texts: How to prevent blurry interpolation when scaling a texture?

texts:
I am using gazebo to develop some optical measurement system and I have to get a good proportion for textures in the object. I made a pyramid of 25 x 12.5 mm and unwrapped a texture in order to have 1 square per millimeter, so I made a texture with a resolution of 25 x 200 (doesn't matter the height for unwrap) and using blender I set the position as the images below.

When I open the object in Gazebo 7 it appears blurred, as the image below. Resolution of the image is 25 x 200 pixels.

Image width 25 pixel
Object width 25 mm
Final Resolution 1 px//mm.

When I rescale the image for 250 x 2000 pixels (10 times), I get the result I wanted but I don't understand why.

Image width 250 pixel
Object width 25 mm
Final Resolution 10 px/mm.

As it is possible to count, the height of object has 25 squares in both images, but the first case gets blured. Anyone can help me explaining why this happens?


texts: Keep divided edge straight when dragging it's end point

texts:
I don't know how to really describe this so I hope it'll make sense.
What I am trying to find out is how do I make vertices, that are dividing an edge, move with the edge as if it was whole and the vertices weren't even there, by draggin the end vertex of that edge.

To give you a simplified example with just three vertices I made these screenshots:

I know that I could just dissolve the vertex and divide the edge again after the transform, but this is just a simple example and I want to do this for an already detailed mesh. Proportional editing isn't optimal either for this, I tried.

As an another example, I saw someone do this in this video: https://www.youtube.com/watch?v=e2EU-alJa-Q&t=3m16s at around 3:16. See how the middle edge loop moves along with the lower edge loop scale as if it weren't there? That's what I am looking for basically.


texts: Video Editing - Build Proxy with PNG files

texts: Is there a way to build Proxies of PNG image sequences without losing the alpha setting/properties of the PNGs?


texts: Is it possible to generate a mesh from a armature

texts:
If I make an armature like this:

Is there a way to automatically generate a mesh to go on the armature?
to make something like this:


texts: Thumbnail preview image default to Viewpoint instead of Camera

texts: Is there a way to save a .blend file und generate the thumbnail from the image of the current viewport?


texts: How could I model a realistic broken pillar (concrete)?

texts:
Something like this:

Of course I'm not pretending to achieve that level of detail, but is there any other way of obtaining similar results without having to spend so much time sculpting?

Basically, how do you model broken concrete? I tried with displacement modifier, but the results were too noisy and sharp, probably because I chose a bad texture but still I don't think I can achieve good results that way.


texts:
I need the grid to be enabled after rolling a side view with Shift Numpad 4/Numpad 6. How do I enable it?
Thanks.


texts: How to set individual shadow catcher objects per render layer

texts:
I am using blender version 2.79.

Is there a way to set an object to be a shadow catcher in cycles settings per render layer?

Example for a scene setup:

Render layer 1:

qube = red material
sphere = blue material

Render layer 2:

qube = shadow catcher
sphere = blue material

Render layer 3:

qube = red material
sphere = shadow catcher

Are the examples possible? If you have a material setup for a shadow catcher or a way to do it in postpro this would help too.

I know there will be a new render layer organisation in upcoming v2.8 but I need a workaround now...

Thank you for all tips.

Best wishes from germany

Chris


texts: I have a model which was in cycles. When I shifted it to Blender Render it became pink. When I render it the color is fine but in object mode and edit mode it is pink. Someone help. It has no textures applied on it and I made a new material for it in Blender Render. Help...


texts: I tried to open a background image (jpg) and it is not showing. I made sure I checked the background box and I also tried it with with many images. I saw tutorials and I cannot find any differences in the procedure, except in my case the image doesn't appear. Do you know what I maybe do wrong?


texts:
I should have another box below the one circled.  The box I need has a plus and minus sign next to it.  Searched high and low for the setting but no joy!

I opened the Editor Type in top left of window to the File Browser window. I located my desktop folder and set up a New Folder here. In the instructional video I watched he then enters a further piece of text in the box below the file name box. The text he enters ends in an underscore like this _. I believe its called a partial. I can't do this as there's no box in which to input this text


texts: What is the best way to export camera animation from Blender 2.80 to Blackmagic Fusion. There is a script addon published on BlenderArtists which is perfect however it has not been updated for Blender 2.80. Would be awesome if this could be updated. I have tried FBX exporter and it does not give accurate results most notably if there is gaps between key frames in Blender the interpolation is different in Fusion and does not line up in those parts. Is there a way to force Blender to key every frame I have tried the bake option but it does not do every frame.


texts:
I work with a program called ArtiosCad that has limited 3-D capabilities. I'm able to use it for basic design work, but have recently been asked to create a graphic so that we can show off how boxes fold up for our customers.
A standard "flap" is easy enough to fold up with an armature bone on each flap, but when I try to recreate it with two folding flaps, everything seems to fight me.
I don't want to overlook the simple solution as I dive into an easier one, so I was curious is there a better or different way to capture the following effect?

In the end, I may have to end up using the graphic posted above, but I was hoping to do it in a cleaner way. Not afraid to dive in and learn the next steps, but want to make sure I'm not running down the "wrong" path.
Thank you!
SOLUTION:
Using the answer given I was able to create the following


texts: How to add perpendicular spout to cylindrical water faucet main body

texts:
I'm really new to 3D-modeling so I apologize if this is a really simple concept, and I also apologize if this is the wrong place to ask a question like this.

