texts: How do I get a python script to run after the .blend file loads from the command line?

texts:
I am using this command line:

blender -P test.py test.blend

and test.py has:

import bpy
for scene in bpy.data.scenes:
    scene.render.image_settings.file_format = "FFMPEG"

If I run with just this command line:

blender -P test.py

the file format is set just fine. But if I put the blender file back in the command line, the file format is not changed. My interpretation is that the .py file is run before the .blend file is loaded. Whether or not my interpretation is correct, how can I make this happen the way I want it to?

Additional information: This is a stand-along render server for high school students and I need to ensure that a number of things are set correctly and not just the file format.


texts: Animation Nodes : Use Previous output of a Loop in calculation of the next iteration

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What i am trying to achieve :

Random floating floors (square plane)
floating stairs connecting to each of them (Line generator with steps)
all floating floors have another floor which is parallel to it so the stairs are straight and  only going up or down

What i have achieved so far

Object instances get vertical elevation from index of loop
Random number to either or X or Y axis by using boolean switch

The problem :

all the planes are shifted from origin rather than using the location of the previous plane as starting point

So, is there a a way for the loop to get the location of the previous plane and offset the next plane in X or Y ?

For the stairs I'm planning to use line generator in start/end/step mode in loop to generate locations for the stair instances


texts:
I downloaded the Unarmed Equip Torch 01 animation (skeleton only) from Mixamo and wanted to mirror it so the torch was in the right hand (and then I noticed you can mirror it right in the web, but let's ignore that).
I imported the FBX in Blender 2.92 (same behavior in 2.91), everything was fine. After applying a -1 X scale (I set the xyz scale to 1 from 0.01 first, no problem there), the animation broke. In this question the accepted answer says I should scale the pose data's f-curves instead and points to this other question for a Python script to do so.
I tried this version:
import bpy

scale = -1
i = 0

try:
    for fcu in bpy.context.object.animation_data.action.fcurves:
        if fcu.data_path.endswith("location") or fcu.data_path.endswith("scale"):
            # 3 means X coordinates.
            if i % 3 == 0:
                for kp in fcu.keyframe_points:
                    kp.co.y *= scale
                    kp.handle_left.y *= scale
                    kp.handle_right.y *= scale
            i += 1
except TypeError:
    pass

But it doesn't work. I'm pretty new to Blender, so I'm not sure what's going on. I tried running the script both before and after applying the scale, what am I missing?
Thanks!


texts: Physic simulation is visible in viewport, but not in the animation render

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My physics animation is working as expected while I'm inside Blender. When I try to render the animation, the simulation is not running. Every frame is identical (the objects are static).
Viewport:

Render:

blender file


texts: Wrong topology or just UV viewport's artefact?

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Strange artefact in UV map view. Some "ghost" faces.

The faces that contain rounded cut are in the same plane. So I decided to leave N-gons because of flat plane.

The texture and MatCap looks good.

UPDATE

Finally I decided change topology to proper loop cuts. So UV map strange artefacts have gone.


texts: Blender 2.3 Eevee shows wrong render time

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I'm rendering an animation in Blender 2.83. The time taken for each rendered frame shows in range of 1.50 to 3 seconds but it's actually taking 15 to 20 seconds. This is happening only in Eevee, cycles shows the correct info. Is anyone experiencing the same issue? Is this a glitch? Thanks.
Update- I've tried to render the same file with 2.82 and it's rendering without any issues.


texts: Using Drivers to Limit Distance & follow Empty

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I have a voxel "hair" object I am making, made of 110 separate Cubes.
Currently I am stuck with 2 challenges in making the Driver setup:

I want all of the cubes (Hairball objects) to be "Slow Parented" to an Empty (EmptyHead), so they delay following behind it.
There are several objects on the same Armature that the cubes are not supposed to touch.

Starting with the X location channel, and similarly for Y and Z, I will have the following variables:
self.location.x (from Use Self, for Hairball objects), EmptyX, HeadX, REyeX, LEyeX, ScutesX, WebX (Variables use Single Property of location.x based on the object they are referencing).
My ultimate goal is to have the objects with self.location.x to follow EmptyX with a slight delay, and to Limit Distance so that they never touch HeadX, REyeX, LEyeX, ScutesX, or WebX.
I have been racking my brain, and studying every answer I could find, but so far, to no avail.
I feel like there must be some way to do this with drivers - Though, I am unsure of how to proceed.
It may not be of much help, but I have attached a screenshot of the current project, simply for an idea of what I am working with.
Once I get the Driver set up properly, I will be joining the cubes into one object then separating by loose parts - To save me the headache of trying to write a script to apply the drivers to all objects.
I am awful with Scripts, so if it is possible to stick to a purely driver based solution I would be very happy, though I am more than willing to accept any help.
I am grateful for any possible assistance; Please let me know if I can provide any further information to aid in clarification / a solution.
Thank you :)


texts: Use composite nodes in blender video sequence editor

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Can you use composite nodes in blender video sequence editor?

As in, no 3d elements in your scene, working exclusively within the video editing screen layout?

I am currently using Blender 2.76 RC 3.


texts: stitching image slices together with python or compositor

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Hi I'm creating 3d panoramic spherical renders and as far as i can tell 2.75 doesn't really support that out of the box. So I found the work around is animating the camera and creating 360, 12px slices.

I'm wondering if there is a python script or node setup I can use to restitch these slices back together (horizontally)? btw- I tried using the program stereo photo maker but it failed to open and stitch my image. Then i started to do it by hand in Photoshop which works fine except  it's ridiculously tedious. Thanks for any help!


texts: So i have this problem here fellas,no matter how many times i try after i imported this screw with the nut the render cant complete it stucks every time one in 50% the other like that in 63%.soo any idea whats going on?


texts: 2.83 Cycles texture baking coming out weird

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Blender 2.83.5
I've got some complicated materials in my model that I'd like to try and bake so that render times aren't as crazy.  Process outlined below
Selected my mesh, and created a new image texture in the shader editor

Unwrapped the mesh and scaled it to my liking

Made sure the new image texture node was selected and then hit bake.  Bake parameters are all defaults; combined > all influences checked > 16px margin with clear image checked.  This is what comes out.  The mesh is all wonky.

I suspect it has something to do with how I've UV unwrapped it but even when I do a simple rectangle (the floor) it comes out wonky as well.
No bake:

Bake:


texts: Can I save rendering process for another time?

texts: I want to render half of the frames and leave the other half for another time. Is this possible?


texts: Curve looking weird, maybe missing vertex?

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I'm pretty new to blender, just learning. I followed tutorial for a chair and everything was going well up to this point, when one of my curves is really bad..

I don't know what I messed up and don't know how to fix it, but it should looks like this:

when I add one vertex to the point where it obviously missing, it looks like this:

so it's not helping, it is possible to fix this ?!


texts: Can I create a separate Volumetric pass for Blender Cycles 2.70?

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I have a complex scene that I would like to render with GPU enabled, is it possible to add a volumetric pass from a separate, CPU only, volumetric render?

(Volumetrics are not currently compatible with GPU renders in the latest 2.70 test builds).


texts: How can I make a 3D object that looks transparent on the outside and mapped on the inside?

texts:
Id been trying to make the same structure that this artist did for his model I don't know how to even call it, well heres the example from deu3884 on sketchfav whom I'm not trying to copy but instead understand in what way he did this and how can it be done on Blender.

I just want to know how to do the clouds and all the surroundings and if its possible to make it on cycles render. Thank you for the attention.


texts:
I have 4 objects, each has it's own texture. However they share same UV, so it means even though they all use own 1024x1024 textures, they all fit into one 1024x1024 texture.

How can I create 1 single texture that would contain all those textures?

I tried texture baking, but then one part just becomes very bright-white, and there appears to be some overlapping places because after ambient occlusion each part has extensive things.

I had better success with manually merging textures into one in GIMP. I need to redo it from start but somehow make it so ambient occlusion wouldn't make such wide things on texture edges?


texts: How to duplicate linked(external) rigged character and animate each instance independently?

texts:
I have linked cookie flex rig by browsing to the groups folder of the rig file and then linking the character group (standard method) and not appending.
And then i did a proxy of rig by pressing "Ctrl+Alt+P" and selecting "rig" from list.
After this i do some animation and it works.

My Problem
But if i create another instance of the same "linked group"(charecter) and then proxy the rig
then even the first instance gets the same pose as the second one. I am not able to independently animate the two instances.

Pls note that i am aware of creating different files of the source rig file and renaming the groups and then instancing them back into one file. But i am not happy with this method as its crude. It create many files using more storage space. I have been using this solution though.


texts:
Is there a keyboard shortcut to change the render engine? I have looked through the keymap preferences and I cannot find one. Is there any way to make one?
My computer takes a while to render with the Cycles engine and becomes very slow so it is hard for me to switch back to Eevee using my mouse, so a keyboard binding to switch back and forth between the engines would be very helpful.
If anyone could give me any advice on this is, I would appreciate it very much :)


texts:
I have quite a simple but for me, even after several attempts and research, unfixable problem.
I'm quite unexperienced with Blender so please don't judge me :).
The problem: I was modelling a 3D-object, and (probably after a missused shortcut?) my perspective bound to a sphere I used for a shape in an object. Now I have no option to select vertices from other parts of the object. The top left corner shows: "User Perspective (0) Scene Collection | Sphere". How do I change my Perspective so I can normally edit every part of the object?
Sorry that the question is so simple but for me thats a problem and I didn't find a solution.


texts:
I am having some trouble with animations in the BGE.

I have a sphere in an inactive layer.
I animate this sphere
Another object in motion in the active layer hit a certain sensor and create the sphere in the hit position.
A always sensor in the sphere play the animation

Now the problem: The animation plays in the wrong place, no matter where  the hit point, the animation plays in the same spot. The sphere is created in the right spot, but disappear and the animation play in the wrong place, why?


texts: I am new to Blender and barely know it's features. I am working on a game and I have to make flying airplanes for it.  I want to hollow the fuselage of the plane so that I can make the interior of the plane. I am using YouTube tutorials for the time being, but I haven't found one where the fuselage gets hollowed. I will also need to make plane windows, I think it has to do with the main title of the post. Can you guys help me? Thank you in advance!


texts:
I am modeling pencil sharpeners. I unwrapped UVs and created a steel texture and a bump map and put it together in Cycles (see attached image). Now I need to export my models as .FBX, .OBJ, .DAE and maybe .3DS, because I want to publish it online for sale, and I want the model to be available in wide array of file formats.

