texts: Glass issue, trasparent vs holdout shader

texts:
I have a problem with the transparency shader.
I need to use it combined with the glossy one, mixing using a fresnel factor.
Unfortunately I keep getting the same result...an annoying black area.
ON the other hand, with Holdout shader everything seems to work correctly.
I'm attaching 4 screenshots that I hope will explain better the issue.

I've already seen a discussion about this theme:

"How to render semi-transparent objects with transparent background as a png with cycles"

but it's two years old and I don't know if something has changed in the meantime.

And all this, because I need to resolve an issue that I have in a scene.
I have a big surface made of glass, that is in front of all, this surface affects to much the render time and the level of noise.

Is there some sort of trick to resolve that problem?
I have already  play with light path, but nothing seems to work.
I think that the noise is caused by the refraction properties of the glass shader.
Can someone help me?

Thank you


texts:
I have modeled a plane and the problem is that the bottom of the wing is missing.

How do I fill this hole in the easiest way?


texts: IK restraint makes hand rotate weird in relation to gun, how to fix?

texts:
So i'm trying to make a gun animation in blender, so I set up an arm rig and modeled a gun, the only problem is, is that the arm's IK constraint messes up rotation, so the hand won't rotate with the gun in the way I want.

(I'm new at this if you couldn't tell)


texts: How can I identify the trackers when reconstructing a scene

texts:
I have made a scene in Blender but I have a hard time reconstructing it. I have a solve error of 0.2 which I know is really good but when I decide to set the floor it looks like this.

How do I properly know which of my trackers should be reconstructed into what?

Here is the blend file:


texts: How to get a flexible tube to follow a curved path?

texts:
Problem: I'm trying to make a flexible tube follow a path I've made with the Path tool (Add > Curve > Path) but even though I've followed a variety of tutorials I can't figure out why my curve just won't allow a tube to follow it.

What I need it to do: I need to control the movement of the tube down the path, stopping at various points for single renders and animating the full movement at the end. The path must pass exactly down the middle of the tube. Please note that this path is located in the middle of a larger object that isn't shown, hence why it is located high above the grid.

The following image shows the path:

The following image shows the tube in mesh mode:

My current approach: I created the tube by adding a cylinder and adding a series of loop cuts to make it flex when required. I initially tried adding an Array modifier followed by a Curve modifier, and then tried just the curve modifier on its own. But no matter which axis I choose the tube becomes grossly distorted. The closest I can get it is the X-Axis, but even this is not correct, I assume because the path isn't located exactly on any of the axes.

I tried the Follow Path tool, but this also failed. I also tried a Bezier Curve instead of a Path, but no luck. The tube just becomes grossly distorted on all axes.

Your help would be greatly appreciated. I am a newbie, so please be gentle.


texts:
I'm using Blender 2.8!

I've created an operator preset for importing models. It's simple, just import everything with z-forward instead of backwards. Is there anyway to make this default? Every time I import something I have to set it again.

Thank you for your time!


texts: I cannot create an array on a text object, only along Y

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I have created a text object, and would like to make an array of it along the Y axis.
Arrays on X and Z work fine, but I cannot seem to make an array on Y.

I can't understand why this wouldn't work? I've tried to change some of the settings in Array, but no success...


texts:
I'm working on a basic animation, and am having trouble getting the effect I want from a particle system. I have a cube inside the torch object giving off "smoke" particles, that's parented to the torches' motion, and I want there to be a particle every few seconds that slowly rises straight up. I tried turning down the emission number, and turned off the gravity, but the particle always starts behind the back of the torch, and then moves ahead of it while going up. How can I get it to start from the cube inside the top of the torch, and not move while the cube moves?

 (With @eromod's answer)


texts: How to join animated/inanimate object without BOTH animating?

texts: Sorry I don’t have a picture. Essentially, I animated a glass tube to spin around, but when I joined it with the larger object I made for it to go inside, the ENTIRE joined object spins. Is there a way to join them as a whole, yet have them animate separately?


texts:
Consider:

How can I tilt a mesh like that? I have the mesh tilted, but I need to restore it so that it can be straight.


texts:
If I do this in a script

v = bpy.data.objects['Cube'].data.vertices[0].co

v becomes a deep copy of that vector, this is a behaviour that is common to many other places inside the Python APIs.

The irony is that in Python the method copy returns a shallow copy, and deepcopy returns a ... deepcopy; in Blender it looks like there is no real rationale for what you get, apparently everything is tuned for deep copies, but when an object has the copy method, it returns a deepcopy and not the standard python-esque shallow copy, and the method deepcopy is pretty much absent .

Inside loops you tend to get shallow copies because of Python optimizations, but speaking about the API in general, how I can enforce the use of shallow copies ?


texts: I have a tall object, casting a (sun lamp) shadow onto a plane scaled at 10,000 (dimensions 20K x 20K). But the shadow is being cut off not far behind my object (I can also see this visible limit in OGL). No matter how large I scale the ground object, the shadow is always cut off at the same place. If I view from top, the entire shadow is there!  Changing Camera > View > Clipping Start and End has NO effect. So why is the depth being cut off in my OGL and renders?


texts: In Blender 2.8, can I reset 'My View' to the initial perspective used when a brand new project file is opened?

texts:
Blender 2.8 offers several numeric keypad shortcuts for changing the perspective:

NumPad 0 = Camera Perspective
NumPad 1 = Front view
NumPad 2 = Roll scene down
NumPad 3 = Right view
NumPad 4 = Roll scene left
NumPad 5 = toggle Perspective/Orthographic
NumPad 6 = Roll scene right
NumPad 7 = Top Down view
NumPad 8 = Roll scene up
NumPad 9 = Flip current view (Top Down becomes Bottom Up, etc)

I use these (and more) shortcuts all the time, but there is another perspective that I often use: the initial perspective used when opening a new Blender project for the first time.  It starts out looking at a default mesh (cube) from about halfway between the X and Y axis, and slightly elevated along the Z axis.  I can approximate this original perspective in 'User Ortho' mode by pressing:

[NumPad 1]  one time        (which gives me a side view, along the Y axis)
[NumPad 6]  three times     (which rotates me about 45 degrees, half way to the X axis)
[NumPad 8]  one time        (which gives me a little altitude)

This may not be the exact same perspective as a newly opened project file, but I think it is pretty close.  I can't seem to find any way of manually determining or setting precise X/Y/Z coordinates for 'My View' like I can with any other object in Blender (cameras, lights, meshes, etc).  I'm certain that 'My View' is not considered an object in Blender, thus it can't be acted upon like objects can.

This 'five keystroke' solution is not very labor intensive, but I use this original perspective about as often as many of the other defaults (Top Down, Front, Side, etc).  Therefore I was wondering if anyone knew any other shortcut out there that might already change 'My View' in this way, one I'm overlooking perhaps?

The reason why I'm asking is because I have two Blender projects going right now.  Both are of one small building.  The first project represents the building BEFORE (how it looks now in the real world).  The second project represents the building AFTER (how it should look once proposed projects are completed).  I can manually set the camera location, rotation and scale to be the same in both projects, allowing me to render BEFORE and AFTER images with similar perspectives.  But when I close a project file, I also like to leave things in this default perspective, or when I'm working on two files side by side I like them both to have the same perspective for quick reference.  This is just one perspective I use frequently, and am hoping to find a shorter shortcut for.

And may I also say: "Blender Rocks!" I am loving it, as well as the community support you've all built up around this awesome program.

Thanks in advance for any help...


texts: How to make the camera follow the plane in my blender game?

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I made a basic plane model and parented the camera to it, but when i fly the plane, the camera follows its location but rotates by itself...

Here is a link to download the game: https://www.dropbox.com/s/sic9fc3ne5wkqza/AIRSPACE.blend?dl=0
EDIT: blend exchange wasn't working so I have to use Dropbox


texts: Blender Eevee. I can´t properly see the smoke

texts: When I render smoke in this project, in the viewport it doesn´t look as I expect , and when I render it (With previous baked) I can´t barely see it. It doesn´t have anything to do with the mesh or the boxes sourrounding it, I´ve checked it. I thing is should be something about the view options. Any help?


texts: I'm trying to create a warped space curve like examples here. Any ideas? I can't seem to get my plane to dip.


texts:
So I got a problem. I recently started with Blender and I created this low poly character. I already rigged her and moving the bones works good. Now I wanted to do some weight painting to prevent certain bones to move certain parts of the mesh. The problem is that I cant use weight paint properly.

So here is my mesh with weight paint. You can see that when I select the bone the automatic weight paint works just fine.

On the second image though you can see the only part i can actually paint. Its only this specific part of the head, thats it. Someone ever had this problem and knows a fix for this?

Thanks for your attention!


texts:
How I can achieve lighting that we have in Autumn mornings using cycles ? We have some ambient light with very blurry shadows - I'm thinking about something like this:

https://farm4.staticflickr.com/3565/3403192179_0c3044e5df.jpg.


texts:
How can I create an empty / null / locator object using python? I'd like to create one for each selected object and then all empties should be parented or constraint to the selected objects, meaning that the rotation and position should be copied over as well.
I tried something along these lines but I can't get it to work properly:
import bpy

for obj in bpy.context.selected_objects:
    bpy.ops.object.empty_add()

Q: How to create an empty per object in selection?


texts: How to rig eyelid to follow non-spherical eyeball

texts:
i would like to rig sonic eyelid just like in the games.

here is my eyelid.


texts:
[![hello!
i want to pair a bone to another bone. either it will in no way at all whatsoever connect or it moves the whole bone to the wrong end of the parent bone. the arms only wants to connect/parent to the hip, i cant make them parent to the top/shoulders
i cant parent/connect the head to the shoulder either, everything i try either moves the bone to the wrong location or just wont connect at all..
thanks for any help :)


texts: How to compile template_list with some object in scene 2.8

texts:
I was looking at this uilist, but I understand very little about how to replace materials with objects:

class MATERIAL_UL_Example(bpy.types.UIList):

    def draw_item(self, context, layout, data, item, icon, active_data, active_propname):
        ob = data
        slot = item
        ma = slot.material

        if self.layout_type in {'DEFAULT', 'COMPACT'}:
            if ma:
                layout.prop(ma, "name", text= "", emboss=False, icon_value=icon)

and in the panel class:

row.template_list("MATERIAL_UL_Example", "", ob, "material_slots", ob, "active_material_index",rows = 3)

I was wondering how to compile a list for some objects in the scene, I would need to compile objects based on a string property or by name, something like:

for o in scene.object:
    if "My ob name" in o.name:
        #put this object into the list


texts:
I want to know how to rotate Octagon perfectly 90 degrees.

well, I'm not good to explain so here's a picture.

