texts:
What I wanted to do in short:
I have a metal, cone-like object that I want to rebuild in blender. In reality, the object has some letters press stamped into it (so it looks like an engraved font).

Here is how I did it:

1) I created the cone, used Ctrl + R to loop cut the mesh, parted the new line of vertecies and made them into a curve. Then I used the curve modifier on the text to shape it around the cone.

2) Then I used the shrinkwrap modifier to project the text onto the cone. Here you can see that you need a high resoluted cone (aka more segments to the circle) to look good. Otherwise you will get these jaggeded outline.

3) Because an extruded text object (using Text Tab -> / Geometry -> < Extrude>) is not something that the boolean modifier can work with I need to turn the text object into a mesh using Alt + C. Now I have text as a mesh that was shrinkwraped to the cone (Yes, I also could do it like this: curve -> extrude -> mesh -> boolean. So flipp when the text becomes a mesh. That way you don't get these jaggeded outlines, but I remember that there was something else to it so that I wasn't able to use this route || EDIT: Now I remember: The shrinkwrap part didn't work out for text on a cone (but does on a cylinder)). After I upscaled the text just a tiny bit to be bigger than the cone, I'm ready to use the boolean tool.

4) After I set the boolean modifier you can see not only that the text outline is horribly ugly (which can be dealt with) but also that (because the text was turned into a mesh) it has like a million faces that were also carved into the cone. As you can see in the image, it exists in the "W" as well as in the "8" and the "r".

5) Now to the problem I have no idea how to solve:

This now is the set I'm going to render. The problem I get when I render this cone is that I get lines in some parts of the carved out text. The "W" is fine, but for the "8" and the "r" blender seems to just trying to break it up with some simple horizontal lines.

I have tried many things like flipping the normals, combining faces, moving the faces of one character onto one plane (which looked incredibly ugly), etc and now I'm just out of ideas to try.

If possible I wanted to use the text object as boolean object for the cone just so that I'm able to alter the carved text before I would apply the boolean modifier. Right now I have to alter the text, create a mesh, extrude it and tell the cone to use another mesh fot the boolean.

As a reminder (and also the part I don't understand): The "W" as well as the "8" and the "r" do have more than once face for the text/font-mesh. However, while the "W" looks fine, the others don't

BTW: Before I forget it: I'm using the font "Normalise Din MN". Maybe it matters, but I don't think so, because I get similar results withe the default blender font.


texts: how to script animation fcurve made autoclamped

texts:
How can I script action made by setting keyframe handle type for bezier f-curve in Graph Editor to AUTO_CLAMPED?

o = bpy.data.objects['jet-1.1']
fc = o.animation_data.action.fcurves[1]  # Y Euler Rotaion
kfs = fc.keyframe_points
for frame, value in DATA:
    kf = kfs.insert(frame, value, {'FAST'})
    kf.interpolation = 'BEZIER'
    kf.handle_left_type = 'AUTO_CLAMPED'
    kf.handle_right_type = 'AUTO_CLAMPED'

When I try to do it this way, curve doesn't get smoothed. How can it be achived?

This picture shows the result of the script from above:

But I want to have the result like this:


texts: Does every tool or feature in Blender have a keyboard shortcut or hotkey?

texts: Is there a shortcut hotkey for every tool or task in Blender?


texts: (SOLVED: Negative Scale) Boolean leaves a (gaping) Hole

texts:
No pun intended! I am trying to use booleans as a way to make a "cage" room for bolts in a bike part, but the problem is i am left with see through holes instead of a partial cut of the geometry.

Since I started out with a cylinder, I figured it had something to do with the mesh not having width (as in non manifold geometry if i got that correctly). But solidify really messes up the mesh so I tried to fix it by closing the mesh with a mirror. Still no luck. Any pointers would be really appreciated.

EDIT: To clarify, I have already looked for double vertices, wrong facing normals and even tried inversing the normals of the cutting object just to make sure. Altho it could be something obvious I' m missing, it's kind of driving me crazy.

EDIT 2: Turns out my object had negative scale which made the normals appear normal. Needed to apply scale and then recalculate them. Thanks to @gandalf3 for pointing me to the right direction.


texts: Using bump node to achieve what displacement (on Bump mode) could do

texts:
Hi, so we have bump node to achieve bumpyness of a surface and we also have displacement socket on (bump mode) that could achieve bumpyness too. But in screenshot above, i found out that displacement (on bump mode, no true displacement) makes a better result while using bump node, it's result is not as that good than displacement can do..
So, how to achieve similiar result like displacement socket using bump node? Is it possible?
My intention is because i need two different bump on 2 principled bsdf mixed together with an image as mask..
Thanks in advance guys
Regards


texts: Automatic select vertices by given coordinates

texts:
I have a mesh with some thousand vertices and want to select a few specific. An external program choses the vertices i have to select. They are too many to do it manualy. My first idea was to take a look in the obj-file, look for my coordinates and use their line to select them in Blender. But thats not possible, because the IDs of the vertices in Blender are not given in the same order as the coordinates are written in the obj-file.

My new idea is to extract the required coordinates from the obj-file and look for them in Blender. I've already extracted the required coordinates in a txt-file.

Is there a Blender console command or script to select a vertex by given coordinates? I know that i can select a vertex by it's ID.


texts: Blender export object lengths to a CSV file in the same directory as the blend file

texts:
I need some help with writing the CSV file into the directory, where my blender file is saved. My blender file is saved in C:/MyFile and the CSV needs to be written to the same folder. C:/MyFile/file.text. If I save the blender file somewhere else, it should do the same. The script I have works well, but it will export to C:/tmp/file.txt .Thanks in advance.
# import the necessary modules we need
# in our case, blender's python API and python's os module
import bpy, os

# get the current selection
selection = bpy.context.selected_objects

# initialize a blank result variable
result = ""

# iterate through the selected objects
for sel in selection:
    # get the current object's dimensions
    dims = sel.dimensions
    # write the selected object's name and dimensions to a string
    result += "%s - %.03fm x %.03fm x %.03fm\n" % (sel.name, dims.x, dims.y, dims.z)

# get path to render output (usually /tmp\)
tempFolder = os.path.abspath (bpy.context.scene.render.filepath)
# make a filename
filename = os.path.join (tempFolder, "file.txt")
# open a file to write to
file = open(filename, "w")
# write the data to file
file.write(result)
# close the file
file.close()


texts: Simple SVG from Illustrator or Inkscape fails to show

texts:
I just installed Blender with brew cask install blender. I tried to import an SVG with File > Import > Scalable Vector Graphics and it did not show. I made a simple SVG file with a circle in both Illustrator and Inkscape and I don't see it in the window. I zoomed out and still could not find it. Here is my screen:

I read this answer on raster graphics and this answer on Illustrator. I confirm that I don't have raster graphics and that I exported the Illustrator files with those directions.

Here are dropbox links to the SVG files created: Illustrator circle, Inkscape circle (604B and 2kB respectively).

After importing, the Outliner adds a Curve item:

Clicking the eye of this item to show or hide makes no difference in the viewport.

I am new to Blender. Am I doing something wrong or is this a bug?

Update: I removed the Drobpox links because the question already has a solution, and one can easily redo them with Illustrator or Inkscape.


texts: Is there a way to adapt False Color to be seen for color blind people?

texts:
I have severe red/green protonopia and find the red and green to be the same when I use False Color mode to calibrate lighting exposure.

I'm wondering if there is a way to get numeric feedback on parts of a surface I point at or a way to change the colors used in False Color so that I may be able to see them better. Also if not I'm wondering where I could recommend these kind of features.

It would be nice to have a tooltip with a numeric representation of the exposure of where on a surface I am pointing, or shift the colors represented somehow.


texts: How to merge objects and keep the interior hollow

texts: Below is an example of a rectangle and 3 cylinders overlapping each other.  Is there an automated (simple/quick) way to join them so that the interior is a hollow structure?


texts: I'm using Blender 2.74 and trying to follow an online video tutorial on creating "sun" (presenter is using version 2.63). The problem I'm facing is that the presenter just selected a few nodes in the Nodes Editor and pressed Ctrl + G to group those nodes. Then he pressed TAB to edit the group and remove some of the input sockets of the GroupInput node by clicking the cross button in front of those sockets. Now I do not see these cross buttons in my version of Blender. I tried using Properties window too (N key) but that also doesn't allow removing (although it does allow adding, renaming and reordering). Can anyone help me with this?


texts:
I'm watching a Blender 2.8 sculpting tutorial and don't have the unified brush settings.

Where can I find them in Blender 2.82+ ?


texts: I want my depth of field to be separated like this


texts: Why are more particles showing in the render than in the viewport?

texts:
There is quite a difference between the 3D View and the render. In the viewport there are a few palm trees but when I hit 'Render' I can see a huge amount of trees that looks like a forest. I have no children setting activated.

Blend File (Palm Trees)

3D viewport:

Render:

Any solution as to what's going on and why there are so many particles (trees) shown?


texts: Where do I get a rigged model to learn with? Am I missing that it's already in one of the menus?  I have imported a bvh file from a mocap. I want to place the bones in a model to get a feel for what it is I am caputring.


texts:
Someone can help me? I'm trying to do like in this video https://www.youtube.com/watch?v=Ij-99hlCcCc rain with water puddle in asphalt, but this video is so fast and no explain how him did it
Here is perfect

But at render mode is a bit idk haha

It's how is now


texts: How to make game, made with the BGE, without having to provide source code of the game?

texts:
The blender FAQ says that if I combine my blend files with blender's game player, my license becomes GPL automatically?

Combine? can you explain it more, what combine is talked about here?
Is there a way to avoid that without making my own blender player nor using BPPlayer?
I also researched something about making a .bat file to launch my game, is that a way to avoid it? How can I protect my .blend files from being read plainly in notepad like apps?

In simple words, I want to make a commercial game in blender and avoid providing the source code (my .blend files).


texts: Blender Game not rendering models correctly, normals recalculated and flipped,

texts:
The model looks fine in blender (texture, material, and render),
but when I run my app the parts of the model don't show.

The normals have been recalculated and flipped many times (sometimes only affected areas too) and all doubles are removed yet nothing seems to change.