However, when I import the exported files back to Blender, I see that in every case the Compositing of the Cycles materials and links to the texture files are lost, and only UVs are preserved. The renderer defaults to BI. In 3DS I lose parenting and in OBJ and FBX there are scale issues.

I understood from other threads that I probably have to sacrifice this information, and that there is no way to export it. Is that correct? Does that mean that the customer would have to reapply all textures and set settings ( like glossiness etc.)? That is not acceptable.

Is there a way to ensure that the exported files will work straight away? How to preserve the Cycles material settings? Do I have to use Blender Internal to make it work?


texts: Emboss or deboss a more complex logo into a mesh

texts:
I’d like to know how to emboss or deboss a more complex logo/mesh into another flat surface/mesh as shown in the example:

What I have got so far is: transforming a logo into an *.svg from Illustrator and importing it into Blender. Now that I try to convert it to a mesh it becomes quite messy and complex and I don’t know how to emboss or deboss it into another mesh.

I tried it with the Displacement modifier, however you need to really subdivide the mesh a lot of times to get an suitable result. Is there a more elegant solution?


texts:
I'm on the road to modeling and texturing a old castle ruin near from home, I scanned the ruins to have some blueprints and realistic texture patterns. The project is modeling the missing parts of the castle according to archaeological and historical research.
I finished modeling and wood texturing, now I'm doing the stone and wall texturing and it's not so easy.
My walls look too flat and too perfect.
Like this :

What I'm looking for is something like this:

As you can see on the foreground wall, there are some water infiltrations on the bottom, some of the bricks looks broken, the plaster touchs ... everything looks irregular, its realistic.
Or on this one

It's what I want to do on my wall and I want to know the best way.

Is there any solution to mix a repetitive texture pattern (e.g. the wall texture) and painted parts in multiple layers?

If it's no, what is the best way to have these kind of effects?


texts:
Hi i am a gfx creator :)
when I am trying to denoise as soon as my tile goes transparent it just closes on me! and it happens everytime. when i dont denoise it doesnt close then it ends up noisy and grainy! :(
Just so you dont ask for info:
Processor: Intel(R) Celeron(R) CPU N2840 @ 2.16GHz 2.16Gz
Intalled memory: 8.00 GB (2.88 GB usable)
System type: 32-bit Operating system, x64-based processor
I have windows


texts: How can I close a curve / path / to make it closed shape ?


texts: Removing distant vertices/keeping close vertices

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I have a very large map of vertices imported into blender

I want to keep the areas where there are many vertices close together but remove all the random dots here and there. I couldn't find any other post about removing vertices based on distance and thought there could be some function or program to do this. If not can python interact with the vertices and remove them based on distances to nearby vertices?


texts: How can you model a Klein bottle, such as this one?


texts:
I installed the POV-Ray-addon to use this renderer with blender which works quite fine for me. The problem is I want to comprehend the render with POV-Ray and would like to see the source code just like I would edit a .pov-file and render it straight with the command.

Is this possible?


texts: How to set the transparency of the mesh when rendering?

texts:
I have a mesh here, how to render it with alpha transparency.
The following result looks a little strange.
Similar problem can be solved by setting parameters in vedo.


texts: I'm trying to run Blender 2.8 and 2.7 on same PC. When using the installer 2.8 will remove 2.7 and 2.7 won't install with 2.8 already on the PC. Any help greatly appreciated.


texts:
Blender 2.8 has just had a spike in entropy; now random transforms are being applied onto meshes when loaded from a saved file. I launched blender a moment ago and this is what's shown:

Yesterday, the cameras where inside the support as they should be. Today, blender moved them out. Is there a way of telling blender NOT to mess up saved meshes or at least display them as messed up before and after saving (so that I can prepare emotionally prior to modelling)?


texts: Similate a vessel being filled with a liquid

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I would appreciate some help with the following:

I am trying to animate filling a non-uniform shaped mesh with a liquid. I do not want to use a fluid modifier. The end result I need is just a graphical simulation for a web page.

As you can see the vessel is an 'odd shape'

Any pointers towards a solution would be appreciated.

Thanks

Richard C


texts:
I am trying to model Cap's Shield but when I render it, there are some artifacts near the star. Can anyone tell me what's the issue here?

Blend File
(Please your own hdri since the file would be too long)


texts: Importing second model just duplicates the first one

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I have two models, the first one imports fine and I would like to import the second one to scale it to be the same size as the first. The issue arises when I try to import the second model, as soon as I click "Import FBX" it just copies the first model, nothing in the outliner or elsewhere to hint that the new one is in the project.

TLDR: I go to file > import > FBX, then see title happens, what am I doing wrong?


texts: modal function of a modal operator is never called

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I want to receive real time data into blender based on which I would control some animation. To receive the real time data I am using a datagram socket with a modal operator. But for some reason the modal function of the operator is never getting called

Here is the code for my operator

import bpy
import socket
import os
import sys

absolutePath = "/Users/pulkitjuneja/Documents/projects/EVA/scripts"
sys.path.append(absolutePath)

from animationController import main

class socketModal(bpy.types.Operator):
    bl_idname = "object.modal_operator"
    bl_label = "Lip synch Operator"

    def __init__(self):
        print("Listen Start")
        os.chdir(absolutePath)
        self.port = 1301

    def __del__(self):
        print("Listen End")

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

    def invoke(self, context, event):
        self.socket = socket.socket(socket.AF_INET, socket.SOCK_DGRAM)
        self.socket.setblocking(0)
        self.socket.bind(("127.0.0.1", self.port))
        self.execute(context)
        print('socket listening on port', self.port)
        context.window_manager.modal_handler_add(self)
        return {'RUNNING_MODAL'}

    def modal(self, context, event):
        data = None
        try:
            data = self.socket.recv(1024 * 1024)
         except socket.error:
            print('no data')
        print(data)
        print("here")
        if event.type == 'BACK_SLASH':
            self.socket.close()
            return {'FINISHED'}
        return {'RUNNING_MODAL'}

bpy.utils.register_class(socketModal)
bpy.ops.object.modal_operator('INVOKE_DEFAULT')

I am running this script inside blender to register and run the operator but only the invoke function seems to be called. Is there anything I am doing wrong ?


texts: Making hair go straight up instead of following the shape?

texts:
So I'm making trees on a hill. But from what I know, trees grow straight up, and not at an angle. So how would you make the hair particles go straight up and not at an angle. Here's an example of the problem I'm having.

I would like the trees instead of going outwards, to go upwards.

How could you do this?


texts: Acces unmodified Normals on object with Custom/Transferred normals

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I have a complex mesh that I am giving custom Normals to via the Data Transfer modifier. The normals are coming from a simpler mesh.

I want to use both the original normals and the custom normals in different parts of the material. Mainly, the original normals for the Diffuse, and the simplified custom normals for the Glossy. However, once I have custom normals of any type, I can no longer access the original normals. The Geometry and Texture Coordinate node Normal outputs both give the Custom Normals. The True Normal gives the original normals, but with flat shading, so that is not helpful.

Is there any method to get at the original normals still? Or a way to modifiy the True Normal in the material to be smooth shaded?

For a static model, this could be achieved by baking either the original or custom normals to a texture and using that. But that is not an option for meshes that deform as far as I can tell?


texts: Why is the new seam not effecting the UV map?

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I'm in the process of texturing this ship I downloaded and I am trying to unwrap it. For some reason the UV map will not change when I create a new seam. Is this some kind of bug, or am I missing something?
Thanks


texts: In Blender, how can you dynamically generate a right prism between two parallel planes inscribed within an arbitrary closed polyhedron?

texts:
I would like to flatten (scale to zero thickness in a specific direction), then solidify the result of a dynamic (un-applied) Boolean (difference) modifier, and see no obvious way to do this...

My ultimate goal with this is to generate a shape that is a variably thick slice of a dynamic volume, with perpendicular thickness, that does not extend beyond the bounding volume. Is there an easier way to do this?

if you collapse any closed convex polyhedron along any arbitrary axis, any part of the collapsed shape will have two polygons (a front and a back face) for all points within the flat shape... If the shape is concaved, you may have parts of the flattened shape with other even numbers of faces at some regions on the resulting flat shape. (You will see this as z-fighting as the shape is drawn on the computer.) I am unaware of a way in Blender to simplify such a shape to a set on non-overlapping faces.

(Thanks to @stacker for creating the wireframe that is much easier to see than my rendered image.)

The ring highlighted in orange in the wireframe image is actually the negative space around the slice that I'm trying to dynamically create. I included it in the .blend file to differentiate the shape I wanted from a simple Boolean intersection modifier.


texts: How can I get Blender to show Matcap shading for object on blender 2.76?


texts: I read that MB-Lab 1.7.5 requires Blender 2.80.74 or later. I cannot find what my exact version is, it just says 2.80.


texts: multiple mesh,multiple textures merge one texture

texts:
There are multiple mesh, multiple textures, multiple material objects.
Can all of this be made with a single piece of texture and uv?
Are there any tutorials /add on to reference
I want it to this


texts:
I am using Blender 2.79b on Windows 10.

I am trying to import a Collada File by going to File > Import > Collada. I selected the collada file, but nothing is imported. There are no error  messages, the objects are not in the outliner or in the 3D view.

Suspecting a fault in my files, I downloaded a sample .dae file online, which couldn't be imported as well.

I found out, that I had to activate the collada import/export plugin, but it is not an option in the User Preferences. And I didn't find the plugin or installation instructions separately.

I am new to Blender and have no knowledge of python.