There are 1 edge drawn in red,
set this edge to base and rotate perfectly 90 degrees like 2.

Any good idea pls.


texts: How do I confine a boids particle system to a volume?

texts:
Is there a way to have boid particles be generally confined to a volume? For example, if I were to make a fish tank or fish net, and would want schooling fish to be animated throughout but wanted them to stay within the confines of the volume, is there a way to tell them to flock, but do not exit the volume?
I'm trying to figure a way to make a large school of fish remain in the background of a shot without letting them go all over the place. I've tried having them follow the leader and having the leader move, but it sprays fish across the camera view and all over. Once they start to flock, they just end up spiraling in a cylinder type thing. I'd ideally have them be in a sphere.


texts: Rigid Body Physics with keyframed movements

texts:
I'm creating a simple short video and have text that moves from one location to another and goes through a stack of blocks along the way. The text moves correctly but won't knock over the block as it should. The stack of blocks is 5x5 and stacked vertically. The blocks are dynamic and convex hulls and the text is dynamic and convex. I'm very confused as to why the physics aren't working. Any ideas?
Update: The problem has been solved. For some reason the blocks were checked as animated and I just didn't notice.


texts:
I have a rigged character with armor.  The armor is textured with some noise texture nodes (using cycles).  These look fine in single shots, but as the rigged armor moves the noise texture slides on the object's surface.  This is a problem for an animated video, of course.
The noise texture is set to use the object's coordinates, but I suspect it is using the object's "un-rigged" location rather than the objects location as it moves in response to the rig.  I sure hope that makes sense...
So is there anyway to counter this?  Is that what's going on here?  Any help would be very much appreciated.


texts: Depth data works, but not in Background mode

texts:
As the titel says, I found a workaround for obtaining a depth image of the camera's FOV by using this workaround. It works just perfectly by accessing the pixel data of the image with python:

 pixels = bpy.data.images['Viewer Node'].pixels

BUT: This method works only when the GUI is used as well. In Background mode (using the attribute -b in cmd line) this does not work. The farest I got was to check if the image "has" some data with:

 pixels = bpy.data.images['Viewer Node'].has_data

which gave me a clear false.  Therefore my question is, if there is a way how to enable this data also in Background mode?

I googled a lot and the only other option I found to access depth data, is to use the Camera Data Node's depth output. However, I do not know how to access this data via python script.


texts: Volumetrics material not showing in final render (Cycles)

texts:
I have a scene with a sphere that has a Volume Scatter (Anisotropy 1; Density 0.1) material. When I preview it in the viewport (at 750 samples), it seems to be in the scene fine and how I like it. However, when I render the scene, the sphere just disappears, removing that volumetric effect I want.

I made sure it wasn't on a separate render layer or anything. I've done lots of research and nothing has helped.

I appreciate answers in advance!


texts: Scaling a cylinder along both X and Y axis

texts:
I am trying to scale a cylinder along both the X and Y axis at the same time, so as to attain the same value.

I have tried to apply a mirror on both the X and Y axis, but this doesn't scale along the Y when I scale along the X axis. Using the mirror, I get the following result:

I am looking for an equal scale on both the X and Y axis.


texts:
Question:
How can I add a description to an object. Preferably being able to shows this on top of the object, as an overlay. And that the description can be toggled to show/hide.

Background:

This background info does not add extra explanation to the question being asked, but I wanted to share when the question arose. I'm modelling something to print with FDM. I wish to print without supports if possible. On some object I have used the boolean operation on a pipe. The problem is, the printing on the top of the hole where the pipe will fit isn't printed very well. This makes the hole just a bit too tight. So I stretched the hole for the pipe very little. This you can not see easily in the model. Hence I would like to add a description on the object, stating it is adjusted for 3D FDM printing. Preferably the text shows as an overlay on the object.


texts: The preview render its not the same as the final render

texts:
Every time time I render, the preview render its not the same as the final render. You can see on the image, the preview render, show a lot shadow beyond the mountain and the final render its not the same.
Does anyone have a solution for this problem?


texts: Troubleshooting Blender's Memory Use (Memory Statistics)

texts:
I've got a model I've been working on for a few weeks here.  The file itself is 2.1Mb and there are no textures used.  Although the full model is 3 million polygons, it's all subdivision and mirroring and arrays and most of it is hidden most of the time.  I suspect Blender is doing some intelligent lazy generation given there's a slight delay when I unhide objects for the first time in a session.

However, I'm seeing memory usages in this scene at a bare minimum of 850Mb.  When I do a render, that shoots up to 1500-1700mb and stays there (doesn't increase on subsequent renders) until I restart Blender.  It's causing some minor performance issues when I've got other stuff running and in some cases I have to restart Blender after doing a render just to reclaim the RAM.

I suspect I may have a fault in my objects somewhere, and on using the space search, found memory statistics.  Looking it up, it apparently ends up in the console.  I could find this on previous versions of Blender by searching for "console" on Windows or by running from a command line.  However, on Mac OS X, "console" returns no results and running from a command line shows nothing in the terminal window besides me starting the .app.

Thank you.


texts:
Im creating low poly game assets, but i have a problem with my models. I want to make the edges of my object look smoother like the one in the photo below, before and after (this is not mine, its from a tutorial on art station)

anyway... if i want to make the edges smoother i have to add subdivide and then subdivision modifier etc, but that adds a lot of vertices, which is not really useful when working on low poly as you may know. the other way to smooth out the edges is to use the sculpting tools, but that also adds extra vertices to my mesh.

I want to achieve smooth edges without having to add anything extra, or at least minimum as possible.  any ideas??


texts: This Vertex does not want to be deleted. I went into edit mode (i selected my model) and i selected this vertex, pressed delete and clicked vertices. But it did not go away. I checked if blender was being stupid and tried deleting face and edge after selecting it, but it still did not delete. Nothing I tried can delete this stray vertex. Also in object mode, when im trying to rotate my object it rotates about the vertex.


texts: Noob Question: Inverse Kinematics Not Working

texts:
I have tried adding Inverse Kinematics to the legs of my humanoid model using this tutorial: https://www.youtube.com/watch?v=jp_SqjB0468
However, when I move the IK bone, the leg won't bend at the knee for some reason. I have checked the Parenting relationship between the Lower and Upper Leg and everything seems to be in order. How do I fix this so that the leg bends at the knee when I move the IK bone?

Here is a link to my .blend project: https://drive.google.com/file/d/1darEP59YbALtv4lqDqYXXS6K270zA3_n/view?usp=sharing


texts: How do you create a sphere with a certain amount of edges?

texts:
I am in the process of making a board game, and I need some customized dice.

I need 3, 4, 5, 6, 7, 8, 9, 10, 11 and 12 sided dice for my board game. I have looked around on model sharing websites, and all the models that I could find (free or $$) don't include D5, D7, D9 or D11 dice. So I decided to start modeling my own dice, but I can't figure out how to evenly space the faces/edges on the 7-12 sided dice.

I've been working with Blender for about a few months now, but i still consider myself a novice. I guess I was wondering if there was an easier method to create these dice? I was thinking, maybe to create a sphere with X amount of faces on it, so I tried to use the Ico Sphere option, but it only allows me to edit the subdivisions, not the total face amount. Is there a trick I can do or an add-on that might work well for me here to model these dice accurately?

EDIT:
Maybe another alternative would be to create a sphere and then using a boolean modifier, you subtract the desired amount of faces from the sphere leaving behind the desired dice amount? That could work...but the math behind it might be far more sophisticated than what I can do. blender doesnt have a feature that will do this math for me, will it? :P

EDIT 2: I posted this question on the mathematics stack exchange if you guys wanted to go look at it and it's detail.
https://math.stackexchange.com/questions/2683018/how-to-evenly-space-out-a-certain-amount-of-axes-off-of-one-center-point

Thank you for your time and response.

~Jared


texts: How to have two GPUs (RX 5700 XT & RX 580) recognized by Blender simultaneously

texts:
I'm struggling to get both of my GPUs to be recognized by Blender at the same time. They seem to require different ICDs to function:

RX 5700 XT: opencl-amdgpu-pro-icd (--opencl=pal from the AMD proprietary driver)

RX 580: opencl-orca-amdgpu-pro-icd (--opencl=legacy from the AMD proprietary driver)

However installing from the installer results in an error building amdgpu-dkms and therefore for this particular setup, skipping amdgpu-dkms and installing the packages manually gets either one of the GPUs working inside blender, never both even if I install both ICDs.

System Information

Operating system: Linux-5.3.0-20-generic-x86_64-with-Ubuntu-19.10-eoan 64 Bits
Graphics card: AMD Radeon RX 5700 XT (NAVI10, DRM 3.33.0, 5.3.0-20-generic, LLVM 9.0.0) X.Org 4.5 (Core Profile) Mesa 19.2.1

Blender Version

2.81 (sub 16), branch: master, commit date: 2019-10-28 17:50, hash: rB43a8fdb6addf


texts: I have a complex mesh that I want to select its "large" faces only, as the mesh has considerably large faces and much smaller ones. Is there a way I can write a script to select faces that are larger than a certain amount in Blender, Imperial, or Meter units?


texts: The line of symmetry move when I adjust the size

texts:
I created a cube and then 'ctrl + R' to create a line of symmetry for the cube (Vertical). Then I 'x' to delete the left vertical and add a modifier of mirror so that the cube could be adjust by only changing one side. But when i try to adjust the size by 's', the line of symmetry will move with other line as well, which I did not expect to happen. As shown:

But actually I want something like this:

Have I done something wrong?


texts: Changing CPU to GPU destroy the 3D view look of a normal map blender 2.75rc2?

texts:
I use win 7 and blender 2.75rc2 and when I change the render to GPU then the normal map looks often destroyed and it ends that I see the  the seams on the model and a bad shading  !

1.

I use hd 7970 and that full featured so any one can confirm that ?

2.

i try to bake the normal map again but some Maps work some not .
Some baked normal Maps works different for example when  I change to non color in the Image texture node .