I'm trying to model this water faucet:

And I currently have:

I'm stuck on how to proceed with the perpendicular spout section. Is there a way to do it without creating another object and then using bool union?


texts:
Complete noob here. I just started with Andrew Price's donut tutorial for blender 2.8. It's overall very informative (I'll have to watch it a couple more times for it to set in) but I went a little further with my coffee mug and am trying to figure out what I'm doing wrong. I looked at a few different videos on transparency in blender, then uv unwrapping...and down the rabbit hole. I'm really struggling with the idea of multiple textures on one object. In the tutorial Andrew shows how to unwrap his mug. I was trying to make an existing mug (see photo). It has a decal. I finally was able to get there, sort of. But I have a load of questions that I can't seem to figure out.
1. What is the best image format for blender to achieve easy transparency? I started with a tiff, but through some of the tutorials I ended up with a png. This took a few extra nodes to get to "transparent" even though the png has transparency already.
2.After applying the "condensation" in andrews tutorial there were two "unwrappings". When I tried to apply the decal, that made a 3rd. Where does blender keep previous unwrappings, and how does it know which you want when applying multiple materials on one object?
3.My rendering (see photo) shows all the textures, but even the transparent part of my decal is showing a weird refraction or shadow. You can see the border at the top and bottom where this decal was placed. I just want the opaque pieces to show on the decal, and I want the glass material behind. How do I do this?
4.Even though my decal characters are very bright in the png, the rendering shows them very very dark. How do I get them to look like they are printed on the outside of the glass?
Sorry for the noob questions, but I am totally in the weeds here. Thanks for your help!


texts: Is there a good way to outset from a plane?

texts: If I create a plane and try to Outset, nothing happens. If I Extrude, press Enter, and then scale up, the vertices look right, but I end up with two faces fighting to share the same space. So that's two things that don't work. Is there something that will work?


texts: Texture Paint only draws in black - Blender 2.8

texts:
I am new to Blender, so sorry for my inexperience, so I tried Blender 2.8 for the first time.
I want to texture paint on my 3D Object but it only draws in black, even though I want to use different colours.
Does anyone know how to fix this?

I also use these Nodes for the texture


texts: Run VSE movie strip output through Compositor or Compositor movie clip output through VSE within one project possible?

texts:
I wish to add a movie clip into Blender then simultaneously use both
VSE and Compositor (nodes) to produce various video effects.
The VSE offers some nice options, and so does the Compositor.
So far, within a single Blender project, I have not been able to figure out how to either
-take the output of the VSE movie strip and then run that output through the Compositor for further processing
or
-take the output from the Compositor movie clip and run that output through the VSE for further processing.
I wish to do this all within one project file.
Is that possible?
Thanks for any ideas.


texts:
I have a model from an OBJ import and I would like to light it in (using Eevee) in a way that is similar to OpenGL ambient light. The only thing that I found similar is the background color of the scene: if I set it to white, the results are similar to set an white ambient light in OpenGL.
Is it correct and/or there exists some other way to uniformly light all in the scene?


texts: Does Cycles support all (relatively new) CUDA GPUs?

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Are there any limits on the CUDA GPUs that Blender will support (besides really old ones)?

I thought I heard somewhere that Blender doesn't support workstation class (NVIDIA Quadro) GPUs.  But I have a couple friends with Dell m3800 laptops, and Cycles renders fine on it's Quadro k1100.

Are there any certain specs or features which I should look for to make sure Cycles will support it, or is CUDA enough?

Note: personally I am really just interested in workstation class GPUs since I want to be able to run other software (AutoCAD, Inventor, SolidWorks, Photoshop, etc.) which demand workstation class.  But for the sake of generality I'd like to leave the question genral.


texts: How to start and stop movie sequence of image node at specific frame in python script?

texts:
I try to playback different video clips one after the other on a mesh face using keyframes.

I achived pretty interesting result with changing material offset of a solidify modifier by keyframe with python. I used this modifier because the model texture is not animatable.

screen = bpy.data.objects['TvScreen']
mod = screen.modifiers['Solidify']
mod.keyframe_insert(data_path="material_offset", frame=currentFrame, group='CurrentVideo')

The problem is that all clips inside materials are playing at the same time. Which on the one hand freeze my Blender and on the other hand I have no control over the movie image frame sequence timing.

I tried to set a keyframe for frame_start in my script but this property is not animatable.

TypeError: bpy_struct.keyframe_insert() property "frame_start" not animatable.

I also tried to mute the image texture note of all materials and unmute them by keyframe. This fixes the GUI freeze effect but video squences still playing in background.

So the final question is "How to start and stop movie sequence of image node at specific frame of mp4 by keyframe in final rendering in python script?".

Maybe there is a much better way to achive this "virtual TV model" in blender. Any tips are welcome.


texts:
blender newbie here. I want to subdivide a plate but encountered a problem. This is the object(circle:ngon filled) before the subdivision.

This is after. the frame becomes blurry in edit mode.

Attempts to transform alters the object irrationally. I moved the innermost loop in the z-axis and here's what happened.

Someone help :(


texts: Summary of touchpad / trackpad mappings?

texts:
I am attempting to follow the famous doughnut tutorials from Blender Guru, using a laptop with a touchpad / trackpad.
I'm using Ubuntu 20.04 and KDE with Blender 2.82 (and Python 3.8.5).
Preferences -> Input -> Mouse settings:

Emulate 3 Button Mouse [X]
Emulate 3 Button Modifier "OS Key"
Continuous Grab [X]
Release Confirms [X]

For the most part, I can figure out what the equivalents are so far, but, when the tutorial reached the section on "proportional editing" to deform the doughnut, Andrew says to "scroll" and a circle should appear showing the area to be distorted.
I cannot find the magic combination of keys or two-finger scrolling to make that happen.
Is there a reference guide that summarizes all of the mappings?


texts: Trying to connect object when mirrored over center?

texts: I am still very new to blender. I am trying to make one connected bit of teeth, but the two faces/edges will not merge at the center of the mirror and I don't know why. the edges seem to connect when I turn off one of the modifiers, but won't once I turn it on again. Please help


texts: How can i fix my displacement map. Its too big

texts: I have  a logo design that i put into blender and i want to edit it with a displacement map. but when i add it to my material it is really big and i have it on the lowest scale and i havent even added a texture yet. how can i fix this? i just started working with blender so i have no clue


texts: How can I use hair dynamics with instanced geometry and have it deform like hair?

texts:
I am trying to figure out how to make an animated wheat field with ears of wheat swaying in the wind.

What would the simplest way to achieve that.

I already modeled the wheat and made some variations and added it to a group but i am not sure how to get it to deform using hair dynamics.


texts: Why isn't my sea texture appearing transparent/translucent?

texts:
I have the alpha on my sea texture set to 0.375, blend mode to Alpha Blend, and backface culling and show backface are both checked. I need the sea to be transparent to the point where you can kind of see through it, but dark enough to the point where it looks like, well, the sea. Kind of like most common low-poly sea models out there.

