texts:
Does anyone know of an add-on that would allow you to toggle the viewport of proportional editing? I have an image showing what I mean. But in 3DS Max when in proportional editing they show a heat map fall off of vertices that are affected. I think this is a better way to view proportional editing than just a large circle showing roughly the scale of what is affected.

Also if anyone knows where I could submit this for a feature request that would be helpful (being optimistic and wishful)

thanks in advance!


texts:
How can I achieve flat poly surfaces without the render dividing it into triangles?

In Object Mode and Eevee it looks ok, but not when rendered in Cycles.


texts:
I'm having issues where there are lines of dark squares when I'm rendering my ambient occlusion and vertex colors in xNormal. They look like this:

And for the record this is what my normal looks like, if that's any help:

The squares don't align with the low poly, but they do with the high poly, thought its with the lowest subdivision level. The cavity map seems fine:

so I don't know why the id map and AO map are acting up. Iv'e messed with the closest hit if ray fails and the discard back face hits, and they do not do anything. Could it be a case of flipped normals in zbrush?


texts: Blender 2.8 - I want to ALWAYS see the axis gizmo when moving an object

texts:
When I am moving an object in Object Mode, the axis gizmo disappears.  This is very unhelpful.  Is there a way to make it always visible?

I want to always see this gizmo:


texts: Rendering extra 100px outside specified resolution and cropping down for final output?

texts:
With Screenspace reflections on I want to keep my edge fading at 0.075, but prevent it from fading the edges of the screen when zoomed in on a reflective surface.

So currently I get this really nasty effect on my window material (top left) when it's not fully in frame:

Is there a way to render the borders just outside the camera's vision, and then crop that to my actual desired output resolution to get around this? Is this possible with render borders?

So although I want a 1920x1080 image, I want to render, say, 2120x1280 (an extra 100px around the borders) and then have blender crop it back to what it should be and save this as the render output.

Edit: This is not a duplicate of the referred to question. The problem has nothing to do with faces not facing the camera and not being reflected. There's almost no reflection in the glass but this is intentional. I just wanted to show the black edge effect in a previously rendered frame.


texts: What is the best workflow for decimating part of mesh on huge aerial models with high poly count?

texts:
I'm trying to decimate using sculpting on a parts of the mesh, the model is quite big, about 40 million polys. I'm fairly new to blender and i would like to get some pointers to tutorials or tips on how to keep my textures intact but decimate parts that are of no interest, for example trees and some of the terrain.

I have a textured model from Metashape/RC, and i want to preserve the UV-map. When using the decimate modifier i get a good result without having to unwrap and bake, but if i want to keep the high detail on a single building this doesn't seem like the right approach.

I'm sure someone has a great workflow for this and wouldn't mind sharing it. Coming from Metashape and Reality Capture, blender can be a bit overwhelming so any thoughts would be appreciated :)

Cheers


texts: How to set a random value for only visible shape keys?

texts:
My question is related to my previous asked one: How to set a random value for multiple shape keys?

I want to set the random values for only visible shapekeys. Is it possible using scripting?

I would also like to know how to set a specific value (like 0.5) for all visible shape keys.


texts:
Blender texture baking?? Can we bake blender cycle material into texture with bump included....
Or Anybody please explain how to export from blender(cycles) to unity with material


texts:
How do you texture map with multiple UV's in 2.8? I need at least 2 sets of UV's for the way im texturing but I can't figure out how to do it in the new blender

All the videos if doing this are from years ago and the UI of whats happening on screen doesn't match mine.


texts:
I've got a weird problem, made a circular shape to create a sub-d surface. First drew half the edge ring, mirrored and then extruded the edges to make faces. Making sure to either Merge or Remove double Vertices. The sub-d surface always sticks to two edges, as seen below.

What's weirder is that when I dissolve a problematic edge, the problem jumps to another edge. These  problem' edges I cannot bevel btw, the bevel only goes one way apparently on them.

I know I can fix this by replacing the ring with an inset cylinder face ring for example, but I want to know whats going on. It's important to understand the inner workings of these things imo.

Thanks for any tips and advice.


texts: Does decimate modifier decrease render time or memory usage?

texts: Because I have completely opposite result during this render. Cube was subdivided 10 times in edit mode + 3x subsurf modifier = more than 40k faces. And 582 faces after Decimate


texts:
Assume you have a colour mix node that you are using to determine the roughness value of a Glossy BSDF. Is there any way to actually see the roughness value?
 Is there a way to see set values of nodes in general, if they are not set "in place"?


texts:
I tried to import a video-game model (.dae) but it was imported without the bones. The armature modifier is there but the bones are gone.
In Maya it got imported correctly but I am only using the free trial-version so it's not a solution to use Maya...


texts:
I'm starting with sculpting. So after I sculpted I tried to texture paint my model. But there is weird thing:

I'm doing this for a first time and I'm very inexperienced. Thanks for answers.


texts: Getting ready to buy second GPU for my Aurora R5 to use for Blender

texts:
Okay, getting ready to drop the hammer on this.
So, if I get a second NVIDIA, I understand NOT to connect them via SLI conection.  Now, I have two monitors currently connected to my one GPU (via HDMIs). For best performance, do I keep both monitors plugged into the one GPU, or should I plug my second monitor into the second GPU?
Thanks!


texts: Why is mirror and subdiving co-acting wierdly?

texts: Heres a picture. im making a body, and it seems to have flash in the middle.


texts:
I'm trying to make (or at least understand how to) something like this image sort of like a giants causeway and have it move up and down on a per column basis to sound. I know the idea of getting an object to work with sound what I'm not sure about is if there's a quicker way to get the columns to move up and down to sound than animating each one individually.

I suppose i'm imagining it like there'd be a plane underneath that would push columns up in waves. I found this post on lattices I'm wondering if I could use a combination of array modifiers and the lattice modifier? Or is there a better way?


texts: Is it possible to render part of the composition in eevee and other part in cycles?

texts:
guys! I want to render this scene (in a video, rotating the camera around the head and the word) but I made the word following a eevee tutorial and the other parts work better in cycles.
Is there a way to render them separately and then join afterwards?
Thanks in advance!


texts:
I know this question seems like it's answered elsewhere however I'm having difficulty :
I have downloaded some blender material files and I have followed all instructions I can see such as :
Going to file, appending material to current project, going to a specific object panel, selecting the new material (let's say a brick one for this case.)
All it does is shade the object black.
I unchecked the "use nodes" button. However if I don't use th nodes the material stays a solid colour.
I have unchecked the "use nodes" and attempted to paint with the new material but it just appears one solid colour (yes I check in the rendered scene as well)
I'm missing something obvious I'm sure but I'm not seeing any other instructions anywhere or anything obvious.. Please help!


texts: I have created a scene of a small town, with plenty of buildings. The buildings are linked into the scene, from other blend files. How do I bake the building textures for faster cycles rendering?


texts: Help I can't figure out why this won't unwrap correctly

texts:
The unwrap has edges connecting two pieces when I don't think it should and i can't figure out why. There is also a floating circle which is part of the seam. I've tried cleaning up the mesh, but i'm still missing something. Thanks guys!
owl.blend1
owl.blend


texts:
I am having trouble my reflections only with cycles in Blender 2.8.

With the interface change from blender 2.79 to 2.8 the layers concept is a little different, and I don't know how to render an object with its reflection, without rendering the material it is reflecting off of.


texts: Mesh with shape key animation - ok in Blender, wrong in Unity

texts:
I have a mesh with shape key animation. I use actions in order to get separate animations after exporting this model to Unity.

Everything looks fine in Blender.
But after export to Unity, when I call an animation, the model becomes very small and turns at the wrong angle.

Maybe I shouldn't apply location, rotation, and scale after I finished creating and animation shape keys... But still - everything looks right in Blender, so is there a way to fix this problem with exporting to Unity?

Thank you very much in advance!


texts: How to update an object after changing its uv coordinates?

texts:
I'm creating a node for Sverchok which will apply custom UV map to an object. Pretty simple thing but after applying new UV coordinates to an object object it doesn't update the viewer somehow. Switching to Edit Mode works but I'm sure there is a better way.

The problem can be reproduced this way:

Create a default plane and apply any material with a texture like this:

then call the code for assigning new UV coordiantes:

import bpy
obj = bpy.context.active_object
new_uv = [(0.5, 0), (1, 0.5), (0.5, 1), (0, 0.5)]
obj.data.uv_layers['UVMap'].data.foreach_set("uv", [n for v in new_uv for n in v])
print('Done')

However, the changes are only applied when switching to Edit Mode:


texts:
I been searching for a way to properly rig a hip with a leg and with that journey i went to try to find tutorials for topology and rigging but sadly they didnt help.

My problem is that i want to have a rig that can lift their leg completely up, i found out its called the fetal position as a example, but every tutorial i found could only lift almost halfway before the mesh starts to improperly deform around the hip.
Is there a way to do this?

I been thinking of trying out bendy bones or disconnecting the leg and useing a sphere inside to give appearance of it being connected.

I wish i could phrase outthis question better but im not a verbal person im more visual. So if anyone wants to rearrange this question, please feel free.


texts: I need to setup a camera to follow a character in blend4web

texts:
I'm working on a proof of concept for my comic companies website and want an immersive experience. To that end the goal is too put site visitors in the shoes of a character and have users "follow" the character in a click and point adventure.

(Until I can conceive of a free roaming control scheme that works for mobile and desktop)

I don't need a full third-person camera setup, though that would be ideal. I'd prefer to prototype with logic nodes of that's possible. Problem is not all constraints work in blend4web. Is there a work around that can get the prototype up and running that doesn't require me to dive into "The Joy of Coding" until after I make the proof of concept public?


texts: How can I make an object glow around the edges with evee

texts: I tried to just make a mesh the shape of the mushroom and turn on emission but it doesn't look good, I want it to glow like it has a halo around it. Also any help on how to get rid of the noise in the background would be helpful. I am trying to do this all on evee.


texts: Render comes out really dark and corrupted when resolution is too high!(using eevee)

texts:
I am rendering some 3D scanned walls with hieroglyphics on them and I need them rendered in a really high resolution.

My problem is that when I render with a resolution higher than about 21120x11880 it just comes out as a black image.