Some time it happens that they  Maps  have  lighter color goes pink sometime more blue , after saving to png Most time light pink but sometimes I can save the deeper blue non color baked normal map and blender preview show png with this Deep blue normal map.

i change nothing  wether  Position of high or low res model or on the baking Setting..

i can't upload the file sry bad conection only picture...
is it possible to upload direct a picture in this question or only links ?

Thx
Best regard ...happy blending


texts: How can I run an external Python function in Blender?

texts:
I have written several functions in blender scripting mode. I need to pass their variables through Matlab thanks to the py command (Matlab - Python connection). The problem is that these functions work only in Blender (I have written a simple example below).
I was wondering if there is a way to call blender in each python function in order to execute them (Python - Blender connection).
I have already read about the possibility to call blender from the script thanks to the "subprocess" function, but I have not understood very well how to do it.
A simple function can be:
def monkey(x_coord, y_coord, z_coord):
    import bpy
    bpy.ops.mesh.primitive_monkey_add(size = 2, enter_editmode= False, align = 'WORLD', location = (x_coord, y_coord, z_coord))

How can I modify it in order to run blender everytime the function is called from matlab?
Maybe it can be understand better by looking to what happen in matlab.
I write my function:

but when I call it from the command window the result is an error:

I think this is due to the fact the the bpy module is only defined in Blender. I was wondering if there was a command to place before import bpy to make Blender run and so, avoid the error.


texts: Multiple character instances with BlenRig workflow?

texts:
I'm working on a project that requires using many instances of the same character and rig in a scene, which I've created using BlenRig 5 (working great).

How do I go about instancing the character and rig multiple times so that I can apply different animations to all the instanced characters? Any advice or tips on the best workflow for this would be much appreciated!


texts: transparent glass material refract the light

texts:
I am trying to create a transparent glass for my windows. But somehow, I found out the glass is creating a refraction. My furniture is now refracted.
This how its look with windows and glass :
https://imgur.com/a/5hjb2y0
and this how its look without windows :
https://imgur.com/a/SYdDGtX
this is my glass formula :
https://imgur.com/a/LHdTjPt
Any idea what's wrong?
Thanks in advance.


texts: how i rotate two edges in oposite direction?

texts:
just like the images describes what i am saying, i know there is a another post with the same question but it doesnt answer this so well, is it posible or not to do this?

what it does

how it should be


texts: Used Rigify to rig my model and like it a lot.  However, the Rigify Button/Generate does not appear in any mode, including Object mode so that's not the issue.


texts: When pressing A it doesnt select all 2.81

texts:
It's the latest build v2.81.16

When I press A once it should select all but now i have to smash it at least ten times before it selects all but usually it just deselects everything. SO, how do I select all now? Preferences says that its binded to A but that's not the case apparently.


texts: Mesh object gets destroyed after move in edit mode

texts:
I have a mesh object that behaves fine when I move it in object mode. But if I go to edit mode, select all faces and move them just a bit, the mesh gets destroyed - some faces disappear.
What is wrong with this object? I have more human models like this one and most of them don't present such an issue.
Left is before, right is after:


texts: What is causing this light to flicker in my render?

texts:
My eevee render has a few different lights in it. One sun, and two area lights. The lighting is baked, and the shadow settings are what I've been playing with. On the left parachute if you look closely there is light flickering on the canopy reflection. I can't seem to get it to stop, regardless of my cube size and cascade size in shadows. Here are my settings and a link to watch.
https://www.loom.com/share/17ec22084a904e7690fcc51c3e374fe0


texts: I'm making a character in Blender based off of Darrin Lile's character modeling series. However, instead of making an object for hair like he did, I decided to try using particle hair. However, when I try to render my hair, it does not show up. Can anyone help tell me what to fix? I'll include the blend file below.


texts: I created an armature for my Collada (.dae) model, selected the armature and my model, then applied automatic weights. For some reason, my model suddenly became 20 times larger after applying the weights. I tried removing doubles, using regular parenting, and applying uniform weights, but nothing seems to work. I have been dealing with this issue for quite a while, and the internet has little to no mentioning of the issue (some websites did not have answers). Can anyone help me fix this? I would really appreciate it :)


texts:
I'm using blender's crane camera rig to get a shot however I need to export the camera to an external program but because the camera is being controlled by the crane it doesn't have any transform information itself. Is it at all possible to export this camera with it's motion while using this rig?
Thanks,
Mitchell


texts: Why does Blender inflate file size in comparison to STL?

texts:
I created a new scene and deleted everything in it (the lamp, the camera, and the cube). When I save this file, its size is 438 KB.

I then import an .stl file, the .stl file is 7,754 KB.

When I save the scene, the resulting file grows from 438 KB to 10,365 KB. That's a difference of 9,927 KB, much larger than the .stl file, which is an increase of 28%.

Why is the .stl mesh file size so bloated when saved in a Blender scene?


texts: Object became a like a grid, how to turn it back solid?

texts:
I was creating an object and a rig when suddenly the object turned into a grid instead of showing off the default grey material.

How it looks right now:

How do I make it solid again?


texts: Painted Texture does not appear when rendered

texts:
I painted this Amazon figure after creating an image called 'metallic'. I painted this material and the figure looks the way I want. However, none of this paint shows up when I render it. I realize there's another image called _17054_Amazon which didn't get painted.

I'm new to Blender and I'm this is a noob mistake. I'm confused there are two images, but one figure. Can I replace image _17054_Amazon with the iamge 'metallic'?


texts: is it possible to make an object Unpenetrable?

texts:
lets say i have a cube
and i add a cylinder in another location
now when i grab my cyl. and move where the cube is, it will go inside the cube when i put it close enough.
is it possible to block this, so it will prevent me from moving the cyl, if the cube is on the way?
like let's say i have 2 roof tile that i want to place one on the other but slented
now i have to watch carefully so i will not have one tile intersect into the other, would be nice to be able to just move it as much as possible but not penetrate the other tiles faces


texts: I recently got a steam controller and I am wondering if there's a way to use the input from the controller to control my blender game?


texts: Can two objects linked to the same mesh data have independent shape key blends?

texts: Are relative shape key values inextricably linked to the mesh data? For example, if you had a face mesh with an "open mouth" shape key and an "open eyes" shape key, could you have two face objects linked to it with independent facial expressions? Say, Ob1 with 50% open mouth and 25% open eyes, and Ob2 with 100% both, both linked to Mesh1?


texts:
How to unwrap this curved flat surface?

How to unwrap such mesh properly? I want to fix texture mapping on the curved part of the mesh. My plan is to make smth like river animation(U coordinate animation).

Wireframe and texture:

Thank you!


texts: Mesh gets out of sync while in edit-mode (Python)

texts:
When modifying/accessing a mesh in Python, changes made while in edit-mode by the user are not available to Python.

bpy.context.object.data.vertices[x].select

For example, doesn't change for any vertex  until I (for example) switch from edit to object mode.

Is there a way a way to access the current state of the mesh?


texts: Edit texture as burned and dirty in Cycles

texts:
How can I edit the following texture...

...so it looks like this?

And how to create the burned spots


texts:
I've been trying to export .obj Minecraft worlds with custom .json and .obj models for every block by editing jmc2obj code and it kinda worked.

Then thought of doing something different but I don't know how to do it, I have a theory of what could make this work, (something like McPrep's Mesh Swap

My idea is to replace each individual face for another model, the way it would work is by using the face's normal lines as a way to tell blender to replace and center the model

Since it is replacing faces we need 6 objetcs one for each face

(for this block all faces are the same)

for example, if the face normal is facing at +x the face gets replaced by the object "stone_brick +x" or if it is facing at -y it gets replaced by the object "stone_brick -y" and so on until we cover all 6 faces

this would only work for cubes as for different models it shouldn't work, like fences, anvils, and any other model that has more than 1 face per axis


texts: Black lines in animation and image render due to motion blur

texts:
I am very new to blender, and this is my first time animating in blender. I have followed the BlenderGuru youtube tutorial for the doughnut and have just finished.
However when I render my image or animation with motion blur turned on I get black bars replacing my shadows. when I turn motion blur off and render again, it looks fine.

Motion Blur off:

Motion Blur on:

Any help with this would be much appreciated.


texts: I am making a complex scene and I expect baking will be only way to render it on my computer in a quite satisfying time. I read that texture has to be UV unwrapped for baking process, but it concerned some previous versions of Blender. My question is, will "smart UV unwrap" or "sphere/cube/cylinder projection" that I use frequently, allow me to use texture baking in my scene?


texts: Dark shadow on some faces, already recalculated normals and merged vertices

texts:
I'm encountered similar problems a few times and can't figure it out. I have simple low poly mesh, normals are correct and there are no extra vertices but still some faces look darker.

flat shading mode

Proof of no extra vertices
https://gfycat.com/niftyshockedclingfish.gif


texts: When I have gotten to the sprinkles part, everything went as it should.  I am back to that point and instead of the thin white cookie hanging off the side of the donut, mine looks like a planet eating my donut.  I have no idea what I changed but it started out looking like shaving cream with a little icing top stuck into it.  Does anyone know, just by looking at this, what setting I have amiss or what I neglected to do?  The first jpg is the shaving cream, the second is the planet, the third is the tutorial.


texts: how to have different uv sheets for some objects?

texts:
I have a tank model and the thing is there are some objects with seperate uv sheets. I can't join the model together into one because if i do then this happens:

I have tried a uv map node and an attribute node for each material but when i join them i still get this, only one shows up. Also i don't wanna create a material for each part of the model..I asked yesterday but i didn't word it quite good enough. I have four main materials that i use all over the mesh, if i connect one to one uv map then all of them will be connected to that one uv map.


texts: Can't make Bevel Modifier working on engraved mesh

texts:
I'm trying to bevel the mesh with bevel modifier, for the text area marked red, but the modifier doesn't work,

Even if I apply the bevel modifier on the whole mesh in object mode, it doesn't work either,

I don't know what goes wrong, what I want to achieve is to bevel the engraved text area, to make it smooth.


texts: Is there a way to make layers for textures?

texts: I want to make hair for my cuboid character, I will be making multiple of these cuboid character and I would like to be able to reuse the hair as it would be a bit of a hassle to have it to redraw it every time or have to crop it out every time I make new hair.


texts: Using cycles generated textures in the displace modifier

texts: When using cycles, it is possible to use any of the generated textures in the displace modifier. However if I chose the Noise texture or Ocean texture, there seams to be no way to edit that texture type. How do I edit the Noise texture or Ocean texture type when used as the texture in the displace modifier?


texts:
In my Image Editor there is a "hamburger menu" (the icon with three horizontal lines in a stack) that I customized in Blender 2.79 or earlier on a computer with a smaller display. Now I've decided I want to get rid of the hamburger and keep those menu items expanded instead (so that I can see the asterisk that appears by Image* when an image file has been modified since last saved).