Also, the points where you see the sea floor through the sea are the point where the sea floor plane ends. I don't know if that helps or not, but there ya go

EDIT: turns out I was in eevee. it worked as soon as I just changed the render engine to cycles


texts: Can I render a scene in Blender in background while working on another scene in foreground? Rendering takes some time, but I do not want to watch an hour of animation rendering while I could edit the next scene. I tried doing so but my UI does not update when I change the frame number. Is there a way to work in parallel with a rendering job?


texts: CUDA ERROR - illegal adress when rendering

texts:
I'm trying to render my scene, which was working fine before, but suddenly when I want to render it starts to throw CUDA error.
I upgraded to 2.9 and same deal.
I'm using OPTIX denoiser, but render on normal CUDA.
I have Razer blade 2020 with RTX2080 MAX-Q super
Any tips? I updated windows, restarted the laptop etc.
I'm pretty sure all my drivers are up to date.
I have motion blur enabled, as well as denoising, 512 samples, DoF is enabled as well.
Also after it shows up once, I'm getting "failed to initialize CUDA context" every time after it. :/


texts: How to draw a text using the bge module II

texts:
I´m trying to draw a text using the bge module. After adding the path of the "Zeyada.ttf" file my code looks like this:

# import game engine modules
from bge import render
from bge import logic
# import stand alone modules
import bgl
import blf

def init():
    """init function - runs once"""
    # create a new font object, use external ttf file
    font_path = logic.expandPath('C://Documents and Settings//Guillermo//Mis documentos//Google Drive//Gproyectos//Proyectos con Blender/Zeyada.ttf')
    # store the font indice - to use later
    logic.font_id = blf.load(font_path)

    # set the font drawing routine to run every frame
    scene = logic.getCurrentScene()
    scene.post_draw = [write]

def write():
    """write on screen"""
    width = render.getWindowWidth()
    height = render.getWindowHeight()

    # OpenGL setup
    bgl.glMatrixMode(bgl.GL_PROJECTION)
    bgl.glLoadIdentity()
    bgl.gluOrtho2D(0, width, 0, height)
    bgl.glMatrixMode(bgl.GL_MODELVIEW)
    bgl.glLoadIdentity()

    # BLF drawing routine
    font_id = logic.font_id
    blf.position(font_id, (width * 0.2), (height * 0.3), 0)
    blf.size(font_id, 50, 72)
    blf.draw(font_id, "Hello World")

The rest is as I put it in my first question.
I don´t know what is failing, why I don´t see anything.


texts: Blender won’t render the default cube and I can’t cancel the render either

texts:
New user here doing something that seems very basic.

I open up Blender (2.77) on my Mac (10.13.1). By default, Blender shows me a camera, a cube, and a light. It’s configured to use the “Blender render” but I haven’t changed any rendering settings.

From the main menu I do Render -> Render Image and I get a screen that looks like it’s about to render but then it just... does nothing?

The progress bar at the top says 0%. If I try to cancel the render by pressing Esc or by clicking the X button on the progress bar, nothing happens. If I quit the app, it says I have unsaved changes but if I “quit anyway” then the app just hangs and I have to force quit it.

My computer is an iMac 5K and I’ve used an older version of Blender on another similar machine, so I don’t think there should be any issues with my graphics card at all.

It seems like I might be missing something but I can’t figure out what. Any ideas?

Edit: here’s a picture of my render settings (they’re the same as when I created a new, default project with the cube; I haven’t modified them)


texts:
It seems that I have a problem with my rendering with cycles :

When I select GPU Compute, rendering becomes very laggy, everything is delayed, it's not possible to work with, also on basics scenes.

When I switch to CPU everything comes instant and really working well. No delay, no lag or everything.

I'm using 4690k and AMD RX480.
I just updated my AMD drivers.

Any idea of from where this problem comes from?


texts: Baking & Transferring Tangent Space Normal Map

texts:
I have a high poly mesh with an existing tangent space normal map and a low poly mesh that I want to bake this to:

When I do a tangent space normal bake without the high poly's normal map, I get an expected result (red channel only shown for clarity):

When I add the high poly's normal map to its shader, I get what looks more like an object space normal:

Here are the settings used for both bakes:

And the shader setup for the high poly:


texts: The walking problems of my character -game engine-

texts:
I am new to creating games and had 1 problem... I was setting things in game logic and everything went smoothly. The walk animation and stand animation of my character has no problem untill i create a box and parent the character to it... i am trying to make my character move instead of just  doing the movement . The character started moving and the animation go along with it -works fine- But there is a minor problem. The character will move up abit when i press w to move.... i didnt set anything to the z location... here is the file of my project.
http://www.mediafire.com/download/149cf046t4vvlxx/walk+cycle%282%29.blend

press p to play and press w to walk ... u will see the problem


texts: WilI always more cores and threads translate to better performance in blender?

texts:
After writing I guess a 3 page essay describing my problem and after about a year of inactivity on stack exchange I remembered to sum up my problem, so please if you need more details tell me in the comments, and if is not the right place to ask please tell me too.
My question is fairly simple, How does blender right now uses a CPU (2.8 or 2.9)? Is blender good at using high core counts of CPUs? and how much of an impact will more threads have on blender's performance.
Now some context, I am upgrading from my computer bit by bit due to school and my budget, Unfortunately that is because of new blender versions requirements are higher, I picked up an entry level GPU and an SSD now I am searching for CPUs, I have always been loyal to Intel (Mine right now is a Core 2 Quad), but unfortunately the cheapest new i7 I could find of 8th or 9th gen was the budget of my whole computer, So I returned to i5s where my comparison is situated, I am comparing a a 6 core 12 thread intel i5-10400f cpu and an AMD Ryzen 7 2700X with 8 cores 16 threads, I didn't have any AMD cpu before and it is not that popular plus I use linux distributions of which AMD only fully support Ubuntu (I use Fedora), so question again: is higher threads and core counts matter in blender, or in other words what is the difference I will have for more thread and core counts? is it only in rendering? or also is calculations and simulations?
And please if there is a detailed post/blog/manual describing this it would be helpful to mention it's link.
Thanks is advance.


texts: When I am adding hair to my horse model, the hair is going inside the body and not outside as I want. I tried using the particle edit mode but it still doesn't work. That's how it looks like and I want the hair on the upper face.


texts: What setting locks local rotation and scaling of an object?

texts:
I have encountered a strange phenomenon, it must be some key I hit but I have no idea what!