Specs:

ram: 256 Gb
Gpu: NVIDIA Quadro P5000
Cpu: intel xeon e5-2640v4  *2 (20 kernels)

Update:
The image doesn't come out black but really dark and corrupted.
When made brighter it looks like this:

Thats what it should look like:


texts: I'm trying to figure out how to make a stair case along a complicated bezier curve.  The stairs are just made of wooden planks, so it's simple model, I'm just having trouble keeping them all level and flat and following the curve correctly.  Is there a way to keep the rotation of the planks as zero instead of following the normals of the bezier curve?


texts: How to render daz character hair in cycles?

texts: I am trying to render Daz character hair in cycles but its looks weird and no color,Daz hair textures is different.its not looks my regular hair texture.here is the textures.


texts: Animation Nodes: Object Instancer | Update instances & Splines from object origin

texts:
Experimenting again with animation nodes, I'd like my scene like:

Have a cube in the center which I can copy n times with the Object
Instancer node
The cube has a Modifier (Wireframe) and its rotation
keyframed
Make the relationship lines from the cube to its instances
visible by splines
Update the instances when Modifier and rotation of the source cube
change

I have problems with getting 3. and 4. working:

I managed to make splines between the instances visible but not from the source cube origin to its instances (like the relationship lines in the viewport. How should I do that?
The changed and animated value from the source cubes Wireframe Modifier are not applied to its instances "on the fly". Same goes for the rotation. I added 2 Triggers in the Toolpanel for the Node editor which do not have an effect. What do I miss here?

Any help appreciated :-)


texts: I have noticed when trying to use the lattice deformer it doesn´t have an option like in other programs to fit the lattice to an object size. It would be a nice addition to have such option. It would avoid too much guesses. Cinema 4D have this option in the lattice deformer.


texts: Trying to make a donut from blenderguru's tutorial

texts: Im trying to bring down the frosting but for some reason it keeps cutting into the donut itself, im still new so i dont really know what to do.


texts:
(Blender Render)

I'm just practicing baking textures and normals for game development.

Can anyone tell me why I'm getting these white edges?

Both my objects are the same size (should that even matter - it seems to). The high poly one has more detail, materials textures and a few bumps in geometry. I want to transpose all the detail onto a simple elongated box, but these white edges appear. I don't get it. They do appear on the low-poly mesh, so I can't ignore them.

High poly original

Low poly with texture applied (not yet done the normal)


texts:
I'm trying to create a mountain scene in Blender and when i started adding some bump mapping blender started absolutely eating up RAM (quickly shooting up to the 8GB I have) and then running out of memory. Even after I removed the nodes added it now quickly runs up to 8GB and then crashes... What do I do, is my prject broken?

http://www.mediafire.com/file/yrtzn40tac767na/Mountain.blend


texts:
I'm using Blender Internal due to its object outline effect, and am trying to use a 1800 degree environment map for the reflections (not lighting). I'm trying what seems like should work, and am failing.

Most of the tutorials for this are in Cycles, which is handled easily, can anyone tell me how to do it in Blender 2.6+ Internal?

EDITS:

So my question is really just "How do I apply an environment map in Blender Internal?"; the perspective of the environment map is trivial to the question.


texts: Poor rendering -- is it because of bad meshing or Blender?

texts:
I have some data that I want to use Blender to render. They are a bunch of X,Y,Z coordinates. I run a tesselation algorithm (in Matlab) to generate triangular faces. I pass this info to BPY and render the image (shown below).

Are my images looking poor because

a) it is incorrect rendering
b) poor meshing

Any advice on generating a better mesh or rendering would be greatly appreciated.


texts:
I keep getting an error when trying to render Cycles using GPU:

  error: CUDA error: Out of memory in cuLaunchKernel (cuPathTrace, xblocks , yblocks, 1, xthreads, ythreads, 1, 0, 0, args, 0)

I am using the latest version of Blender, but have experienced this problem in every version so far.

I am on an iMac (from late 2012) with 8GB Ram, using Nvidia GeForce GTX 675MX 1024MB.

Even the simplest of scenes seems to produce this error.

According to the documentation my card should work for GPU rendering.

How can I fix this error?


texts: Why (actually) does it take me so long to make 1000 cubes?

texts:
Creating 1000's of objects is slower than I thought it should be. Based on a suggestion here it could be related to name collision checking so I thought I would look into it. Here is some data, and the script I used. As a reference, I also did a simple name comparison between all pairs of objects using an extremely sloowwwww loop in python. That is almost 100 times faster than the creation (which is happening in C, right?) So something else is going on.

Both of these times are clearly proportional to n^2, so it does seem to be checking the new shape against all the others. The times don't change much when I use icospheres (80 faces) instead of cubes(6 faces), so it's based on objects, not faces. That rules out some kinds of checking.

My question is, first, why (actually) is it so slow, and second, how can I create thousands of objects (e.g. cubes) in a script, without waiting minutes each time I tweak some parameter, while still seeing all of them once it's done. I'm using 2.74.

NOTE: I did some spot checking by running the loop only once, or over and over with the same nxy, and there does not appear to be contamination of the measurements due to memory issues (see my comments about garbage collection in the script).

import bpy
import numpy as np
import time

wxy = 15.0
sx, sy, sz = 0.9, 0.9, 0.2
t_create_list, t_check_list = [], []
n_create_list, n_check_list, n_same_list = [], [], []
nxy_list = [10, 15, 20, 25, 30, 35, 40]
listlen = len(nxy_list)

for ii, nxy in enumerate(nxy_list):
    rcube = 0.5 * wxy / float(nxy)
    q = 0.5 * wxy * (1. - 1. / float(nxy))
    xyc = np.linspace(-q, q, nxy)
    XC, YC = np.meshgrid(xyc, xyc)
    ZC = np.zeros_like(XC)
    centers = zip(XC.flatten(), YC.flatten(), ZC.flatten())

    start = time.clock()
    for ic, center in enumerate(centers):
        ok = bpy.ops.mesh.primitive_cube_add(radius=rcube, location=center)
        ao = bpy.context.active_object
        ao.scale = (sx, sy, sz)
    stop = time.clock()
    time_to_create = stop - start

    so = bpy.context.selectable_objects
    number = len(so)

    same, count = 0, 0
    start = time.clock()
    for i in range(number):  #very sloowwwww way to compare names
        for j in range(i, number):
            count += 1
            if so[i].name == so[j].name:
                same += 1
    stop = time.clock()
    time_to_check = stop - start
    t_create_list.append(time_to_create)
    t_check_list.append(time_to_check)
    n_create_list.append(number)
    n_check_list.append(count)
    n_same_list.append(same)

    for thing in so:
        thing.select = True
        bpy.ops.object.delete(use_global=True)
    # but can I invoke garbage collection inside this loop?
    # for example, can I somehow do a save .blend which should cause garbage collection?

    print("number ", ii+1, " of ", listlen)

t_create_list = [round(thing,4) for thing in t_create_list]
t_check_list =  [round(thing,4) for thing in t_check_list]

lists = [n_create_list, t_create_list, n_check_list,
         t_check_list, n_same_list]

save = np.array(lists[0],dtype='float')
for thing in lists[1:]:
    save = np.vstack((save, thing))
np.save("check_it_out", save)


texts:
I'm trying to visualize assembly of flat pack furniture, out of 2D SVG curves. I can successfully import and extrude the separate SVG paths in Python, conveniently using the path's id to reference the bpy.data.curves[id]:

bpy.ops.import_curve.svg("/path/to/barkruk.svg")
bpy.data.curves["left"].dimensions = "2D"
bpy.data.curves["left"].extrude = 0.003
bpy.data.curves["centert"].dimensions = "2D"
bpy.data.curves["centert"].extrude = 0.003
bpy.data.curves["right"].dimensions = "2D"
bpy.data.curves["right"].extrude = 0.003

(You can find the example SVG at stretchsketch)

I was hoping I could transform (rotate, move) the curves via the rotate_euler properties but these are only present at bpy.data.objects which are not as nice and intuitive reference-able as curves:

>>> bpy.data.objects[3].rotation_euler=(radians(90),0,radians(90))
>>> bpy.data.objects[3].name
'Curve.002'

What is the best approach to rotate a curve in blender 2.77 with Python?


texts: How to script the motion blur shutter curve?

texts: I am trying to script the motion blur shutter curve (image below) for each frame of a render. I want to control the "openness" of the shutter curve with a list of values between 0 and 1. Ideally I would also like to be able to change this from one frame to the next within a single animation. I believe the variable I need to change is bpy.context.scene.render.motion_blur_shutter_curve. How do I convert a list of values to a curve and pass it to this variable?


texts:
I didn't see this anywhere before, but the 3d cursor is doing something odd, and i didnt know where to post it

look at the top please.

Thank you.


texts: Mapping node doesn't work with normal map

texts:
I want to scale the fabric bumps down and I've heard using the Mapping node is the way to go. However it's not doing anything at all in my case. Plugging it into the bump texture and it's all gone in the render for some reason.

Here's my .blend file.

https://drive.google.com/open?id=10MT2yDEpkYqRXeAbCSkaTTMf9RlqoEV8


texts:
When I'm trying to make an animated texture or whatnot for a material, I often have to set a couple of keyframes on a value, make sure things are properly selected, then go back to the graph editor, set them to linear extrapolation, so on and so forth. This is rather cumbersome.
Is there a node—either built in or in an addon—that can replicate this functionality by default? It would save a lot of time.


texts: Is there a way to render on my NVIDIA card without having to run the entire Mac OS on it as well?

texts:
Wondering if there is a way to render on my nvidia card without having to run my entire machine on it. Whenever I render on gpu, it causes the whole OS and all other apps to lag. Mission control, resizing windows, scrolling, and any other graphics related process outside of Blender become super choppy.

When I set my Mac to run on the default OS driver (using the nvidia Graphics Driver Manager in SysPrefs) GPU rendering is unavailable in Blender. If I set my Mac to run on nvidia, gpu rendering is available again, but results in the same lag issues.

Is there some kind of 3rd party gpu manager that would let me enable nvidia for Blender while continuing to run the rest of my Mac on its default gpu?

Thanks in advance!

Specs: Late 2013 iMac 27" - NVIDIA GeForce GTX 775m (2GB) - High Sierra 10.13.6 - Blender 2.79


texts: Can inset faces be used on a triangular face?

texts:
I have a triangular object created by merging two edges of a cube.  The object is a thick triangle of constant thickness.

I would like to do an even inset one of the triangular faces.

When I try the inset lines cross an


texts: Rendering a region in solid viewport shading?

texts:
Is it possible to render a region where it is rendered by cycles, but everything outside the render region is in solid viewport shading?