UPDATE:  I found a video that somewhat solves the problem here: https://www.youtube.com/watch?v=fjrFbKQmjcE&feature=youtu.be  If there are any effects in the file Blender doesn't ignore then, it just cancels the import entirely.  This is a decent workaround, but is there a way to tell blender to just ignore textures and import anyway?


texts:
I need some help in creating a complex(might not be complex) grid pattern for the back support of a chair.
I attached the image it is based on.
Please note that I have also created the outer frame, do let me know if that's necessary or if I'm headed in the right direction.


texts: Modeling question - flatten part of the cylinder

texts: Got a question on modeling, would like to know if anyone can suggest a way on modeling this part of a chair? It is kind of flatten part of the cylinder. Thank you.


texts: Render time stuck on "synchronizing object" with extreme memory usage spike

texts:
I am using Blender 2.91 with Windows 10. I am using the Cycles Rendering Engine on my GPU which is an RTX 2070.
I have a project that I'm working on that takes an incredibly long time to render. I am doing all of the obvious things to reduce render times (ex. lowing the sample rate, decreasing the number of light bounces, changing the tile size to 512px because I am using an RTX 2070 card, turning off reflective and refractive caustics, checking "render region," turning down the number of max subdivisions, etc...). Even with all of these time saving efforts, I can't get a frame to render in less than about 8 minutes which is way too long considering that I might need to render a 1000+ frame animation in this scene.
I noticed that the lengthiest process for rendering seems to be called "synchronizing object." There are a lot of objects in this scene with many different somewhat hi resolution textures. Is there a way to simply bake every object together to cut down on rendering time? Even if that's not possible is there any way to quickly sum all of the objects together of print them as a single mesh object or something to make rendering this scene less computationally expensive?
Also, Idk if this is relevant or not but my memory is peaking at over 21GB which seems crazy on account of my video card is only 8GB and my computer only has 16GB of RAM total.
Update
I deleted about half of the materials and render time is FANTASTICALLY short! It still looks great even with only half of the materials present. The only problem now is that I can't add additional textures. I am trying to change the color and material of the main door to a wood material but the door material won't change at all. It just keeps the material of the wall for some reason. Any thoughts on why this is happening? I've included the Blender file and and a screenshot.

Here is the Blender File.
https://drive.google.com/file/d/1ik7SoVbX7c1LiEyj1An1GKJiyRTOnoCk/view?usp=sharing


texts: Best way to solidify complex hard surface model?

texts:
I am trying to model MP-40 and reached the part where I want to add thickness to the receiver (not sure how it called right) by adding a solidify modifier.
But after applying the modifier mesh had some inner overlappings, things like floating vertices, etc.

It seems not very convenient and I doubt the best way to clean it by hand.
Questions:

So isn't there a better way and or methodic to deal with such things?
I also tried the same with AK-47 receiver before and in order to deal with messed topology inside I
cleaned and simplified it inside, is this acceptable and a good thing to do?

Blender file


texts: how to make same extrude to other side in object

texts:
How to make same extrude cut to I did in another side of the same object?

Like this pic here:


texts: Blender Render rendering dark, spotty and weird image

texts:
I made a whisky bottle and two glasses. My goal was to make a dark, moody scene with violet and some yellow light, but whatever I'm doing, it's wrong. The glass looks distorted and not correct, not at all realistic, not even near it (I'm using cycles) - I think you will know what I mean, when you see it.

Also, somehow I can't get it to be brighter, I have always these dark points, even though I added a sun and two area lights...


texts: Render scene where camera has background image (Blender 2.8)

texts:
After a few hours playing with Blender I was able to:

Figure out how to add a background image reference
Match the camera position to my bg image using fSpy and fSpy addon for Blender 2.8
Model a simple wood deck

However, I can't get to render the whole thing including the image that is already correctly positioned.

I went through articles that will tell you how to add an image as a background, but not with it as a background for the camera.

Is there a way that I can render this with the setup I already have?

I'm using Blender 2.8.

Here's what I see in the rendering view:


texts:
Example (Mathematica: Demonstration Project):

All the settings are there as to how it's done in Mathematica.
Is this enough for determining how it could be done in Blender?
My first thought and goto was Curves / Torus knots.
I'm not sure what information, based on the example would go where.  Or even if that's the best (or only place - code maybe / nodes maybe) to work this out.
Maybe Braided Knots? Curve Spirals - Torus?
Another possibility, based on the example, maybe a base curve rotated via empty using the array modifier?
https://demonstrations.wolfram.com/KnotPatternSimilarToALotusKolam/
Kolam:

Kolam (Tamil: கோலம்), or also known as Muggu (Telugu: ముగ్గు)is a form of drawing that is drawn by using rice flour, chalk, chalk powder or rock powder, often using naturally or synthetically colored powders, in Sri Lanka, the Indian states of Tamil Nadu, Karnataka, Telangana, Andhra Pradesh, Kerala and some parts of Goa, Maharashtra as well as Indonesia, Malaysia, Thailand and a few other Asian countries. A Kolam is a geometrical line drawing composed of curved loops, drawn around a grid pattern of dots. In South India and Sri Lanka, it is widely practised by female Hindu family members in front of their houses.1 Kolams are regionally known by different names in India, Raangolee in Maharashtra, Aripan in Mithila, Hase and Rangoli in Kannada in Karnataka.[2] More complex Kolams are drawn and colors are often added during holiday occasions and special events.

Source: https://en.wikipedia.org/wiki/Kolam
I don't get the impression that this is "the" Kolam as much as "a" Kolam based on the definition.


texts: How to round values of a Float List in Animation Nodes?

texts:
Math node only has Floor and Ceiling modes, while Float to Integer or Round nodes don't work with Float List (sockets doesn't connect in v2.1 (for 2.79b). Am I missing something here?

Making a Loop just to accomplish rounding seems to be overcomlicated for this task.


texts: How can I make a pixel brush that works in Paint and Texture Paint view in Blender 2.9?

texts:
Have tried following this, but the best I can achieve is a pixel brush that sometimes works in Texture Paint view, but bleeds horribly in Paint view.
This brush uses a texture of a white square island surrounded by alpha 0, as seen here: (note this is invisible, but trust me, the texture is there)

Does anybody know how to create a pixel brush that works reliably in Paint and Texture Paint views? (And, ideally, which swaps out the cursor so I can see the brush texture outline?)


texts: How to join more bones in a armature together

texts:
I'm tryng to rig a face. I would like to join/parent more bones together,but I'm not able to do it. I've already tried using the approach explained here :

Join bones in a armature?

but it didn't work for me...check the attached picture,please. In the red circles you see the bones that I want to be attach together. The armature is the one provided by the Rigify Addon PitchiPoy Version,that I found here :

http://pitchipoy.tv/?p=2026

problem is that when I parent one side of the bone,the other side is disconnected from the rest of the bones and sometimes one bone is placed in the wrong place...


texts:
I set up a spline IK for a tail rig and set up control points as well.
The only problem I have is that when I set the Child_of constraint to the control point in order to get a smooth flow, the control to the parent bone is lost.

Like when I attempt to move the rig fully, the bones will accelerate and go a lot further then they are supposed to go.

As it should be, all bones should stay in their original places when being moved with the main controller.


texts: Where did the marble procedural texture go? (Cycles)

texts:
It seems to me that the procedural textures aren't render engine dependant, I guess I'm wrong. Does anyone know why this is?

Is there anyway to get a procedural marble texture into cycles? (or simulate it in some way?)


texts:
I wanted to create a simple dragon/snake thing which I managed to do, but now when I try to sculpt (to add the eyes and some texture and manual smoothing to make it less boxy), my computer lags and doesn't seem to want to let me. I have a powerful computer so its not hardware. Plus the file is less than 1mb. Can someone please have a peak and let me know what I've done wrong and how I can fix this without redoing? Im new to blender.
N


texts: How do I add a constraint to an object with Python?

texts:
I am currently writing a script, and have gotten to the point where I need to add a constraint from inside the script in my for loop. I have been unable to find any recent documentation on the subject however, it all being from a good 7-8 years ago for the most part.

How could I accomplish this?


texts: How to UV unwarp and keep the original face proportion?

texts: I have a simple cube and in edit mode , i stretched it in Z direction  so now the cube become very tall and the faces on top and botom are still perfect square. I setup the edge seams already so it will unwarp the box perfectly. The proportion of uv will be correct if i use square image (texture). If my texture doesnt' have 1:1 aspect ratio, the uv will try to adjust itself to the image aspect ratio. How to ignore image/texture aspect ratio ?


texts: Why I am I unable to mix matrix nodes multiple times with Animation Nodes?

texts: I have some nodes setup that make use of the "mix Matrix" node with a specific factor input. It works great. Then I wanted to mix that mixed matrix with another combined matrix, but at that point it wont work anymore. So I guess my question is, is it possible to use multiple mix matrix nodes to mix "mix matrix" nodes? (sorry if it sounds convoluted)


texts: How to make MMD model smooth on bone animation?

texts: Whenever I rotate and animate the bone it causes the model's part around it go sharp.(example:the shoulder) I tried Smoothing Vertex and stuffs but didn't work.


texts: Animation changes after applying mirror modifier

texts:
I have an object, a quadcopter propeller. I applied a double mirror to generate 4 propellers.
Then, I animated the propeller so it rotates. This produces the four propellers to rotate in their places (this is the desired output).

However, if I apply the mirror modifier or if I export it to an fbx (which I need to do), the animation changes and all the four propellers start to rotate around the original one, which continues to behave in the same way.

Is there anyway to avoid this behavior?


texts: How to display mirror reflection in viewport?

texts: How can I display the amount of reflection an object has in the viewport?


texts: Copying keyframes from one project/rig to another

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How do you go about copying the keyframes from one project/rig/object to another. Baring in mind, that my rigs are in totally different saved files. The character I'm working on is basically the same as my other, except the character has been modified - squashed inwards so they're thinner, characteristics altered/added etc. So it uses the same armature as well. However, though I did delete it at the start, I'd like to transfer my first character's walk animation to my second just to see what it's like, alter it, and save time. I have read you're supposed to select the object, hold Shift, select the armature, press Ctrl + L and then select 'Animation Data'...? I can't find this option anywhere. I've also tried selecting all the keyframes from one rig, copying them, and then pasting them into the new one, but it doesn't work. How could I do this?

Thanks


texts: blender 2.91.2 Viewport displays only gray in preview or rendered shading

texts: I just installed blender 2.91.2 and whenever I switch to wireframe view it displays only the outer frame while the material preview or  render view shows nothing but gray , whether it's new project or old from the previous version it's the same


texts:
I was looking at the free version of Kit-ops plug-in, and I noticed that the selection of a single component of the cutter, selects all the element of the cutter. This happens both in the 3d view and in the outliner.
It looks like all the elements are grouped, but I don't understand how it is done. There is parenting, but even removing the parent the selection works as before. Also, parented objects can not be selected that way.
I also noticed that the main object has a number of user data corresponding to the "child" objects, but the data-block is at object level, not mesh level. Maybe this is the reason, but I don't have any idea on how to do that.
In this screenshot, after selecting ADV Cube3 1 cube 002, ADV Cube3 1 plane is selected as well.
Also, ADV Cube3 1 plane has 3 users
Any hint or explanation on how this is done would be much appreciated.
Thank you,
Luca


texts: i recently noticed i was rendering in half of 1080p, those renders alone took about 4 hours. with it in full 1080p it will take 25 hours just to render 300 frames! can i render a specific amount of frames at a time so my PC isn't working for 25 hours flat out? thanks.


texts: Unable to rotate multiple spheres in a circular pattern

texts:
Greeting, am totally new to blender and I was trying to do a animation by circling the spheres along the Z axis.While rotating it shows correctly however after inserting the LocRot keyframe, the animation turns out as blow. Was wondering what I was doing wrong and what the solution to this could be?