All of a sudden I noticed that nothing will rotate or scale in object mode in a project I am working on.  After playing around with some basic settings I noticed that when I set the pivot center to the 3d cursor and try to rotate something it simply moves the object around the 3d cursor without rotating it.  Scaling the object moves it towards or away from the 3d cursor.  Here is a picture:

It seems that I have somehow locked local rotation and scaling of all objects, the only way I can rotate or scale anything is in edit mode.  How on earth did I do that and how do I turn it off?


texts: Get length of Bezier curve with python? (For driver)

texts: Is there a way to get the length of a Bezier curve in Python such that I can use it in a driver?


texts: Using boolean, I removed a cube which has an inclination of 45 degree. I have included the image to explain the situation. Thanks :)


texts:
I want to make a tree which is made of segments connected via parenting, i want the children have collision with the environment, atm the children will simply pass throught them.

How can i make it.

edit: described what i want in image


texts: What, fundamentally, is wrong with my metal texture?

texts:
I've been working on a metal texture.  The key, it seems, it so mix the glossy type with the diffuse type; and of course there are various other things you can do (like bump-mapping.)  I was wondering if someone among you could be so kind as to tell me why my metal looks like shiny plastic, I just can't get it right.

Eh, this was supposed to be some sort of light-saber variant. Here is a copy of my sheet:

What I'm really asking is what to look for.  I've tried about 100 variations on this and I still can't quite nail it down.

The blend file is here.


texts: Can I update a Make Human model in Blender without losing my animation?

texts:
I did a lot of animation on an mhx model in Blender before I realised she had holes around her neck. Someone on the Make Human forum suggested I use an mhx2 character which solved the problem. Is there a way I can just update the character from within the same Blender file without loosing the animation?

I tried exporting the animation as a bvh file and reloading it onto the mhx2 character in a new Blender project but I've had all sorts of problems. It imports a skeleton of bones which walks downward on its own, or a tiny one which walks sideways on its own or some upside down orange balls which wander about. It's obviously got the animation which is good, I just can't get it to attach to the mhx2 character.

So to be clear I either need to

just update the model from mhx to mhx2 within the same project and not loose the animation
Export the animation as a bvh file and upload it onto an mhx2 character in a new project
Work out why my mhx character was making holes  around the neck in the first place and fix that. (this is the option I prefer as I need the project finished tomoro but i would like to learn all three)


texts: I was using blender and I created a little character and when it came to putting it in pose mode so I could begin to animate it, from then on the navigation around the 3D window will not work it will zoom in and out but the only way for me to navigate now is through the View menu and this obviously takes forever and I can't get the angles I want, could I have pressed something to make it this way? I just generally cannot navigate at all around my interface.


texts: Where can I find guides to learn particular parts of Blender? By guides I mean collections of tutorials within a certain topic, like Autodesk has done with their Fusion 360. For me personally, the topic would be a walkthrough through the user interface. But a place where guides to specialized sections like animation, rigging, rendering etc. can be found, are also fine.


texts: What is 'safe' way to rig to allow for future editing of bone positions?

texts:
I'm trying to figure out the best way to rig a model so that I have the  flexibility to make tweaks to the rigged mesh and the rig itself in the future.

I have a character mesh that I created, rigged (using Rigify and then baking a rig from that) and then animated.  Then I decided to make changes to the original mesh.  I shortened the neck and moved the shoulders forward a bit.  This caused all my facial and arm bones to go out of alignment.  I then selected the armature and switched into edit mode and dragged the bones into the new positions the best I could, but the result was a distorted mess.  Even rebinding the mesh to the skeleton with automatic weights did not help.

As much as I like the rig that Rigify generates, it seems to be pretty inflexible to these kind of edits.  Is there a better approach?  Should I be building my rigs from scratch?


texts: FreeStyle won't appear in Blender Render, pictures below?

texts:
It worked before but I can't seem to get it to work again, this is the model I was using this anime tutorial  I'm not using Makehuman like him though I'm using Fuse Mixamo. I've done this before and it worked fine I've tired this with 3 models and it won't appear for some reason.

These are my settings, I've gone through the video to make sure they were correct
I'm using blender 2.72, Blender Render not Cycles.


texts: How to parent facial features to body so rigging doesn't mess up?

texts:
I've got this little guy here. His two eyeballs are parented to the main body.

However, when I rotate his body, the eyes don't stay in their sockets.

How can I fix this?
Thanks a lot!


texts: How to make an object fade out from one end?

texts:
I've been trying to make an object fade from one end in cycles, sort of like a gradient of transparency. I was wondering of anyone could help.
Here is an example of what I want to achieve in terms of transparency:


texts:
I am trying to vary the radius of a thickened curve. To do so, I am using the function: bpy.ops.curve.radius_set().

The manual says that I can set the radius per point, however I have not been able to do so. I want to dictate a radius for the start and end points of the curve. Does anybody know how to do this?


texts: What Lens Model does Blender use for Camera Tracking?

texts:
I recently started working with the camera-tracking estimator to produce short augmented reality videos. I'd like to learn more about the lens model and its parameters (K1, K2, etc...).
Can anyone tell me the specific name of this lens model, or the general theory it belongs to? Would this model/theory fall be covered by the general study of undergraduate-level Optics as taught by a Physics department, or in what book or article would I be able to learn more about it? (Assuming I meet any basic calculus and linear algebra prerequisites).


texts:
Alright: I'm new to blender and for the last several days I've been struggling with a problem with the rigid body physics. Here's how it goes:

Open new blender project
Change to cycles render
Import 3D model (swivel chair)
Add active physics to swivel chair (rigid body)
Add passive physics to plane
Click play (animation plays)
Chair falls... then stays 100% upright, not rotationally affected by impact

https://i.imgur.com/nnmFmUU.png


texts: Using closest_point_on_mesh on object manipulated as bmesh

texts:
I am trying to script some object manipulation using the bmesh module.