Maybe this type of collapsed hamburger menu is not used anymore in recent versions of Blender. I'm not sure. I don't see an option in the menu to expand it again.
How do I revert this part of the menu to the default view? I don't want to load factory settings just to revert this one part of the interface.


texts: snap objects of same topology together by vertex index

texts:
does blender have the function of snapping objects of same topology together by vertex index?
for example, take a simple cube A at origin and duplicate it as cube B, move it aside. now compare vertex index in cube A with cube B and move every vertex in cube A to cube B base on the index number.
it is simple to use modifier such as shrinkwrap and snap to closest vert option, but for more complex mesh, it is often misaligned to different vert on dense parts. hence I wonder if there is a way to do it via vert index.


texts: Multiple bevels with changes in direction?

texts:
I am completely new to Blender and 3D modeling so I am sure my question has a basic solution.
I am attempting to model conduit for a rocket. The conduit has slightly beveled sides (easy) but then has a slight taper to become more narrow, and then extends further up the rocket - all while continuing the bevel. I have attempted many combinations of loop-cuts and bevels but can only get part of the way there.
Attached is an image of the top-view of what I am attempting.
I will be grateful for any insight.
Thank you,
John


texts:
I've been searching for an answer for how to unwrap curved objects (pipes specifically) in blender.  Youtube throws out tones on how to do it in maya but nothing about it in blender.  If I unwrap this ring with a cap on either side and a seam straight dow, the uv island is really pinched on one side.  Any help?

The other question How to uv-unwrap a complex bent object? didnt exactly help massively.


texts: Boolean modifier combined with Subsurf modifier creates weird shapes. How to Fix?

texts:
When I use the subsurf modifier with the boolean modifier, the model looks weird

With boolean only:

Boolean and subsurf modifier:

Check the video to see what I mean
https://www.dropbox.com/s/su496cek5o2pn9e/2018-08-27%2020-59-05.mp4?dl=0


texts: How to disable x-ray for annotations (grease pencil) in 2.8?

texts: Is it even possible in 2.8? In 2.7 we had such ability, but now, when grease pencil and annotations are separate things, xray possible disable only for grease pencil, but not for annotations


texts: Why Pointerproperty bpy.types.NodeSocket() work?

texts:
I was trying a pointerpropery tied to the node socket, and I'm noticing that it seems to work, but this is weird, as Blender should only support bpy.types.ID, but in this list the bpy.types.NodeSocket doesn't seem to be mentioned: https://docs.blender.org/api/current/bpy.types.ID.html?highlight=bpy%20types%20id#bpy.types.ID
This is very strange (For me), and I don't understand if it has always worked or is it new.
It would be very useful to me, but I don't understand if it will actually always be or was always supported.
Example about use into Addon:
import bpy
from bpy.props import BoolProperty

bl_info = {
    "name": "Prop Test",
    "author": "Noob Cat",
    "version": (1, 0, 0),
    "blender": (2, 90, 0),
    "location": "Text Editor",
    "description": "Script tools",
    "category": "Text Editor"}

class TestClass(bpy.types.PropertyGroup):
    bool_test: BoolProperty(default=False)

def register():

    bpy.utils.register_class(TestClass)
    bpy.types.NodeSocket.test = bpy.props.PointerProperty(type=TestClass)

def unregister():

    bpy.utils.unregister_class(TestClass)

if __name__ == "__main__":
    register()

To test it into console:
Add mesh object , add a new material, and get a node (Principled Bsdf in this case):
>>> bsdf = C.object.active_material.node_tree.nodes['Principled BSDF']
>>> bsdf.inputs[0].test.bool_test = True
>>> bsdf.inputs[0].test.bool_test
True


texts: I have two very similar armatures, one has 2 extra bones, but otherwise they match exactly. I need to copy the pose from one to the another. Is there any way to do that?


texts: Changing bone size changes Envelope instead

texts:
I try to change the bone size:

See also this video:
https://youtu.be/cZ3o5tjO51s?t=403
But for me the tool is only changing the envelope, what am I doing wrong?

(blender 2.91)


texts: Simulating sedimenting cylinders with a particle system and molecular addon

texts:
I want to simulate rod-like particles falling slowly down onto a surface. Eventually, my goal is to retrieve the thickness of the 'carpet' formed by those cylinders by this process.

For this, I have downloaded the molecular add_on, and set up a python script to run in the scripting window of blender

import bpy
import math

def cylinder_between(x1, y1, z1, x2, y2, z2, r):

    dx = x2 - x1
    dy = y2 - y1
    dz = z2 - z1
    dist = math.sqrt(dx**2 + dy**2 + dz**2)

    bpy.ops.mesh.primitive_cylinder_add(
        radius = r,
        depth = dist,
        location = (dx/2 + x1, dy/2 + y1, dz/2 + z1)   )

    phi = math.atan2(dy, dx)
    theta = math.acos(dz/dist)

    bpy.context.object.rotation_euler[1] = theta
    bpy.context.object.rotation_euler[2] = phi
    bpy.context.object.name='dacyl'

cylinder_between(0,0,0,1,0,0,0.03)

bpy.ops.mesh.primitive_plane_add(radius=8,location=(0,0,0))
bpy.context.object.name='bouncer'

bpy.ops.object.modifier_add(type='COLLISION')

bpy.ops.mesh.primitive_plane_add(radius=5,location=(0,0,5))
emitter = bpy.context.object

bpy.ops.object.particle_system_add()
psys1 = emitter.particle_systems[-1]
psys1.name = 'Drops'
pset1 = psys1.settings
pset1.name = 'DropSettings'
pset1.render_type = 'OBJECT'
pset1.dupli_object = bpy.data.objects["dacyl"]
pset1.particle_size=1
pset1.drag_factor=0.5
pset1.effector_weights.gravity=0.2
pset1.normal_factor =0
pset1.jitter_factor =0
pset1.frame_end=500
pset1.lifetime=10000
pset1.distribution = 'RAND'
pset1.use_rotations = True
pset1.phase_factor_random
pset1.rotation_mode = 'OB_Z'
pset1.rotation_factor_random = 1

pset1.mol_active = True
pset1.mol_density_active = True
pset1.mol_selfcollision_active = True

Where I have simply defined a cylinder to be the object of a particle system. I want the cylinders to avoid one another and this is why I have used the molecular add-on.

When I turn on the simulating engine of the molecular add-on, my cylinders fly all around the place but do not fall down anymore. Furthermore, they do not seem to intersect properly with the bottom plane which is set to 'collision', but rather only their centers seem to intersect the plane.
Lastly, I fail to see whether the cylinders really collide off of one another.

Could you explain to me what I am doing wrong ?
Regards,
 any feedback appreciated

PS: I am aware the code looks a bit contrived and weird. I am starting with blender python and I took code snippets left and right from the stackexchange/google.


texts: Time remapping incompatible with particle info node?

texts:
I'm trying to make a spark material that fades to transparent as it reaches its lifetime limit. I've succeeded, but it absolutely does not work with time remapping for some reason. Here is my problem in video form:

http://sendvid.com/ajm6afu8

I multiply the lifetime by a factor of 12 in the node editor to keep it consistent with the time remapping (because the Particle Info node's lifetime output apparently doesn't scale with time remapping, but Age does), but the second the first particle hits its lifetime limit and disappears, every single particle fades at the same time. I don't know what to do and it's driving me crazy, because I need this to work for a more complex scene that I'm nearly done with. Does anyone know a way to fix this while still using time remapping?


texts: Blender 2.8 Cycles - Render issue while render preview is good

texts:
I am new to 3d modelling.

In my scene I am getting a weird render behavior. The lamp is uv unwrapped and applied dark color texture. It looks good in render preview but when I render, it is completely irrelevant. I suspected denoising but turning it off didn't help.

I would appreciate any suggestion.


texts: Object copied with python API have no users although it is used

texts:
I have a material created with ShaderNodeCustomGroup and when I try to copy, I am having an issue with the internal node_tree not being correctly copied.
In my ShaderNodeCustomGroup I have implemented the copy(node) function.
    def copy(self, node):
        print("Before")
        print("self.node_tree.users {}, ({})".format(self.node_tree.users, self.node_tree))
        print("node.node_tree.users {}, ({})".format(node.node_tree.users, node.node_tree))

        copy = node.node_tree.copy()
        print("Intermediate")
        print("copy.users {}, (){})".format(copy.users, copy))
        print("self.node_tree.users {}, ({})".format(self.node_tree.users, self.node_tree))
        print("node.node_tree.users {}, ({})".format(node.node_tree.users, node.node_tree))
        self.node_tree = copy
        self.wrapped.node_tree = self.wrapped.node_tree.copy()

        print("After")
        print("self.node_tree.users {}, ({})".format(self.node_tree.users, self.node_tree))
        print("node.node_tree.users {}, ({})".format(node.node_tree.users, node.node_tree))

The output of this is the following:
Before
self.node_tree.users 1, (<bpy_struct, ShaderNodeTree(".IroDiffuse_wrapper") at 0x7f3ed206d808>)
node.node_tree.users 1, (<bpy_struct, ShaderNodeTree(".IroDiffuse_wrapper") at 0x7f3ed206d808>)
Intermediate
copy.users 0, ()<bpy_struct, ShaderNodeTree(".IroDiffuse_wrapper.001") at 0x7f3ed2d54c08>)
self.node_tree.users 1, (<bpy_struct, ShaderNodeTree(".IroDiffuse_wrapper") at 0x7f3ed206d808>)
node.node_tree.users 1, (<bpy_struct, ShaderNodeTree(".IroDiffuse_wrapper") at 0x7f3ed206d808>)
After
self.node_tree.users 1, (<bpy_struct, ShaderNodeTree(".IroDiffuse_wrapper.001") at 0x7f3ed2d54c08>)
node.node_tree.users 0, (<bpy_struct, ShaderNodeTree(".IroDiffuse_wrapper") at 0x7f3ed206d808>)