Thankyou !!


texts: How to bake 2 normal into a new normal map

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I'm trying to bake 2 normal(or more) into 1 new normal map. The following image is the result of the 2 normal map merging using mix shader.

As you can see the details is quite clear. However, after I bake it the details will significantly reduce.

The method I used to bake the normal map, is using the node wrangle feature to preview the normal(it will preview in emit) and bake it as a emission map. I trying to find  another method where I can retain much of the normal details as possible. Thank you in advance.


texts:
I'm looking to create a painted animation similar to ESPNs broadcast package for the 2016 Euros. I can map an image to a plane just fine and have that plane follow a curve, but I'm having a hard time unfurling or "pulling" the paint in a way that looks fluid. I've looked at the case study for that project and I think they used C4D. I wanted to see about an equivalent method for Blender.

Germany v Italy

Video

Alternatively, I've thought about using metaballs generated as a particle following a path but it doesn't clump and stretch the way paint would when dragged by a brush across a surface. Admittedly, I'm relatively new to Blender so I'm sure there are options I haven't considered.

Thanks in advance; any help is appreciated!


texts: Mirror Causes Left Handed Local Transform

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Notice how the object local transform axes are left handed after the mirror.  Is this a problem?  It's a little odd for me from a python scripting, I often transform objects with python matrices.  Is it just that the word matrix represents a left handed set of axes?

So to test, I use the world matrix on each of these objects to inspect what Blender thinks is the positive local x axis.  Strangely, I get 2 different answers depending on how I ask what the local x axis is!

import bpy
from mathutils import Vector

X = Vector((1,0,0))
for ob in bpy.data.objects:
    mx = ob.matrix_world
    mxrot = mx.to_3x3()
    quat = mx.to_quaternion()

    print(mxrot*X)
    print(quat*X)

result:
Vector (1.0000, 0.0000, 0.0000)

Vector (1.0000, 0.0000, 0.0000)

Vector (-1.0000, 0.0000, 0.0000)

Vector (1.0000, 0.0000, 0.0000)


texts: How can I speed up Blender Cycles render time?

texts:
My problem is that my scene is going to take so long to render that I am questioning if I should even go forward. (PC parts and performance aside) Is there a way to adjust this file to still have it not appear grainy, but not take forever because of sample sizes and Denoising? I've tried so many setting variations that i feel like i'm going in circles at this point. I'll attach a blend file to this so hopefully you guys have more of an idea of what setting i can tweak. I just don't understand why such a low-poly scene would take so long to render a frame.. Thanks in advance for any insights you can offer!

Project File: http://pasteall.org/blend/index.php?id=50442


texts: All the black object have the same material but only the outside floor renders it correctly, what can I do to change this?


texts: How to let grow PingPong balls inside an invisible box?

texts:
Inspiration / Reference
So I came by this interesting example of ping pong balls from Alvaro Navarro, where the amount of spheres are growing inside an invisible box.
So I think he is using some kind of particles to generate new PingPong balls at a point down the bottom of the invisible box, where the new generated particle balls will be pushing the already generated balls to the top using some kind of collision.
Tried
To make a simplified version for the first step, I did the following:
So I created a box. Deleted the top face and add Rigid Body Passive (so the box doesn't fall down). For simpelicity, I added one sphere with also the Rigid Body, but now type Active. Unfortunately it seems like it will set this type for all objectes with Rigid Body.
Something that is made in C4d, but don't know if this is possible in Blender, because there is no collision for each particle I've read? https://www.youtube.com/watch?v=HoxBLXKZ7gw


texts: How do you make holes in a cylinder sharp using subdivision surface modifier?

texts: I am making high poly model for a gun using subdivision surface modifier, in the pic you can see the barrel with a hole in it but the control loops deform the curvature of the barrel as in it isn't round anymore. How do you make holes in a cylinder sharp using subdiv? Or you shouldnt use subdiv?


texts:
This one is still version 2.79. I would like to combine the two vertex color layers into one. These are what the layers look like:

I want to add them onto each other.


texts: I am following Blender Guru's tutorial and I'm making particles on my icing. Unfortunately, they are flying around my icing instead of just lay on it. What's wrong?


texts: Shrink wrapping plane on sphere distorts plane dimensions too much

texts:
I'm trying to shrink wrap a rectangular plane.
The plane is supposed to be a sticker, that is placed onto a sphere.

The sticker's (plane's) bottom edge vertices seem to be closer together relative to the opposite end, they don't seem equidistant.
These are the modifiers on my plane:

If I set my Z scale to be 1, it seems to straighten out, but then the plane's size gets smaller, and I want it to be as large as I have it above:

If I try to make the X and Y larger, further distortion occurs, and I have to increase the Z again until it's not distorted but it's still small.


texts: Why the cloth penetrates collision object?

texts:
I made a person and set cloth simulation to cloth. At first, simulation worked well, but after set running animation, it became not so good. As you can see, the cloth penetrates body object that I set collision. So please tell me how can I fix it.

blender ver:2.79b

P.S.Thank you very much for comment.
I added some images.
The second one of three added pictures is cloth object and third one is collision object.


texts: why is my material not showing on the model?

texts:
so I got to this point by making tons of blocks and putting them in a pattern... after I joined them all I created a material for it and added a texture... I opened that texture in the UV editor and went into edit mode on the model and unwrapped it.. I don't see any change in color when I look at the "texture" and "material" mode but when I change to "Texture Paint" I get the weird mix of green/black/grey etc...

HELP

here are pictures showing the problem:


texts: How Can I Preserve UV Maps for Multiple Objects?

texts: I searched for an answer to this question, but I can't find an answer. I have a texture that I'm mapping onto multiple objects. I have it placed exactly where I want it on one face of one object, and now I want to copy those UV mapping coordinates for that face to a similar sized face on another object. The objects are otherwise the same shape. Any ideas?


texts:
I've selected a colour that I wanted to choose.

Despite that, the line appeared to be grey rather than the green that I intended to pick when the line was drawn.

The strangest part about this is that I don't get this problem when I create a new blender file.


texts: Blender is limiting the amount of vram being used then crashing?

texts: Does blender limit amount of vram that can be used. I ask this because I have a radeon pro with 8GB of ram but blender will never use above around 4gb


texts:
I've got one stubborn tri on my mesh that wont go away, and was wondering if anyone could cast a quick look at it to see if its possible to make it into a quad?

I want to unwrap the mesh and then texture it in substance painter so I don't want any pinching. I'm still a newbie so forgive me.  I've spent probably too much time on this tri alone (haha) and whilst the Removing triangles and ngons is helpful, it doesn't help me massively.  I've tried with the knife but it ends up solving the problem but creating a new tri or ngon elsewhere.  I've tried loop cuts on either side and up and down but with same result.

Sorry if this is a repeat question

Blend file attached


texts: I don't know how to make Emission objects have a flickering animation. I'm trying to make it like those broken gas station signs that flicker. I've looked through the internet and they give me little details. Help a brother out?


texts: I am wondering if possible to swap two curves in editor graphs? or to modify a curve to be constant =0 (no motion)?


texts: i am trying to do a xenomorph egg like in the pic below but i am stuck at creating the 'petals' edges to look realistic, any idea if a curve projected on the egg main is the way to go ?All i currently can do is some straight lines which i then project on the egg but no way it looks realistic.


texts: I want to render a few frames and all I get is a black screen

texts:
To escape Blender I tried to export the particle simulation to fbx by baking the animations and then bring it in and then I can render it very easily there.
I was unable to bake the animation of flocking birds, so I'm forced to render in Blender but I still cannot figure out how to render frames.
Can anyone just show me even by pictures where to click to render one frame the correct camera


texts: How can I control multiple points of a cloth sim?

texts:
I'm following a tutorial for a crate design, but I wanted to add some extra flair to it. I thought it would be cool to animate a ribbon of wires as it slides open. It's almost done, but I can't figure out the last bit.

As you can see, the ribbon isn't pinned down on the opposite end, so it just slowly slides out of place. I found this answer on in another post, but I couldn't figure out how to apply those techniques to my test scene. I'm still pretty new to Blender, so I'd very much appreciate any help/advice. Cheers!


texts:
I have 2 material and i want to put a image above the 2 material.

I have created a bus model and to the below part i have 2 material white and blue. In between on the top of the 2 material i want to add transparent image of ice-cream (as show above.) I have attach the bottom part and icre cream image. How to set up the nodes for it. Thanks


texts: Where does End Clip Distance start on Orthographic view?

texts:
In Orthographic view the Start Clip setting has no effect. If I move the End clip it will affect both front and back clipping on the scene.

Setting the end clip to 1m (as I prefer working in metric scale) will show me a sliver of my scene that is only 1 meter deep, (determined by the clip distance). My question is this: that 1 meter distance seems quite arbitrary: 1 meter from where? X:0, Y:0 Z:0? How is the center of that visible range determined?


texts: How to extrude equally in all directions?

texts:
I am new to blender and I'm struggling with one feature; a strip of metal going near the top of the camera body (Fujifilm s4400). My problem is that the metal strip will not extrude to a continuous length because of the curve around the camera body. To add to that when I smooth out the model I get a gap where the strip is and it curves at the end leading to a hole in the model.

Could someone guide me with what to do or edit my .blend file so that I can observe the way you do things.

Here is the blend file if you would like to have a look:

https://onedrive.live.com/redir?resid=D1676DBCF8E08414!402&authkey=!ANRCxzBWbz75GiI&ithint=file%2cblend

kind regards,

Shane.


texts: How do I recalculate normals for all objects in the scene? Normally, I select an object at a time, press Tab, press a to select all vertices/faces and press Ctrl-n. If I have 20+ objects in the scene, can do it in one hit combo?


texts: How to create a "Rounded Grids" effect like in MagicaVoxel

texts:
I can export a 3D model from MagicaVoxel as an OBJ file and import it into Blender no problems. The colours come UV-mapped onto a 256x1px PNG file.