During steps of this scripting I would like to be able to use the closest_point_on_mesh function. However I get unexpected results.

A minimal working example looks like this:

import bpy
import bmesh
from mathutils import Vector

bpy.ops.mesh.primitive_ico_sphere_add(
  subdivisions=1,
  size=1,
  location=(0,0,0))

bpy.ops.object.select_pattern(pattern='Icosphere')

obj = bpy.context.active_object
bpy.ops.object.mode_set(mode='EDIT')

bm = bmesh.new()
bm.from_mesh(obj.data)

# do some stuff to the bmesh

bpy.ops.object.mode_set(mode='OBJECT')
bm.to_mesh(obj.data)

# get a face for testing
face = bm.faces[0]

# getting the "middle" of the face
xyz = Vector((0,0,0))
for v in face.verts:
  xyz += v.co/3

# the middle of the face
print(xyz,'xyz')

location,normal,index = obj.closest_point_on_mesh(xyz)

# prints 0,0,0. expected the same as xyz three lines above
print(location,'location')

I expect the value of location to be the same as (or close to) the value of xyz, but it prints 0,0,0.

What am I doing wrong? Is there a better way of doing this?


texts: converting blender internal to cycles material

texts:
with the reference link

Addon

I have download and installed the addon but its not working with my material. After clicking or converting to cycles I did not get the same result. Its just having diffuse material nothing else. As seen in the Blender internal it not having the same result similar in cycles.


texts:
I've seen people change the X, Y ans Z inputs in the mapping node all at once. How is that done?
In this tutorial, Andrew Price does it at 7:44


texts: Problem with Archpack addon in blender (traceback most recent call last)

texts:
I am having a problem with the Archpack addon, it was working normally, and suddenly started showing this error every time I had to add a new object in the scene: traceback (most recent call last)
The addon is working correctly, because I can add items in a new file, but I'm not able to use it in my project I'm working on, I've already disabled the addon several times, and even uninstalled it and reinstalled it, unfortunately I don't understand pytom to correct the problem manually (I have no idea what it might be, I've read what appears written several times, but I can't understand it) what could it be?
Thanks a lot for the help!
Here is a printscreen of the error.


texts: How is the amount of displacement calculated?

texts:
I need to know how blender calculates the amount of displacement it applies to a vertex.

I use the following configuration:

Cycles renderer
displacement node (scale = 1.0, midlevel = 0.5)
8-bit displacement map

What is the minimal and maximal displacement for this configuration?

My assumption (BU = Blender Unit):

Min = scale * ( 1 BU / (0 - 128) )

Max = scale * ( 1 BU / (255 - 128) )

Can anyone confirm my assumptions? Unfortunately, there is no information regarding this topic in the official documentation.

Edit: New assumption with some evidence

convert values displacement map from range 0...255 to 0.0...1.0
displacement = scale * 1BU * (val - midlevel)

Experiment for Evidence:

I have placed a cube beside my flat surface. ( default cube with
edge length of 2BU, therefore scaled z by 0.5)
edited the displacement map -> added a completely white and a completely black area

Result:

As you can see, the maximal displacement is one BU, as the cube is 1 BU in height. With midlevel 0.5 the displacement spans the range from -0.5 to 0.5.


texts: Particles don't "bend" with displacement

texts:
I have a soil particle system applied to a subdivided plane. This has displacement modifiers on it to make it look more bumpy and realistic.

As you can see, the particles just stay flat and as such there are some horrible empty patches. I would like the particles to sit on the surface of the bendy plane.


texts: Need help with UV Unwrapping a gun model

texts:
I am struggling to unWrapp this weapon model I have created. I am struggling on where to put the seams and the general work flow and direction of unwrapping and how I am meant to do this. I want to be able to put this into substance painter to bake but to do that I need a UV layout with good textel space. How would I go about this?
I have also tried to smart unwrap but get bad results when using that method.

Here is the blend file. File


texts: Revert parts in a Multiresolution sculpt to their original position?

texts: Is there a way to selectively "undo" sculpting deformations in a Multiresolution sculpt? Sort of a "bring back the base shape" brush or similar.


texts:
What is the differences between Object AXES and Edit Mode AXES
Image Reference


texts: Animated mesh doesn't move with armature

texts:
I am trying to make a rotating fan and everything goes well until my fan rotator and frame are unable to move along with the motor (armature).

The fan blades were parent to the rotator and it works well with the armature though. Can anyone help me with this issue? Thanks and have a good day.

Link to my project:
https://www.dropbox.com/s/hwkuazv7i394wfx/FAN.blend?dl=0


texts: Extruding down causes Material to be incongruent

texts:
Hi, I have this annoying problem where part of a face is Extruding outward, which needs to be fixed. So I try to fix it by Extruding downward. This works OK geometry-wise; However, doing this causes the material to be incongruent.

How do you get Blender to get material to flow smoothly through adjacent faces without interruptions?

1st Pic: Extrudeded face, 2nd pic: Me extruding face downward to 'fix', 3rd pic: Material of face sno longer blending in Object Mode


texts: I am having troubles installing "space_view3d_turntable_y_up.py" Blender addon

texts:
As shown in the link https://gist.github.com/rraallvv/5959426

How do I install this particular addon (space_view3d_turntable_y_up.py)?

Furthermore can this addon replace the y and the z axis?


texts: Part of my model won't show in cycles Render

texts:
I have been working on this mesh for a while now and finally got around to rendering it.

However when I attempt to do a test render the feet wont show in the render. I double checked to make sure that it will show to the camera. And verified that it isn't hidden in render.

It shows in object view

However not during render

I'm not really certain what else I should attempt to do.

Here is my blend file which you can use.

Mech.blend


texts: Select neighbour faces from a mesh with python

texts:
I am new to blender and python and try to get the hang of it. PS: Everything should be achieved via python script.