Use case is if I have multiple objects lined up one by one and I want to work on their materials. I would like to be able to see the objects in the viewport, but render region doesn't allow that in rendered viewport shading.

I am not asking how to render a region (CTRL+B). I already know how to do that.*


texts:
What are the disadvantages of using importance sampling (MIS) for lamps?

I mean, apparently it converges faster, looks the same as when not using it, takes about the same time... Why not turn it on all the time?


texts:
I was rendering a scene with a couple of objects in it:

One object with a shader to act as a "green star"
Another object surrounding the first object, with a cell fracture in the mix; Usual shader is used.

Upon rendering, the first 390 / 400 frames go well, but on the last few frames, an odd artifact appears on about the last few frames of the render.

Frame in question:

Any additional information can be provided, within reason.

If there is no way to fix the current situation, please let me know.

Here is the .blend file if you want to try it out:


texts: Painting with predefined materials in 2.79?

texts: Now with 2.79 released and 2.8 on the way, have any new features been added to allow for creating a material in cycles, and then "painting" it over the pre-existing material on an object? Material overlays are easily achieved but not actually painting it on to the object wherever you like. Is there a way to define where a material is overlayed on an object or to directly paint it on? Basically, can i achieve this with "painting" in blender (i.e. the base material being the yellow paint and the rust being painted on into the crevices and such):


texts: What is the easiest way to add/extrude an edge loop around the hole in the first image to make it like the second image?


texts: I have several objects disabled for selection in the outliner (the little selection arrow is grayed out). How can I make everything in my scene available for selection without toggling each outliner item on one by one?


texts:
I am trying to make a script that will change the value of a specific node within a specific node group. I have seen from this question how to target a node within a material, but I can't see how to change a node within a group.

The target node group exists within several materials, but the materials vary in different scenes, so I don't want to have the script change a specific material unless it has to be that way.

(Note: I know a more common way to solve this would be to use a Driver and Custom Property to change the value of the node, and then have the script change the property. However, I'm running into some issues getting my custom properties to update their drivers reliably, so I'm exploring other options too.)


texts: What is the 3rd option in an enum property for?

texts:
If I look here I see the following:

https://www.blender.org/api/blender_python_api_2_66_4/bpy.props.html#get-set-example

# Enum property.
# Note: the getter/setter callback must use integer identifiers!
test_items = [
    ("RED", "Red", "", 1),
    ("GREEN", "Red", "", 2),
    ("BLUE", "Red", "", 3),
    ("YELLOW", "Red", "", 4),
    ]

What is the "" field for?


texts: Why is Blender 2.8 messing up my colors in Texture Paint/Image Editor?

texts:
Not sure where I'm going wrong with my texture painting, or if it's just a bug that keeps happening in various iterations of Blender.

I set a fill color, and use that to fill my space for the base-line color. I use Sample, and I set it to Mix Mode (it doesn't matter if I Sample from the Image Editor or the 3D View), with the Brush strength at 100%. It lays down a darker color than the color I sampled. I switch to Add mode, and now it's lighter.

Why is it doing that? The Sample is exactly the same color. I even go back to Color Picker, create a palette with my base color, and use Fill, which works fine, but the Brush tool (using the palette color, no Sampled color) apparently doesn't want to match the color already applied, or it wants to Darken/Brighten the color.

If it's a problem with 2.8, fine. It's making me think I'd be better off using something like Krita. Yeah, it'll take longer, but it'll get me better results, I'm starting to believe.

Information Edit: For those curious. I was using the Workbench renderer(?), with Flat Lighting in the Shading pop-up menu (Lower Right corner of the 3D View). Current overlays are default (navigation, active mesh, active tool, etc.). It's a Principled BDSF material, if that alters anything?

Update: I ended up creating a new .Blend file and just moving my work to it, and now things work. This isn't exactly a -Fixed- issue, but I have the original file saved and will keep it around to mess with settings until I figure out what's wrong. Once the solution is found, I'll post it in a "Final Update" in the original post.


texts: How to combine multiple cubes with double faces?

texts:
I'm to test a programming idea I have in Blender. I need to combine multiple cubes. I want to create lots of duplicate cubes, and then delete all faces that are doubled.

I know there is the remove double faces, but that doesn't do what I want. It leaves a single face where two faces were.

In this example, I want to join the two cubes, but where they join, I want both faces deleted since they can't be seen.


texts: Preventing BI Emit material from lighting through objects

texts:
I have a material with emit (Blender Internal renderer) on top of a cube with deep hole on it. What I expect is the light should not be able to get into the hole. However it is as if the top of the cube does not exist at all and light the hole completely. (Reducing indirect lighting bounce to 1 makes the ceiling of that hole dark, understandably)

Any way to make a material blocks emitted light?

Changing the emit material's transparency mode to Raytrace helps a bit, but not completely.

Z transparency ones for comparison


texts: Multiple sun objects using the Sun Position add-on

texts: Is it possible to have multiple sun objects (different coordinates and UTC zones) with the sun position add-on.


texts: Cycles Light Linking: Getting hard shadows on a single object, and soft shadows on another

texts:
As the title states, I'm trying to get one object to take hard shadows from a very small Area, Sun, or point light, while in the same scene as another object which will take soft shadows from a very large, rather diffuse light source like a large Aera light or HDRI. These objects overlap one another, so compositing is impossible without getting crazy with roto (as far as I know). Light linking would be my go to except Cycles has yet to support it.

For more detail, I'm trying to surround a toon-shaded object with hard shadows, with a Principled Shader object with soft shadows.

That's when I found this:
https://developer.blender.org/D1985

I've looked into Blenderman (is 22 supported yet?) which I know also supports light-linking, but I'd prefer to stay in Cycles if possible..

Anyone have any tips, or know anything I might have missed before I install this patch?
Thanks!


texts:
I'm new in Blender. I have a problem. When I hit F12 to render my project with Cycles Render, the Blender duplicates the image. I think it will increases my render time.

So I just don't want this happen. Anyone can help? Thanks for the reply


texts: How to improve ambient occlusion in cycles, and reduce pixelation/tearing

texts:
How can I troubleshoot cycles baking effectively, what am I missing that leads to such unusable results?
I tried many variations with the mesh itself before switching over to blender render for a moment and baking there to see if the model was the trouble.

Blender Render AO bake

The results were far far better even discounting the black spots that are always present (in the same places) in cycles renders.

Baking AO in cycles for previous models has also resulted in consistent black spots, seemingly unrelated to model geometry, they can happen in the middle of huge empty faces, or right next to vertices.

Cycles Render AO bake

I am also experiencing some trouble with baking Diffuse Color.
This example was baked at 1024x1024, increasing the resolution leads to more and more drastic tearing.

Cycles Render Diffuse Color bake with tearing

example blend file


texts:
I have one unwrapped object (it's a log). I copied it via Alt+D and built a house. Then i merged all objects into one with ⎈ Ctrl+J, but didnt do unwrap. Everything works fine.

Then I want to bake the lighting, so I do next:

Copy object.
Unwrap the copy.
Select both objects with copy active.
"Bake" combined with "Selected to active" checked.

But the result is very strange:

It has no rotations.
It has holes in some places.

Frankly, it looks awful and almost definetely i miss some general concept, but i can't figure it out.

Pls help :(


texts: Eevee - Duplicated lights not appearing in render / Lights that once appeared are gone

texts:
A bit of desperate situation, I've got a pretty large night-time scene that I've been working on for the past 3 weeks. Recently I noticed that a light that I placed as the moon early on, is no longer rendering. I've also created multiple street lamp meshes with lights placed in them, however only a handful of lights appear in the render.

I've found that this is a common issue with 2.81, so I updated my OS and upgraded to 2.82 with absolutely no luck. I found that I can open the project in 2.80 and render it correctly, however that version won't let me apply changes to the scene, so I've had to flip back and forth from 2.82 to 2.80.

Does anyone know a workaround for this in 2.81 or 2.82?


texts: Combine 2 objects to 1 object with animations

texts:
I have two objects, and 1 of them has animation. I want to combine them with ⌃ Ctrl + J, but when combined, the animation is deleted.
How can I reduce 2 objects to 1 object while keeping the animation ?


texts: Camera animation caused the camera disappeared

texts:
I was working on a video in which camera moves along with the train object, all animation was going well. I am not sure what key I accidentally pressed and my camera is not showing in the view any more. Where as camera is still visible in the outliner.

How can I get my camera back?

Its easy to just delete the camera and create a new one but in this case I will lose my animation already applied on camera.


texts:
What is the best way to create real looking paper page?

I can make sides easy with textures, but can get result with that page base.


texts:
I have discovered Ambient Occlusion and I really dig the effect it has on my model in Object mode / solid view. However when I change to Render view I don't see the effect. Can I get it in the render?

UPDATE: got part of the way but still not seeing the result in the render. New screenshots below.
/update

Generally speaking is there a way / are there ways to have the render come out more like the 3D View?

Blender 2.79b, Cycles render.


texts: I was trying my best to make in intro for my YouTube channel. I wanted to to some background color changes along with some text color changes in beat with the music. I can't for the life of me find a tutorial for it. Any links/ advice?


texts:
I'm working toward a system where the player can bounce a ray around toward a target using mirror objects. Essential to this process will be making the ray reflect properly.
Essentially, I thought it would be best if I simply added an object at the ray hitPosition that would emit a new ray. This adds the object, but not in the right orientation. Is there a way I can have the game engine calculate which way the new object should face?

I want to make the new ray reflect at a equal angle (when bisected by a perpendicular of the mirror face) to the angle that the ray came in on.


texts: UV unwrapped ico sphere not showing up in UV editor

texts:
I've got an Ico sphere. First I marked the seam:

Then I Selected the whole thing and UV unwrapped:

However, when I go into the UV image editor, nothing comes up:

I'm using cycles


texts: How to slide one object on another, keeping curvature?

texts: I want to make a character that has no actual face but just a pair of goggles that will slide around on his front to show in what direction he is looking. He is round like a cylinder but its not perfectly round. How can I make the goggles stick to him, but keep the curvature?


texts: How can I make multiple holes without breaking the mesh?

texts:
This object is a part of an electric heater that I'm making now :)
I had to make lots and lots of holes there. I found out boolean function can do the job but also found out it often ruins the vertex connections. I made a number of cylinders to make holes in the object but as expected it ended up making ugly meshes. Since boolean is considered not that easy for beginners to clean up edges and vertices, I also tried to look for any other way to make the holes such as knife but it either makes the ugly surface or it's difficult to duplicate the holes as many as it should be. Please help me with any solution. It doesn't matter if I should begin from the beginning or any other way. I appreciate so much!


texts: How to add a texture area to an abnormal shape

texts: I import a model, which was made in 3ds Max. The model is missing a colored section. How can I "draw in" or recreate the white shape shown in the image?


texts: How do I create an enumproperty dropdown menu that shows up in Blender 2.8?

texts:
I'm trying to get my addon and its categories and dropdown menus to show up in blender 2.8 like this: Simple Asset Manager , but can't seem to get anything to show up, I updated some of the code which I haven't posted here to 2.8, and only the tab on the toolshelf shows, not the dropdown or the preview.