By playing around with settings I've been able to get better and worse results, here's the best result I've gotten:

(doesn't seem to be changed by culling settings) and here are all my settings:

Blender Games issue

All textures and materials have the same setting applied, the missing bits have the same textures and materials as the non-missing bits


texts:
Weird trouble here.

Somewhere in the process, the object can't render the displacement map anymore, even in the preview window shows the right bump amount. At start it works well but somehow it lost it recently...
I check all connections, all values seems OK, the bump image shows in the right place and should make a huge bump effect (like in my image #2. But nothing, the surface remains flat as a sand desert. It's an animated object but no keyframe on this parameter, all frames show the same absence of bump.
I check there is no object's double superposed. I copied the object, I try tho connect the image directly to the Displacement node socket: nothing. I tried a Noise texture with Color Ramp to enhance the contrast and then, a very small amount of bump appears.

The goal is to have a small amount of relief, but here I exagerate to enhance the problem.

The object contains several materials. I tried to recreate a new material with new nodes: nothing change. I put simple Glossy node with another image for the bump: same result. Correct effect in preview window, nothing in render.

Bump mapping works on other objects in the scene.

Capture #1
The material preview show the expected result with these settings: a huge bump. Remark: there's two image for bump, one (top) for the bumpy surface, another (bottom) for slim lines barely visible.

Capture #2
When the texture image is connected to a View node, it shows as it should.

Ok I got a temporary solution.
The bump was still there but for some reason, it was so light that it was barely visible.

After the Color Mix node and before the Material Output node, I add a Math Multiply node (value x 20) and then the bump shows up again.

But now rendering, I see baaad artifacts in the bump texture due to A) the Math multiplier node who force the grey levels and B) a slightly poor image histogram. Photoshop's histogram shows some pikes. Looking closer, there is some posterize-effect in the gradient and its ugly in the render. The texture image is 4000x4000 pixels, large enough I think. I tried PNG and JPG, tried to remake it with more histogram values, same result.

Edit:
With Normal mapping it seems to work better finally. Still some poor histogram artifacts but better. I blurred it a little and its fine.

But still at some point the bump map went to almost zero for an unknown reason.


texts: Camera fulcrum visible in solid mode cutting off objects

texts: I seem to have enabled some camera fulcrum option, this is only visible in wireframe and solid modes. Can anyone tell me how to disable it as it's clipping my objects, also is there a hotkey combo i've maybe hit by mistake?


texts: How to export multiple objects in one blender file into one FBX export, intact?

texts:
The actual blender mesh has wheels, separate from the middle cannon part.

This is the actual Mesh.

When I export the mesh in Blender into fbx export it gets deformed.

This is the FBX export, deformed.

I selected the "Selected Objects" before FBX exporting. But it's the same.

Selected Objects.

How do I keep them intact?

Thank you in advance.


texts: How to split an object/mesh via independent grid

texts:
having trouble taking a 5 sided object and splitting into separate blocks components that can fit back together via snapping whilst also keeping a relative grid structure.

So far I have only really tried using an overlay of grid Cubes overlapping the object and adjusting the vertices on each Cube to match the angles of the shape that it's overlapping but it's prone to issues and very time consuming.
Using subdivide does work in a way but it uses the selected objects shape to determine the grid structure and not a central orientation that other shapes could follow.
Is there some way to split the mesh via an independent grid? or at least split via vertical and horizontal only, not the angles it creates.
If i'm not being clear, im looking for something like using a watermelon slicer to cube up the squishy insides :D


texts: Is there a way to make custom coffee foam?

texts:
I want to make a cup of coffee with the nice swirl of white and brown foam, but I want to be able to influence it using an object (similar to how they make hearts in cappuccino).  In this case it's an .svg logo I would import.  I've seen lots of examples where image textures were used for foam, but I'm wondering if there's a way to actually influence the foam in Blender itself.  Is this possible?

Here's an example of the type of foam I am going for:

And here is an example of a logo I would want to use as the design in the foam:

EDIT:

Here are the changes I made based on responses provided.  I modified the node setup slightly in that I did not use the coffee nodes as I decided to just use an image texture for that.  Unfortunately, it made the logo part heavily distorted and I'm not sure why.

Here's the node setup:

Here's the result:

I've attached the .blend:

NEW EDIT:

Based on the follow up answers provided, here is the finished render (including blur techniques used in GIMP):


texts: I've come across a concept of a fake GI dome. I would like to know what is it (is it the same as a sky dome, or is it rather an array of spot lights arranged in a hemisphere fashion, if so, how many lights should there be?). And what is the benefit of a fake GI dome? I understand it renders faster than true GI right, but how about the quality? Also, does it make any sense in Cycles, because Cycles uses GI sort of by default. I understand it does make sense in Blender Internal though.


texts:
Im using last version of blender and when I want to bevel, blender does this:

instead of this: (make it manually)

so maybe this happens because I have my configurations wrong but I don't know how to turn it as default (if thats the reason)
Someone knows how to make the bevel work normal?
WITHOUT MODIFIER! JUST WITH THE BEVEL TOOL IN EDIT MODE!


texts: Rigify - what are tweak bones,and what do they do?

texts:
I am quite new in Blender, and try to understand  what are Tweak bones which are generated by Rigify.
How is using of them? Unfortunately, I could not find any clear definition of them.
Thanks a lot in advance!


texts: is this a Bug? particle hair color abnormal

texts:
there are 3 planes, each plane has two particle hair systems. the particle hairs that on the same plane has the same material.
in blender 2.83 LTS. the color display as intended.
since 2.90, the particle hair looks different. when both hair system are active, the color is mix with other hair particle color of different planes, if disable either one of the hair system that on the same plane, the color return to normal.
as you can see in the picture below, I set the material to mix of primary color red green and blue with secondary grey color. in 2.83 it looks right, but in 2.90 and above, the blue and green materials also mix with red somehow.
here is a link to the blend file:
https://drive.google.com/file/d/1Ai8InP7sNN0hHDHC-sD8gvr5ZL9BCEz9/view?usp=sharing


texts: Python Function to Discover Triangle Slope

texts:
I need to write a Python function that computes the direction a triangle slopes. More specifically, I need to be able to compute which way a marble would roll if placed on a triangle defined by three points and at what point the marble would fall off the edge of that triangle.

Unfortunately, the math is beyond me. Any help would be much appreciated.

Here's a diagram that helps illustrate the situation:

Thanks.


texts: How could I modify this Building Placement Code for an RTS (BGE)

texts:
This code currently allows for buildings to be placed on flat surfaces (using an object as the Collision Detector).  It works fine for that, but how could I make it so that it can only be placed on one object like the plane (the ground of the map).  The reason for this is that right now you can place buildings on top of other buildings.  My map is flat so does not have any bumps or hills so I don't really need it nor want it to be placed on any flat surface.  Thanks!

from bge import logic

def main():
scene = logic.getCurrentScene()
cont = logic.getCurrentController()

mouse_over = cont.sensors["MouseOver"]

if mouse_over.positive and scene.objects["Arrow"]['ActiveYesNo?'] :
tracker = scene.objects["Arrow"]
tracker.worldPosition = mouse_over.hitPosition
tracker.worldPosition.z += 1


texts: Animation showing last frame when played?

texts:
To make this simple I have a .blend that you can look at. I have simple logic:

1) When the prop "Active" is true, our object is visible. When false, invisible.

2) When Spacebar is hit, "Active" becomes true, and an animation is played.

There is a problem with this: when active becomes true and the animation is played (spacebar is hit),  you can see the last frame of the animation at the very start when spacebar is hit, then the animation plays. This seems like a simple error that can be fixed easily. I just need the animation to be played and the object to become visible, not both of those and a random frame to be displayed. If it seems confusing, look at the .blend I provided. Any help is appreciated, thanks!

EDIT: It is not the version of the engine for further detail. The simple issue can be fixed by updating the engine. I made this new .blend, which can be found here containing very similar logic to my scene. The visibility and the action happen at the same time, yet, visibility acts first. Open the .blend, hit 2 to make "active" false, then hit 1 to make it true. All you do is hit 2 and 1 with the new .blend, space bar was removed as I tried to replicate my scene.

EDIT #2: I just figured out the real reason. It's not the visibility. It's the animation itself. The visibility has nothing to do with my scenario. The timing is right, the visibility is occurring as created and implemented. So why is this happening? I changed the animation to work on a property, and it seems that, when you restart the animation, it slips in one frame of the original object. It ignores the property for one frame, right before you restart the animation. It doesn't show the end/start off the animation, but the object's original position. How would I know this? I changed the last frame and the first frame separately, and it doesn't "flash" to any of those. It "flashes" to the original object position ignoring the animations. What have we concluded? it is the animation itself that causes the issue. When the animation resets, it resets properly but slips in one frame that is not needed, in fact, not even a part of the property that controls the animation. It seems to be a bug in the engine, but I am not certain. Thanks for all the help though, looking to solve this ASAP. ;)


texts: How would I go about transferring weight paints to a different part of the same mesh?

texts:
I have a character who wears armor, and the armor is combined to be the same mesh as the character. I believe due to the thickness of the armor, automatic weights didn't work as well on it as it did for the character itself. In my research I read a lot about the data transfer modifier, which looks like exactly what I would want, except my armor and character are the same mesh. I could separate the meshes but it feels unnecessary as the armor will never be removed.

Is there any way to project my existing weight paints on my character to the armor he's wearing?


texts:
I use blender along with Unity. My .blend file sits in unity project directory and each time I make a change to the .blend file, unity refrshes the scene and loads that file.

I would love to have a option to call remove doubles just before that .blend file is read by unity. I know modifiers are aplied during that unity export/read, but i could not find appropriate modifier for that task.

Is there a way to call remove doubles by a script or something like that, before each time unity exports/reads that .blend file ?


texts:
I have made a 3d model in Scann3D app. when I export the model to an obj, it exports the MTL separately.
When I put the obj into blender there is no surface texture. How do I bring the MTL into blender and reattach it to the obj?


texts: Rendering smoke issue: How to get realistic smoke trails from particles?

texts:
I am in the process of creating the smoke simulation for a live action shot of an explosion coming out of a window.