I want to create a low poly model via ico-sphere. That's really easy because I just need to create a ico-sphere. Now I want to randomly select a face and one of his neighbours to merge them via bpy.ops.mesh.edge_face_add() to a new face.

I am having the following script:

bpy.ops.object.mode_set(mode = 'EDIT') # into edit mode
bpy.ops.mesh.select_all(action='DESELECT') # deselect everything
bpy.context.tool_settings.mesh_select_mode = (True , False , False) # only faces
mesh=bmesh.from_edit_mesh(me) # get mesh
mesh.faces.ensure_lookup_table() # update faces
mesh.faces[0].select = True # select face number 0
mesh.faces[1].select = True # select face number 1
bpy.ops.mesh.edge_face_add() # merge them
bpy.ops.mesh.select_all(action='DESELECT') # deselect everything

At first I am using bmesh which is experimental. I would like to use a blender api which isn't experimental. Any ideas?
I tried it with faces[0] and 1 and it worked, they are neighbours. But I think that's not always. How can I find out which faces are next to faces[0] for example.

Thanks for helping!


texts: Any tips on how to rig this little robot?

texts:
I just wanted some opinions on how to rig this robot if it isn't too much! I mean, as you can see from the picture my rigging is terrible, and I'm kinda lost

Don't know how to make any of its parts move without feeling "organic" and having the whole body twisted, unlike that of an actual robot.

If anyone needs the original model just ask me so we can solve this out.


texts: Noise texture+bump node disables smooth shading

texts:
I did a hair for a model using curves, It looks smooth in the preview but in the render its not smooth.

I know that what is creating this is the node setup that I'm using to give the hair effect, that is basically a streched noise texture connected to a bump node.

file:http://pasteall.org/blend/index.php?id=51177


texts: Cape stick into body using cloth simulation

texts:
I've made a cape for my character using cloth simulation. But the cape's edge stick into body since frame 11 and even climb up to whole arm afterwards. Does anybody know what's wrong with it?
weird deform at frame 12


texts: Hi! I’m making a scene in which I’d like to have festoon lights, preferably based of paths so I can change the forms on them. What is the best way to make these? I’d also like the lamps to be rotated independently. So, an array modifier won’t do the job properly. And you can’t put hair/particles on a path, right?


texts:
I have created a gorilla and its animations in Blender, exported the file as an FBX file and then imported it in Unity. The animations works fine in Blender, the loop is perfect for the walking animation. When I play the animations in Unity (in the animation preview and in game) it glitches at the moment where it loops, the arms make a really strange quick move. Is there anything special to do to export Blender animations ?
Tell me if you need more informations.

EDIT: Here is the link to my blender file, if you want to try exporting it and import it in Unity.


texts:
I have an ashtray model(picture1). I picked some faces(picture 2) and applied an material for ash and some part of metal under it. i mixed two textures with MixRGB node and used black/white image as alpha to clean around ash so that the metal part seems. But in the end, i want my ash part not glossy(diffuse) and metal part glossy. How can i achieve it ?

Picture 1 - My mesh

Picture 2 - The Faces i applied my ash/metal metarial

Picture 3- Node setup i used to mix metal and ash texture with help of an alpha image


texts: Viewport not syncing with UV image editor when unwrapping an object

texts:
I am doing an unwrap and for some reason every manipulation that I do in the UV window doesn't update in the viewport right away. I have to click in the viewport, to get it to update. This has happened before but I can't remember how I solved it before. I closed Blender and started it up again, tried updating to the latest version too. Still doesn't sync correctly.

Here's an image of my UV window in case someone can spot something I missed.


texts: I am new to blender and I am trying a fluid sim but its stuck at 0%

texts: I don't know if I am doing it right or not but it's stuck at zero.  The fluid quality is at 125 and pretty choppy.  I don't know if I'm doing something wrong or not but it's stuck at zero.  I would add a project file but I don't know how to.  I've tried resizing the objects or changing the resolution. Thanks for any responses


texts: FBX Export is not working (KeyError: ((nan, nan), 2)

texts:
Hello everyone I got this error yesterday (Imgur Link: https://i.imgur.com/5mImN4c.png) and I spent the whole day trying to find a solution on the internet. Like you may think I ended up finding nothing.
Things that may help:

I uninstalled Blender and reinstalled Blender on Steam after this error occured in belief this may help
I want to export this as an FBX to export the map to Unity
The few assets like the Desk, DeskLamp, Speaker, Monitor are from the Internet
I don't care about materials (I just assigned a few to test out some things)
I tried other files and they work fine

If you need more information just ask. I do anything to solve this problem.
Also please keep in mind I'm new in Blender thats why I don't know a lot of things.
If you want to try it yourself here is a link to my Google Drive: https://drive.google.com/drive/folders/1s2akLn8_H_YpLr2XRFUPI7L4Kv5y9oJG?usp=sharing
Thanks to everyone who is trying to help me.


texts:
Recently, I've been attempting to set up an animation in Blender with the model I've made, but for whatever reason, I cannot get the program to play the animation.

I don't know why this is happening, I set up a starting and ending key frame, but when I press the button for the animation to play, nothing happens.

Because of this problem, I need help on how I can rectify it.

EDIT: After playing around with the model a little bit, I managed set at least a couple of key frames and play an animation.  However, adding key frames is still extremely screwy, with the program deleting key frames for no apparent reason.  I still don't know what I doing wrong with setting up key frames, so I've added a link to my Blend file below.


texts: Why does Blender re-calculate lighting when you pan/zoom/rotate?

texts: This isn't a urgent question, I'm just curious. Why does blender have to recalculate the lighting every time you pan/rotate/zoom in rendered view? The lighting itself is not changing, so why does it have to do that?


texts: Cycles render using incorrect sample amount

texts: When going to render my scene, I have my samples set to 60 (A test render) and shadow layers with alpha set up. When I start to render the animation, it begins to render at 510 samples and the alpha layers don't work. Any ideas as to what might be going wrong?


texts: Is There A Way To Make Reflections Act Similar To Cycles In EEVEE?

texts:
I have a low-poly glossy character in my scene, and when I render with cycles, each face is sliced into reflective triangles which looks very good.
But, when I try to render the scene in eevee, the faces reflect without being cut. Is there a way to make the character look similar to cycles in eevee?
Blend File:

EEVEE

Cycles


texts: I am trying to install py script in blender 2.80, but i cant find that script in user preference!

texts:
I am trying to install python script in blender 2.80, but I cant find that script in user preference!