# Update

def update_category(self, context):
    enum_previews_from_directory_items(self, context)

# Drop Down Menu
class Categories(bpy.types.PropertyGroup):
    mode_options = [
        ("Basic_Elements", "Elements", '', 0),

        ]

    options = bpy.props.EnumProperty(
        items=mode_options,
        description="Select a Category",
        default="Basic_Elements",
        update=update_category
    )

# Generate Previews
def enum_previews_from_directory_items(self, context):

    category = context.scene.transitions_elements.options

    # Icons Directory
    directory = os.path.join(os.path.dirname(__file__), "Icons" + os.sep + category)

    # EnumProperty Callback
    enum_items = []

    if context is None:
        return enum_items

    wm = context.window_manager

    # Get the Preview Collection (defined in register func)
    pcoll = preview_collections["main"]

    if directory == pcoll.my_previews_dir:
        return pcoll.my_previews

    print("Scanning directory: %s" % directory)

    if directory and os.path.exists(directory):
        # Scan the Directory for PNG Files
        image_paths = []
        for fn in os.listdir(directory):
            if fn.lower().endswith(""):
                image_paths.append(fn)

        # For each image in the directory, load the thumb unless it has already been loaded
        for i, name in enumerate(image_paths):
            # Generate a Thumbnail Preview for a File.
            filepath = os.path.join(directory, name)

            if filepath in pcoll:
                enum_items.append((name, name, "", pcoll[filepath].icon_id, i))
            else:
                thumb = pcoll.load(filepath, filepath, 'IMAGE')
                enum_items.append((name, name, "", thumb.icon_id, i))

    pcoll.my_previews = enum_items
    pcoll.my_previews_dir = directory
    return pcoll.my_previews

#

#####################################################################

# Register
def register():

    global icons

    bpy.types.WindowManager.some_string = bpy.props.StringProperty(name="Enter Text")

    bpy.utils.register_module(__name__)

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

    WindowManager.my_previews = EnumProperty(
            items = enum_previews_from_directory_items)

    pcoll = bpy.utils.previews.new()
    pcoll.my_previews_dir = ""
    pcoll.my_previews = ()

    preview_collections["main"] = pcoll
    bpy.types.Scene.transitions_elements = bpy.props.PointerProperty(type=Categories)

# Unregister
def unregister():
    bpy.utils.previews.remove(icons)
    del bpy.types.WindowManager.some_string
    del WindowManager.my_previews

    for pcoll in preview_collections.values():
        bpy.utils.previews.remove(pcoll)
    preview_collections.clear()

    bpy.utils.unregister_module(__name__)

    del bpy.types.Scene.transitions_elements

if __name__ == '__main__':
    register()


texts: Why Blender doesn't let me select all aligned vertex edges at all?

texts:
I drew three coloured squares over the screenshot, so you can catch easier what do I want to accomplish here.

I want to select the 4 edges of the vertex as stated in the green square and not only 2 as shown in the red ones.

I don't know why Blender doesn't allow me to select them. For unknown reasons sometimes I have to start all over again, all because of this.


texts: 2D tracking: problematic rotation stabilisation

texts:
Using Blender 2.70 to stabilise moving shots.

The shot in question has extended duration and the camera moved around a lot, but the image is fairly stable. Thus we need to get rid of small bumps, and a constant slight tilting.

Obviously, this is a tricky basic situation, because there is no single trackable feature present during the whole duration of the shot. For the vertical and horizontal stabilisation, tracking several features and "fading out" using the track weight did the trick and gave me surprisingly good results.

But I couldn't find out how to get rotation tracking to work. As far as I can see, I can only add a single track. As soon as I do so, the image is heavily rotated, sometimes even upside down. Also, the result is not stable and changes noticeable when during the shot, additional tracks start contributing or go away.

When I use a feature which is present more or less at the beginning of the shot, and when I additionally clip all other tracks present at this point to start at exactly the same frame, then I get an initially stable rotation, but this situation deteriorates as the shot goes on.

Question: what are the known approaches how to deal with this situation? Is this even possible right now? Existing add-ons? Coding up something myself would also be an option but I don't want to waste time on re-inventing the wheel.


texts: How snap PlayHead to start or end of strip in NLA Editor?


texts:
I'm trying to make a 3D version out of a logo, just for a bit of fun. I have an SVG of the logo which I've imported into blender and what I want is one surface where each closed path cuts into that surface so I can have each element at different levels.
What I've done is import the SVG, convert all of the paths to a mesh and join them all together as one object. I then did a limited dissolve to clean up the mesh. I get something like

Which is great but none of the paths of vertices is connected to any of the others, for example if I extrude one of the regions down then this is obscured by another region layered on top of it. Its just full of loads and loads of planes on top of each other. So can anyone help me with where I need to go from here? to make something like

Thanks very much!


texts: Is there a way to separate all the faces from an object and lay them flat?

texts:
I’m working on welding a geometric object and I was wondering if there was any way to separate the faces from the object and lay them flat so I can cut them out on my CNC plasma table.
This is the object in question:


texts: extrapolation in graph editor in blender 2.8

texts: I wanted to create a spiral rotating at constant speed. I created my spiral, made two keyframes with linear interpolation and then wanted to add linear extrapolation, but for some reason, when I right click on the channel in graph editor, all the options under extrapolation are greyed out. I am not sure, whether this is just blender 2.8 thing, or I just made some stupid mistake or overlooked something... What could be the cause of this? Or is there some workaround or something? Thanks in advance.


texts: How to create a gradient colour like on the picture and the apply it on a mesh

texts: I am making a logo like on the picture with blender , but the colour of the text doesn't come up as it should be .


texts: Baking of texture incorrect at the edge of the face

texts:
I have a rooms with multiple walls. I only wanted to bake the interior of the room - the floor, ceiling and another 4 walls and ignore the windows and outer walls.
I selected all the objects that I would like to bake and go to UV Editing, create a new texture for baking and Select All then choose UV->Lightmap Pack.
I roughly go through all the triangles that sit on the texture and found no overlapping so I go back to Shading Tab, select only the floor object and select the image that I want to bake, hit bake button and the result is correct, but If I choose the 6 objects (4 walls, floor and ceiling) and bake again, it return me a result as shown in the image. I try to choose the wall and bake it, it return a correct results but it just don't work if I try to bake all of them together.
Some one please help me, Thanks in Advance.


texts: Baking a Fluid at 150res crashes, but baking at 300res doesn't?

texts:
I've been having this problem for a good week now. I have a very simple scene set up. Water comes out of a pipe and lands in a pan. There's literally nothing else.

That being said, whenever I try to bake the fluid at 150 resolution, my computer crashes. I noticed when attempting to bake with Task Manager open that Blender's ram usage goes up to 6GB (I have 8GB and am getting more this Summer). After I view the spike, it crashes.

I haven't always had this problem with baking, as I baked this scene at a resolution of 300 and had no problems. I would like to think that the linked scene would be harder to bake because the cup is a deformed shape, and this scene's pan is a square object (less geometry). Please correct me if i'm wrong.

Here's my fluid settings for the scene I'm trying to bake followed by my fluid settings for the cup scene (bake-d without issues).

The cup scene obviously would require more RAM, right? It even says so, so why can I bake that scene, but not a less demanding one? Its also worth noting that I have been able to bake the pan scene multiple times before it stopped working. Is there some kind of cache I might have filled up? I have tried reinstalling Blender and clearing the fluid cache folder.

Here's my RAM usage when baking the cup scene:

As I mentioned, when I bake the pan scene (at less than half the resolution as the cup scene) my RAM usage flies up to 6GB and crashes my computer.

Crashing .blend file:


texts: Why does part of my figure not move with my rig?

texts:
I created a model and then tried to add armature. But when I'm moving the rig, some of it (the mouth) stays in the place and I don't know why. Anyone know why it could happen and how to fix it?

These pictures illustrate the problem (don't mind the eye):

Rest pose:

When rotating a bone:

Thank you!


texts:
I want to know whether there is a way to UV unwrap your models, before applying modifiers such as mirror and arrays, and have those same meshes share the same space in the UV map, after applying it.

I'm currently hand painting textures, and this would save me a ton of time, if I wouldn't have to retexture a mesh I arrayed 20 times.


texts: No ruler/protractor/interactive ruler hotkey?

texts: Am I right in my conclusion that there's no ruler/protractor/interactive ruler hotkey?


texts: Is Eevee ignoring motion blur on particles?

texts:
I have enabled motion blur on Eevee.
It works fine, but it seems that it is ignoring particles (and also meshes moving along a curve modifier).

By any chance, is there a way to make it work ?

Thanks


texts: How to apply UV map texture while keeping node shaders?

texts: How would I apply the UV map texture I have here to the object (in place of what's currently the colour) whilst still keeping my diffuse and glossy shader?


texts: How do I eliminate the white outline on my layered textures?

texts:
I have a texture that I split up into layers so I can change the color of each part of the design, however, there seems to be a slight white outline around some of them. Is there a way to avoid that when layering my textures? It wasn't like that before I split it up.
I took my illustrator design and split it up into color layers: blue background, pink design, black design, and a transparent grey design. Then I used a UV map to apply the images as textures and layered them using MixRBG nodes. My material setup is below. I am pretty new at this so thanks for the help!
Also I'm trying to learn about "baking" textures, is this an instance where that would be helpful?
[]     [1]

I tried masking my pink and black layers but that just resulted in this:

Here's what those black and pink layers look like in my uv editor:


texts: Fireflies. Where are the options for clamping in 2.8?

texts:
I moved on to Blender 2.8, and I'm trying to find a way to remove the fireflies in my work. Obviously, you have to use the clamping feature to reduce the fireflies, but I just couldn't seem to find it in the 2.8 version of Blender.