I'm trying to get Blender to render this effect where each 'voxel' in the model has distinct rounded edges, like this:

I created a bump map image like so:

and then added a new texture to my material.

I set the mapping to "Generated" instead of UV. I set this to a Cube projection.

I got the scale right by setting the Texture Space like so:

Now when this new texture's Influence is set to Diffuse Color, I see this:

so the positioning seems correct.

However, when I set the influence to Geometry Normal, I see this:

What am I missing here? I guess this is because the Normal Map uses the RGB values to set the normals so I'm missing a dimension of displacement? If I try to use "Displacement" instead I get this:

Do I just need more of a gradient on my tile image? Or am I doing something more fundamentally wrong...

UPDATE:

Here's what the mesh looks like - it's not individual cubes.

Another Update
It really seems like a bug to me - if I can see the image mapped correctly as a diffuse color texture then why wouldn't it apply the corresponding bump map?

I've uploaded my packed .blend file here: https://www.dropbox.com/s/q3m23wurzeyqv19/rounded-grids-question.blend?dl=0


texts: Measuing an irregular volume from an .stl mesh

texts:
I'm quite new to blender so please, any help you can give is much appreciated.

I am trying to measure the volume of an irregular object (e.g. a mold of clay) on either a concave or convex surface (such as the back of a hand).

The file is .stl and is a non-solid mesh.

I know that Blender comes with 3D printing tools to take these measurements but I am having problems making the object solid (taking into account the curvature of the surface) to take this volume.

Unfortunately, the surface cannot be scanned alone beforehand to subtract from the surface+clay image.

The ultimate dream is to write a python script to take a user defined area (e.g. the borders of the clay mold) and somehow measure the volume taking the curved surface into account. But at the moment, any advice on how to go about this with blender would be great.

EDIT: Here are some images of the file and what I am trying to achieve. I am trying to measure the indented suface in the 2nd image, taking into account the curvature shown by the side on profile in image 1. (Thanks).


texts: How to import and export blender files with textures

texts:
I've created my first plant from scratch in Blender 2.77a with Cycles Render.
This is what I did next to colour the plant:

UV unwrapped each plant body individually and hand texture painted.
UV unwrapped one leaf and hand painted in texture paint.
I have duplicated the original leaf and modified it.
I have repeated step 3 for each single leaf.
This is the final result:

I have tried to export the file with 3D Studio, Collada and OBJ but every time I had the same result: a grey object.
I tried to reassign all the UV maps manually but it seems that when I joined the different parts in one mesh, all the UV maps showed unwrapped pieces overlapping each other...

I'm just learning so I won't panic at this stage but is there a way to export and import complicated objects without loosing all the data related to their textures? Thank you in advance!


texts: Smoke Simulation has weird artifacts and looks low res

texts:
I can't figure out why my smoke looks like this. It has weird artifacts and looks like it was rendered on 144 resolution. This was actually rendered in 2560 x 3840. I also used 400 samples and I'm using cycles.

Here are the domain settings

And here are the emitter settings

I've done a few simulations that have turned out perfect, but this one is just not working.

Edit: so I increased the domain resolution but the wisps look weird now. They looks low res also. Is there a way to get rid of the wisps. Maybe increasing the density or something.


texts:
I'm trying to replicate this logo to 3d space but I'm not able to make the last green portion.
Here is an image of the intended result :


texts: Book Shelf: Rigid Body Sim- Books thrown out

texts:
I'm working on a bookshelf animation, nothing fancy just the books falling into place.
I applied rigid body properties to both the book (active) and the shelf (passive). Upon playing the simulation, the book appears to be thrown away from the shelf rather than falling into place.


texts:
In this model using 2.70 with toon-rendering and freestyle some edges (circled in red in the image) are rendered that should not be rendered.

I am a old man came from very old blender, so please be specific!

How can i keep only these edges from rendering?


texts:
EDIT - new pic attached to bottom
I've got a billion nodes making a texture that covers most of the robot.
i want to animate it tho, and the poota chuggs even when moving things around in viewport, so i believe baking the texture on to each mesh will free up processing power.
(i have another post up regarding animation misery)
baked image size is 2048, tile size 2048, 64 samples. Object has been unwrapped and looks good when all the nodes are plugged in.
the resulting diffuse is f*&#ing awful tho.

I cant see what i did wrong
on another note, all the youtube vids suggest exporting diffuse/bump/aoc etc seperately. why not just use combined? - see answer below
UGH.. so, i found i was unwrapping the wrong hip (local camera in uv unwrap pointed at the wrong hip). the poorly setup AOC was prolly making it darker than expected, and i had overlooked the metallic in the rust part, mixing with the rest of the bake.
But. still no love. why is this happening. the rust just goes crazy in soem faces. its def a new correct uv unwrap, which displays fine until i bake


texts: How to create a tape wrapped around an handle

texts:
Hi i'm very new to blender, and currently, just for beginning i'm doing some "homeworks". Now i'm modeling an hatchet and i want to add a tape around the wood handle.

Reference image:

Can someone tell me how i can do it or point me in the right direction?
Thanks


texts: Using Python, How would I get my player to rotate 180 degrees left or right,

texts:
More specifically I want the character to rotate a complete 180 when I press the left or right arrow key. But I don't want it to rotate again if I press the same key in sequence.
Example:
Character is facing Forward.
I Press Left, the model rotates 180 left.
I press Left again nothing happens because the model is already rotated (Would be perfect).
Ive searched all over web but can't really figure this one out :/
Heres my script

import bge

def main():

    cont = bge.logic.getCurrentController()
    player  = cont.owner
    keyboard = bge.logic.keyboard

    if  bge.logic.KX_INPUT_JUST_ACTIVATED == keyboard.events[bge.events.LEFTARROWKEY]:
        player.applyRotation((0,1.57,0), True)

Any help will be appreciated thank you!


texts: saving image from Blender to a specific path

texts:
I'm trying to save an image to a path which the user can choose, but I always get the error-message:

line 64, in execute
    image.save_render(path+"output/Image0"+str(counter)+".png", scene)
    RuntimeError: Error: Could not write image '//../../../testOut/output/Image00.png'

here's how the var path is set:

path = bpy.props.StringProperty(default="/", subtype="FILE_PATH")

[...]

path = self.path

scene.render.image_settings.file_format='PNG'
image.save_render(path+"output/Image0"+str(counter)+".png", scene)


texts: Render window keeps popping up with the last frame of recent render

texts:
I'm a newbie user and I'm trying to render an image on 2.81 and 2.81a but the render window keeps popping up with the last frame of recent render.

I can tell the computer is rendering due to the processor load, but I can't see any result anywhere.

Any setting or preferences I accidentally touched?


texts: Pressing "W" turned my cursor into a circle

texts:
I was editing a curve for hair, and pressed W to bring the specials menu and Subdivide it, but instead everything but the curve I had active dissapeared, and my cursor turned into a circle like the one from the circle select mode.

I'm guessing they changed the specials menu and I'm inside some unknown to me function, but I'm not sure how to turn everything back to normal.


texts: Applying real life measurements to a digital sculpture

texts:
While sculpting a human body I found myself needing to make sure that the main body points are set apart a certain amount of cm to match the measurements of an existing person. Is there a tool like calipers in Zbrush or a way to measure a part of a body, change the units accordingly to real life example and then be able to measure other parts relatively to the first measurement made?
For example I know that the distance between clavicles and pubic bone of a model is 57 cm. I need to make sure that everything else in the body of my sculpt will be relative to my model's measurements. How can I achieve it?
Huge thanks to anyone reaching out to help!


texts: Final render different than preview, black artifacts appear

texts:
Update: Added edge split modifier, now it works. I don't understand any of this.

I'm going crazy over this. Tried rendering in 2.75 and 2.76b. Same result.

I have this piece of a sword that just looks completely different on the final render than on the preview. And all the "render" vs. "view" settings are completely identical. And there are no object that render but are hidden or vice-versa.

The material is a mix of anisotropic and glossy, in the top right you can see the rendered .png and at the bottom it's my 3D view in render view. Do you see the black artifacts? They just won't go. I tried messing around with the subsurf modifier or rotate the mesh, but some black crap always appears anyway.

Just have a look at this. How come is the final render so different from preview in this simple case below?! (just Fresnel->Emission)

I don't understand what's going on. I thought the final render ought to be the same as preview in general. Let me repeat: subsurf has 3 subdivisions for the "View" and also 3 for the "Render". That's not where the difference's coming from.

Please, help me!


texts:
I have a scene, about 20 mio faces, 1000 objects, 90% are instances. All modifiers are applied to the objects, in fact, not a single modifier is on any object.
Using the cycles preview, the scene takes about 1GB of my 4GB VRAM. Blender says 2,5GB Mem in the title bar. The scene renders in seconds in the preview.
When I render using F12, Blender uses almost all of my 8GB physical RAM (value of Windows Proccess Explorer), saying in it's title it uses 5.5GB of RAM. I increased my virtual memory to 24GB on an SSD, making 32GB in total.
Blender uses all of that, taking forever to synchronize objects and build BVH.
I let it run, it continued, but very slow.
At the end I get the CUDA out of memory message.
Conclusion:

4GB VRAM
8GB Physical RAM
24GB Virtual RAM
In preview rendering the scene uses 1GB VRAM and 2.5GB RAM.
In final rendering 4GB VRAM and 32GB RAM ain't enough to render it

Any idea what I can do?
EDIT:
I simplified the scene and made a screenshot.
Green marker: GPU Memory
Red: RAM, Taskmanager (top), Blender (bottom)

Still the scene doesn't render, memory rises in task manager up to 7.7GB, then starts to fill up the 24GB of virtual memory.
Nobody seems to know, how to solve the problem. Maybe someone can answer the question, why this is happening. Why takes it 2 seconds for the cycles preview render to load my scene, build BVH and render it without any trouble, peaking at 1GB VRAM, while F12 eats up all RAM, fails to render and claims I'm out of VRAM? It should be other way round, that the F12 render uses less VRAM, from my experience.
Also the question, why Blender displaying RAM usage completely wrong, remains. I've read an article of Blender Developer Sergey, he's talking about memory fragmentation, but I doubt that would cause more than double of RAM usage. Sure, I don't know.
EDIT2:
I scratched together my last bucks and bought 16GB RAM. Didn't help. Syncronizing and building the scene used again all 16GB of memory and then continued with the virtual memory.
All I can say is, this is definitly a bug. I cannot think of any logical reason, why a scene that uses 1GB VRAM in Cycles preview would use 10x as much in final rendering, given the facts that:

There is no modifier on any object
Textures are small, 90% of objects are instances
Nothing is created at rendertime, there is no particle system

I have no clue where to look for, what could cause this, and apparently no one else has. So I will conclude this is a unknown bug.