I have checked everything and its all set but I still cant find script to activate!

Is it because blender 2.80 unstable? if yes then how much I have to wait for blender 2.80 to support scripts?


texts: Dupliframes not showing in group instance

texts:
I am making a chain inside a group instance that needs to follow a animated bezeir. When I googled for a way to make a object follow a curve without deforming, I found dupliframes.

After getting my object to follow the curve nicely, I returned to my main layer where many instances of my chain where sprawled about. However, every instance only showed the original link, completely ignoring my duplivert settings.

Here it looks fine

Here only the first like shows.

Is this a blender bug, or am I doing something wrong? Is there a workaround or a different way to array an object along a curve without deforming?


texts: How do I remove the webbing/  starlacc pit from the mesh after subdividing..


texts: I'm tryin to parent only two selected bones to a bone of another armature. I select one bone, then I shift select another bone, then I shift select bone of another armature, which I want to be the parent of those two bones. So then I click Ctrl+P, then I select bone. Everything should be fine right? The problem is, that instead of parenting only those two bones of first armature, it parents the whole armature to that one bone of another armature, if you know what I mean. What am I doing wrong? The weird thing about this is, that it once already worked, like it is supposed to, but then, when I unparented it and tried to parent it again, it just doesn't want to parent only those two specific bones. Thanks.


texts:
Why is this not transparent? The translucent BSDF works but not the transparent BSDF.

I'm using Cycles as a render engine. I've had this work in the past but for some reason it doesn't want to work anymore.


texts: Mixed textures in blender shifted off, any idea how to solve it?

texts:
So, I've been texturing this model for days now, following a tutorial but after mixing the textures to get the ideal skin tune, I did a quick render and the textures are shifted off, they are far from the place they should be and the colors are not strong either.

His mouth is near his right eye and nose while his eyes are on the right side of his head. The problem is, and the reason why I have absolutely no idea, how to correct this mistake is, if I check the textures one by one, then it shows up correctly like this:

Anyone can help me? I am desperate at this moment :(
By the way, I was using this tutorial: https://www.youtube.com/watch?v=vAwpRyES21I


texts: Is it bad practice to use overlapping meshes/objects?

texts:
I noticed that in a lot of videos people will make objects that have two or more overlapped meshes, such as a gun made of a barrel, magazine, etc. and they look fine, but I would assume this would cause issues for rigging, animating, and even reduce performance in a game engine due to the internal geometry and separate objects, wouldn't it? (not talking about z-fighting)

Is there any problem with making an object by just overlapping two different ones, with no geometry connections?

For example, if I was to create a windmill that I wanted to easily rig and animate and export to a game engine, should I create the windmill's sails from the geometry of the windmill and keep it as a single object, or should I create a new object and make the sail then Boolean it so it's 1 object, or instead just leave them overlapping?


texts:
If I hit the "Reload Scripts" command in the most recent blender snap
latest/stable:     2.90.1 2020-09-23 (47) 187MB classic
I get this cryptic error message:
  File "<string>", line 1
    def fn():
      ^
SyntaxError: invalid syntax

location: <unknown location>:-1

location: <unknown location>:-1

This happens regardless of which .blend-file I open up and which Addons are within my load order.
This does not happen on the older
2.83lts/stable:    2.83.6 2020-09-09 (46) 170MB classic

UPDATE:
I managed to reproduce this error also in the (Linux) binary that can be downloaded from Blender's homepage.


texts:
I'm trying to make an animation of a cross section being "pushed" into a scientific instrument. (I.e., first you will see the outside of the instrument, and then some of the material will start disappearing until it is a cross section.) However, since I imported many of the parts from STP files (by converting them to STL files and them importing them to Blender) the meshes all have way too many vertices and the difference boolean modifier that I use to take the cross section in painfully slow.

I cannot figure out how to simplify the meshes enough so that the boolean operation will be fast (it only takes a second with one, but I have many in the final animation and it becomes incredibly slow for Blender to recalculate the boolean modifier). So, I would like to try to build the parts in blender. I have been able to build most of them by hand, but I am stuck on this one:
https://www.dropbox.com/sh/otbgk0dm3rld28k/AACOpmzAKQ9C6N63C4Di1fyFa/f0800x600nt.stl

It is a flange on the vacuum chamber. I don't need to include all of the small ridges, but I would like to make a ring with many (20) small holes symmetrically distributed about the ring. How can I do this?

Alternatively, is there another way that I can take cross sections that is faster than the boolean operator? Or, is there a way to simplify the mesh from the STL files? I tried the suggestions listed here and they reduced the vertices only by ~50% before the mesh started to look terrible.


texts: Cycles CPU rendering - running out of memory - why?

texts:
I'm rendering a huge scene on CPU. I have 32 gb of RAM, and 45 GB on my SSD where temp files is stored.

I get "Out of memory" error when i trying to render the scene. "Mem" usage (at the top of rendering window) say it peaks at only 7.9 GB.

Why it may be happening?


texts: Does Blender have a transform modifier (such as scaling, rotation, translating)?

texts: Does Blender have a transform modifier? I mean a modifier that can do scaling, rotation and translation, just like s, r and g respectively, as you would normally do with a mesh. However, s, r and g do this permanently to a mesh, but I am asking for a modifier that you can undo or change easily, and will be permanent only if you apply the modifier. If yes, then can the modifier use different pivot points, such as , active element, 3d cursor, median point and individual origins?


texts: I am building a model for a game and have decided to copy part of it into a separate layer. How do I copy one or more objects to a different layer?


texts: How to create multiple 3D face without reference with a script

texts: I am looking for a way to create a multiple but different 3D face using script in Blender to be used for my machine learning dataset. At first I thought of using facebuilder addon to do it but it requires a lot of image reference and human action to pin the reference image's nose, eye , ear, chin position, making it hard to automate in a script. So I was hoping that someone can help giving me direction/guide on doing this since most of the google post I found are using reference image just like facebuilder. Below is the example that I want to recreate and the modification I am looking for are for example changing randomly the eye color, jawbone length, gender, skin color and etc just like a character creation in games. So far I have tried to use the addon to learn the code info and create a basic object using script but don't know how to create a suitable texture of it. Thank you in advance


texts: Im tracking a scene, and have 14 points tracked with a solve error of 1.16 im trying to get this below one. I have found a point with a solve error of over 2 so i tryed deleting this to see the effect on the overall solve error and blender doesn't like it saying "some data failed to reconstuct" does any one know why this is?


texts:
I'm trying to animate this cool looking jump kick, but I'm running into a snag.