Initially I have self and node sharing the same node_tree, but the node_tree itself only has 1 user, which is weird.
Then, I ciopy the node_tree, which gives me an unused node_tree with different address. Makes sense. Still, the original node_tree is only used by one user, which seems incorrect.
Finally, I assign the copied node_tree to self. This makes self.node_tree to have one user, but node.node_tree to have no users.
If I now save and reopen the file, one of the materials if broken. I believes that since node.node_tree.users is 0, it has been deleted by blender.
What is wrong with this?
I edit the qustion to provide a minimal reproducible example.
Given the following code, assign a test material to the default cube. Duplicate the cube and make the material unique. Save, exit, start blender again and open the file. One of the cubes is black.
import bpy
from bpy.types import ShaderNodeCustomGroup
from bpy.props import FloatProperty, FloatVectorProperty

class MinimalTestMaterial(ShaderNodeCustomGroup):

    bl_name='TestMaterial'
    bl_label='TestMaterial'
    label = 'Test material'

    def init(self, context):
        self.width = 250 # make it large

        self.node_tree = bpy.data.node_groups.new('TestMaterial', 'ShaderNodeTree')
        rgb = self.node_tree.nodes.new("ShaderNodeRGB")

        group_outputs = self.node_tree.nodes.new('NodeGroupOutput')
        out = self.node_tree.outputs.new("out", "out")

        self.node_tree.links.new(rgb.outputs[0], group_outputs.inputs[0])

    def copy(self, node):
        self.node_tree = node.node_tree.copy()

if __name__ == "__main__":

    from nodeitems_utils import NodeItem, register_node_categories, unregister_node_categories
    from nodeitems_builtins import ShaderNodeCategory