A bit hard to see on the screenshot. Below you can see the GPU memory peak at 10GB. On the right you can see Blender claiming to use 2770MB of memory. Not on the image, in the taskmanager all 16GB of RAM where used.


texts: How to import Alembic Vertex Colors from Houdini correctly?

texts:
I've exported a simple scene from houdini with a few geometries, and written into the vertex colors, Cd, for each mesh a different gray value like:

(.1,.1,.1)(.2,.2,.2) ... etc

When I import this into blender, and use the Attribute node to render in cycles, it seems to be doing some color correction or manipulation of this data (before viewer color transform)..

I get:

(.011) (.031) (.074) etc, it seems to roughly correspond to srgb/lin gamma correction?

I've confirmed by bringing this .abc into maya as well, that the data is written correctly.

How can I disable this? I want the exact numbers I wrote to the geo in houdini.

the blender screen shot is taken as I mouse over one of the gray shapes, it should not be .03137


texts: remove unassigned materials from an object... how do I do this?

texts: I'm currently using Blender 2.8 and the function to remove unassigned materials from a mesh doesn't seem to be available anywhere. In 2.79 there were 2 addon's that dealt with this, "Material Utils Specials" and "Amaranth". They both had options for cleaning out material slots on an object. What is the workflow in 2.8 for doing this?


texts:
I'm unwrapping a deformed cube, so I've set all edges to be seams. When I unwrap, I get 6 polygons as expected, but I'd like there to be a gap between them on the UV map. Currently, they are all touching each other.

The blender manual mentions a margin setting, but I cannot for the life of me find it, even after googling it, and the manual glossed over it.

Using 2.71


texts: Start Game from File, how to send a message

texts:
I made a game with my pupils in our geography lessons this year. The task is to travel around the World and collect points.
The single levels work very great but we can´t show the collected points at the end. The reason I guess is that we had to split up the levels to different blend-files. We had to do this because of some pythonscripts (mini-map, mousecursor) and the loading time.
The structure looks like this:

                         ->australia.blend ->show collected points (works not)

menue    ->     spain.blend

                         -> show collected points (works)

(Sorry the arrows should be more rotated...)

So is there any possibility to send a message or something like that from one blendfile to another?

Greetings from Hamburg


texts:
I've tried to google this with no success.
For example I have a curtain that has cloth sim applied and is slightly billowing in the breeze. A character comes up and pulls the curtain to one side (pinned area at the top of the curtain to remain fixed)
I've tried using hooks but they only seem to work on the pinned parts of the cloth. Collisions are obviously an option but it's so difficult to get the cloth to behave the way you want.
How would you go about animating this?


texts: Why is my animation being broken up into several files when i export it from blender and import into unreal engine 4?

texts:
[![enter image description here][3]][3]

I created an animation for gun recoil but when i export my model together with its animations and import to unreal engine, the animations break up into several files and the animations in these files don't match the one in blender. I posted 3 pictures. The first is in unreal engine, second picture shows how i parented the individual meshes together and the third shows how i did the animations. Any help would be appreciated.


texts: Is it ok to have vertex count in cylindrical objects not equial to 8, 16, 32, etc?

texts: For example, I have cylinder with 33 vertices instead of 32 (see attached image). To my mind there is nothing wrong with this. But may be I am wrong? Just wanted to ask blender guru about it, guys.


texts:
EDIT: apparently i have been a dingus and not apply a texture.

The image shows blender and just a single frame i rendered from it. I originally tried to use cycles for rendering but for some reason it did not animate at all so I had wasted 30 minutes of waiting. Next I tried eevee rendering engine and then it animated fine, but it seems the plane and cube are transparent. Is this something bizarrely intentional, a bug, or am I just going insane and i got this image from a graphing calculator


texts: Making an Interface in blender game engine

texts:
I am learning how to make interfaces in the game engine, and I have set up 2 buttons: an exit button and a play button. When one of the buttons receives a left click, it either closes Blender or goes to another screen with a monkey.

The problem is that both buttons are doing the same stuff at the same time. They're switching scenes and closing the program, and the biggest problem is that I don't have to click on the buttons at all. When testing, I can click anywhere in the Blender and it does this.

Here is the .blend file if you need it.


texts:
Here's an interesting situation I'm facing right now. During modelling, I know that you make it easier to focus on an object by PRESSING PERIOD on your numpad. That way, the rotation will be oriented within that object.

My problem now is that my fullsize keyboard has gone caput and I'm now using a replacement keyboard with no NUMPAD at all.

So, during my modelling, I am having difficulty manimuplating the 3D space because I cannot control or place the CENTER to a specific object.

Is there a solution within the KEYS themselves?

Thanks


texts: When posing elbow, the rest of my arm mesh deforms

texts: So I've gone through a bunch of tutorials online on how to pose my figure. it makes a lot of sense to me. Rigging should be simple so I started with the tail of my character it seems to be working just fine (as illustrated within the img) so that works fine. Then I start to go and pose the arm with two bones. the upper joint of the arm looks fine yet when I tried to move the elbow joint begins to contort the lower and upper half of the arm also illustrated. All the tutorials I watched say use the automatic weights. Is there another method I should use because the tail is working just fine yet the arm, which has fewer bones, is not.


texts: Is it possible to have a procedural texture radiate from the CENTER of a sphere?

texts: I know how to animate a procedural texture to make it translate, rotate and scale on an object, but is it possible to animate a procedural texture to radiate from the center of a sphere? Think of something like carbonated bubbles radiating out of a blob of water in space, going in all directions. How would I achieve that effect?


texts: Trying to add a scene in the video editing mode I get "No Items Available" [Blender 2.8]

texts:
I'm trying to add a scene created in the 3D viewport to the video editor.. this works in Blender 2.79, but in Blender 2.8 it doesn't work.

When I try to add a scene created in the 3D viewport to the video editor (video editing mode -> add -> scene) it appears "No Items Available".

P.S. I know that I can do the same by adding directly a text in the video editing mode.. I'm just adding a text here to make it easier to understand.


texts: Why do i have so ugly creases on my render

texts:
don't know why but i have very ugly creases when i plug my normal map in.
I fixed my normal map and tryed to delete all creases but still have no result , model is very ugly , this is my 3rd character and for very first time i have so ugly results ;/
https://dropmefiles.com/M9ON9
with out normal map everything looks very good.


texts: Transforming a cube to a sphere using transform to sphere isn't creating a sphere it creates a spike shaped mesh

texts: Took a screenshot of blender pressed f6 to show the options that were by default for the to sphere transform. It creates a spiked shape mesh not sure why any help would be appreciated thanks.


texts: How do I prevent objects in a collection at the same position from sticking together?

texts:
I'm not sure if this is a bug, or something else.

I have a number of different objects, that are all placed in the same collection, and whose origins are all at 0,0,0.

For some reason, this makes it so when I try to move, or scale, or rotate them, they all do it.

I want only one of these objects to do so. What should I do about this?


texts:
How to render only those 4 keyframes (just an example real test has more keyframes)
Sketch_0001.png; Sketch_0014.png; Sketch_0022.png; Sketch_0030.png;


texts:
I have been studying techniques for creating cloth rigs recently and I hit a snag with what looks to be the commonly agreed upon solution for cloth that must move with bones, which is hooking certain vertices of the cloth to the bones of the armature.

What happens is my hooked vertices get disproportionately stretched and the rest of the mesh geometry doesn't follow realistically.

Here is a very simplified illustration of the problem (1 mesh with 3 verts hooked to bones):

In this example simple edges are used, but extruding to add volume to the cloth doesn't improve it, so I don't think that's the problem. Also, I first observed this on planar cloth meshes.

Is this a problem with my settings (I've tried many configurations), or a bug, or ...what?

Thanks


texts:
I have one specific question and one general one.
The specific question:
Is there a way to boolean in a shape without creating a bunch of ngons? I want to cut a hole in the visor as seen in figure 1 and what I have is in figure 2.

Figure 1

Figure 2
More general question:
Could anyone comment on the topology of my object (keeping in mind I want to use it for 3d printing, but any advice is welcome). What could I have done better in the modeling/mesh creation. Like "you used this tool here, but it created some problems in the mesh, try this tool instead" I've attached a link:
Google Drive Download, ask if you'd like it emailed instead
I assume I am doing a few things wrong with my topology but I am not entirely sure what.
I am a blender novice and have watched a lot of Lydna vids and youtube vids and decided to cut my teeth by making a robot from a Studio Ghibli movie.
I thought I got the model looking pretty good, but when I attempted to 3d print it, I had some strange issues. Parts of my model were not printed. The structure underneath was, but the surface was not.
I assumed I had made some rookie mistakes, so I decided to go and try and remake portions of my mesh. This time I wanted to look at it in meshmixer to ensure everything was alright. Unfortunately, when I loaded it in, it looked even worse than what was printed out! It looks fine in Cura, but not Meshmixer... the oddness abounds.


texts: I'm trying to bring a  character created by my niece to life. The head of the character is a sphere, and the eyes and mouth should look like they are line drawings on the sphere.  I want to be able to animate the mouth and eye movements so that it has the look of a 2D cartoon projected onto the sphere. I'm new to Blender. Any suggestions would be much appreciated.


texts: Trying to use array with mesh going from big to small. Meshes are alternately flipping

texts:
I've been following the instructions here: Changing Size from small to big in array or duplication
It's not going well, however, and being new to this method, I cannot understand what the issue is. Any help would be immensely appreciated.


texts:
I am following this tutorial about making an anvil, and I was first stuck on the normal map, but i was able to fix that. I had forgotten to UV unwrap my low poly mesh. But now i have another problem. I am configering nodes to the Principle Shader, and my Normal map does not show up at all. If i lower the strength of displacement node, you can sort of see it, but it still isn't enough. You would have to look really hard.

This is the normal map:

I am unable to post the screenshot with the other nodes applied, but basically the dents up top dont show up. or any other for that matter. I know that you can see it because earlier, the normal map did show up, and when I increased the strength to 10.000, i was able to see the dents, but also that i did not shade smooth either of the models. I have also tried to change the textures, but no luck.
I fixed the normal map from being stretched and ridged, but now it wont show up.