I like the consistency and quality of the smoke except for the particles when they get further away from the blast. They are looking very light/wispy and have some grainy parts that makes is look uncanny.

My Smoke settings:

Domain Resolution: 128

High Res: 5

Subframe samples 50

Domain smoke thickness: 600

Smoke particle size: 0.1

400 particles released over 2 frames in a single burst

Initial velocity box checked and set to .2

Render Settings:

10 samples(Even when I go to 30 I still have this issue)

1.00 Clamp indirect

1.00 Clamp direct

0.001 Step Size

Max steps 1024

Does anyone know a way I can fix this? I am going for something like the result shown in the image below. Notice how it's particles are dense enough to be a thick continuation of the original cloud of debris. They are not a mess of blur and wisps etc.

Thank you!


texts:
I often wish there were an add-on to embed notes in a blender design, tacked to specific points in the model of an object. I mostly do 3D models for mechanical designs that get 3D printed, and sometimes for things that get built the old-fashioned way (cut, join, glue etc).

I would expect notes like that to behave like the "Grease Pencil" or "Ruler/Protractor" tools do now. Not physical objects, but like an info layer.

As a design evolves, many features have reasons for being as they are that may not be obvious so I need to make notes elsewhere, in a separate file.
"The flange needs to be 1cm wider near the bolt" or "Don't reduce the overlap to less than 1mm near the left side."

Those sort of spatial notes would be great embedded if I could attach them to the geometry directly, so I'd see visually why I did a thing, or changed something.

Also would be great for revisions - "previously tried at 1cm, need at least 2cm here."  This would reduce risk of repeating past mistakes.

Anyway - searched for such an add-on but haven't found anything. Anyone know of something like that?


texts: so I'm still working on the speaker, I got textures working. and now I'm trying the CATS quick decimation. but when I try it gives the error "No meshes found!" some help?


texts: How to apply sculpt mesh dimension to an original mesh?

texts: I have mesh that was sculpted and changed dimensions in process. Is it possible to apply sculpted mesh dimension on original low poli model.


texts: Is there a way to specify a rigid body's initial velocity or rotation?


texts: How to quickly add a curve around object?

texts: I did it recently with 2.8 version, it was somewhere in the N tab, I pressed a button, and the object was instantly covered with spiral curve. Cant find it in the current version. There is Curve Info panel, but nothing can be pushed there. I checked all curve addons to be on. How can I do it now?


texts:
When I try to run the smoke simulator in Blender 2.62 I get no smoke at all. When I attempt to render, the only output is a black screen.
What am I doing wrong here that is making the smoke simulation not render?
Is it a mistake I made, or a problem with Blender version 2.62?


texts: Overlying images while tracking motion and adjusting angles

texts:
I was wondering if it is possible to do something like what is happening in the Gif's in the link below?

http://time.com/4655165/donald-trump-meme-gifs-executive-orders/

I've found a tutorial for 'flat' tracking here: Overlaying an image to cover a face in a video?

but I'm specifically looking to be able to adjust the angle of the image that is superimposed to match that of the video section it is tracking.

Thanks for your time as always.


texts:
As a note: below images are a massively simplified representation. The actual objects contain way more vertex.

With a lot of manual labour I can reach my goal but since I need to process lots of similar situations, I wonder if someone can think of an easier way to accomplish the following:

I'd like to curve a mesh1 onto another mesh2 that's already curved.

I've created a curve (path2follow) along mesh2 to use in the curve modifier applied to mesh1. Because mesh1 has a different vertex layout, the 'fold lines' aren't there so the result on the default mesh1 is flawed (understatement ;-).

So at the moment I measure the distance between the folding lines (they are not equally spaced) by calculating vector length in 3D and add these point to mesh1 with edge/subdivide. I then 'knife' mesh1 along these points to create additional folding lines and keep faces in tact (in fact create new ones easily).

When the curve modifier is now applied, the result is as desired but with a lot of manual labour. There must be an easier way... ?

I've looked at this answer, although I'm not using text, but I'm not able to add a lattice if that would be a solution. Any suggestion is appreciated. Thanks for your time.

[UPDATE]

So I thought I'd simplify the meshes because I was looking for the method but apparently it' not that easy. I've uploaded the original file with full mesh details:

A screenshot can be seen here:


texts:
How can I create a new object in the Outliner?
I'm using Blender for the first time and im watching this tutorial video.
https://www.youtube.com/watch?v=v_X9v29i-Iw
As you can see in 1:16 min in the video, the guy adds a cylinder.

If I add this cylinder, it doesn't appear as a new object in the outliner.

It's a problem because I used the Subdivision Surface tool on the body
The cylinder that I add there has the subdivision surface tool as well then... and it's not a cylinder anymore...

If I want to remove the subdivision tool, the body doesn't have it either then.


texts:
I have very frequent crashes. I noticed they come as soon as I am using Cycles and one of theese things : ocean modifier, displacement, complex shaders, volumetrics, and complex geometry in general. The crash occurs randomly while tweaking a setting or adding a node. Not during render, allways in rendered shading in the viewport.
I use the latest drivers.
I tried other blender versions :
-2.90 portable version : less frequent crashes but still a big issue to properly work
-2.83 version : less frequent than portable version but still an issue to work

Some infos:
Render properties > Performance > Persistent image : unchecked
System > Render devices > CUDA > CPU (it is what I found worked best)
No viewport denoising

My setup :
CPU : AMD Ryzen 9 3900x threadripper 12core 3.8GHz
GPU : Nvidia RTX 2070 SUPER ( with latest Studio driver)
RAM : 32 Go
Windows 10
Blender 2.90.1

Please help !


texts:
I am using a video as the face of my character:

But as you can see, the face is white. (I want it to be the same colour as his skin) So I made some nodes to fix this:

This is what I have done for another one of my characters as you can see here:

The only difference is that this character's face is an image not a video. Otherwise, I used the same node setup which worked for this guy.

So my question is, why can't I make the background of the video the same colour as his skin, when I can do it for an image?


texts: Is it possible to assign an active camera through command line rendering?

texts:
I'm wondering if there's a way of telling blender which camera to use as the active one when rendering from the command line.
I can't seem to find any documentation about this.

Also there is no mention of this feature in the manual:
https://docs.blender.org/manual/it/dev/advanced/command_line/arguments.html

Note: I also want to be able to render multiple cameras from a single .blend file.
This will allow me to solely reconfigure my .bat file without having to go back and forth in my .blend files.

System information:
Windows 8.1
Blender 2.78a
Cycles render engine


texts:
When I hit "render" nothing appears except one object I forgot to add a material to. I'm unfamiliar with most of Blender's rendering settings. I've done some internet research but turned up largely nothing useful. I still have this problem. I've tried cycle's and the blender rendering engine. In fact this problem occurred when I switched from cycle's to blender...

For the record I am not willing to put my hard work up on here, but if you need information I can definitely post a screenshot of whatever it is that you need.

Some screenshots:


texts: How to drive object's local transform by another object, while relative to third object?

texts:
That title is probably a bit confusing so lemme try to explain what I mean:
Let's say I have two objects: Object A and Object B, and two cameras: Camera A and Camera B.
I want the position and rotation of Camera B relative to Object B to be the same as the position and rotation of Camera A relative to Object A.
Here's a visual representation of what I'm trying to do, with the two objects and cameras:

I've tried experimenting with different combinations of drivers and constraints, but I wasn't able to get it to work. If anyone could help me out it would be greatly appreciated!


texts: Orbit around selection not working on some Objects?

texts:
I`m using Blender2.8 and depending on the object I select Orbit around Selection does not seem to work.

https://www.youtube.com/watch?v=mK2A3g2DjRU&feature=youtu.be

Any idea what could be causing this behavior?


texts: Join multiple Shape Keys into one for Sequence Animation

texts:
I know this has been addressed before by I am still unable to accomplish it:
My goal is to make each rectangle either disappear or have vertices collapse in one side so they don't show.

In other words: If I move the shape key value box starting at zero, the rectangles start to disappear from the right to the left, one by one in order all the way to the left end. I don't need keyframe animation, only shape keys because of my project.

I'm so sorry as I don't really have much experience with Blender and I don't want anyone to waste their time with me, but I need a step by step tutorial if possible. This place is awesome and everyone benfits from it. I love how a lot of people have a big heart. I will be vey thankful beforehand.
THANK YOU AGAIN

Here is a link to gdrive https://drive.google.com/open?id=1stlHTDvSP-EKyKlp7kRy1sEfbs4oHwBO


texts: Blender how to periodically reload file (python)

texts:
I'm trying to write script that will automatically reload file every few seconds. In order to do that I wrote following plugin:

bl_info = {"name": "[PonyKart] Auto scene update", "category": "Scene"}

import bpy
import threading

DELAY=30
timer=None

def reloader():
    print("Updating")
    bpy.ops.wm.save_reload()

def register():
    print("Timer registered")
    timer=threading.Timer(DELAY,reloader)
    timer.start()

def unregister():
    print("Timer cancelled")
    timer.cancel()

But while it indeed does save file properly, it crashes Blender after doing so (I so i think it crashes when Blender opens file)

Just for reference here is code responsible for save_reload from amaranth plugin:

"""Save and Reload the current blend file"""
bl_idname = "wm.save_reload"
bl_label = "Save & Reload"

def save_reload(self, context, path):
    if not path:
        bpy.ops.wm.save_as_mainfile("INVOKE_AREA")
        return
    bpy.ops.wm.save_mainfile()
    self.report({"INFO"}, "Saved & Reloaded")
    bpy.ops.wm.open_mainfile("EXEC_DEFAULT", filepath=path)

def execute(self, context):
    path = bpy.data.filepath
    self.save_reload(context, path)
    return {"FINISHED"}

I'm trying to allow online collaboration on single file. When person A works on file a.blend and person B on file b.blend and they cross-link each others grouped objects (lets say personA_group and personB_group) then with periodic file reaload users can get updated info on scene. Maybe it's not super realtime, but it works and uses relatively stable Blender mechanics.