    bpy.utils.register_class(MinimalTestMaterial)
    newcatlist = [ShaderNodeCategory("SH_NEW_CUSTOM", "Test", items=[NodeItem(MinimalTestMaterial.__name__)])]
    register_node_categories("TEST_NODES", newcatlist)
```


texts: Viewport and render not looking as good as edit mode

texts:
newbie here

Everything is in the title, my view port and renders dont look as good as the edit mode. I tried raising the sampling but it doesnt seem to make things better. Here are some screenshots. I also attached the blend file. Do you have a solution ? Thank you

Blend file : https://we.tl/t-PRHdaLjWLp

Viewport :

Edit mode :


texts:
This has been driving me crazy for some time, because it seems so simple, but I just cannot find a way to do it despite exhaustive searching. Say I'm in bmesh, and I create a vertex, and I add it to the mesh. For whatever reason, this vertex is special. I need to be able to access this vertex again. Not just later in the same script, but between sessions.

Things I've tried and why I can't make them work:

Obviously, I can just go for the index of the BMVert, but those change all the time when other vertices get deleted, so this value isn't useful to me.
I thought of storing the actual reference to the BMVert Python object, but I don't really understand how this could really persist between sessions, because besides the fact in new sessions those same objects (from Python's perspective) no longer exist, the only storage place I know of that persists on an object is custom properties, and in there you can only store basic types like strings and numbers.

So, I need a way, ideally in text or numerical form, to permanently and uniquely address a vertex, and it should be one I can access in an indexed way, because the shapes I'm dealing with have too many vertices to do this by search. It just feels so viscerally simple to me, and it's been a major stumbling block for me for a while now that I just can't figure out how to do it.

Any help would be immensely appreciated.


texts: Aligning a single triangle object's local origin (y axis) to the triangle's normal (non-backface side)

texts:
I have a billboard tree in Blender made up of a single triangle. I applied an Array and Curve modifier to it to instance itself on the curve. I collapsed the trees and separated them by loose parts. Now I have hundreds of trees whose local origins are aligned to the global axis, which is not what I need.

In Unity, I have a billboarding script that automatically aligns the trees to the face the camera. However, this script does not work if the tree's origins (or pivot points as they're called in Unity), are not aligned to the normal of the tree's front face (or back face, it doesn't really matter because I can just negate the script's LookAt function).

Does anyone know if there's a script available for this or would be willing to write a script that can move all the origins of selected objects to each of the objects' individual face normals?

Thanks.

In the mean time, I'm going to look into Python and see if I can figure something out, but I don't have a lot of time and have an intermediate level C# background.

Edit 01 - Added image of what I'm looking for. The yellow arrow shows the re-alignment I'm seeking:

Edit 02 - I cannot reply due to the 50+ comment restriction. @X-27, I followed your instructions, but was met with the following strange tilt after parenting and enabling Face Duplication (not to mention the duplicates stabbing the parents):

The only way to mitigate the tilting is to re-orientate the child tree into some weird angle in order to get the duplicated trees to be standing up, but their rotations are still messed up. Judging by your screenshots, you also have the same problem with the duplicated blue trees being angled in an awkward manner. This is not what I need.

Regardless, I appreciate your suggestion, but I no longer need this solution and do not have time to learn Python and the Blender API to make a script myself.

@yhoyo, I think you may have misunderstood my question. I already know of the Properties Shelf rotation and the script you posted simply zeroes out the Z rotation, which is not what I needed.


texts: Video faster than audio after rendering?

texts:
So I'm trying to edit this funny video from 2 years ago... And when I render the video the video is a lot faster than normal but the audio is normal. Also everything seems fine in preview.. I have audio sync, audio shredding and frame dropping on and the frame rate is correct. So any ideas what might cause this?

EDIT: Ok it seems to have something to do with the beginning of the video because if I render a random part of the video that doesn't include the beginning it will be fine but if I start the rendering from the beginning it will all be messed up... Any ideas on
 how to fix this?

Thanks in advance,
~Jere


texts: So I'm following a tutorial where the person adds a principled volume shader and I don't seem to have it and can't find it at all. I'm using blender 2.9 if that helps. Is there possibly anything I'm missing as it's confusing the heck out me


texts:
The picture shows what I'm trying to make.
I'm planning to use 12 of these rotated to make a 12-petal circle.

I've done this by starting with a pancake-like cylinder, than creating a triangular wedge, extruding that also, using boolean AND modifier. This gives a sector, like a slice of pizza. Then I do boolean EXCLUDE with a small cylinder to cut out the hole at the tip.

Finally I bevel the edges.
But the bevelling is not working:

I can't figure out how to do this cleanly.

Maybe I could start with a cone with MIN_RADIUS, MAX_RADIUS and depth 0, to create an anulus.  Then I could BOOLEAN AND it with a wedge.

Or even better, manually link up a subset of the generated vertices, to produce the shape.

Then extrude, and bevel.

Can anyone see a better way? And how to gain control over the bevelling process? Does anyone have a suitable link they could post?

Is BEVEL the best way to round the edges?

Finally, is there some way I could emboss the edges, if that's the right word?  Bring them out to give definitions of the object?  This may look better than bevelling.


texts:
my friend asked me to rig him a few minecraft characters and  i have come across this and i don't know how to fix it. what im trying to do is have the grey cube not clip in and out of the clothing. make it flush with the chest. it seems to lack behind when i rotate the hip bone. also, i have checked the weight of it and nothing has anymore weight on it, only the hip bone. also, the hip bone has 1.000 weight on the cube that clips in and out.

thanks in advance.


texts:
How do I snap the cursor to selected bone?(python)

bpy.ops.view3d.snap_cursor_to_selected() doesn't work

arm = bpy.data.objects['Armature']
empty = bpy.data.objects['Empty']
context.scene.objects.active = arm
#do snapping here
bpy.ops.object.mode_set(mode='EDIT')
bone = arm.data.edit_bones['Bone']
bone.head.xyz = empty.location
bpy.ops.object.mode_set(mode='OBJECT')

Only adds to the armature :(


texts: Game properties break when pre-positioning pieces

texts:
I have a game with a 3D board and game pieces. I have the board divided into tiles. When a player clicks on a piece and then a tile, the piece moves there. Right now, it's under construction, so the early primative pieces are floating around in space. All attempts to position the pieces in a starting set up, (this includes positioning by hand, and using the shift-s 'snap to'their  feature,) result in the tiles and pieces losing properties. I cannot select a piece, nor can I select a tile. The rotation of the board still works though.

If it helps to visualize, I made a shot video of my progress for my friends: https://www.youtube.com/watch?v=hwFA1MlgZGY


texts:
I've been experimenting with Blender for a while and am starting to get things looking how I want, but the renders are coming out too dark.  What's supposed to be white is coming out as light grey.  Adding more lighting just results in the output becoming more washed out.

(ignore the white outside the window, that's the result of losing the alpha channel when converting from PNG to JPEG)

The levels look like this in an image editor.  As you can see from the histogram the brightest colour is some way below white:

I can use the image editor to correct the levels to what I was expecting by dragging the right hand marker to the point where it's just to the right of the last peak.  This is what it looks like after correction (again, ignore the white outside the window, that's where the alpha channel was)

However I'd much rather have this done in Blender as I'd rather not have to manually correct every image it generates.

I know Blender has a compositor, and that it can probably be used to do level correction, but I know very little about how to actually use it.  I've experimented a bit but haven't really found anything like what I've done in the image editor I've been using.  Basically what I could really do with is a node that says "Treat the lightest shade of grey in the image as if it was white and adjust all other colours in the image in proportion to that".

Does something like that exist in Blender?  If so how can I apply it?

I'm using Blender 2.82 with Eevee as the rendering engine and Freestyle to add lines.  As you can see I'm not going for photorealism.


texts: Viewport perspective not indicating what view I'm in

texts: Even though i know the viewports and what num.keys they correspond to by heart blender is not showing what perspective i'm on in the top left corner, even if a start a new scene. The only way i been able to get it display is to load factory settings which means i have to activate all my add-ons again.


texts:
Here you can download the logo https://www.blender.org/about/logo/, but the text is not editable.

What font is? It's a free font, right?


texts:
When I import a model to blender that I produce myself (using either OBJ writing or FBX SDK) it seems to randomly delete faces.
I've checked for duplicate faces but there are zero here, and I'd presume blender wouldn't remove those anyway. What's up?


texts: How do I fill an area with faces lined up in a grid?

texts: I need to change these polygons into a mesh with the same amounts of edges going the opposite way so I can end up with a mesh that I can curve edges upward and indent the heel and ball of foot area downward, sort of making it look ergonomic. Subdivide adds an diagonal edge but also vastly increases the edges where I already have enough. Suggestions?


texts: Why is the Displace modifier moving my mesh instead of moving the geometry?

texts:
When I am using the Displace modifier, my whole mesh moves up or down on the Z axis, but the mesh isn't actually displaced.

I am trying to use an image to displace the geometry of the mesh. But the geometry is staying flat. What am I not seeing?

Blend:


texts: How to evenly unwrap / texture long extruded objects with folds and uneven segments?

texts:
I've some difficulties to find a satisfactory unwrap solution for this kind of long angled object with uneven segments:

I'm only interested in the brown faces which are delimited by two seams.

The solution must preserve the relative length of each straight segment, so that the texture containing a repeated pattern can be mapped evenly on the whole length (the sample is a ceramic baseboard).

Here is the result with a cube projection and a checker texture, other methods provide different results, but the distortion is always present:

I can't find a solution, except purely manual, to create the UV map while ensuring all segments:

Are oriented in the same direction on the map,
Have their length proportional to their actual size, to prevent texture distortion.

These constraints seem quite common, is there a standard approach?

Intuitively, I'm expecting the most simple method to lead to overlapping variable length rectangles, in the same direction, anchored at a corner (or a very large single rectangle).


texts: Why is my model all triangulated and messed up on export to .FBX and .OBJ?

texts:
So I faced this problem when exporting a simple chair model that I modelled in Blender, to FBX and OBJ (Haven't tried other formats yet), here it is in Blender preview.

The Base is quite low poly and the cushion is high poly as it is a cloth modified and subdivided mesh.
As you can see here, nothing seems wrong whatsoever but when I export it and open in a 3D viewing software :

It appears the edges have formed tris in a very weird way, I tried Merge by Distance but it didn't help. I tried opening the file in other software as well, no luck. What is this and how can I fix it?


texts: How do I get the inch measurement around this cup?

texts: In the scene panel I've selected Inches as my units but I get this 463thou symbol instead. Anyone who knows what I'm overlooking, let me know. Asking for a friend.


texts: Motion tracking image missing in other computer

texts:
I made something in Blender and added motion tracking but, when I move my blender file to other computer, the image that I used in motion tracking disappear in my blender file.

Actually I saved like this: Pack into blender file and Save.

Other external files like texture and so on.. are appear but, the image that I used for background in motion tacking is gone,....

How can I solve this problem?


texts:
I noticed that baking diffuse for a metallic material causes the result to be black. I'm assuming because metallic materials don't have a diffuse.
So, what is the best way to bake diffuse for metallic materials? The solution I came up with is to set the metallic of the original material to 0, bake using diffuse, and then add a metallic map.
Is there a better way than my current method, or is this how it's supposed to be done?


texts:
Can someone help me to understand how such a route animation is realized or can direct me to an existing tutorial for this - THX in advance.
Video: My first animation of one of my bike rides - using "Blender"


texts: Armature with automatic weights is deforming mesh

texts: I have created a pretty standard armature but when I try and apply it to my mesh it deforms it pretty wildly. I have removed doubles, but nothing changed. I think areas with higher poly counts are attaching to the armature but I'm not sure. https://youtu.be/_UcUPfmRt-0


texts: Final render looks different than preview render

texts: I am working on a tutorial for a snow globe and when I finished and went to render, the outer transparent globe object I made is darker than the preview. I want it to look like it does for the preview version. I'm not sure why it is doing this and any help would be appreciated. Refer to the photos below for what it looks like rendered vs. the preview render. Thank you


texts:
I've been wondering if it's possible to bake something like this

to look good in low-poly. I understand that there should be a diffuse map, glossiness map (since buildings are mostly glass), emission map (it's night scene). But is it possible to bake something close to glare that can be seen on buildings?


texts: Can't figure out why this looks so grainy

texts: I'm trying to do a project for one of my classes and i keep trying to fix the lighting and graininess (if that's a word). I've already watched a ton of lighting videos by blender guru and how to fix fireflies and im pretty sure im missing some key parts to fixing this image so i was wondering if anyone knows some things to help me out.


texts: how to retrieve movie clip details with a script?

texts:
I primarily use blender as a video sequence editor for existing movie clips. Generally I want to remove a few frames and then render the movie with the same output format as the movie clip that I am editing.  I would like to programmatically set the output format based on the imported movie clips.

I have a movie clip selected in the video sequence editor and I would like to programmatically retrieve details on the clip such as the following (obtained using VLC):

How can I do this?  I've figured out how the object is a MovieSequence, but I can't see how to drill into the details from there:

>>> mov = bpy.context.selected_sequences
>>> type(mov[0])
<class 'bpy.types.MovieSequence'>
>>> dir(mov[0])
['__doc__', '__module__', '__slots__', 'alpha_mode',
'animation_offset_end', 'animation_offset_start', 'bl_rna',
'blend_alpha', 'blend_type', 'channel', 'color_multiply',
'color_saturation', 'colorspace_settings', 'crop', 'effect_fader',
'elements', 'filepath', 'frame_duration', 'frame_final_duration',
'frame_final_end', 'frame_final_start', 'frame_offset_end',
'frame_offset_start', 'frame_start', 'frame_still_end',
'frame_still_start', 'lock', 'modifiers', 'mpeg_preseek', 'mute', 'name',
'proxy', 'rna_type', 'select', 'select_left_handle',
'select_right_handle', 'speed_factor', 'stereo_3d_format',
'stream_index', 'strip_elem_from_frame', 'strobe', 'swap', 'transform',
'type', 'update', 'use_crop', 'use_default_fade', 'use_deinterlace',
'use_flip_x', 'use_flip_y', 'use_float', 'use_linear_modifiers',
'use_multiview', 'use_proxy', 'use_reverse_frames', 'use_translation',
'views_format']

My end goal is to programmatically set the output format encoding.


texts: Moving an animation from 1 rig to another in a separate Blender file

texts:
I got two exact rigs in 2 separate blender files.
I need to move the animation from the rig in the one file to the same rig in the next file.

I have tried appending, linking, and just Ctrl+Copy Ctrl+Past; but every time the location and rotation comes in wrong.

I have been working on this project for over a year now... Please help!

Thanks.


texts: How can I get meshes I generated in Blender to stop rotating some parts 90 degrees on import to other software?

texts:
thanks for taking the time to read my question.  I have a mesh that I've rigged and set up in Blender, and I'm exporting it as an FBX to use in other applications.  I use a program called Noesis to translate Blender's export into a version my target software, Poser, can read.  It looks fine in Noesis:

But when I import it into Poser, some (but not all) of the bones are rotated 90 degrees:

I can manually re-orient the bones and make it work, but I'd rather understand the problem.  Poser doesn't have any options when importing FBX files, so I'm hoping this is something I can fix on the Blender side.  Any idea how I can export an FBX without this result?


texts:
I'm using texture paint for the first time and I don't see any place to adjust the hardness of a brush. Do I have to create my own texture masks for the brushes?

Thank you.


texts: How can I achieve a Kuwahara painted effect in Blender?

texts:
An example of this effect in action, and code for Unity can be seen here.
I'm somewhat new to shader coding and converting such work to Blender - I don't suppose anybody has any suggestions on how to accomplish the effect, or even where best to get started?
Thanks in advance!


texts: Is there add-on to skip rendering for identical frames?

texts:
I've googled a lot about it, but everyone suggests to skip them manually. It's not easy.

Maybe there is some add-on or script to make Blender render identical frames only once?
And then I can make the needed frames longer using video editors. It could save many hours of rendering.


texts: Is it possible to bake fluid simulation into blend file?

texts:
Is it possible to bake a fluid simulation into a blend file, instead of a separate cache folder?

The main reason is, I'm using a renderfarm to upload animation files. The renderfarm only accepts packed blend files and no external folders. I understand it's possible to bake a cloth simulation into a blend file, but not sure how to do the same for a fluid simulation.

Any help will be appreciated.


texts: Animation doesn't work in blender with a rigged object

texts:
I was trying to make an animation with those rigged objects. but it didn't work
I made a path to drive with the object and then did what the object can be followed the path.
and I set 1 frame and pressed 'I'key which is Location Rotation and scale, and slide offset factor to 1 and pressed 'I'key which is Location Rotation and scale. but it didn't work I don't understand why it doesn't work.


texts: Flatten mesh from uv's to retopo in blender 2.8

texts:
I am trying to flatten by uv's a mesh that I can retopologize then morph back the retopo. The reason is I have a marvelous designer model with lots of folds, I spoke with an artist that uses 3ds max, but I am not going to go use that. I found a the tool he used in max called textool which was ported over to blender 2.79 and then someone make it work for blender 2.8. it does in fact flatten the mesh from uv's which uses a shape blend. I tried using retopoflow alpha I have but that won't work since the mesh is in this weird shape blend state. I could make it work using poly build but then the full problem is how to morph it back into its orignal mesh state.

Let me know what I might be able to do.

I did find this script on this site, but it doesn't seem to help this issue.
Unwrap morph project.

here are some other things I found video on Creating Mesh from uv layout in blender(easy), this gets me there manually if i want to flatten to uv's which is fine, but the I need to morph back so. I found this Video on Blender 2.8 Shapekeys and morphing problem is trying to some how morph back the retopo.

if your puzzled what I am trying to do and don't mind looking at a maya video, this guy, Retopo geometry for animation, marvelous designer


texts: Can a texture be baked to an object that doesn't have a UV map?

texts:
I have a object like this that I'm animating with shape keys:

I have a material on the basis object, based on its geometry:

Is it possible to bake the output from the color ramp node onto the basis vertices? I'd like those values to follow through the animation, rather than recalculating the geometry at each frame.


texts:
Hello i've made a cyborg (a human body with metallic parts) and i have alot of difficulties with the rigging (the metallic parts deforms when i dont want them to) and especially the backbone! there are several metallic vertebras attached to the back of the human, i made one vertebra and made an array modifier with a curve modifier
How can i avoid any deformation? Is it the curve that i need to parent to the rig?


texts:
I would like to create an object list from my selected objects but I can't find a way of doing this on 2.80 and AN 2.1.

If this isn't possible, what are the alternatives for animating multiple different objects?

Thank you in advance!


texts: Im getting some problem when i click the object it shows the color and when select other object or deselect the color is no more. U can c my image below how the color change on select and deselect. May i know how to fix it. I have restart blender and my machine to but yet to same problem.


texts:
Some months ago I watched this video of Blenderguru about "How to create a realistic earth in blender". In this video blender render is used and
now that I understand texturing in cycles a little better I am trying to rebuild this "realistic earth" with cycles.

In the video - starting at about 11:30 min - it is shown how to map the "earth day" and "earth night" image textures. Depending on the lights shining on the earth the earth or night image is projected. I tried to rebuild that in cycles but I think I a making mistakes. In the circled box the "night" nodes are found. What Is my mistake ?

P.S When you see other mistakes in this node tree, please let me know.

OK ... I now have implemented the advice of Uncle Snail (except moving the black slider). Below an image of the earth and the updated node tree (I also rearranged nodes for better overview).

In the Color Ramp, I did not move the slider. Is that really necessary ??


texts: Object warping when I try to scale along one axis

texts: I am trying to scale a number of joined objects but when I scale them along one axis the mesh warps in a strange way. How can I prevent this from happening and get my object to scale correctly?


texts: I need to export some files from Houdini into Blender to render in Cycles. That being said, I can either export them as [bgeo], [vdb], or [sim] files. I can't seem to find out if Blender can handle any of those file types though; or how to render one for that reason. Any ideas?  Thanks!


texts: Creating and adding a texture to a material (blender 2.8)

texts: I'm fairly new to blender 2.8 and I was wondering how to add a texture that I've created to a material.


texts:
I've created a dragon model and now I'm trying to unwrap my model so I could later on texture it. I've wanted to simplify the process of creating seams by mirroring selection. For example, I have teeth and I don' t want to create seams for each tooth separately.

So here's my question to you:
Why does Mirror Selection fail all the time I try to mirror the selected vertices on my dragon model? I know that Mirror Selection works only in Vertex Mode.
I think the problem is somehow associated with the matter that I haven' t applied the rotation or scale of my model (even though I did lately) or with the fact my model wasn't originally on x-axis as I started creating this model really long time ago and I know I could have done many things differently.

Here's an image to describe my problem:


texts: How to create a plane that follows the dimensions of an object?

texts:
I'm trying to create a plane object, which perfectly follows the selected object in x-z dimensions and also on the positioning and the origin of the axes (pivot). I messed up and I don't understand where to look and what.
This script generates a plane of equal size, but does not rely on the inverse matrix.
So the obtained plan has the dimensions of the input object (in this case the monkey) The position z does not interest me.
I'd like to get the same position with the same x, y origin as the monkey
this is the function in part of the code:

import bpy,mathutils,bmesh
from bpy import context
from mathutils import Vector

def createPlane(context):

    obj = context.object
    size= obj.dimensions
    loc= obj.location

    verts = ((0,0,0),(size.x,0,0),(size.x,size.y,0),(0,size.y,0))

    bm = bmesh.new()
    for v in verts:
        bm.verts.new((v[0], v[1], v[2]))
    bm.faces.new(bm.verts)

    bm.normal_update()

    me = bpy.data.meshes.new("")
    bm.to_mesh(me)

    plane = bpy.data.objects.new("", me)
    bpy.context.scene.collection.objects.link(plane)

createPlane(context)


texts: When a wrap a video around a sphere, how do I get rid of the mesh effect?

texts: As can be seen, there are squares visible on the rendered output. I want to get rid of that and want the video to be smooth. How can I do that? Or what settings am I missing out on?


texts: Baking only one material on multi-material object

texts:
I have a character model which has multiple materials.  One of the materials uses a custom node setup to procedurally generate the texture.  The procedural texture changes as the character is posed or deformed, which I do not want.  So, I want to bake the procedural texture to a diffuse map.

However, blender does not allow me to bake a texture on an object if there is more than one material.  Is there any way to get around this limitation?


texts: Recommended Samples and other settings to remove fireflies?

texts:
I was rendering this single image and wanted to get the best quality render with proper lighting and least (If possible, no) fireflies. I am currently rendering with these settings.

Filter Glossy 0.5

Refractive Caustics Off

Reflective Caustics On

Clamp Direct 0

Clamp Indirect 3

GPU Nvidia GeForce 840m

Tile Size 64x64

Samples 200

Estimated Time per Frame 30 minutes

Is there any way to remove the fireflies further. If so please do tell me.


texts: Can I link an image in the Image Editor directly into the VSE?

texts:
If I draw an image using the Image Editor, can I import it directly into the VSE without needing to export it to disk and reimport it?
It appears that I can import clips and scenes and masks, but I don't see any way to link an image --- everything image strip related loads the file browser. Is there something obscure hidden in the UI somewhere, or do I need to do something like create a 3D scene, link the image to that, and then link the scene into the VSE?
(The rationale is that it would make editing the image much easier if I didn't have to save and reload it every time I touch it.)


texts: What is the purpose of apply scale option?

texts:
I know why we have to apply scale but what purpose does it serve ? Why not keep object scale to always 1  ?
Thank you.


texts: Imac Radeon Pro 580x. No compatible GPU found

texts:
I just bought a new iMac with Radeon Pro 580X GPU which supports OpenCL but neither Blender 2.8 nor 2.79 can, for some reason, utilise it with Cycles render engine. The program just says that "No compatible GPU found". I have read that others have managed to use Cycles with GPUs with their Macs so I have no clue what's wrong here.

Can anyone try to help me out here?


texts:
In my project, NLA editor is filled up with all of the objects in the scene and when I import this to unity, animations mess up (imported asset has all animations of all objects even thow there is only one animation in one object). How can I clear all out everything I don't need in the NLA editor?

Usually NLA editor has only the object I am animating, this time everything is included. And when imported to unity all of the animations merge into DefaultTake instead of being separate (there should be only one animation and it should be separate of default take);


texts: Evening sky, or how do I use the Sky Texture Node?

texts:
I'm trying to create a sky and light setup to approximate this image:

Something like what photographers call the blue hour. Apart from the orange spot lights there is the gradient created by the indirect light from the sun that is sitting below the horizon. I have made this super quick setup to begin approximating it:

Why does the ColorRamp not work as it should? With four colour stops I should see a gradient no? With the orange on the horizon. You can see the sunlamp is pointing directly up, so the light on the sphere is coming from below.

Maybe there is something I'm not understanding about how to employ the Sky Texture. Can it be tied to the sunlamp in some way?

The light from the sky should affect objects in the scene as well as the spot lamps. So how would you recreate the sky and lights for a scene like the image? Sincere thanks for your suggestions.


texts: How to map a procedural brick texture to a sphere?

texts: Is there a way to map a procedural brick texture to a sphere ? I tried with Textures Coordinates and Mapping nodes, but it's still not good.


texts: Cycles - how to do mist AND emission glare?

texts:
I cant even get mist to work in compositing, and my attempts having glare as well as mist are failing- despite following tutorials exactly I just get a render that is all one color, instead of mist/glare. Setup is:

Sorry for low quality, snapshots currently broken here. What do I need to change - my mist pass depth is set correctly for my scene.


texts: Change particle size over time - troubleshooting

texts:
Firstly I'd like to thank Allen Simpson and Timaroberts for they help so far, you guys are magicians trully.
It's a follow up to the question  I asked before
As per guidance, I set up particle systems to emit metaball objects that appear over time. Trouble is they go from 0 to 100% within a frame and I'd be interested to know how to adjust their size over time so they are growing rather than pop up.
I want the paint to 'grow bubbles' as it's exposed to fire, I followed up this instruction and I think I set up everything right with the texture however I see no change to the way how particles behave.
I'm still close to a complete newbie, so would appreciate if someone was keen to see if there are any errors and what could be causing this.
Heres's my blend file
Many thanks for your help.


texts:
I want make game engine

i can use  bpy without run blender but I do not know how to create gui with bpy