Here is the blend file:
https://www.mediafire.com/file/ipftp0xshhfe5js/Anvil12.blend/file
Here are the materials:
https://www.mediafire.com/file/zxhdi3o10fgnocw/MetalCorrodedHeavy001_%282%29.zip/file
Here is the normal map i had baked:
https://www.mediafire.com/view/2t92heq3fy03u9i/Normal1.png/file

Any help is appreciated.


texts: How to create hotkeys for specific modes that override the default ones?

texts:
"G" in object mode = move, while in Sculpting mode = Grab brush,

I want to edit the shortcuts for many brushes, but i'm having an issue, for example i want to remove the "S" key from the Smooth brush and assign it to the "Scrape" brush, but its not working, "S" is always smooth, even when i right click and remove shortcuts from it and add "S" to scrape, also, is there a place to see all shortcuts for every mode so that i don't accidentally override some important ones ?

thanks!


texts:
I would like to replicate the following python code in animation nodes:
a = [1,2,3]
c = []

for i in a:
    for k in a:
        c.append(i*k)
print(c)

The output is [1, 2, 3, 2, 4, 6, 3, 6, 9].
However in animation nodes I can not make this work. Below is my current nodes setup:

(I know that this could be done in AN in a simpler way however I need something like this for a more complicated project.)


texts:
So I'm making a GUI for my first person shooter type of game and I'm having trouble with making the effect for scrolling through the icons, trying to select one at a time instead of all. I basically have no idea how to do it so my question is, does anyone know how to use the mouse to scroll through the icons instead of selecting them all? I know why it selects them all I just want to know how to select them one at a time using the mouse wheel to go up and down the icons.

Here's a link to what I'm trying to make overall (https://www.youtube.com/watch?v=ALGcJVFb5oo)
but as or right now I just need help getting the icon selection part right.

You can check out the blend file here-
https://www.dropbox.com/s/p0312glj761zaei/SAO%20Ui.blend?dl=0

The only controls I have so far is when you press E it brings down the menu and when you use the wheel on the mouse it selects the icon (which is what I'm having trouble with...)


texts: I'm trying to create a very basic arrow, and I've cut it from a cube, only to find that this persists after deleting the cube. I am not entirely sure what to call it, hence searching for help has been pretty hard, but if anyone could answer, it would be much appreciated.


texts: Remote rendering over internet (separate networks)

texts:
Has anyone been able to find a solve to render using remote machines?

I have a couple of powerful machines in the office that we usually use for rendering and I’m looking for solutions to use them while working from home. Is there a service, add-on, or script that can facilitate this?

Thanks!


texts:
i am new to blender and it might be so simple for you but for my is so time consuming, please can someone help me to bend the arm right.

Thank you!


texts:
I tried searching everywhere but I can't seem to find any tutorials about how to make a floating transparent-white thin plastic bag that would move a bit as if it was floating in the sea. I found this which I like very much, but I don't know how to do it (and the movement is way too fast and complicated, I need just a simple rotating floating movement)

I want it to look something like this
 https://www.youtube.com/watch?v=xs0Mg0GZ03E&frags=pl%2Cwn


texts: I'm fairly new to Blender.  I am trying to inset the roof on the top of this building...the roof is below the top of the walls. As you can see from the picture, the wall is higher than the roof with a thick border along the edge. What I need is a kind of "create inner edge (or cut) along the border" at the same distance from my existing border all the way around so I can keep the wall height and lower the plane of the roof down where it should be. Can someone tell me how to do this?


texts: Blender 2.77 glitching whenever it processes

texts:
Please help this rookie! .I just installed blender v2.77 and it significantly faster than the previous one when i'm working on the same file. However blender glitches everytime it calculating something, and everything is fine when everything is settled, and the glitch is quite annoying as seen bellow, how do I fix this:

Thanks a lot!


texts:
I use Streetgen addon for making roads.
This one:
https://blender-addons.org/street-generation-from-edges/
It always generates nice road systems by building faces, based on net of edges. Though, it fails with the mesh in the attached file, throwing this error:
Traceback (most recent call last):
  File "C:\Users\User\AppData\Roaming\Blender Foundation\Blender\2.90\scripts\addons\StreetGenFromEdges.py", line 652, in execute
    b_knot = StrWidthHalf / math.tan(rad_alpha) #b = a / tan(alpha) #side length b of the of the right triangle, to calculate the arc center
ZeroDivisionError: float division by zero

location: <unknown location>:-1

Can you please help me inspect the mesh for any errors?
What I already checked:

scaled the mesh in Z axis to 0
applied all transforms
removed any duplicate vertices


texts:
I am making a series of educational videos for my lab and have a separate blender file for each chapter. I have created an opening sequence that uses multiple lines of text that I metastrip-ed together. I would like to avoid reformatting the opening text for each file - positioning and sizing them to all be identical - for each chapter. Is there a way to copy the metastrip from one file and move to another?
I've been researching this problem for a few hours and realized that maybe I should have setup all the chapters in one file as different scenes. It appears you can move metastrips between scenes of the same file. Different facet of the same problem here - would there be a way to move all the work I've done from the VSE in one file to another. Append doesn't seem to work - just nothing shows up when I append a scene. Copy and Paste doesn't work. Would I have to export the file as something other than a .blend file and import into the other file? Would that save the ability to edit the text (since each chapter has a different title)?
Any help is appreciated. Maybe I just don't know what language to use, because I found very little info about this online.
Thanks in advance,
April


texts: Blender copy rotation constraints bugging out

texts:
I am trying to rig a first person set of arms, but the bones in the forearm are acting strange. I made three bones parented to the large forearm bone, they have copy rotation constraints linked to the hand IK bone so that they will only copy its Y rotation. It works in the rest position, but after moving the hand IK bone and rotating it along other axes, it doesn't follow correctly.

Here it is working fine.

After repositioning the arm, it does this. It barely reacts to the hand Ik bone rotating along the Y axis, and instead reacts the the Z axis.

http://pasteall.org/blend/32837


texts: I am trying to animate a voxel (cubic) model I made in MagicaVoxel using Blender, but when I try to move the feet, the soles of the feet badly deform. Also, when I move the hands, it slightly deforms the shoulder a little bit. This is my first time using blender, so I figured I would need some help for this fix. I want to be able to move the feet, hands, and head without having them deform.


texts: It doesn't appear to be available in adds ons either.. I know I've checked it off before, so I'm confused where it went.


texts: Add modifier to selected and another to active object

texts:
I am trying to set up an operator to use the BoolTool after I set a position and modifier on Selected object and a different one on the Active object. I basically need to move the selected object up in Z and add a solidify modifier at .3 thickness, and to the Active I need to add a solidify at .1 thickness and remain in original position.

I thought I understood how to get this to work, but all I get is both modifiers on the Active object. Any hint as to where to go from here?

class SolidfyDifference(bpy.types.Operator):
"""Solidify and Difference Mask"""
bl_idname = "object.solidfy_difference"
bl_label = "Add Solidy and Difference Bool"
bl_options = { 'REGISTER','UNDO' }

def execute(self, context):
    scene = context.scene

    sel = bpy.context.selected_objects
    act = bpy.context.active_object

    for obj in sel:
        if obj != act:
            bpy.ops.object.modifier_add(type='SOLIDIFY')
            bpy.context.object.modifiers["Solidify"].thickness = 0.1

    return {'FINISHED'}


texts: I am following a tutorial where I've created a single vert object and am now trying to a subset of the vertices. However, I only two vertices are selectable as shown below the tutorial's example. Perhaps, I have accidentally hidden the vertices in the 3d Edit mode, but I couldn't find where to toggle that feature. Thanks in advance!


texts: Is there something similar to calling self.report inside an Operator, but for use without Operators (i.e. from bpy.app.handlers functions)?


texts: Does having blender installed on a HDD over a SSD affect rendering time?

texts:
I have Blender installed onto my hard drive instead of my SSD. I am experiencing some long render times, and I was wondering how much this would affect that.
I have no issues with performance or lag when using the software, just long render times.
Also as a follow up should I move all my textures and HDRIs n stuff to my SSD, or is keeping them on the HDD ok?


texts: have a problem with syncing object in the texture paint

texts:
I am beginner in blender ,

In the texture paint, the object is not syncing with the other side(I do not know what is the name of that side!)

 I am using blender 2.81
thanks for your guide(s) :)

+the problem has been solved :)


texts: First time using Blender. I've been sculpting for a while, but when I switched to the editing mode from the sculpting mode,  it doesn't show sculpting mode as an option anymore. How I get back to it? I mean, I don't have any tools to sculpt and the drop menu only shows Object mode and edit mode instead of various modes.


texts: Are there any opengl rendering shortcuts?

texts:
Blender does not seem to have an opengl rendering shortcut.

Is this shortcut already in Blender?

How do I create a shortcut?


texts: Use the Shrinkwrap modifier to form a skin over a collection of objects

texts:
I'm trying to use the Shrinkwrap modifier to form a skin over a collection of objects, but:

I have to provide a single target object. I'd rather keep the objects separate, but I could put them all into the same vertex group?
In which case, how can I apply all vertices of all selected objects to a vertex group at once?


texts: Why is my object lying on the surface when I export file as OBJ?

texts: I've made a 3D model (a snowman). I've saved it as a BLEND file and it was standing. After that I wanted to export it as an OBJ file. I viewed it in Microsoft Print 3D and it was lying. How can I fix that so my snowman will stand?


texts: Mesh seems weird after applying solidify modifier

texts: I am modelling a car.i applied solidify modifier on the mirrors of the car and it is mesh is looking messed up.Is this normal?Should i worry about it during final render?


texts: How to select faces of a mesh and apply extrude using a python script

texts:
I am writing a python script to make a chair. I need to use the loopcut_slide() after that the extrude operators.  here is my code

    import bpy
import time
import mathutils
from mathutils import Vector
import numpy as np
start_time=time.time
from mathutils import *
from math import *
import random
D = bpy.data
C = bpy.context
#Clean the scene
bpy.ops.object.select_by_type(type='MESH')
#bpy.ops.object.delete()
bpy.ops.object.select_by_type(type='CAMERA')
bpy.ops.object.delete()
bpy.ops.object.select_by_type(type='LAMP')
bpy.ops.object.delete()
def view3d_find( return_area = False ):
    # returns first 3d view, normally we get from context
    for area in bpy.context.window.screen.areas:
        if area.type == 'VIEW_3D':
            v3d = area.spaces[0]
            rv3d = v3d.region_3d
            for region in area.regions:
                if region.type == 'WINDOW':
                    if return_area: return region, rv3d, v3d, area
                    return region, rv3d, v3d
    return None, None