I know there's verse and I know it doesn't work. Apart from spending like days trying to set it up after I managed to do it it crashes every few minutes and glitches as hell. It's so extremely unstable on hi-poly meshes that it's unusable. Also requires high bandwidth while method above (if we enable Blender file compression) requires only sending few MB file (usually around 1-2) over network every lets say 60 sec. It's possible to implement such mechanics using samba share. According to initial tests file reload over our samba share takes around 3-4 seconds using awfully slow connection so it's usable.


texts: How can I export multiple objects into one json file?

texts:
I have downloaded a car model which consists of 1 car body and 4 tires for a simple game development.(totally 5 objects)

Although it's no problem to separately export each object with UV mapping information in json file ,how can I export them at the same time into one json file?


texts: Can not get selection box selecting more than one object in Blender 2.8

texts:
I am a complete Blender newb, so it's entirely possible that I am messing something up.

In this capture I am trying to select all of the "brick" objects I have created using a mouse-drag box select:

Am I doing something wrong? I saw some bug reports along the same lines but they don't seem to be resolved..

Windows 10, all updates installed, I JUST updated my Intel graphics driver to the latest supplied by Dell for my machine's model.


texts: How to add a 'Limit Selection to view shortcut' for edit mode?

texts:
Could anyone suggest how to add a shortcut for limit selection to visible toggle in edit mode? I am not able to find this in the input section of user-preference.

Thanks in advance!


texts: I cant see my bones in, parent-child of option

texts:
I want to set the target to my hands for magazine and then select the Main bone as a bone. But no I cant see any of the bones in that option
... Any kind of help will be appreciated


texts: when adding custom-data layers to bmesh object, where does the data get stored once bpy mesh object is updated?

texts:
I am trying to add custom-data layers to mesh vertices so that I may use the values to generate a colorramp on the surface during rendering.

Currently, I first map the data to RGBA values and then add vertex color groups...see code below assuming I have a mesh called surface with 100 vertices:

mesh = surface.data
bm = bmesh.new()  # Create new bmesh object
bm.from_mesh(mesh)  # Init the bmesh with the current mesh
#random colors atm, but would be mapped to RGBA from the values
scalars = {
    'Velocity':  # vertex color layer name 2
        [(random(), random(), random(), 1) for _ in bm.verts],
    'Salinity':  # vertex color layer name 3
        [(random(), random(), random(), 1) for _ in bm.verts],
    }
layers = {}
for key in scalars:
    layers[key] = bm.loops.layers.color.new(key)
for key, val in layers.items():
    for vert in bm.verts:
        for loop in vert.link_loops:
            loop[val] = scalars[key][vert.index]
bm.to_mesh(mesh)

This allows me to color the surface via the vertex colors using this node setup:

What I would like to do is just assign custom-data layers using the actual float values, so instead of mapping to RGBA then coloring the surface, I could pass the data into a colorramp node to generate the colors for me, something like this:

I tried to achieve this by generating some random data to use:

scalars = {'v':np.random.rand(100),
           's':np.random.rand(100)}

and modifying the above line from:

layers[key] = bm.loops.layers.color.new(key)

to:

layers[key] = bm.loops.layers.float.new(key)

which ran without error, but I do not see anything listed in my object data properties nor can I access this data from the attribute node or any other that I can see.

Do these custom-data layers get updated to the bpy mesh? If so, how can I use them in shading nodes?

Honestly a bit lost trying to follow the API docs for this one.

Thanks, Derek


texts: How can I move the objects in a single direction? Im tired of it going off course!


texts: NURBS convert to MESH and reverse operation

texts:
I encoutered the same problem asked by @Travis here, and I applied the solution proposed by @Moog.
I tried thus to convert NURBS Sphere to MESH and delete Vertex, but when I tried to perform the reverse operation, I loose the object (see below).

Is there a solution for this ?
Thanks a lot in advance for your answer.


texts: I want to delete an object. So I press the Delete button and then a menu pops up and I select vertices. But then the object still appears in the outliner. I still see "cube' there.


texts: How do I orientate an object exactly flat to a plane?

texts:
I am building a turtle. With some boolean operators I'm cutting the plates on the back. I have to do this in place (round surface) especially because of boolean interaction.
Now I need the shields/plates alone, lying on the ground.
So I duplicate the shield-object, apply all modifiers, and seperate all plates by "loose parts".
But now they are hanging skewed in space.
How can I align them exactly(!) to the ground?
(I'm doing it now by manually rotating in very hig resolution, but it allways remaines eye balled.)

Solved!!
   @Xtremity Sorry, I didn't read carefully enough first!
The clue was to go in edit mode, and select a FACE, not the object!
Now it works like charm! (Though a bit complicated, so I'll try to write (or find) a macro, as you told, because I'll have to do it many times.)


texts: Is it possible to create a refraction shader using OSL with parameters to control the angle it refracts to using the normal and the angle of incidence?


texts: Import After Effects Camera Motion into Blender?

texts: I just got Adobe After Effects CC with Cinema 4D lite.  I use Blender for 3d animation and I don't want to switch to C4D. Is there any way to export After Effects camera movement to Blender?


texts: How would you approach an alternative overall shading in the viewport (for scene check purpose)?

texts:
I would like to create some check scene tools based on shading. This would consist in having a shading mode, in a 3D View, where for example all the objects that have an animation (or more than a given number of poly for eg) would be displayed in a red color and the other in another one.
That's a common tool in many game engines.
Do you know if this kind of mecanics exists in Blender?
If not, how would you approach it? Would it be by "overriding" (well, let's say swapping) all the materials in the scene? (kind of brute force approach to me at first glance). Other ideas?
Thank you for any clue or tips ;)


texts: How to place a light inside a clear object

texts:
I've seen it best in The LEGO Movie Series. I want to emit light from inside an object. e.g. how they do fire. I want the object to maintain a plastic look. A translucent plastic.

I already have a good translucent plastic material. But placing a light inside results in a material I'm not happy with.

How can I get this the plastic to look right with a light inside it, while still emmitting light?

Edit: It also doesn't diffuse throughout the brick correctly.


texts: So below I have a selected set of vertices. I want to have a curve with the exact shape of these vertices. How could I take a curve and line it up to the exact shape of the vertices I have selected?


texts: How to use textures with transparency with eevee's principled bsdf?

texts: the method I was told to use involving mix shader doesn't work


texts:
thank you for reading this, and hopefully thank you for answering, I am using blender 2.7 and it is great but I am having trouble using the render to texture script (provided in this video [ https://m.youtube.com/watch?v=HgXAv9csJu0 ]) (Please note I am not asking for anyone to do the tutorial and provide feed back, I am asking for anyone that has a render to texture script or knows of a tutorial that will work on blender 2.7 and is willing to share the script or tutorial, to please share any helpful material. This youtube video serve to prove the script of which did not work in 2.7

I have followed this video to the letter in a new blend, and still the script did not work.

I need a render to texture script that works, and I can't use alternates for my mini map because I need to use the RTT for other features, thank you


texts:
I am trying to bake an Ambient Occlusion map from a hi-res mesh onto a low-res mesh and I am getting some black artifacts on my AO map. I have been having a lot of problems with this hi-res mesh and have recently re=topologised the mesh using instant meshes to try to fix a problem with a normal map but now there seems to be a problem with the AO map.

I am using the selected to active option in the bake settings
the low-poly meshes are all smooth shaded
I have tweaked the Ray Distance property in the bake settings many times to no effect
I have Ambient Occlusion enabled in the world settings with a factor of 1 and distance of 0.1
I am using Blender 2.83.0

I think the UV unwrap is not the best but at this stage I want to try to move forward with this project as I have been stuck at this stage for quite a while. I hope this is not the issue.
Thanks for any help you can offer


texts: IK doesn't move the whole leg Parenting Loop Error

texts: I got stuck on my IK bone. It suppose to move the whole leg, however only foot moves. Here is the screenshot.Parenting works, but gives me "parent loop error". Any other solutions?


texts: Image editors "paint" doesn't have right outlines of the object?

texts:
I'm trying to make a simple retro style gun, and the object is done, but the drawing is not working as it should; When I draw on the object with the brush, places that I'm not even near get painted. In the image editor, the "outline" are not correct, for example, an entire face is just a line in the image editor.
It's impossible to use it when it's like that. It could be the way I made the object, but even so, it's not sensical at all.


texts:
Background

I'm making a character for my game (with MakeHuman), and I wanted to add normal maps to the characters. I generated one low-poly character and then one high-poly using a bunch of Subsurf modifiers. I was able to use the new Cycles baking to bake normal maps mapping the low-poly object to the high-poly object.

Problem

I'm getting some odd artifacts and very hard-edged polygons when I'm applying them to the character, even with the character set to being completely "Smooth-shaded". Can anyone explain why this is happening and how to fix it?

(left) low-poly model, (right) high-poly model

(left)low-poly without normal map, (right) low-poly with normal map produces weird shading

EDIT: Here is the normal map I am using for the low-poly character that is causing the hard-edged polygons (32px margin):

Also, here is my node layout (using Cycles):


texts: How can you save node group data to be able to be seen within unity?

texts:
I don't know if you just cant do it or not but I am creating a stylized texture for low poly assets for a game within unity. I am unable to get the textures working as I have used both a noise node and I have texture painted on the corners.
This is what the texture looks like

This is the node group for it

Here is the UV maps

Thank you for reading


texts: Creating the effect of a Flip Flop gate using Logic Bricks

texts:
A Flip Flop gate, upon receiving a positive signal, will toggle between a true output and a false output. How can I achieve this effect using logic bricks?
I want to be able to change perspectives with one key binding from first person to third person in the Blender Game Engine.


texts: How to know that object is fully shrinkwrapped?

texts:
Let's assume that I have a Plane moving towards a Sphere. When they are close enough, Plane is using Shrinkwrap modifier to stick to a Sphere. Now I want to add a Driver which depends on situation: is the Plane fully shrinkwrapped or not?

I do not want to use distance between objects as input for the Driver, because their movement is a kind of random.

So, how can I get such information from the Shrinkwrap modifier?


texts: Sky-only pass with the foreground knocked out?

texts:
I'm having some difficulty because even though the Transparent Sky option is just what I need, I don't want it for every pass in my scene - I need the sky to be rendered too in other render layers.

There is a BlenderArtists thread (can't find the URL at the moment) where the suggested solution was to duplicate the whole scene and have one of the scenes render with a transparent background, but that would surely kill my render time for this animation to have to build the BVH for a whole mountain landscape in two scenes.

