to
achieve a look like the 2nd picture.

I've tried boolean but it gives weird results.

How would someone do it ?

Thanks


texts: Texture baking, some faces don't get lit properly

texts:
I'm working on a camp site illustration and while baking the textures I've ran into a interesting problem I'm unable to solve. Regular cycles render:

Following a tutorial to bake textures I used "smart UV project" to unwrap the object in the center and baked the texture onto it with this result:

Some of the spheroids in the object get something like a inverted shadow - the areas that should be lit aren't, and the areas that should be dark are lit.

This only happens with the bush like illustration of a forest - all other elements in the scene appear to bake correctly.

Any ides what might be causing this behavior?


texts: I've no idea where this grey is coming from. Transmission 1.0 and Roughness 0


texts: Makehuman + Rigify: How do you "join" / "unite" loose objects before rigging?

texts:
Just started out recently with *Blender 2.8* and was trying this out for a side project:

1) I have created a model using Makehuman

2) Imported the model into blender as an .obj and sorted out the textures

3) Separated added elements (e.g. hair, shoes, clothes)

Generated a rig using rigify.

How can we join all models into a single mesh for rigging?
I've come across answers recommending weight transfer in situations involving armatures. How is that supposed to work with a rig?

Thanks in advance!

**SOME UPDATES**

Tested also, as seen here, by pairing .hbv armature and .obj:

The .obj exported from Makehuman is visible as a single object/layer, yet it has separate components?! How can we merge these components?

No dice with boolean "Union" as well.


texts: Black cubes appearing using multiple VDBs

texts:
Hi wonderful Blender folks,
I've imported multiple VDB files to create smoke in this scene, and in Evee it renders fine, in solid it looks normal, but in Cycles these weird black cubes appear, and in the background. If I only use one or two this happens slightly less.

I've tried turning down the VDB clipping under 'render', making the detail 'fine', using CPU only, open shading language, increasing volume bounces under 'light paths' but still no luck.
Any help would be fantastic, as I need to hand in some shots today.
Thanks!


texts: How do i write a script that modify every material in the scene by creating and connecting a "UV map" node to every texture file node?

texts:
I have a few hundred materials in the scene. Every material have 7 texture files.

I need to create and connect a "UV map" node with default UV map chosen (there is only one UV map on the objects) to every single texture file there is. Doing it by hand is very time consuming.

Is there a way to automate this process, by python script perhaps?

Here is picture, it may help you to understand what i want to achieve.


texts: Blender 2.73 textures in solid view mode

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When I was using blender 2.73, I realized that the option of "textured solid" is missing from the right pullout menu, when in previous versions it was put under "display".

I am aware that I could just change the view mode to textured. However, I am using the game engine, and I want one scene to have textures, while another I need to be in solid view mode. So is there any way in Blender 2.73 to have a "textured solid" mode without completely changing to textured mode?


texts: Can I make a bevel curve transition to another one during the same bevel process?

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My situation is as follows:
I want to create a curved plane that has a crease or ditch at one end and is flat at the other.
To achieve this, I created a curve (curve 0) that defines my plane, then used another U-shaped curve (curve 1) to bevel the first one, creating the actual plane with the ditch or crease (the U shape of the crease or ditch being defined by curve 1).

Now my question is: can I create a third curve (curve 2) that is just a straight line and have the bevel transition from curve 1 to curve 2 over the distance of curve 0?


texts: What causes and how to fix shading artifacts on curved surface?

texts:
Here's what I'm talking about, I've been using boolean then tried to manually clean up topo to the best of my ability while trying to keep quads:

Is it just bad topology or is there something else I need to do to get rid of those artifacts?


texts:
How can I pass parameters in python from blender?. I'm try this, but don't work

blender -b file.blend -P file.py "param1" "param2"


texts: Are there really so many triangles in this model?

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I have uploaded a blend file here.

It's the model of an RPG:

Blender says that the model has 30940 triangles.

From looking at the mesh in Edit mode, it doesn't look ilke 30k tris to me. Rather 4k tris.

Can anybody tell what might be the culprit here?
I have already taken a look if there is perhaps a subdivision modifier attached, and I didn't notice it, but I don't think so.

I have also tried removing the dense area on the handles, but that freed only like 600 triangles. I still guess that there are some vertices lurking somewhere where I don't see them.

Edit: For a test, I have removed the "horn" at the end:

Removing this part freed 5000 tris.
I just don't believe that there are really 5k tris in that section.
Just from looking at it, I would guess that it would be 1k tris maximum, but not 5k.

Thank you very much for the help!


texts: I am wondering if there has been any work done to create reciprocal frames in sverchok for generating/prototyping designs for architecture.


texts:
I'm exploring Blender's NURBS functionality. So far, I've been able to define two curves and create a NURBS surface between them.

Does Blender support more advanced NURBS features like trimming and blend surfaces?

It's fine if the interface is still lacking. If the functionality is available at all, I'll probably want to use it.

FWIW, I'm interested in NURBS because I do a lot of mechanical modeling. Meshes work for that, but NURBS are a much cleaner way to model a lot of man-made objects.


texts:
I'm trying to make a spiral wrap around a bent object. Or at least, bend the spiral itself to be placed and scaled accordingly.

The example here is of the tights, two seperate spirals mirrored and merged, wrapping around this characters leg.


texts: Custom Properties a la Rigify (Global Properties?)

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So the Rigify Rigs have custom properties that can be tweaked no matter what bone you have selected in pose mode.

However I've been unable to make my own. Adding custom properties under the Armature tab for the rig don't seem to show up... anywhere really. Adding properties from the bone tab causes the property to only show up when that specific bone is selected, which isn't ideal if you're using the property to drive several bones for example.

How would I go about creating these 'global' properties for the armature so that I can use them no matter what bone is selected in pose mode?


texts: Particle Info Node and Blender Internal Render

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What user errors are in the Blender Internal Render Nodes below?

RC 2.76 with Particle Info Node.

The render result is not what the user intended.

version 2.76 (sub 0), branch b'master', commit date b'2015-09-23' b'14:02', hash b'e24ea81', b''
build date: b'Thu 09/24/2015', b'09:51 AM'
platform: b'Windows'


texts: Cut object into two objects with a plane

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is there a way to cut an object into two objects with a plane without duplicate that object and extruding the plane in both direction applying a boolean operation?

My mesh is complicated because it is generated by a 3d scanning so the knife project isn't enought.

The knife project gives me the line where the two object should be separated, but i need to separate the objects manually along a very complicated mesh resulting in a waste of time.

Thanks!


texts: How would I be able to run Blender on a Chromebook? The Rollapp is a farce that demands money for free software, and the whole reason I didn't buy a windows laptop is because I hate Windows 10, so is there another option?