is there are way to create gui with bpy or use by with tkinter


texts: Make a black background transparent in the compositor

texts:
I'm having trouble adding a render layer, the layers I have are:

Stars
Sky
Clouds
Billboard (problem)

I've managed to merge together stars, sky and clouds. However I'm having trouble adding the billboard layer. The rest show through one another but the billboard layer has a black background.

How can I make just that layer transparent?


texts: Can this low-light animation in Cycles be rendered sharply and in HD, and how?

texts:
I am directing a series of animations in Blender in which the camera floats around dimly-lit rooms to reveal its contents.

The scenes are usually lit only by a couple of elements in the room, usually neon lights or emission objects, and usually contain transparency or reflection objects which are necessary to the scene.

Here is one example scene:

This image is the scene rendered as a single image, without too much noise 1000 samples at 50% of the default 1920 x 1080 resolution:

This render took 50 minutes.
Since the animation is 180 frames long, rendering it with these settings would take:

180 * 50 minutes = 6.25 days

This is obviously too long, especially since ideally I would like to make animations longer than 180 frames, add more reflection or transparency objects, and even render at 100% someday.
(The result is 2 days on my other computer, which is still a little too long for me).
Lower amount of samples (i.e. 300) are faster but obviously produce grainier results.

I've read many questions about this problem, both on Stack and elsewhere, and watched several tutorials, but most of them mostly recommend adding light sources to the scene, or disabling transparency/reflections or other modifications which I think would denature the scene.
I tried changing the Exposure, the emission strength, and other settings but it never really kept the scene's mood right.

I even considered just switching to another render engine, but feel that I need advice about that.

My question is: is it possible to render this scene in HD, and with as little grain as possible?

Please post examples of the results you get and how you achieved them.


texts: Hi all i work with point clouds in blender, I was wondering if anybody has developed a tool that can mask/clip or hide parts of the point cloud from view, so i am able to work on small sections of point cloud without the need to cut areas out to model?


texts:
I would like to copy a parallelepipede object on the faces of a hegagonal object, in the same idea as it has been done [there] with the tip on the sphere1:

But my result doesnt look like it should, even though I set the parent with the instancing by face but I don't understand what mistake I do. Any idea? Thanks!


texts:
When I apply a texture to my surface this is what happens.

Can someone help?


texts:
I want to grow grass (hair particle system) driving by a texture instead of by a weight paint (because vertices are not accurate enough for my purposes).

According to my understanding, this should be possible using the Vertex Weight Edit modifier, as seen in Vertex group from texture. However, the .blend file included in that response does not even work, and I am unable to figure out how to set this up.

As an example, I want to grow grass in the white areas, and have no grass in the black areas.

Here is the .blend file I set up so far:


texts: Using the Ctrl+V option on a UV map keeps the initial shape (the boundary of the map is not moved) and just moves everything inside, mucking it all up. Is there a way to include the boundary in this relaxing or do I have to add a thousand seams, manually rescale faces and move vertices to minimize stretching?


texts: How to make a math function with equal sign in blender?

texts:
I was trying to make a circle . I tried to use this function (xx)+(yy)=a.
Making (xx)+(yy) was easy  but how i should go about making =a part  in blender shader editor? (also it would be great if someone can explain me why changing "a" change the size of the circle)


texts: Blender's world environment sky looks flat

texts:
Has anyone addressed the Blender environment sky horizon? It occurs to me so many landscapes are childish refrigerator art (mine certainly included) because Blender's sky horizon is at zero degrees off the X,Y axis no matter what the camera's Z location.

I would say there needs to be a 'degrees off tangent.' If looking directly straight out is along a tangent plane, then the horizon of a sphere would fall some degrees away from that regardless of distance or diameter of the sphere. The higher you were, the greater the degrees. This might allow Blender artists to submit better landscapes?


texts: UV mapping or texture not conforming to topology

texts:
I made a well done model and applied some mean creases to have corners on specific edges of my model. All good, but I noticed that, behind my model, the texture is not applied correctly, even if the UV mapping was pinned before texturing and the mean creases on that two edges is 1 (in green). I noticed that I have the same problem on another part (in yellow).

I cannot explain it. I tried to:
- Apply the scale
- Remove doubles both on both my UV map and my topology.

What can cause this issue?

I 'll attach my texture as well. I enabled the UV map level, so you have a better feel.


texts:
When i use box select on one vertice, Blender somehow selects some others. Vertex groups list of this object is empty.
So, the question is what's going on and how to avoid it?


texts: How i can remove shadow from glossy metallic?

texts:
On my wooden box i have glossy and metallic materials and i want to get rid of this blue tire shadow on the wooden box without loosing the glossy and metallic materials.
When i cut off glossy or Metallic then there is no shadow.


texts: When I try to add a loop cut by pressing CtrlR only a dot shows on my object instead of whole loop cut line. What am I doing wrong to cause this problem?


texts:
I have a wave modifier on on object which has a couple of array modifier. i object , then an array to make it 10 , then an array to make total 100(multiply) .Then these 100 peices (one single)  have a wave modifier starting a empty.
The node map is
As you can see there is some strange color at places where there is no emission shader. Why is it soand how to solve it.


texts:
I'm trying to follow this tutorial: Create a Realistic City - Blender Tutorial

At timestamp 6:38, he selected all of the objects (using A) then joined them together using Ctrl+J. However, when I use Ctrl+J, nothing seems to happen.

I am using Blender v2.78


texts: Creating an executable python script, with OS commands, to start Blender and run another script

texts:
I need a little help creating an executable python OS command for Blender (Windows and Mac).
I am setting up a stand-alone blender package for a client to use. I have a python script that imports some data and I want to create an executable python script that runs OS commands to run Blender, run the python script and define the data directories.

This is a generic version of the Windows command I normally run to import the data, using the stand-alone version of Blender:

"C:\Users\username\Desktop\Package\system\blender\blender.exe" "C:\Users\username\Desktop\Package\system\version_data\CurrentVersion.blend" -P "C:\Users\username\Desktop\Package\system\version_data\BlenderScript.py" "C:\Users\username\Desktop\Package\input_data\\" -y

From my research I have worked out that I need to:

import os
make the directories in the command relative
create an executable python file

My python experience is limited, but I believe it may be something like this:

import os

pythonDirectory = os.path.dirname(os.path.abspath(RunThisApp.exe))  # get the current dir of this file (which would be: C:\Users\username\Desktop\Package\)

os.path.join(pathDirectory, "//system\blender\blender.exe" "//system\version_data\CurrentVersion.blend" -P "//system\version_data\BlenderScript.py" "//input_data\\" -y)

However I had a look at this post and was a little fuzzy as to the best way to do this:

https://stackoverflow.com/questions/89228/calling-an-external-command-in-python

Then I could possibly use PyInstaller to create the python executable files. Which seems to be the simplest method suggested here:

https://stackoverflow.com/questions/5458048/how-to-make-a-python-script-standalone-executable-to-run-without-any-dependency

http://www.pyinstaller.org/

Am I close to the correct result here? I am guessing my syntax is off. I need to make sure it works for both Windows and Mac.

It should also be noted that the separate python script I run to import data  into blender (which I have been using and updating for a couple of years), refers to OS arguments to get the desired path of data to import, so I need to make sure that I maintain that connection. Here is an example:

IMPORT_DATA_FILENAME = sys.argv[4]+'data.txt'

Any advice or input would be greatly appreciated.
Chris Lee


texts:
i tried to use python pickle to dump a PropertyGroup to a file and try to restore it, but pickle can't dump the class and gives an error:

_pickle.PicklingError: Can't pickle <class '__main__.SI_type'>: attribute lookup
 __main__.SI_type failed

is there a way to dump a PropertyGroup to a file, or it's values then reconstruct the object on load, maybe?

example with the problem:

import bpy
from bpy.props import *

print("-"*60)

class MyPropertyGroup(bpy.types.PropertyGroup):
    name = StringProperty()
    index = IntProperty()
    value = FloatProperty()

bpy.utils.register_class(MyPropertyGroup)

class Mytype(bpy.types.PropertyGroup):
    lista = CollectionProperty(type=MyPropertyGroup)
    listaIndex = IntProperty(default=0)

bpy.utils.register_class(Mytype)
bpy.types.Scene.Mytype = PointerProperty(type = Mytype)

mytypes = bpy.context.scene.Mytype

item = mytypes.lista.add()
item.name = 'foo'
item.index = 42
item.value = 3.1416

dict_test = bpy.context.scene.Mytype["lista"].to_dict()
#AttributeError: 'list' object has no attribute 'to_dict'

import pickle

bytes_test = pickle.dumps(dict_test)

del mytypes["lista"]

dict_test = pickle.loads(bytes_test)

mytypes["lista"] = dict_test

print(
    "name: %s"%mytypes["lista"].test.name,
    "index: %d"%mytypes["lista"].test.index,
    "value: %f"%mytypes["lista"].test.value,
    sep="\n"
    )


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texts:
I'm trying to round the edges on the top of this model.

Inner (90˚) edge is easy – I can just apply a bevel modifier and limit by angle. I'm having trouble with the outer edge. The bevel modifier either does nothing or makes a mess because the faces near that edge are too small. I've messed around for a few hours and have tried using the sculpting tools, but they don't work well because of only having two faces on the top. I tried selecting all the vertices near the edge and scaling them in towards the center, but it doesn't look good and will take a really long time to get a good result. I also tried doing some boolean stuff with a torus to cut off the sharp edge, but I couldn't get it to look right.

I found this post that addresses almost the exact same problem, but the solution given would ruin the soccer ball look of the model and seems to only be a visual solution. I plan on 3D printing this (soccer ball napkin rings), so the model itself actually needs rounded edges. How can I do this?

I created this model by loosely following this tutorial then using two boolean modifiers with a cylinder and a rectangular prism. Do I need to somehow model this in a different way to be able to round the edges?

.blend file

[edit]

Selecting the very top outside edges and using proportional editing (sharp mode) to scale them inwards starts to do what I want but the resulting curve is lopsided and not a proper bevel.

This is what I'm looking for (except with the soccer ball pattern)


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I have stumbled upon a problem while using Images as planes addon. When loop cutting and bending the plane, the object is wrongly sorted in viewport, while correctly rendered in cycles. The material is simple texture to emissive. The image is PNG, but does it matter with emissive material? Normals seem to be correct (cyan lines on the image). The problem is not present when using "Solid" viewport shading.

Thank you for all suggestions.


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So I started a project and it mainly revolves around a manhole and a street, and it's raining, but I can't get the manhole to look wet.

One thing I tried was to mix 2 noise textures (one with a low scale and one with a high scale), and mix that with the gloss texture, however that barely changes anything.

The Road has puddles on it, ripples, etc. and practically looks pretty wet, however the manhole looks pretty dry, and I can't seem to figure out what to do to fix it.

I thought about making the ripples (made following Gleb Alexandrov's tutorial) affect the manhole too, however I don't know how to make it in a way that looks realistic, as the manhole has a displacement texture, so adding ripples on it wont really fit.

You can see the material for the manhole below, but the node system is huge, so I color-coded everything.

Dark-Blue: Texture Coordinates, Mapping, and Color Ramps

Bright Red: Mix Shader

Dark Red: Overlay Maps (although I don't think they're having much of an effect, so you can ignore them).

Green: Diffuse Stuff (The two textures are the diffuse and the AO map)

White: Reflection

Cyan (sort of): Gloss


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I'm fairly new to Blender, running 2.80 and trying to learn some hotkeys so i think i may have mashed a key, turning on a feature or option in one of my scenes that's now driving me crazy.

Imagine i have a scene with a cube and a plane.  The whole cube is above the plane.  If i go to top view and try to move the cube in X or Y axis (via G >> X or Y), the cube appears to move as expected in the top view, but when i go to side or front view the cube has dropped so the the centre of the cube (which is the origin) is now at the level of the plane (i.e. half the cube is above the plane, half below).

Also, if i'm viewing the scene from an angle and try to move the cube in Z (via G >> Z), the cube actually appears to slide along the plane in X or Y before reaching the edge of the plane, and then it starts to move in Z.  Deleting the plane allows the cube to start moving in Z correctly, but as soon as i add a new plane the same thing happens.

As you can imagine, this is making it very difficult to position objects! Any ideas what i've done and how to stop it?


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I was changing the theme's coloring, and made my own custom theme. When I load blender the colorig is normal and I can load my colorful theme from the menu in user preferences. However, I then also changed some of the layout- example: I changed it from cycles to game engine, the timeline to the logic editor, and a bunch of other customizations. then I saved the user preferences, but I had my slightly more colorful theme selected when I saved it. Now when I open blender it looks like this!

In the user preferences window under the theme tab, the default theme isn't there. How can I get it back without loading factory settings and losing all the other customizations?


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Is there a way to animate for example atoms finding each other, binding to each other. For example by means of different particle systems.

thanks in advance
Ben.


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I'm simulating the fluid in a pipe as shown in the image below

I have set the inflow to -z axis and made the pipe a obstacle and also the volume initialization as shell.But still it flows outside of the pipe.

Can some one help me resolving this issue.

ive also added the quad view with properties of inflow and domain


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