There is a BSE question that somewhat addresses this kind of issue, but I believe the sky is not lighting the terrain. (It would be nice if I'm wrong... can't download the .blend to check) I need my terrain to be lit by the sky color.

Things I've tried include:

Setting a render pass with the entire material as a Holdout shader (but it just shows black without sky transparency checked).

Various combinations of render layers... but I can't get something that just serves as a mask between the landscape and sky.

I've considered using Material IDs or Object IDs, but concluded that it will cause problems for tree leaves on the mountain horizon, which rely on their texture alpha to look like leaves instead of square planes.

Update:
Based on the answer suggested, I created a makeshift mask that separates the terrain (foreground) from the sky (background). Basically I used a Color Ramp to squash all non-black values to white. This might be a solution for some cases but it's certainly not elegant, as the horizon is not anti-aliased. Also if the sky is black (like space or a very dark night sky) it doesn't work at all.

Update 2:
I figured out that I can make a sky mask by rendering a mist pass at extremely far away values (beyond all geometry) leaving just the sky white and all else black. This solves the anti-aliasing problem, the only drawback being that it prevents me from doing an actual mist pass in this same scene... so it's still not a total solution but good to know about.

Edit: Since posting the above screen shot I've realized the mist's Start distance doesn't need to be extremely far away - it can be any distance if the mist Depth is set to 0.00, and if given a closer Start value such as 0.0001 it may actually render faster than with a far away one (although a mist pass calculates quickly in any case).

Is there anything else I haven't thought of?


texts: How to shoot a character from one platform to another. (BGE)

texts: So my character (character physics) will be traveling through the level and I want him to be able to jump into a cannon of sorts, and when a button is pushed, he gets fired upwards along a parabolic path to another platform to make the level more interesting. I've tried making an invisible platform that carries him quickly, but it doesn't work and is really hard to make anyway. I am obviously new to blender, so it feels like there is a very simple solution that I'm just not finding.... Thanks!


texts: What does Open Shading Language ( OSL ) mean?

texts:
I was wondering what does Open Shading Language mean? I've heard people talk about OSL this and OSL that, and I just thought that it was something they said to sound smart.

I wonder if anyone actually knows what this is or does?


texts:
In order to get more performance and knowing that C# is cross-platform. I would like to start working in that language by creating a simple addon for Blender with it.

The addon would not need to be entirely in C#, it may be only a part.

A simple example would also be much appreciated.

Thanks in advance.


texts: How change this script to Blender 2.8, who is "use input() or raw_input() functions in blender scripting?"

texts:
I found such a script in this post
Is there any way to use input() or raw_input() functions in blender scripting?
import bpy
import mathutils as math

# This class is the actual dialog that pops up to create the cube
class AddCubeDialogOperator(bpy.types.Operator):
    bl_idname = "object.add_cube_dialog"
    bl_label = "Add Cube"

    # Here you declare everything you want to show in the dialog
    name = bpy.props.StringProperty(name = "Objects Name:", default = "Cube")
    scale = bpy.props.FloatVectorProperty(name = "Scale:", default = (1.0, 1.0, 1.0))

    # This is the method that is called when the ok button is pressed
    # which is what calls the AddCube() method
    def execute(self, context):
        AddCube(self.name, self.scale)
        self.report({'INFO'}, "Added Cube")
        return {'FINISHED'}

    # This is called when the operator is called, this "shows" the dialog
    def invoke(self, context, event):
        wm = context.window_manager
        return wm.invoke_props_dialog(self)

# This method adds a cube to the current scene and then applys scale and
# name to the cube
def AddCube(name, scale):
    bpy.ops.mesh.primitive_cube_add()
    bpy.context.scene.objects.active.name = name
    bpy.context.scene.objects.active.scale = scale

# Registers the cube dialog to blender so that it can be called
bpy.utils.register_class(AddCubeDialogOperator)

# Calls the menu when the script is ran
bpy.ops.object.add_cube_dialog('INVOKE_DEFAULT')

This scrpt was written for Blender 2.79. I think so. Under Blender 2.8x is running, there is a dialog box, there is possibility to choose scale, but When I press OK, I have such errors:

line 16, in execute

AddCube(self.name, self.scale)

line 29, in AddCube AttributeError: 'bpy_prop_collection' object has no attribute 'active'

AddCube AttributeError: 'bpy_prop_collection' object has no attribute 'active' Line 29 is:

bpy.context.scene.objects.active.name = name
What needs to be changed to make this scrypt work properly under Blender 2.8x


texts: Mesh lags while following the armature. How to fix it?

texts: I've made a simple rig for my jaw model. While testing it I discovered that tongue IK spline bones don't follow the jaw bone correct (there is a lag there). Has anyone had the similar problem? Thanks in advance for any tips how to fix it.


texts: Why does importing from a .dae or .fbx format result in loss of animation?

texts:
I've got a scene of about 30 nulls moving around in either LightWave or Softimage.  I export either a dae or fbx file from one of those apps, import into Blender.  The nulls are in the correct position from the first frame of the animation, and data has been imported, but it hasn't been applied to the xyz coordinates for each null.  The data is listed as, "no path".  However, if I originate the same animation in Blender, then save it as either a dae or fbx, then re-import into Blender, it works no problem.  How can I fix this?  Thanks, Hal Dace

I have now tested with actual geometry, same result.

I have now determined that importing fbx does not misdirect data, as does dae, but loses it completely.  Except that the static position of the nulls is correct from the first frame of the original animation.


texts:
This is a problem with a bag I simulated. As you can tell there's these weird wrinkles near the bag's seam. My self-diagnosis is that there is a disparity between the large number of polygons near the bag's edge and on the bag's main body, and when I enable self-collision, they bunch together. The problem seems to get worse with each subdivision I add.
My cloth sim's parameters are all default except for pressure and its related attributes:

Pressure = 81.7
Pressure scale = 22
Fluid Density = 100
Self-collisions = on
Distance = .001m
Quality = 2


texts:
I'm new to blender and would appreciate a little help. I'm very interested in learning animation so I went to blender's awesome collection of free models and found Alexander Lee's rigged woman model to play with.

I wanted to see the result of my tinkering as a rendered animation, only to find out that it renders only half the model. The same is true when I export it to UE4. The OpenGL renders the full model as a wireframe and the "Show Render" option shows the whole model, yet it only renders the left half of the model.

I would appreciate your help! Here's the .blend:
https://www.dropbox.com/s/dsugvym6vx8hi91/WomanIdle.blend?dl=0

Thank you!

Edit: Images


texts:
When I try to render a glass material, in rendered view it looks good, but when rendered, I get this wavy effect and black outlines.

Polygon detail:

The scene is just a glass object with a glass material, background with a texture with a Diffuse shader and a lighting setup of two plane emissions.

Glass: 4 levels of subdivision surface modifier.
Background: 4 levels of subdivision surface modifier.
2 plane emissions, with no modifiers.
80 samples.

What is causing that and how can I fix it?

Here's the file if anybody wants to explore it.


texts: How to correctly project texture to UV map from 3D scanned object?

texts:
I am a beginner in Blender and I am trying to get a 2D image of a scanned object with the texture correctly applied or projected.

As you can see, in the right section I have the 3D object with its texture applied. It is an OBJ file product of a 3D scan.

As I was investigating, one way to obtain a projection is through a UV map ("Mark seam" => "Unwrap"). When doing it, I get a 2D object with the desired shape (selected in orange, left section), but the texture is not applied correctly, it is shown in the background without projecting on the faces.

Is there any way to achieve it?


texts: My cycle render result is far different from my viewport how can I solve it

texts:
left is my render result and right is viewport why are they so different
I want the result of right version not left
blender file is https://drive.google.com/file/d/1Q90wzIHG0yZwDQTdKmcXqJnCWGrF3ny8/view?usp=sharing


texts:
I have a body model where the fingernails are separated from the hand, and I was wondering on how I would go about on accurately connecting them.

Like, is there a way to snap the fingernails to the vertices on the hand?

Is there a way to accurately move the fingernails into position so that I can join them together?

Thank you for your time!


texts: need help to model turbo compressor housing

texts: tried torus but I'm unable to achieve these fused results and just how to make it small as it goes down?


texts:
I know how to bake simple AO maps inside Blender, but in this case I would like my AO map to include shadows casted by all the trees leaves. I've googled to find an answer about it, but I haven't found anything yet

Is this possible? I'm using Blender 2.66.


texts: How do I get my -Project from View- image back in Blender v2.83?

texts:
We're doing a Motion Tracking project in class and we had to use Project From View for the UV on the building we intend to create the VFX meteor explosion, but when I went back into the Blender v2.83 file to continue my work, the picture is only a pink rectangle? (See below)
Since it's a school project, I can't move into any higher versions of Blender, but need to work within this v2.83 only. Also, we're in Spring Break, so I'm unable to ask my teacher how to fix this, but I need to complete it this week.
If anyone can help, please do, this is really the only part hanging me up as I do understand the rest of the assignment.  Thank you.


texts: How can you sync Blender configs between multiple machines?

texts:
I run Blender on several machines, it is a hassle to copy configs around, in order that you don't have to configure everything from scratch every time.
Is there a sync functionality that does this?


texts:
I have imported a 337 MB mp4 video file with no audio into Blender. In Blender, I am primarily just adding audio and then rendering back out to mp4. However, the rendered video quality is drastically lower, making much of the text in the video unreadable. The size of the output file is 65.7 MB.

In this image you can see my output settings:

Can anyone tell me what I am doing wrong? How can I get a higher quality render to mp4?


texts:
I had done my material work on an older version of Blender (2.7).

Now I updated my Blender version, my older mesh had several materials, but now I can only see one.

Why I only see one material? When I select one image of the older, its unwrap right so all is there where it should be, when there was this picture on this place, but when I go to the UV Image Editor I can't see the unwrapped mesh.


texts: rendered video is different from preview

texts: I've been going through a video and trying to extract parts from it,rendering each part as segments. partly through I realized that the resulting files had a slightly different part than was being played in the previews. how can I make it so that the video I see and hear in the preview is the same video that gets written to the file?


texts: Blender takes high RAM when use high resolution texture

texts:
My blender file contains cubes, and texture, texture size is quite small ~5MB, but they have high resolution : 10.000 x 10.000

Here is RAM usage before I open blender file

And here is after open

Is that a bug ?


texts:
Does Blender 2.8 have in-built Mayalike pie menu to change viewpoint?