If anyone who is using Blender 2.8 out there right now, how do you guys find the clamping feature in Blender 2.8 to get rid of the fireflies.


texts: How can I combine multiple textures so that they blend together?

texts:
I've seen many examples of this, and I can't seem to find the answer anywhere online. The best I've been able to do is, in Texture Paint, edit the actual texture image file.
But what if I could simply unwrap a texture as terrain, and be able to mix, say, a rocky texture with a grassy one, and have one blend into the other smoothly, rather than an abrupt edge?
I've seen this executed beautifully before, and if anyone could give me any insights, I'd really appreciate it! I feel like it's the missing piece that would improve my creations.


texts:
I was trying to install the Blender Cloud addon and got a python error. It looks like it is trying to load the socket library but is failing.
If I go to the Blender directory and run the python console from the command line, I can do an import with no error, but I cannot from the Blender python console. It is the same python installation since I have no installation external to Blender.
Here is the result of an import socket from the Blender python console:

Traceback (most recent call last):
  File "<blender_console>", line 1, in <module>
  File "C:\Program Files\Blender Foundation\Blender\2.78\python\lib\socket.py", line 49, in <module>
    import _socket
ImportError: DLL load failed: %1 n’est pas une application Win32 valide.

So it's an invalid win32 DLL, it says.
The entire call when installing the addon (it's mostly the same thing):

Traceback (most recent call last):
  File "C:\Program Files\Blender Foundation\Blender\2.78\scripts\modules\addon_utils.py", line 330, in enable
    mod = __import__(module_name)
  File "C:\Users\nicolas\AppData\Roaming\Blender Foundation\Blender\2.78\scripts\addons\blender_cloud\__init__.py", line 48, in <module>
    wheels.load_wheels()
  File "C:\Users\nicolas\AppData\Roaming\Blender Foundation\Blender\2.78\scripts\addons\blender_cloud\wheels\__init__.py", line 64, in load_wheels
    load_wheel('lockfile', 'lockfile')
  File "C:\Users\nicolas\AppData\Roaming\Blender Foundation\Blender\2.78\scripts\addons\blender_cloud\wheels\__init__.py", line 48, in load_wheel
    module = __import__(module_name)
  File "C:\Users\nicolas\AppData\Roaming\Blender Foundation\Blender\2.78\scripts\addons\blender_cloud\wheels\lockfile-0.12.2-py2.py3-none-any.whl\lockfile\__init__.py", line 58, in <module>
    import socket
  File "C:\Program Files\Blender Foundation\Blender\2.78\python\lib\socket.py", line 49, in <module>
    import _socket
ImportError: DLL load failed: %1 n’est pas une application Win32 valide.

I'm running a Windows 10 64bits and Blender 2.78. Any idea?


texts:
In Maya if we have an object selected and we press F then the object is brought into focus and if no object is selected then all the objects in the scene are brought into focus.

How can this be done in Blender?


texts: Setup an inverted pendulum simulation with BGE

texts:
I'm very new to Blender. I'd like to setup a very simple rigid body physics system using the game engine. The system is simply a pole hinged in the middle of a block, which can move horizontally on a plane with friction, and walls to prevent it flying off the plane. It responds to a horizontal force that acts on the block, at every frame/timestep.

It's well known in engineering as the 2D cart/pole problem, aka inverted pendulum, and the rigid body equations are well known, but in Blender we don't need them! A simulation would start with the pole upright, and then apply random forces/impulses, (actuate it), horizontally on the block. When the pole falls below horizontal, its physically impossible for it to get back to vertical, and the simulation can end.

Setting this up procedurally would be a really nice/helpful introduction to rigid bodies and actuators in the BGE. I think in terms of the BGE/Physics the only scripting needed is to use a random, applyForce(...) or applyImpulse(...), on the block at each frame/timestep.

I'm not really sure that the game engine is needed for this simulation, only physics, as there is no user interaction? The output is just the sequence of rendered images, for a small time step/frames per second, and the value of the actuator/force applied at each timestep/frame.

Perhaps a the easiest place to start is from the [domino's tutotrial][4]

The things I'm stick on are,

How to hinge the rod to the block, I think I need a constraint, OR Maybe I should use a single armature bone ?
To apply a random force or impulse at each keyframe, I think I need something like bpy.ops.anim.keyframe_insert ?


texts: One-material Gradient between two objects? (Object Node/Manifold complications)

texts:
TL;DR AT BOTTOM
(To preface, I know I made a similar question in the past, though this one is much different in required execution.)
Hey all, I found myself in quite a bind this time as I'm attempting to have a seamless gradient between two separate objects.
The main idea is to get the fur pictured here to have a consistent gradient effect with the torso:

Though either I can't achieve the effect I want through a single material or end up with manifold problems when merging the objects in an attempt to unionize the gradient effect.
Below is what happens when I merge the fur and the torso together (Its worth noting that both the "top" fur and "bottom" fur are separate objects from one another)

It seems that trying to merge at all is not going to work since recalculating normals of any manner yields no results, and there is no chance at all I'm deleting any part of my meshes, which also eliminates the need for trying to boolean. (I tried too)
That leaves a gradient that I can't seem to use as seamlessly as I thought.
The goal is to have a non-disjointed gradient along the entire torso. Below is an example of how the gradient begins darker in two different areas on the Torso.

For reference, the entire torso region would share one gradient, and the entire leg region would have it's own as well.

My current node setup would be fine if it weren't for the fur being disjointed of course, so I hope at this point to use the object node in some fashion to refer to origin points as where 'new' gradient stretches begin.
I saw this video -> https://www.youtube.com/watch?v=rmUfNw6luWI
which I thought instantly solved my issue though the gradient effect demonstrated is applied overall to an object, not 'linearly' or how one expects a gradient to work.
*I left my gradient setup at the bottom.
***So after ALL that context, I ask now if I can use the Object Info node or another setup to achieve shared gradients and separate gradients based on object's origins? ***
TL;DR: 1. Need a seamless gradient between a torso and "arm-piece".
2. Legs must have separate gradient at the same time.
3. Must all be in one material.
Object Node might lead to what I need after watching -> https://www.youtube.com/watch?v=rmUfNw6luWI


texts: Pie menu gone! No, addon is not the correct one

texts: I started using blender since 2.8 got out and been using the "standard" (or what i believe was the standard) pie menu since then. But my windows updated and neither .91 nor .92 seems to have the correct pie menu.  In fact since the update no pie menu appeared unless i active "tab for pie menu" in preferences, keymap. But that one gives me one i never seen before. Whats worse if i got to the preferences of my previous blenders that option was not ON. So im really lost on what happend here and how to get my workflow back to normal. And my friend google really seems to dislike this setting cuz i could not find ANYTHING on it. Picture is the one im used to.


texts: Exporting Wave Modifier Animation into Unity

texts:
I've made this controller with a wave modifier.

What would be the best way to export it into Unity?

The animation doesn't need to be modifiable in Unity so i thought baking it to keyframes would be sufficient.  But i cant seem to work out how to do it.


texts: I'm just trying to make one circle... But when I put it down and set the fill to "Ngon" nothing happens...


texts:
So I have a character I'm making, and I ran into a slight issue with applying transform. I heard a cube is about 2 meters, I didn't really realize this was an issue until I tried putting hair on my character haha. So, I scaled her down to less than the size of a cube, and I ran into an issue with my shader of my characters eyes. Basically, it's designed so the front of the cornea is transparent so you can see the iris through it, but as soon as I applied the scale everything went wrong haha. So, is there a way I can scale the eye down and then apply the scale without it messing with the shader? I have a gradient for transparency, and after I applied the scale, even if I dropped the gradient down to nearly nothing the eyes were translucent.

Thanks in advance!


texts: Script for 3D viewport in rendered mode seems to have timing problem

texts:
When running this script, the 3D viewport in rendered shading doesn't update properly, compared to script-saved screenshots, or manually generating the screen (typing lines of python in the python window).  I've abstracted down as far as I can. There are mismatches of face color patterns, of rotation (bottom, 4th "frame" of 9) and incomplete rendering (top).

I've had some problems framing this question correctly. If it can be improved please let me know.

TOP:   manual OS screenshot, cropped to match

MIDDLE: manual rendering with typed lines of python, followed by Blender screenshot of viewport. This is what I expect to see in all three windows.

BOTTOM: screen-shots saved by the script.

My main question - what can I do to my script, to make the 3D viewport render completely (top image). Secondary question, are there other timing problems that can cause the glitches (like incorrect rotation and different pattern in bottom image).

To run script, add a light, add two nodes materials to the monkey, select monkey as active, set 3D viewport to "rendered"

import bpy
import bmesh
import time
import math
context = bpy.context
for area in context.screen.areas:
    if area.type == "VIEW_3D":
        ctx = { "window": context.window, "area": area, "region":None}
        break
US = lambda: bpy.ops.wm.redraw_timer(type='DRAW_WIN_SWAP', iterations=1)
ao = bpy.context.active_object
path = "/Users/tmp/"
for i in range(9):
    ao.rotation_euler = ((0.0, 0.0, math.pi*i/4.0))
    US()
    bpy.ops.object.select_all(action='DESELECT')
    ao.select = True
    bpy.context.scene.objects.active = ao
    bpy.ops.object.mode_set(mode='EDIT')
    bm = bmesh.from_edit_mesh(ao.data)
    for k, f in enumerate(bm.faces):
        if k%(i+2):
            f.material_index = 1
        else:
            f.material_index = 0
    ao.data.update()
    bpy.ops.object.mode_set(mode='OBJECT')
    time.sleep(2.0)
    file = "ao2_" + str(1000+i) + ".png"
    bpy.ops.screen.screenshot(ctx, filepath=path+file, full=False)


texts: Node for setting render colour, regardless of lighting

texts: I'm trying to make a material node setup to set final render colors, regardless of lighting conditions. Is such a setup possible?


texts: 2.8/Grease Pencil. How to flip a stroke horizontally?

texts:
I only need to do this for a few strokes. Unfortunately, the Mirror modifier is being applied to the whole drawing.
Thanks guys,

DPC


texts: Copy Pose Location, Paste As World Location

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I would like to copy the current bone pose location, convert it into world location and paste this world location in the next key frame again in pose location.