#make a chair
D.objects["Cube"].scale[0] = .2
D.objects["Cube"].scale[1] = .2
D.objects["Cube"].scale[2] = 0.005

D.objects["Cube"].location[0] = 0
D.objects["Cube"].location[1] = 0
D.objects["Cube"].location[2] = 0

bpy.ops.object.mode_set(mode='EDIT')

region, rv3d, v3d, area = view3d_find(True)
override = {
    'scene'  : bpy.context.scene,
    'region' : region,
    'area'   : area,
    'space'  : v3d
}

bpy.ops.mesh.loopcut_slide(override,MESH_OT_loopcut={"number_cuts":1, "smoothness":0, "falloff":'INVERSE_SQUARE', "edge_index":11, "mesh_select_mode_init":(True, False, False)}, TRANSFORM_OT_edge_slide={"value":-0.9, "single_side":False, "mirror":False, "snap":False, "snap_target":'CLOSEST', "snap_point":(0, 0, 0), "snap_align":False, "snap_normal":(0, 0, 0), "correct_uv":False, "release_confirm":False})
bpy.ops.mesh.loopcut_slide(override,MESH_OT_loopcut={"number_cuts":1, "smoothness":0, "falloff":'INVERSE_SQUARE', "edge_index":11, "mesh_select_mode_init":(True, False, False)}, TRANSFORM_OT_edge_slide={"value":-0.9, "single_side":False, "mirror":False, "snap":False, "snap_target":'CLOSEST', "snap_point":(0, 0, 0), "snap_align":False, "snap_normal":(0, 0, 0), "correct_uv":False, "release_confirm":False})
bpy.ops.mesh.loopcut_slide(override,MESH_OT_loopcut={"number_cuts":1, "smoothness":0, "falloff":'INVERSE_SQUARE', "edge_index":18, "mesh_select_mode_init":(True, False, False)}, TRANSFORM_OT_edge_slide={"value":-0.9, "single_side":False, "mirror":False, "snap":False, "snap_target":'CLOSEST', "snap_point":(0, 0, 0), "snap_align":False, "snap_normal":(0, 0, 0), "correct_uv":False, "release_confirm":False})
bpy.ops.mesh.loopcut_slide(override,MESH_OT_loopcut={"number_cuts":1, "smoothness":0, "falloff":'INVERSE_SQUARE', "edge_index":18, "mesh_select_mode_init":(True, False, False)}, TRANSFORM_OT_edge_slide={"value":0.9, "single_side":False, "mirror":False, "snap":False, "snap_target":'CLOSEST', "snap_point":(0, 0, 0), "snap_align":False, "snap_normal":(0, 0, 0), "correct_uv":False, "release_confirm":False})

bpy.ops.mesh.extrude_region_move(MESH_OT_extrude_region={"mirror":False}, TRANSFORM_OT_translate={"value":(0, 0, -0.191221), "constraint_axis":(False, False, True), "constraint_orientation":'NORMAL', "mirror":False, "proportional":'DISABLED', "proportional_edit_falloff":'SMOOTH', "proportional_size":1, "snap":False, "snap_target":'CLOSEST', "snap_point":(0, 0, 0), "snap_align":False, "snap_normal":(0, 0, 0), "gpencil_strokes":False, "texture_space":False, "remove_on_cancel":False, "release_confirm":False})

Now, I need to select faces and apply the extrude operator.

1) How to set the face select mode.
2) and how to select the 4 faces as shown in the figure below


texts: Can a driver be used on shrink/fatten on a curve's control point?

texts:
I am trying to get the surface of a cylinder to shrinkwrap to the surface of another object. That in itself is easy. The idea is have the original surface adjustable through procedural controls.

The object I want to shrink to has to be scale-able at the top, middle and bottom. I have done this with a standard mesh and bones. Created drivers to control the thickness of the bones but not the height. However the mesh does not distort evenly. Even with weight painting the results are uneven.

The best result I get so far is shrinking to a cylinder with a curve modifier on it. To scale the curve you need to use shrink/fatten (alt s), which has excellent results. I want to control that scale with a driver but I can't. I can put hooks on the curve control points and put drivers on the hooks but it does not control the shrink/fatten.

Can I control shrink/fatten, on a curve, with a driver?

Edit: I think an alternative solution will get the result I desire, but I will leave this question posted in case someone comes up with an elegant solution to controlling shrink/fatten.

The alternative solution is to use a very low res mesh, hooks and subdivision. A cylinder with 6 sides, with three subdivisions/loopcuts along it's length. In edit mode select one of the three edge loops, Ctrl H to add a hook. Repeat for the other two edge loops. In object mode add a subdivision surface modifier with a couple of subdivisions. Now drivers can be added to the hooks to easily scale the surface of the cylinder, which will deform smoothly and predictably. No vertex groups or weight painting are necessary.

This gets the desired result, which is a smoothly deformable, curved surface, with drivers control the radius at three points.


texts: How can I increase the darkness of shadows without increasing the strength of the lamp?

texts:
I want to create a shallow and dim lighting effect around my scene, but I also want the shadows to be slightly darker. Unfortunately the only method I have found to make shadows sharper and darker is to increase the strength of the lamp, which creates an extremely bright scene.

Is there any way to make shadows artificially darker?


texts: Grease Pencil: customize the eraser as of in the old versions

texts:
Since a few builds, Grease Pencil in Blender 2.8 has a new eraser, which is "fading" a stroke until it is transparent, like in many softwares.

But before those last builds, the default eraser had another behaviour: it was reducing the thickness of the stroke until it was disappearing totally, without affecting the opacity.

That old eraser had a nice feeling, I felt good with it, how could I bring it back ?


texts: Can Cycles take more samples at object borders?

texts:
Can Cycles be coaxed to cast more rays in pixels containing a large gradient/discontinuity in depth (or high contrast in brightness)?

My scene is fairly simple (effectively an image mapped to a sphere as an emisive
material).
Rendering with a small number of samples (eg 5) produces good results for the
surface, however the edge of the sphere is jagged/noisy. Increasing the the sample count to 30
cleans up the edge but greatly increases the render time.

Cycles is a requirement since I need equirectangular rendered images.


texts: When using snap to face, vertices on other side of mesh go to random positions and mesh becomes a crumpled mess

texts: I'm new to blender and trying to follow this tutorial, but the snap to face tool ends up making the mesh all crumpled and vertices go to random positions for no reason. Is there any way to fix this?


texts: how to Voronoi-fracture with Chebychev, Manhattan, or Minkowski?

texts:
My question relates to Blenders Voronoi or cell fracture feature.
How to fracture with a different algorithm?
I would like to get polygons fractured with the Chebychev, Manhattan, or Minkowski algorithm.
Procedural shading may work for some shading, however I wish to do it polygonal.
In the screenshot there is the procedural shading node for it to get some idea what I refer to.


texts: How can I create a snapshot of a curve in the Graph Editor (like Buffer Curve Snapshot feature in Maya)?

texts: Maya has something called Buffer Curve Snapshot in its graph editor which allows to temporarily save a snapshot of a curve and then use it as reference when doing further changes to the curve. You can also use it to try to preserve the curve after simplifying it to fewer keyframes. Does Blender have similar feature and if so how does one access it?


texts: Practicing modeling and noticing unintended black lines in render

texts:
I just followed a modeling tutorial of this treasure chest.
I think I may have done something a bit wrong.
Does anybody know what's causing the black lines in this render?
Are they shadows?
Or some normals direction problem?
I think I did calculate all normals outside.
I removed all doubles.
No modifiers.

Edit: Since it turns out the "black lines" are indeed shadows, as mentioned in below answer, I looked into softening shadows, so they don't get me thinking there may be a problem in cases like this one.
For some reason I had the lamp properties size: 0.1, so the small size light source was creating sharp shadow lines. I changed it to size: 1.0, and now the "black lines" shadows are softened nicely, and thus no longer look like problems to me in this case. I thought I'd mention that for any others whose black line issues may in some cases be resolved by softening shadow lines in this way. (Note that I also adjusted the lamp strength here up to 2222 (was 1111) to compensate for the the what seems like a spreading out of the light in the scene due to increasing the size of the light source.)


texts:
I usually face this problem when I cut objects to make them printable in my 3D printer. As you may know, you need your object to have a nice base to be printed.

So I usually use bisect to cut an object to different pieces. As in this example:

and I need to rotate the top part to have a face as bottom:

I'll share my workflow in an answer, but I'm asking for a simpler solution, if there were any.


texts: obj.closest_point_on_mesh ValueError: too many values to unpack

texts:
I am trying to check if an imported obj file is colliding with others by trying tu use the closest_point_on_mesh function. Here is the loop:

    coords = [(the_object.matrix_world * v.co) for v in the_object.data.vertices]
    for p_obj in list_of_passive_bodies:
        for c in coords:
            mesh_inside = is_inside(c,p_obj.name,max_dist=0.1)
            if mesh_inside == True:
                break
            else:
                continue
            break

and the function is_inside:

 def is_inside(p,obj,max_dist= 1.84467e+19):
        point, normal, face = obj.closest_point_on_mesh(p, max_dist)
        p2 = point-p
        v = p2.dot(normal)
        print(v)
        return not(v < 0.0)

coords is the list of vertices of the imported mesh from the obj file and list_of_passive_bodies is the list of already existing objects in the scene.

For example, p_obj returns :

  bpy_struct, Object("Blob.obj_0_Blob.002")

and c returns :

  Vector (-7.2836, 2.1763, 5.8258)

I constantly get a

  ValueError: too many values to unpack (expected 3)


texts: Cycles - How can I render only pre-baked textures, and not calculate shadows?

texts:
I have an animation made in Cycles that takes place in a scene lit up by a lot of lamps, as well as a strong world background. As it would take some years to render (I made the math) I thought that baking textures would be the solution.

How can I then set the rendering so it will render only the baked texture, or at least not calculate the shadows? I haven't found a way to reduce the render times.

Thanks in advance.

EDIT: It looks like I didn't express well my question.

I know how to bake, and I've already got all my textures. I just want to know how to set up the render so it wont calculate all the shadows and stuff, as that has already been made in the baking.


texts: I've tried changing the pivot port and everything like that and using the help page but I can't find a way to do what I'm trying to do. is there a way to rotate the entire viewport by a strict 90 degrees? I want to go from the left to the right.