And is there a way to show wireframe of objects in solid/shaded view??

My keyboard also doesn't have a numpad by the way.

Thank you


texts: Empty automatically linked to object when created

texts:
I have a problem: when I create an empty and move it close to an object, it automatically sticks to it and I can't move or deform any of them independantly from each other. No parenting is defined, I don't understand... do I make a mistake?
(I use Blender 2.78)


texts:
I am new in Blender,

How can I understand normal of UV are correct or not?
In maya, we can understand, by color either UV is correct or not but in blender I didn't find any tool,

Thanks


texts: Gravity: How can i change z axis direction?

texts: I have upgraded from 2.66a into 2.7, now the gravity behaves weird and i can't get my model to fall smoothly on the ground plane. I think the problem is that i changed the z axis to -z or vice versa. Hoow can i fix this?


texts:
I'm trying to make a simple 3D house with doors, roof, and stairs, I made all of it from the same cube so it would all line up perfectly-ish.

My trouble is I have no idea how to remove sections of it from the block so I can set the material and textures how I'd like.

So for instance, I want to make the doors out of wood, and not have the entire house look like a door.

Thank you.


texts: Script - remove multiple material slots - Blender 2.8

texts:
I have object with 600 material slots in exact order(to maintain the material IDs when exporting to 3Ds max via fbx). But sometimes the materials are duplicated and I get eg 1200 material slots in one object (eg if I merge two objects with different material names). In this case I need to remove last 600 material slots, but it's quite impractical. But unfortunately I have no knowledge about python scripting and its syntax.
So, can someone help me with creating some simple script? The only thing I found out is that I probably need to call commands like "bpy.context.object.active_material_index = 599-1199" or repeat command for delete last material slot 600 times
I tried to use Material Utilities for resolve my problem, but unfortunately without success.


texts: How to make objects attract/stick to a single object

texts: I'm kinda new to blender been using it for a little while now,but was wondering how I could make objects attract/stick to an object (one single object) i have that will be the center of a giant ball of junk im making. would the magnetic force field work? I'm going for a result to the video game Katamari damacy


texts: How to display a reference image in a new window?

texts: How do I open an extra window to display a reference image? How do I import the reference image into the window?


texts:
I checked on the Soft Shadows, but it looks as if there are multiple overlapping shadows. I know the Eevee shadows cannot be accurate, and that is fine, but can I at least blur or smooth the shadows so that it would look like 1 shadow instead of multiple shadows?

Cycles

Eevee

Eevee soft shadodws


texts: How can i change intensity of AO and bake this effect using blender render

texts:
I'm ussing materials and UV mapping.I wanna export model and baked image to use in my game.

I've tried WorldTab>AO>Factor, no matter how i change factor 0.01 or 30.0 i get the same effect after bake. When i try n>Shading>AO there i can change AO strength but i don't know how bake this effect.
I get this:
But i wanna effect like this:


texts: Opening a file from Version 2.83 in Version 2.49

texts:
I am attempting to make a mod for the game Fallout New Vegas... To do that, I need to make a model in Blender, then export it as a .NIF file, but this only seems to work in version 2.49, but I have no idea how to use that version, only version 2.83... When I make something in 2.83 and attempt to open it in 2.49 so I can export it as a .NIF, I simply end up with a blank screen... Is it possible to open a file made in 2.83 in 2.49?
So far I've managed to export a file as a .OBJ and successfully open it in the older version, but it would be far easier if I could just open the .blend file itself, that way I wouldn't need to learn how to add textures and materials in the older version since in my texting, I cannot transfer textures or UVs and such if I use my current solution of transferring .OBJs


texts: Rotate the camera while driving along the path

texts:
How to make it so that simultaneously with the movement of the camera along the path, it rotates around the axis of this very path. I drew a small illustration.I hope quite clearly.

I use Blender 2.8


texts: why does mesh go crazy when I activate a collection?

texts:
I have a sculpted head in blender and I'm retopoligizing it. For that process, I have a

mirror modifier
subdivision surface modifier
shrinkwrap modifier

Since I don't want to have to high poly of a mesh for now, I don't apply them. Here's how it looks:

then, I activate (or deactivate and reactivate, it doesn't matter) one of my collections and my mesh goes crazy like this:

the only way to get the mesh back to it's original form is to undo until I rename the step that I rename the mesh. Also, taking of the modifiers doesn't work. I'd like to know if this is my fault pls.
Edit, applying the modifiers solved the problem, but I would still like to know how to fix it if I don't want to appply them. Thanks!


texts: Why is some part of the mesh getting "hidden" or "cut out"

texts: Some parts of my mesh just gets hidden or cut out of my view. I don't know why this is happening is this is the first time this has happened to me.


texts: How to translate an object from a custom node?

texts:
I want to transofrm.translate a selected object from a custom node based on the "Custom Node" template python codes.So i make a button just like the translate when you press T in the draw function.Heres is the snippet

 # Additional buttons displayed on the node.
def draw_buttons(self, context, layout):
    layout.label("Node settings")
    layout.prop(self, "myFloatProperty")
    #---------------------------------------------MINE------------------------------------
    col=layout.col(align=True)
    col.operator("transform.translate")
    #col.operator("transform.edge_slide", text="Slide Edge")
    #---------------------------------------------MINE------------------------------------

.This is what i get

but when i press the button, only the node moves.the selected object doenst move.

How can i make it so that when i press it,it works exactly like when i press it on the T panel?


texts:
When I select a group of vertices and use "G" to move them, different vertices move at a different weight, even when snapped to the grid or an axis. It isn't attached to another mesh, armature, and hasn't been weight painted.

Is there any way I can fix this or am I doing something wrong?


texts: Does changing your Compute Device, change all computes of Blender?

texts:
So, I have recently moved from using Blender, on my family's Nettop PC, to my personal, gaming PC. And with this move, came to option to use CUDA instead of CPU.

Which leaves the question, if I move to CUDA, does that change all computing, for like physics baking, or only for rendering?

Just a nooby question that I wanted to know, and yes, I know you can specify GPU rendering separately.


texts: I created a mesh with some Edgeloops, which happen to be at different distances from each other (see pic). But i want them to have the same distance between each other. how could one achieve that without remodel the mesh(or positioning them manually)? I do not mean to distribute the vertices on a single edgeloop. I would like to have something like: select X edgeloops, press "wonderous button to do the dreamed task" -> create same distance between the loops. something like this.


texts: VSE Audio and Video Sync is off by 2 Frames Every Time

texts: I'm using Blender 2.77.  When I import footage into the VSE with the correct frame rate (23.98fps) every single audio strip is 2 frames longer than the corresponding video clip.  I think the problem is that my recordings are actually 23.97fps.  The issue with that is that when using the custom fps setting there are not enough decimal places to input a value that will result in a frame rate of 23.97 (i.e. 1.0015).  I'm not positive this will fix it but I think it should.  Does anyone else have any ideas or experience with this issue?


texts: How can I make the background color change when my character steps on a plane?

texts:
I'm quite new in the blender world and am trying to create a small game.
I try to make the background color change to a random color each time the character steps on a plane. However, I am having trouble thinking of how to go about doing this. What would be an easy way to do this in the game engine.


texts:
How do you loop an animation inserted between, for example, keyframe 1 and 20, through out the whole 250 frames on the timeline?
How do you animate a torus on repeat?


texts:
I am trying to retopolize my mesh using the grease pencil and the Bsurfaces addon, but I keep getting this error.

the retopology is not setting correctly.

Instead of getting a ring of square, I get two highly subdivided loops instead. How can I make grease pencil retopolgy work correctly on a sculpted icosphere?

Oh and I keep getting a message (image below).

When I follow this method an new object is created as well called 'SUFSKIO' (image below). How can I fix this?


texts: Is it possible to use vertex paint with symmetry? Mirror modifier not an option

texts: Model is rigged, UV-mapped, shape keys made, etc., so I can't cut the model in half and use the mirror modifier to "cheat". Help appreciated.


texts: I can't rotate bones in pose mode when trying to make a keyframe

texts:
I've been watching single sapling games' tutorial series on how to make a low poly character, but when I tried to add some keyframes to the idle animation as shown in this video: https://www.youtube.com/watch?v=4wKgH4FxKlU the bones wouldn't rotate and kept snapping back to their original position.

*also if I delete all my keyframes I am able to rotate again


texts:
I would like to know what went wrong here. I'm learning with tutorials and it seems I did something different.

When I started sculpting it appeared that there is a gap without texture around the top. I do not have the gap problem on the second picture because there are the 2 holes missing on the upper side. For the holes I did it with separate loop cuts and then extruded and again some loop cuts for smoothing the edges.

But why do I have the gap? Can anyone tell me what I did wrong?


texts: How to keep FK-IK switch from rotating leg bones

texts:
I recently created a rig using a tutorial on youtube, and it has a driver to switch between FK and IK. However, whenever I switch over to Ik from FK, the leg bones turn about 90 degrees for some reason, screwing up the bottom half of my rig. I've tried messing with my rig settings a little, even attempting to rotate the bones in pose mode, but no luck. Can anyone help me with this? I have the .blend file attached below (as well as some pics).
Blend file: https://drive.google.com/file/d/1dVgT5jLokOPYeKBvVmrB6AicUjysIMwz/view?usp=sharing


texts: I tried to baked my high poly sculpt onto my low poly retopo, but it didn't work? what happened?

texts:
Okay so I watched a tutorial on how to do the baking and stuff and got this result:

The uv editor shows a janky version of my high poly sculpt but nothing else has changed, my low poly mesh looks exactly the same as it did before no matter what viewmode i go into. what happened and why isn't it working?


texts:
I am new to blender and have a question on how to import a stl file and then edit it's wireframe so that it can be laser engraved on acrylic. Similar to to photo below, how can I adjust x,y,z axis wires as needed?