Is it possible with a certain command?

Pose->World->[Next Frame]->World->Pose


texts: "Follow curve" throws my objects chaotically

texts:
Whenever I add the Follow Path constraint to an object, that object is thrown far away from where it was.

In this example, I have a camera I want to attach to the outermost circular path:

As soon as I add the Follow Path constraint and set it to follow the circle, the camera is moved far away:

No matter what kind of object I use or how I configure my circle, the object is always thrown wildly.

These are my settings:

If I turn "Follow Curve" on, the camera is thrown to a different location. "Fixed Position" throws it to yet another location.


texts: out of memory while rendering and sheep it is not rendering the specific material

texts:
my problem is that whenever I try to render a video on my laptop it says out of memory
so I figured out that using a render farm is the choice
it renders on the render farm but the problem is that two of the materials do not render however every other material renders in the frame
for your information I have applied pack all into blend file and also made all the paths relative
I don't know what the problem is can anyone help me


texts: What auto rigging system should I use to rig my character?

texts:
Rigify is messing up and buggy right from the converting stage.
Makehuman I have to limit my rigs to MHX2 imports. I've tried all the optional import rigs for MHX and they all lack in some measure.
Those are the ones I've tried.
I tried making my own rig but that is problematic as I can't seem to make a rig that is robust enough.
I'd like to find something that will quickly set up a rig ready to do animation with my models.
I'm trying to avoid bottleneck situations where it takes a lot of manual editing just get some aspect done, for example: I'd like to import a BVH in one click instead of having to assign each bone.
I have dozens of models and I'd like to at least get 1 completely working rig per day or sooner.

I'd like to find a rigging system that has the following:

Easy to animate FK and IK.
Phoneme mouth shapes.
Facial Expression controls.
Versatile hand controls.
Can take BVH input.
Versatile ability to use mesh deform or direct weight paint rigging.
Ability to easily add spring or jiggle systems.
Quickly go from model to rigged character.
Mostly biped but if it can do quadrupeds bonus.
Cloth simulation bonus.


texts: How do I completely remove an image from my .blend file?

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I'm creating a model for a 3D game that will eventually be exported using a custom Python script. This model makes heavy use of UV textures.

However, the project now references a bunch of images that are not used by any objects in the project. Example:

I don't want the first two, or the red_bubble.png image. However, I have no idea how to remove them from the project. Selecting one of them reveals that there are "2 users of the data" although I am not using it anywhere.

How can I get rid of these excess images?


texts: Inverse fuction to "Rip Region" to heal disconected faces

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There is function Rip region (Rip polygon) which disconnects faces and creates non-manifold mesh

Is there some inverse function which can heal it back ?

background:

I often create some meshes with disconnected faces, sometimes imported from different programs. I would like to Heal them - i.e. to make proper manifold mesh from them, sine they are more convenient for further editation


texts: I want to make plain rain in blender, but the most recent attempt in cycles resulted in the denoiser eating it :P Is my only option no denoising, EEVEE, or a purely compositing effect? Have somewhat considered rendering the rain in a separate layer, but rather not re-invent the wheel if the answer's already out there.


texts: Clear reflection on floor surface (beginner)

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Im aiming for the effect like this (Mint logo reflection)

but my reflections are blurred and grainy


texts:
I've struggled with rigging a simple popup-book example; I don't even know if it's possible. A simple example:

This shows three states of a popup-book. The top state is the "open book" state. The book (green pages) lies open. It has a popup (blue) attached to the pages and starts perpendicular to the book.
The middle state shows the book partially closed. Closing the book causes the popup to rotate inwards and downwards.
The lower state shows the book halfway closed. The popup rotates even more. Note: The perspective is deceptive -- the topmost edge of the popup is lower than the attached edge.
I would like a rigging that allows me to animate opening/closing the book, and the popup rotates accordingly. I haven't figured out whether there is a working combination of forward/inverse kinetics, connected/unconnected bones, and constraints that would make this work.
Any advice is welcome!


texts:
I am currently working on the gun mesh. I made high poly version and it have 1.6 million faces.

As I want to publish it online, I need to make low poly. I am not familiar with that workflow, so this is the way i tried to do that:

I duplicated high poly part, and got rid of some topology.
Then I used decimate modifier (collision), and set the ratio as much as I
could without deforming mesh. When I use decimate I inevitably get shading
errors and deformed edges.

I have my modifier stack as follows:
-bevel
-subdivision
-decimate
-weighted normal
What is actually the way to do this, and I don’t think of baking normals, but firstly decreasing the poly count of the low poly mesh.
Also, what is generally considered acceptable for games, and is 28000 faces to much?
This really makes me headache, so any advise is highly appreciated.


texts:
I've been at this shape for a while now and still can't seem to reproduce it. :( A helping hand anyone?

A fellow Blenderer gave me these instructions but it doesn't seem to be working. Maybe I'm doing something wrong. :s

"Here's a rough guide for the general shape.  You will have to play around with the faces to get it to look just right...
Add Mesh: Math Function - Regular solid. (Add-On : Add Mesh Extra Objects)
Dodecahedron: Vertex Truncation 1.0
• No Snub
• Dual OFF
Remove extra edges inside pentagram faces:
select one edge, then Select Similar: Length - RMB: Dissolve edges

Select Pentagram face - select similar for all
Inset faces : I , slightly to create a corner support for the subdivision.
Inset faces again for the inner circle.
subdivide edges 1
vertex mode: Smooth Vertices 2.5,  steps 1.   (to create a circular face)
Face mode: inset - slightly, extrude out, scale in, inset (edge loop to sharpen the edges)

Select a triangle, then Select Similar: Area
Inset slightly to firm up the outside edge,
Inset again and scale in by Median Point
You'll have to play around with the triangles to get the shape right.

Apply a subdivision modifier set to 2."

EDIT: This is how far I've managed to come with the instructions given. Smoothing 2.5 with a Repeat of 1, as suggested doesn't create a circular face.


texts:
I have several actions(animations) for my character rig and in one of the animations I wanted to use a shape key to animate only part of the mesh.

I did complete the shape key animation but it shows up in all of my actions.

My question:
Is it possible to link a shape key animation to only one of my actions?

This will be exported as a character into Unity.


texts:
I'm trying to create a Nebula walk through using Blender but my final art is unrealistic. I would like to create a realistic nebula without Image backgrounds... I used particle System and clouds, but the isn't realistic.
Any suggestion? Or tutorial?
Thans in advance.

Update 1: It seems that the best approach is using the "Quick effect smoke." I'm working on it and here you can find my first render...

Update 2: More tests. Now the background is a Ocean System and Clouds with Particle System... I think looks better...

Final Update: The easyest way is create an Ocean (via Ocean System) in Cycles render and some durst and stars (via particle System) in Blender render; and mix both scenes in Compositor. Here you can find the final render...
https://youtu.be/-Lx_U_Z3Z6s


texts: Cycles image texture node is writen in python or c?

texts: What language is the Cycles image texture node is written? are these editable?


texts: Creating a BW (not grayscale) image from alpha - Blender 2.80

texts:
Community on StackExchange,

I'm trying to get a black and white image from an image with an alpha-channel in the Eeevee renderer.

alpha -> black
rest -> white

I used the alpha-channel from the picture with a GreaterThan-node to get only 1 and 0. To get an image again I used the ColorRamp Node (set to constant - black and white)

For some reason the outputimage is gray instead of white and has two different values (RGB 207:207:207 and 206:206:206). The background is black but also changes between 0:0:0 and 1:1:1.
I exported in BMP and PNG (0% compression), I also double checked the colors in the ColorRamp-node.

Does anyone know why the ColorRamp-node behaves that way or if this could be another problem?

I'm thankful for every suggestion.


texts: VSE playback frame rate drops down with effects

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Am learning Blender for video editing and having a great time with it (brain hurts a bit, though).

Have added the gamma cross effect to a project and it is all working beautifully, except ... as the fade in happens using the gamma cross, the frame rate drops to 25fps. The project is in 50fps.

All worked fine with no dropped frames at 50fps prior to adding the effect.

On Xubuntu-core 15.10 and Blender 2.74. GTX 970, 16Gb RAM and i7 6700.

TIA and just ask if any further info required.


texts: Blender is freezing while editing and playing the animation

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I use blender for creating animations for The Sims 4. I worked on 2.70 version and it was perfect until one day. I opened the program as usual, but it didn't run at all. Firstly, I redownloaded it several times, but nothing changed. Then, I found an answer on the forum saying that I need to download the opengl32.dll file and put it into the program's folder. So did I and Blender started working. However, it started freezing and this was really annoying me. When I deleted the opengl32.dll file, program stopped running (eventually).

All I know that this is not my computers' power issue, since I have really powerful PC with 32 GB RAM and Nvidia GeFore 1070 8 GB videocard. My OS is Windows 10.

My questions is: What can I do to solve this problem?

UPD: I've tried to update the Blender to the newest one, but nothing have changed.


texts: Why do these green stripes appear when rendering with EEVEE?

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I'm trying to render an imported file (.obj) from FaceGen (https://facegen.com).

With EEVEE I have the following results:

But with CYCLES:

Why?
I need to render with EEVEE,
because it’s faster and I don’t need a high quality rendering.


texts:
How to create some kind of program in blender that spawn object capable of spawning other objects?

Only thing i need is spawning random object from some collection, and the object which is spawned automatically spawn random object from other collection.

I need it to happen in normal scene because i want that creation to export.

I tried it by particles system but blender 2.8 can't spawn particles that spawns particles.


texts: What is causing this giraffe patterning in my fur? The hair particles don't have vertex groups controlling them.


texts: How to convert to Mesh from Curve with Python

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I'm making a bunch of abstract objects that are shaped programmatically. I use a Bezier curve, you get nice molds with few points. Then I need to convert it into a mesh object. Blender version is 2.80.
It's easy to get a mesh object from a curve manually:

Keep the original curve object so it can be reused:

In edit mode the vertices are there so it really is a mesh object:

Now how you do the same with a Python script? I've tried this that and the other but only got various error messages. I'm sure there must be a simple way to do that. Let's not go through all my trials but I attach some error messages just to show you I've been working on this:

RuntimeError: Operator bpy.ops.object.convert.poll() failed, context is incorrect
RuntimeError: Error: Can not create object in main database with an evaluated data data-block
ReferenceError: StructRNA of type Mesh has been removed


texts: What do I need to do to make be able to make some changes to proxied linked objects?