Thanks all


texts: Animation with unintentional black boxes

texts:
I'm making an Animation with a Motion Track. In my preview render everything is fine, but when I render my scene in png there are black boxes in some pictures.

At the beginning of the animation these dots (showing the cities) appear. After that the lines move towards the city Höxter. At the end a street sign is falling on the position where all lines are ending.

These black boxes just appear when the second animation is running. I don't have any other meshes in my scene that could create these black boxes or cast shadows on the map.

How can I fix it?

.

Heres the blend file:


texts: Bump Node Not Going Through When Connected Into Normals

texts:
I'm connecting the bump Node into the normals of the principle BSDF shader , but it's not appearing on my texture. A user already helped me set up the nodes. But I'd like to add a bump to it as well.
Thank you.


texts: How to register scripts in the startup/scripts folder if they are inside a Sub-folder?

texts:
I know I can place a script in Blender's startup/scripts folder and it will register when you open Blender, which is what I normally do.
However, I have a lot of scripts so I tried putting them in a sub-folder, but now Blender doesn't register any of them, it just can't see them. I would really like to use folders for organization purposes.
What would I need to make my scripts register from their sub-folder?
Maybe some sort of init.py at the startup/scripts level (outside any subfolder) that does something?


texts: How to create a feathered border around an object?

texts:
This is the best way I could possibly phrase this question.

What I want to do is mix two different materials.

I want to use the secondary material to catch the rimlight of the object, but I only want this effect to show up close to the border of an object.

Simply using the angles of the faces will result in too much spill of the secondary material over the primary material. This only works on a simple object, where the falloff angle of the polygons is even.

Is there a way to create a mask within the shader editor to basically create a blurred outline within the object border? I want to avoid using the compositor for this.


texts:
Gimp's flame plugin is a tool for creating cosmic recursive fractal flames. Could it be done for Blender as some object/mesh/curves with halo material?

It can be 2D. Just so we could animated it. I've made this in Gimp.
This is flame plugin link https://github.com/piksels-and-lines-orchestra/gimp/tree/master/plug-ins/flame


texts:
I'm new to using Blender. How do I install Mantaflow into Blender 2.8.1a?

The YouTube videos I was watching say you need to download the Mantaflow experimental branch. That branch is no longer shown on Blender.org. If Mantaflow is built in to 2.8.1a how do I activate it?

When I open the physics tab it appears as if nothing has changed because there are still two separate tabs for smoke and fluid and my understanding was that for Mantaflow there is only supposed to be a fluid tab.

I downloaded the experimental branch 2.8.3 and unzipped it but that didn't seem to add Mantaflow as the two separate tabs were still under the physics setting.


texts: Finding out what makes your file size big?

texts:
Is there a way to see exactly which objects/textures/etc in my scene take up the most memory? My scenes often get rather big, bigger than I feel they should be, and rendering them obviously then tends to take quite some time.
So is there a way to see what uses the most data/memory?

Thanks.

(I'm not at liberty to share these files.)


texts: im creating this frog caracter and all of a sudden blender is lagging very hard.I have some screenshots, i think its the huge spice on thetop of the head, i cant seam to delete it now matter how much i try. If i remmember the lagging started when i did it the first time.


texts:
I'm trying to transfer a UV map from mesh A to mesh B. Mesh B is a retopology of mesh A, using a plane mesh with subdiv+shrinkwrap modifiers and lots of extend edges.
There are lots of option in the data transfer modifier, so I'm not sure what to do. I've fiddled a bit with it but nothing I try seems to transfer the UV map. I'm using version 2.79.
Thanks for any information!


texts: How would I smooth a 90 degree pipe angle?

texts: I would like to smooth out this pipe. I know that I should have made it out of a curve. Is there any way to smooth the pipe?


texts: What is causing this reflection on a surface? (Blender Guru coffee cup tutorial)

texts:
I am following a beginner tutorial on Blender Guru’s YouTube channel.
I am creating a glass cup with liquid inside, and I am using the Volume Absorption settings on the Material panel in order to create the desired effect on the liquid.
As far as I know, I’ve followed the tutorial exactly, but as you can see from the attached image. There is some odd yellow/gold band as the top front of the liquid.
Normally, I would experiment with different settings, but as a complete beginner, I don’t really know where to go and what to adjust. With my extremely limited experience, I think it is something to do with reflections, as it looks like there is something else going on with that area, but I haven’t really got a clue.
Can someone please point me in the right direction?
Thanks.


texts: Water animation in final render completely different from preview

texts:
I have this water animation that in preview render works just fine but when I put it in final rendering all that it shows is just a watercube. It's not really important to fix this, It just bugs me a lot that I can't figure out what's wrong. I'm really new to blender so I don't even know were to look, help would be really appreciated!

Here's the file:


texts: How do you bring back the object properties console?

texts:
This has eluded and frustrated me for too long.

After adding objects like a Sapling or a gear you get a panel inside the tools menu-bar with options to control the object that you just added.

If you select another object, make changes in the same object(rotate, scale, etc.) or click anywhere in the viewport, the panel disappears. I've never been able to find it once it's gone. I've been trying to follow this tutorial and this happened multiple times and each time I have to start over. So,

Where is the panel and how do you get it panel back?


texts: Why can't I import a SVG file from Adobe Illustrator or Inkscape?

texts: I've tried multiple times to  import a SVG file from illustrator CS5.5 to Blender 2.71 and 2.73. However, I do not see a mesh, curve, or anything pop up in my "Outliner" window. So I know its not so small I can't see it. I even made sure under user preferences that the "import and export of SVG 1.1 format" is "checked." I've tried even just importing text from illustrator and I'm still getting no where. What can I do to resolve this problem? If this is common error with this version of Blender, then what can I do to transform an image into a 3D object in Blender?


texts: How to create a cloth that keeps its shape

texts: I have made a piece of clothing that is textured, but when I apply cloth stimulations it loses its shape when animating. Is there a way that I can make this piece of clothing just bend along with the body instead of losing its shape when it wrinkles up?


texts: Rendering (cycles) glass surrounded by objects

texts:
I'm new to Blender, currently following some lessons but still a beginner stage.

I've been working on a personal project and encountered a strange behaviour when dealing with glass.
Here's the situation: I'm composing a breakfast scene, and one of the objects is a glass jug with a fake liquid inside.

All looks good until I make visible any object in near proximity to the jug.
Whatever object is near the glass, causes it to reflect/refract (don't know what's happening tbh) light in a strange way.

Can someone kindly explain to me what am I doing wrong here? I can add more details if needed, just let me know!


texts: Rough edges on mesh in final render[cycles]

texts:
I made a car in blender and added some materials to it. I also downloaded a background image and set it as a background along with some node editing. But in my final render, the car has rough and jaggy edges, mainly in the top right area. Is there a problem with my nodesettings, or on my mesh?

The node which is not fully visible (see on the top of the picture) is a mix node.


texts: Ambient occlusion bake stops at 0 percent

texts:
I am trying to bake textures from high-poly mesh to low-poly. Normals and vertex colors baking right, but ambient occlusion baking resets at 0%. I can see it start baking, but stop after bake of small part, in several seconds after start.  What can be the reason? Here is screenshot of my project:

And a gif, to make it clear:


texts:
I was watching a tutorial how to design an island in Blender,
which worked really great, but i didn't want to use the .png Trees the guy used there. So i watched another tutorial and created another kind of tree - without knowing that the object isn't just modeled in Cycles Render, it is also rendered in there.

My problem is either the (lets say "simple" textured) island (rendered in Blender render) or the tree is shown. Is there any way i can "convert" that cycles object (with its shaders) to Blender Render or the other way around? Or just render with two renders in one project? I haven't found something about that til now. If there is no universal solution for that, i could also put a link to my project in here.


texts:
I just found Blender.
Is it possible to change the background color.I'm old and it's impossible to read the commands. Any help or hints would be appreciated.
Thank you.
Don


texts: Is there a way, a setting for blender to put the focus on the current selection of vertices you edit in edit mode, automaticaly? Pivoting around the selection is dizzying if you don't  continuously press the point key (.) just to focus on it, which i think is so redundant. but i don't want it also zooming in TOO close in your face every time like when blender focuses on things.


texts: I am trying to create an under water scene but it is not turning out like the tutorial I am following. My main issue is when I come to rendering the image it is extremely grainy and I cant get it to look realistic. Would someone be able to help me with this problem and explain in really basic terms as I have no other experience with these kind of projects. Thanks in advance!


texts: How do you mathematically reverse a perspective transformation?

texts:
Maybe that's not the best title for this question, but I find it hard to describe what I'm trying to do in a generic way, so I'll just describe the situation. My friend and I are designing a human character based on reference photographs, and we got most of the way through modelling the face before realising that we had been modelling in orthographic mode, while the reference pictures were, of course, in perspective. Now, when we look at the model in perspective mode (as it is intended to look in an eventual render or export), it looks totally wrong, as you would expect.

The model looks correct in orthographic mode from both the side and the front. I know roughly how far the real life camera was from the subject, and rough relative locations. As far as I can tell, this should be enough information to figure out where the vertices would need to truly be located in order for what I currently see in ortho to be what I view from the relative camera positions in perspective. My question is similar to this one, and in the best answer there, the author mentions the reason it is impossible in that user's case is the loss of depth. Well, I have the two perspectives they say are necessary, but I can't quite make out how to properly use them.

This is the Python script I have so far that is based on my best guess of how the math should go:

import bmesh
import bpy
from mathutils import Vector
from mathutils.geometry import intersect_line_line as poi

#Location of the camera looking at the front view.
cf = Vector((0, -12, -0.7))
#Location of the camera looking at the side view.
cs = Vector((11, -1.8, -0.7))

#Get bmesh
data = bpy.context.object.data
bm = bmesh.new()
bm.from_mesh(data)

for v in bm.verts :
    #I'll explain my logic for this section in more detail below.
    fy = 1 / ((1 / (0.029 * 8)) - (1 / (-12 + v.co.y)))
    fx = v.co.x * fy / (12 + v.co.y)
    fz = v.co.z * fy / (12 + v.co.y)
    fp = Vector((fx, fy, fz)) + cf
    sx = -1 / ((1 / (0.029 * 8)) - (1 / (11 - v.co.x)))
    sy = v.co.y * -sx / (11 - v.co.x)
    sz = v.co.z * -sx / (11 - v.co.x)
    sp = Vector((sx, sy, sz)) + cs
    p1, p2 = poi(fp, cf, sp, cs)
    point = (p1 + p2) / 2
    v.co = point

bm.to_mesh(data)
bm.free()

So here's how I arrived at that. First, I look at the front view. For each vertex, I calculate the image distance from the camera, using the formula I found here. The 0.029 is for the 29mm focal length of the real-life camera we used. This becomes the depth value for the front analysis point. I treat the current location of the pixels as though they are the result of a projection, so the x and z of this point of analysis are based directly off of the x and z of the vertex, just scaled down (I figure if the analysis point is 99% of the way from the camera to the vertex, it should be 99% colser to the X and Z axes). I do the same for the side view, then look for the point of intersection (i.e. the point both of these analysis points could have been projected from), and make that the new location of the vertex.

Right now, it doesn't work very well. With cameras placed at the indicated locations, the face ends up looking stretched on the Z axis and/or not wide enough on the X. It does look a little more accurate, I think, but nowhere near what I was hoping. Does anyone know where I went wrong? Suggesting a modification to my method is valid, but rest assured, throwing my method away and showing me a top-down better way of doing it is also very welcome.


texts: Fixing unclean Normal map on round shapes?

texts:
This is more of a general 3D material question than a Blender issue but there seems to be no Stack Exchange forum for more general 3D design questions so I'm posting this here.

I'm trying to bake a normal map from a high poly model to a low poly model so that the normal map gives the impression of high detail (as used generally for low poly game 3D objects) but I can't figure out how to get it look smooth on round shapes like in my example here ...

This is a simple bucket model. The hi poly model cylinder has 24 sides vertically and looks very smooth in subdivision mode. The low poly model has 12 sides. You can see that the baked round edge doesn't help anything to make the low poly model more detailed. it just looks bad. So I wonder what are some good ways to improve this without increasing the polys on the low poly mesh?


texts:
I'm a new Blender user. I have a shape which is a cube section (I made it with the boolean modifier and two planes). Then, I set its origin on the center of one face, which I want to "glue" to another plane. I tried to use the snap tool, with the settings "face" and "center", checking the "align rotation to target" option.
As you can see on my screen, the mesh does snap, but with the wrong normal. In the end, the faces are not parallel to each other. Can you please help me? I've been wandering the internet for literally more than an hour.
Thanks


texts: why N-Gons can subdivide some times and some times no?

texts:
as far as i know n-gons cant be subdivide by adding edge loop but i discover that some times it can be :

i tried to make loop cut again but it doesn't done ,
i know it should good thing to cut Ngons sometimes but that make me wondering /: ?!


texts: How can I use the workbench engine on a headless server?

texts:
I'd like to use the workbench engine on a remote headless server (linux). However, blender crashes giving me the following error:

Unable to open a display

Is this even possible?

PS: Please excuse the rather meaningless tag. However, neither headless, workbench or server exist as tags.


texts: strange modeling issue in simple modeling (blender 2.80Beta)

texts:
I am getting this weight artifacts on some edges while modeling a simple horse - I have tried deleting the the whole patch and redoing it but it keeps coming back - could anyone tell what I am doing wrong?

Here is the Blender file (2.80Beta)


texts: Can I create a custom shelf without scripting?

texts:
Coming from Maya, I find essential to have my own custom shelf with my most used shortcuts. Can I create one in Blender without scripting it with Python? I can script it if needed

EDIT:
I'm refering to this: http://worldofleveldesign.com/categories/3d-game-modeling/beginner-series/images/11-mayalt-custom-shelf-01.jpg as the thing I'm looking for. In Maya you can press that little nut in the left to create new tabs and you can press Ctrl + Shift + Clic in any of the tools to create a shortcut inside that tab.


texts:
Hello Mighty Stackexchange, I'm trying to subtract some cylinders (place for LED's) from an object.
It looks like this before subtraction.

But when done subtracting, I'm left with this.
Info on modifier, Solver = BMesh, Overlap Threshold = 0.000001.

I'm kinda new to blender, I studied autoCAD in school, so blender isnt entirely new. But I'm still clueless on what is going wrong, I've searched but havent found anyone who encountered the same/similar problem.
I'd be happy to give more data/settings if required/asked.
Thanks in advance.


texts: Blender 2.8 - Weird experience with smoke domain

texts:
I hope someone can help me with this weird issue.

I'm trying to create a sphere that emits fire, like the sun.
I've followed this tutorial.

This is what it should look like:

However, as soon as I copy the object (sphere, forcefield and domain) into my other project, the sun's flames start to look like this:

When I copy the object out into a new project, (after baking of course) it again looks good.

What could this be? I've spend dozens of hours trying to figure it out, recreating it etc, but it always comes down to this.

I would greatly appreciate anyone's help! :)

I'm using Blender 2.8 and rendering in Cycles.

EDIT:
I re-created the sun following the guide, using a new General blender project. This is the result (which is good):

Now, I've copied that object into my other project.

I didn't change the position or size, and simply rebaked.
After bake, this is the result:

Puzzled as to which settings leads to those blurry, small flames.
At best my end result is this, which seems pretty low res compared to the earlier creation:

As far as I know, I haven't changed anything special with regards to the project settings, but I'm more than happy to try some suggestions / check some settings if anyone has an idea :)

Thanks in advance!


texts: why do i have jagged strokes in 2d animation

texts:
when i draw something, the strokes appear jagged and not smooth. this is the first time this happened and i don't know what the problem is

sorry if this is a stupid question but i couldn't find anything online about it


texts: I made a crude dinosaur model and added a rig to it and got the bones to move with the mesh. I went back to an earlier save and improved the dinosaur and followed the same procedure but now neither the bones or the mesh will move. Any ideas?


texts: Why is a. Volume shader not working along with a glass BSDF shader?

texts:
I recently saw this video on youtube by Midge Sinnaeve. I think there was a lot to learn from there so just after finishing it I opened Blender and I tried to recreate what he was doing on min 54:30.
Thing is, my glass shader doesnt look like the one in the video at all. Before I add the volume shader everything is ok, I can see the reflexions on the surface, but, when I create a volume Suzane under the glass I can't see anything new. If I take the glass off I can see the volume monkey so I don't think the problem has anything to do with this one.
I attach photos so you can see what I mean.
This is what it should look like.

This is what mine is looking like.
I've already done it a couple times so the node configuration should be alright
Solution: Make sure you set the max bounces for volumes (inside Render Tab > Light Paths) to more than 0.


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I'm new to Blender. I have downloaded a dog model, I've put some bones to the tail. Now I can move the armature, but how I can attach it to the model (only the tail)? I have used "Set Parent to With Automatic Weights". but now if I rotate the armature, all the dog wheel!
Thanks!


texts: Cycles render get overexposed last second

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I am rendering in view port and render is ok. but when i do final render it gets overexposed.

I am using image based lighting. I think there might be a node issue.

]1


texts: Setting the object does not work when added to the scene. Also, the return of actions Ctrl + Z does not work. Re-entering the program does not help. How to fix? Version 2.79


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I saw that using the Add Curve: Extra Objects add-on, it's easy to make a spiral curve, but I also wanted to try to make one "from scratch."

I tried using the screw modifier on a single vertex, but nothing rendered.

I then created a line and also (by accident) an unattached vertex, and then applied the screw modifier. This time, voila!, it worked, giving me both a spiral screw (with a two-dimensional surface) in the middle, and also a one-dimensional spiral curve (mesh) on the outside. I then deleted the screw in the middle, leaving me with the outer one-dimensional spiral curve (mesh), which was what I wanted. Finally, I converted the mesh to a curve.

The only thing is, this all seems a bit clumsy to me to have to create the extra object and then delete it, so I'm wondering is there any way using the screw modifier to create a one-dimensional spiral curve (mesh) by itself, without creating the two dimensional screw as well?

Thank you in advance!


texts: custom transform orientation doesn't align with object

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I'm following along a tutorial how to custom transform orientation. The cube which I select and apply the custom transform, doesn't follow the angle of the cube I want it to align with. Rather it resets to its initial position.
The correct result would be like the cube in Green and not the Red.
If anyone would like to see the 1 min tutorial: https://www.youtube.com/watch?v=GHIZBoh3wdc


texts: I have a material that belongs to some objects, but I can't find those objects. Is there a way to search for objects that have been assigned a certain material?


texts: I baked fluid domain with wind force field inside it but it seems that the wind has no impact on fluid. What did I do wrong or there is supposed to be no result at all? in this case how to simulate the wind on the top of the water surface in particular spot? For example, I wanna turbulence on the water caused by helicopter.


texts: This is a purchased, imported .obj with its material/textures. Can't find a way to apply the textures although they appear on the menu. This is probably elementary but can't find an answer. Thanks!


texts: Can't access editing tools in layout workspace

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Sorry for beginner's question. I sometimes find myself modeling in layout mode and am unable to access any of the tools or select any of the mesh. I must have pressed something or locked something.

Here is what my screen looks like in this situation:


texts: Path to all Font directories on windows 10

texts: When I installed extra fonts on Windows 10, the OS put the files in my user "AppData ..." location. Now fonts exist in two different directories and I cannot find information on how to setup the font paths so blender sees both directories without having to change the "file Paths" preferences all the time to get to all the fonts on my OS system. Any suggestions?


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I am trying to animate a DNA being untwisted as an enzyme moves across it and I can't get it to look the way I want. Here's what I've tried so far:

If I use the Simple Deform modifier, either the whole thing is twisted or nothing at all. If I use shorter increments of DNA with this modifier, the ends are not attached to each other and spin independently of each other.

If I use Shapekeys, the DNA doesn't untwist so much as it deforms (since the vertices move linearly to their destination points).

I have an idea that it might work using hooks but I have no idea how (I'm rather new to Blender). Help would be much appreciated, I'm also happy with a link to a tutorial doing something kind of like that.


texts: How do I change the color of a wireframe object

texts: How do I change the color of the cube (and the stuff behind it) to be different from the background color?


texts: Is there a smarter way to offset these keyframes

texts: Is there a smart way to offset these keyframes rather than having to do it manually?