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I've added an object by linking it. I've selected it and CTRL-ALT-P to make it a proxy. I can make some changes, like overall scale and position, but can't scale just one edge-loop, for example.

Also, in the original blend, the object is shaded smooth. When linked, it's flat and I can't change that either.

What am I missing?


texts: What is wrong with the settings or the mesh? It doesn't subdivide properly

texts: I created a 2D plane and formed a person. Then I added a solidify modifier to give it volume and then applied a subdivision surface modifier. I tried applying them both but it didn't make a difference. I would be very greatful for help. Thank you already for your time!


texts: Is there anyway to create/terminate objects on an array, or have a render border per object? Or anything to this effect?

texts:
I'm using an array on a curve to animate a section of chain. I need the chain links to appear at the start of the curve and disappear at the end. What is the optimal way to achieve this? Here are some examples I made.
The obvious solution is to simply loop a cyclic animation (which is what I did to make the examples). The problem is twofold. One, a single section of "loop" for a cyclic animation is long. And two, I have no place to hide the sections of chain that I don't want to be seen. The only solution I can think of is to apply the modifier stack, then keyframe the render toggle on each individual chain link when it reaches the start and end of the curve. There has to be a better way to achieve this effect.
I'll try to upload a .blend with a simple but similar set-up of my use-case.


texts: Middle mouse button does not move the user perspective

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I'm new to Blender and 2.81 is way too different.

I was using the press & hold middle button normally, tried to create a new plane with PBR materials (previously prepared with Youtube tutorials).

Then I typed x, y & z many times to cycle lock/unlock view. No do.

Tried unchecking the transform options "origins" & "locations", nothing.

Tried loading the factory settings, still can't move around with the middle mouse button. Auto perspective unchecked as well.

Just noticed the screen zooms in to the object when pressing Shift + C

Same problem 3 years ago.


texts: Trying to render with GPU only, but uses very little of it

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I'm having this problem for quite some time with all of my projects. When I'm trying to render an image or animation (I'm rendering with GPU only because it's the fastest way for me), the beginning gets rendered really quickly, but after a short time later (when the render is finished at 15%), the process becomes really slow, until the end. I have posted details about my machine and the reference photo too below:

My specifications:

Processor - Intel(R) Core(TM) i7-9750H CPU @ 2.60GHz 260GHz;
RAM - 8.00 GB (during rendering, it only uses ~500 MB);
The program is installed on SSD disc;
Windows 10 Home 64 bit (version 1809);
GPU - NVIDIA GeForce GTX 1650 6 GB.

My render image:

As you can see, very little of the GPU is used, which is why I think the rendering is slow...


texts:
I have an Intel Core2Duo e7400 processor, 3 GB ram, 120G SSD hard drive, and an nVidia Geforce 750Ti 2GB graphics card. When i gpu render vast scenes of about 100MB using Cycles in Blender, I receive the CUDA out of memory error. My motherboard maximum ram support is only 4gb DDR2.

So i wants to ask if I should buy an AMD RX480 8GB graphics card, or alternatively an i7 6700k processor with 16GB RAM to work with my 750Ti graphics card. Which one will be better for rendering large images and animations?


texts: Export in object format via script. The default cube appears in the scene!

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I am importing a x3d file and then exporting in obj format using this simple script

import bpy,os

bpy.ops.import_scene.x3d(filepath='field.x3d', axis_forward='Z', axis_up='Y', filter_glob="*.x3d;*.wrl")

bpy.ops.export_scene.obj(filepath='test.obj')

However the resulting obj file contains the default cube! This is the x3d file:

This is the object file after the export:

Why that cube appears ? Does someone know how to avoid the cube in the object file?

Thank you very much for your help!


texts:
I have the following curve (imported from an svg object):

and I want to extract the borders of it and ignore the faces.
I've tried converting it to mesh and deleting the faces in edit mode but that would delete the whole object.
Is it possible to hollow that object ? (It's possible to draw some beziers and match it to current curve's borders , but it seems too time-consuming for a complicated object).
Thanks.


texts: How to remove artifacts from an ambient occlusion bake

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This object has had some weirdness with its faces for a while that I've never been able to track down. There are no double vertices and the normals are fine. There are no rips between faces. There were, but I fixed them. But when I bake ambient occlusion, a bunch of strange things show up.

What should I do about this?


texts:
How can I render bokeh circles?

Nothing I do seems to work.

I tried using an empty as the focus point for a cube, with some point lamps in the background with about 2000 strength, but it doesn't work. It just makes everything blurry.

I also raised the blades to 4/5/6/12, and it doesn't make a difference.

I'm using Blender 2.74.


texts: Isolate light cast on a surface through glass

texts:
I have a white plane and a glass object on top of it, with 2 spotlights casting light through the glass object. This causes a lot of light to be cast onto the white plane.

I want to turn the plane into alpha, either in the material or in post and isolate just the glass object and the cast light. Something like a shadow catcher, but for this refracted light instead of shadows. Is this possible?


texts: Blender 2.92 Beta. Sculpting mode. Tools panel doesnt show brush options

texts:
I recently updated to 2.92 Beta to start playing with some of the new options.
Is it there a reason the Tools panel in the properties panel doesn't show the brush properties.
As you can see in the screenshot I am in sculpt mode with one of the Draw Brush selected and nothing shows in the properties panel.


texts: Microdisplacement Ocean Modifier Dicing Artefact on Adaptive Subdivision

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hay , i recently learn to make large ocean using displacement from baking ocean modifier, but i have problem issue with the dicing artefact. i already try to play with dicing rate 1px-4px. but the result is same just it good in far camera angle. i already using 2 sub modifier.
here the result
the close from camera

and the far from camera is look fine

here the subdiv setting


texts: How to procedurally generate an infinite terrain using perlin noise

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For a game I'm making in the blender game engine, I need to generate an infinite terrain - preferably in chunks and unloading when they get too far away.
Perlin noise would probably be a good way to do it (I think) but I'd need to have it split into chunks and also not only infinitely generate but unload itself.


texts: Why is my resolution so low on my textures in the viewport and in renders? (Blender 2.8)

texts: I have been having a beginner issue that I cannot seem to find the answer for. I am following a tutorial on YouTube and my image has a way lower resolution and is so much more jagged both in viewport and renders.


texts: How to match camera perspective after modelling?

texts:
I'm new to Blender and this is my first big project.

What I have: multiple objects (table and chairs) built using given dimensions to represent the interior of a dining room.

What I want: to arrange these objects and the camera so that they match the perspective of a photo of the real life scene.

What I've tried: I've added the real photo as a background image for the camera view for starters. I also drew some guide lines onto the image to get an idea of the where the perspective line lies. Many guides exist but these seem to nearly all revolve around building objects from scratch onto the background - matching objects to camera rather than camera to objects. I've spent hours rotating and zooming and tilting the camera and I can't seem to get close at all. I know manipulation of the shifts and focal length come into play but I've tried adjusting these and I have no idea whether I was making things better or worse

Here's the closest I've come, I've just been focusing on aligning the table as it's the central piece. You can still see the end of the real table sticking out and the furthest legs won't align, but the dimensions should be accurate.

I'd really appreciate some help or guidance!


texts: How do I add a Freestyle Line-Style to a Freestyle Line-Set using python script?

texts:
I have the following code that turns on freestyle, adds a Line-Set, and adjusts parameters for that Line-Set.

What I can't figure out is how to add a new Line-Style to a Line-Set, and adjust it's parameters.

sceneR = bpy.context.scene
freestyle = sceneR.render.layers.active.freestyle_settings

sceneR.render.use_freestyle = True
sceneR.render.line_thickness = 10
sceneR.svg_export.use_svg_export = False
freestyle.use_smoothness = False

#Set a lineset for the visible lines
LineSetV = freestyle.linesets.new('VisibleLineset')
LineSetV.select_by_visibility = False
LineSetV.select_by_edge_types = True
LineSetV.select_by_face_marks = False
LineSetV.select_by_group = False
LineSetV.select_by_image_border = False

#Set the lineset variables
LineSetV.select_edge_mark = True
LineSetV.select_crease = False
LineSetV.select_silhouette = False
LineSetV.select_border = False
LineSetV.select_contour = False
LineSetV.select_suggestive_contour = False
LineSetV.select_ridge_valley = False
LineSetV.select_external_contour = False
LineSetV.select_material_boundary = False


texts: Blender does not recognize Alembic file from Houdini

texts:
im pretty new to Houdini but a Blender user for almost 2 years now.

I made a Fluid Simulation in Houdini, exported the deforming mesh as an alembic file, but whenever i try to Import it to blender, the file is nowhere to select. Blender does not recognize it.

I've checked the Export Settings in Houdini, and i think they're correct.

Has anybody ever had a similar Problem and hopefully a solution?
Couldn't find helpful material for this Problem online.

Thanks a lot in Advance


texts:
I really searched a lot for an answer to this question. And i'm still stuck.

Let me illustrate the problem with an example.

i have set up a class system for scatter_01_...,scatter_02..,scatter_03... Till scatter_99_..

class ScatterPref(AddonPreferences):
    bl_idname = __name__
    addon_prefs = context.preferences.addons[__name__].preferences

    scatter_01_name                = StringProperty(name="Custom slot name",subtype='NONE',default="Custom01")
    scatter_01_type                = EnumProperty(name='Particle Type',description='particle rendering type',items =[('Collection','Collection','','COLLECTION_NEW',1),('Object','Object','','OBJECT_DATA',2),],default='Object')
    scatter_01_count               = IntProperty(name="Emission Number",subtype='NONE',default=1000,min=0)
    scatter_01_countispersquare    = BoolProperty(name="Emission Number is per square meters (be sure to apply the scale of the terrain)",subtype='NONE',default=True)
    scatter_01_countpersquare      = IntProperty(name="Emission Number per square meters",subtype='NONE',default=50,min=0)
    scatter_01_seed                = IntProperty(name="Emission Seed Value",subtype='NONE',default=5,min=0)
    #let say + 30 other parameters

    scatter_02_name                = StringProperty(name="Custom slot name",subtype='NONE',default="Custom01")
    scatter_02_type                = EnumProperty(name='Particle Type',description='particle rendering type',items =[('Collection','Collection','','COLLECTION_NEW',1),('Object','Object','','OBJECT_DATA',2),],default='Object')
    scatter_02_count               = IntProperty(name="Emission Number",subtype='NONE',default=1000,min=0)
    scatter_02_countispersquare    = BoolProperty(name="Emission Number is per square meters (be sure to apply the scale of the terrain)",subtype='NONE',default=True)
    scatter_02_countpersquare      = IntProperty(name="Emission Number per square meters",subtype='NONE',default=50,min=0)
    scatter_02_seed                = IntProperty(name="Emission Seed Value",subtype='NONE',default=5,min=0)
    #let say + 30 other parameters

    scatter_03_name                = StringProperty(name="Custom slot name",subtype='NONE',default="Custom01")
    scatter_03_type                = EnumProperty(name='Particle Type',description='particle rendering type',items =[('Collection','Collection','','COLLECTION_NEW',1),('Object','Object','','OBJECT_DATA',2),],default='Object')
    scatter_03_count               = IntProperty(name="Emission Number",subtype='NONE',default=1000,min=0)
    scatter_03_countispersquare    = BoolProperty(name="Emission Number is per square meters (be sure to apply the scale of the terrain)",subtype='NONE',default=True)
    scatter_03_countpersquare      = IntProperty(name="Emission Number per square meters",subtype='NONE',default=50,min=0)
    scatter_03_seed                = IntProperty(name="Emission Seed Value",subtype='NONE',default=5,min=0)
    #let say + 30 other parameters

The problem is that later i will need to use scatter_XX_... within the code.

if addon_prefs.scatter_01_use_band == True:
    print("hello world")
    #let say this is a super long script

and i'll need this code to work for every 99 scatter_XX_.. object.
to resolve this problem i would like to change the code easely and interactively witouth repeating myself exactly like we do with strings

exactly like that

def hello_world_long_script(variable):
    if addon_prefs.string_to_code("scatter_"+variable+"_use_band") == True:
        print("hello world")
        #let say this is a super long script

hello_world_long_script(05)
#now my super long script is easely manipulable.

i'd be really happy to adapt my code like it was a string. any idea on how to do that please ?


texts: create a mask in material node editor using rotoscope

texts:
in material editor (node editor), i'm trying to use multiple image texture and multiple uv. But having problem whenn trying to combine them, i use mix node , but i can only input another image to be used as masking or alpha channel. I want to be able to create the mask within the blender using rotoscope. So i can do paint to create the masking, but how to use roto as mask? the mask/roto only can be loaded in compositing , but not in material node editor. This shoulb be made available in material , so i can easily isolate or do organic mask to the image texture.

So far , to achieve this, I have to first sent the image texture to the compositing then do the masking and merging  and sent back the output to the material. This is a slow workflow. I should be able to access roto inside the material editor or even better to have a 'compositing' node inside the material editor so i can do compositing right inside the material editor without have to jump back and forth between compositig and material editor.

Any thoughts ?


texts: How do I stick an object to another objects vertex?

texts:
I just created a plane and added a wave modifier to it, to simply make it look like something fluid. Now, I have an Object that I want to place on the surface of this fluid plane. But how do I do that?

I thought of adding a driver to my Objects location, but I have no clue how to get the location of a certain vertex in runtime.


texts:
I am planing on writing a script which animates many meshes which are mostly similar but not always the same.
Basically i work on this project:
https://github.com/AaronJackson/vrn
this produces a 3D-Voxel Volume of a picture.
However what i want to do, is writing a python script(other languages are fine too, i just think this might be easiest) which does this :

Split video in many frames
give frames to the vrn and produce 3D volumes (which will be a voxelmodel)
transform voxel model to a mesh
build a animation with the meshes according too their order in the video

My problem is that the produced voxel-modells can vary due too vrn in a small amount of features and therefor the meshes too which will make a animation difficult.
Is there any way too transform meshes into the next one which will help in animating?
Or am i missing something and i should use a different method for my problem?
Thanks already.


texts: I'm new here. I'm making glass tube and I encountered this problem(see below the red circles). Any suggestion to solve the problem? I provide the nodes setup I created...


texts: How to make the sculpt detail size always look the same?

texts: I've been sculpting using the dynamic topology. Set the detail size in the Dynotopo panel. When I zoom out of the object and sculpt, the detail size is appearing bigger. Is there a way to make the detail size look the same no matter how far the view from the object is?


texts: Image Object not showing up in render view?


texts:
I'm making a Nintendo NES console. I'm using the latest version of blender, 2.9. All the other versions before this wouldn't work either.

I have modeled the ENTIRE console, but when i add the bevel modifier, nothing happens, literally nothing, the edges are still just as sharp and i see no effect when i try to add segments. I even tried to bevel it manually with CTRL + B, it works but i can't bevel a big complicated model with that many verts, even when i select the whole object and do the CTRL + B it ends up bad. what exactly is the problem? Also the bevel modifier works with simple cubes and simple shaped objects that don't have so many cuts in them but that's it. I researched tons and couldn't find anything. Here is my NES, it looks ok, but it is too sharp on the edges, not smooth like the real console. When I apply the bevel modifier, it still looks exactly like this with no change.


texts: How can i modify an already rigged model?

texts:
I downloaded a model (this one, actually http://www.blendswap.com/blends/view/70898) for practicing animation purposes, but i want to add some few features, like sleeves or a nose (because the character doesn't have one) to also practice about textures, so for example i would be able to add a shirt eventhough i can already add one with a plain image alongside the body of the character...but as i said on the title of this question ,the model is already rigged, working with bones, if for example i extrude part of the face of the character, it will be deformed badly and it will appear pretty bad on render, for example, how can i modify simple features without modifing the rig?

I do not only ask this about this model, but of any other model for future reference, i can also rig characters but what if for example, same as this example, i want to modify an already made character that works perfectly with the bones?


texts: Exporting blender mesh into source creates empty mdl

texts:
I have created a building mesh in blender, and, using the source tools exported it to an SMD file. This went smoothly, in fact re-importing the SMD into blender reveals that it worked just fine. However, after this point, I created the MDL and it keeps becoming an empty file, only consisting of a few kilobytes and showing up completely empty in the model viewer. Here's the log, although I'm not sure much useful can be extracted from it. If anyone has any advice, that'd be very much appreciated.
    Compiling with Crowbar 0.71: "C:\Users\(me)\Desktop\Source Maps\shitbuilding.qc" ...

  Compiling "shitbuilding.qc" ...
    Output from compiler "D:\Steam\steamapps\common\SourceFilmmaker\game\bin\studiomdl.exe":
      qdir:    "c:\users\(me)\desktop\source maps\"
      gamedir: "D:\Steam\steamapps\common\SourceFilmmaker\game\usermod\"
      g_path:  "shitbuilding.qc"
      Building binary model files...
      Working on "shitbuilding.qc"
      SMD MODEL shitbuilding.smd
      WARNING: model has too many verts, cutting into multiple models <-- possible suspect line?
      Processing LOD for material: house_main
      Processing LOD for material: house_windows
      Processing LOD for material: house_main
      Processing LOD for material: house_windows
      Processing LOD for material: house_main
      Processing LOD for material: house_windows
      ---------------------
      writing D:\Steam\steamapps\common\SourceFilmmaker\game\usermod\models\props_sdk\shitbuilding.mdl:
      bones          964 bytes (1)
         animation       x       y       ips    angle
      animations     112 bytes (1 anims) (1 frames) [0:00]
      sequences      220 bytes (1 seq)
      ik/pose        492 bytes
      eyeballs         0 bytes (0 eyeballs)
      flexes           0 bytes (0 flexes)
      eyeballs         0 bytes (0 eyeballs)
      flexes           0 bytes (0 flexes)
      eyeballs         0 bytes (0 eyeballs)
      flexes           0 bytes (0 flexes)
      textures       136 bytes
      keyvalues        0 bytes
      bone transforms        0 bytes
      bone flex driver       0 bytes
      collision        0 bytes
      total         2764
      ---------------------
      writing D:\Steam\steamapps\common\SourceFilmmaker\game\usermod\models\props_sdk\shitbuilding.vvd:
      vertices   1048512 bytes (21844 vertices)
      vertices   1048464 bytes (21843 vertices)
      vertices     94512 bytes (1969 vertices)
      tangents    349504 bytes (21844 vertices)
      tangents    349488 bytes (21843 vertices)
      tangents     31504 bytes (1969 vertices)
      total      2922048 bytes
      ---------------------
      Generating optimized mesh "D:\Steam\steamapps\common\SourceFilmmaker\game\usermod\models\props_sdk\shitbuilding.dx90.vtx":
      body parts:        24 bytes
      models:            60 bytes
      model LODs:        36 bytes
      meshes:            54 bytes
      strip groups:     132 bytes
      strips:           140 bytes
      verts:         410904 bytes
      indices:       140976 bytes
      bone changes:      40 bytes
      everything:    552366 bytes

      Completed "shitbuilding.qc"
  ... Compiling "shitbuilding.qc" finished. Check above for any errors.

... Compiling with Crowbar 0.71: "C:\Users\(me)\Desktop\Source Maps\shitbuilding.qc" finished.


texts: How to render single frame instead of repeating frames?

texts:
I have an animation that has three(3) still images in it. Each image stays for 3 seconds and then switch to next image. I don't want to render same image for 3 seconds(That is 180 frames) but in animation video that same frame should stay for 3 seconds.
Any suggestions?


texts: how do i achieve this simple text animation?

texts:
here's this simple text animation in this video that i'd like to replicate but what a surprise i haven't got a clue how to do it and i was hoping someone out there could help a noob out.

Here's the video and the animation is at 0:20: https://www.youtube.com/watch?v=2-6Xz4tWigM

I've tried importing a flat black colour image into the VSE and keyframing the Y axis scale but the black box then appears to be growing form the centre rather than the bottom of itslef (if that makes sense).

And even then i don't know how to add my own font in the VSE, i think i could type my text in the default section of blender but have yet to try.

But my next problem has been how to make the text rise from the bottom of the black box from it's centre.

Apologies if this is a daft question and for the poor explanation its a lot easier if you see the animation at 0:20 of the video.

Cheers for any help!

Here's my Blend file that i'm working from, hopefully that'll help. Thanks!


texts: How do I get rid of this text above my toolbar?

texts:
I'm not sure what key I accidentally hit, but now I have this text above my toolbar (the one with "file, render, window, help" on it). Please refer to the attached image so that you can see what I'm talking about.

Googling yielded no results so that's why I'm here. How do I get rid of it?

Thanks,
HS