At the point where he first turns, he pivots, switching his weight from left to right, while turning on his right foot before taking off and doing the kick.

The problem: When I rotate my character, the foot drags across the floor. I tried adding an Empty as a marker to pivot on, and I adjusted the leg bones frame-by-frame, and it still looks horribly unconvincing.

Is there a way to lock the right foot to a point in space, leaving the other joints in the leg free to move?

Here's the video of the guy doing the kickbif you need to see it slower.
https://www.youtube.com/watch?v=iCqlZrwrABY


texts: When Blender starts, the default cube appears in object mode. If I tab into edit mode, and right click onto the cube, and then drag - it extrudes without my pressing E or clicking on the extrude button. Also, the extrude button is hi-lighted at all times. Is this a bug, or am I doing something wrong?


texts: Partial transparency in viewport (cycles)?

texts:
Is there a way to display partial transparency in the 3d view in cycles while modeling?

Related: Partial transparency on object?

The method above looks like it only works in rendered view in the viewport which isn't very compatible when modeling. Is there another way to have transparency in the 3d view?


texts: frame_change_post/pre not working when Rendering Animation

texts:
I've got this script file that works flawlessly in the viewport, but stops completely when I start rendering it as an Animation.

import bpy
import math

def my_handler(scene):
    print('testing') # this will be printed out 3 times each frame when rendering the animation, but once only in the viewport.
    #assigning variables to objects
    a=bpy.data.objects['EmptyTop']
    b=bpy.data.objects['EmptyRight']
    text=bpy.data.objects['TextRightSide']

    # formula for calculating distance
    distance=str(int(math.hypot(a.location.x - b.location.x, a.location.y - b.location.y)*10))
    text.data.body=distance

bpy.app.handlers.frame_change_post.append(my_handler)

(my_handler) is refreshed every frame as I've tested it by printing a test text in it. However, the main problem is that it does not do anything with the next code (bpy.data.objects). I've tried to change (bpy.data) to (scene) as shown

import bpy
import math

def my_handler(scene):
    print('testing')
    #assigning variables to objects
    a=scene.objects['EmptyTop']
    b=scene.objects['EmptyRight']
    text=scene.objects['TextRightSide']

    # formula for calculating distance
    distance=str(int(math.hypot(a.location.x - b.location.x, a.location.y - b.location.y)*10))
    text.data.body=distance

bpy.app.handlers.frame_change_post.append(my_handler)

Worked just fine in the viewport but gave me this message when rendering the it as An animation

(line 7, in my_handler
KeyError: 'bpy_prop_collection[key]: key "EmptyTop" not found')

Sooo, what should I do now to make it work?


texts: Transparent background render taking ages

texts:
I am rendering a animation, I originally had a white background but that was taking forever, so I turned on transparent background.
The issue still persists, Blender wants to render the scene, each portion of the render fly's through, but 1 full transparent frame takes 25 seconds.
Is there a way I can tell blender to not care about transparent portions.

The animation is a phone coming up and rotating.


texts:
How to extrude a region after I selected extrude vertices only? I've tried changing 'Extrude>Vertices Only' to something else but I can't because I don't have another option than this one. Here's a screenshot with my problem:

This is how it was before choosing 'Vertices Only':


texts: How to detect changes in a native drop down menu via python?

texts: How do I detect changes(updates) in a native drop down menu in the UI via python?


texts:
video about rigging issue

Why does this happen? I'm only moving the bone on the z axis but it moves to the side also.


texts: How to precisely resize an edge or face?

texts:
Say I have a pipe and it's diameter is 23 cm, but I want it to be 10, how would I scale it so that I could type in "10" and it'd then scale to be 10cm in diameter?

if that's not possible then for separate edges if I wanted one to be 10cm could I just type 10 into the numpad and it'll become 10cm? when I've tried this it seems to just scale up by a magnitude. And I can't seem to find a panel that'll let me change the dimensions of an edge or face.


texts: How to expose a value that doesn't have an input socket next to it in a Node Group?

texts:
In other words: How to control a value (that doesn't have a socket) in a node inside a Node Group using this Node Group's Group Input.

I'm guessing somehow drivers need to be involved, haven't found info on this though.

Example: Driving a Size property from Map Value node from a Group Input of the Node Group the Map Value node is in.


texts: how to fix this? This happened when I used Flat Shading on top faces


texts:
ive been doing some sculpting in blender and i run into a problem that i need a proper transformation of my object. I tried with rotation but it does not help. This is what im talking about:

I want the last horn, the big one, to actualy be like the first two horns : "MIRROR-ED" , but i seem to cannot do it right. This is what Happens when i do SHIFT+D to copy object(Duplicate)

I tried rotation, and this is kinda "best" what i can get :

Which does not look right.
So, how do i get a mirror of my right side big horn to be on left?
Actualy, the first two horns had the same problem, but its not that visable, so i left it like that. But for big one i need fix. Any help?


texts: I have curve and plane with modifiers array and curve. I can not get the exact plane guide on the curve, sharp verticles. Anyone help?


texts: Creating a "bubble" shape lense for goggles

texts: I have made these spiderman styled goggle frames for a project I am working on, after modelling the frames I duplicated the inner edge of the goggle frames, split to a new layer and then inset this selection a few times and adjusted each inset edge loop to create a more pronounced curve shape for the lense. My question is if there is a way of making the bubble effect a little more pronounced, clean and even in curvature? I first attempted to add a sphere and distort to fit the shape of the frame but this looked worse than my current attempt which is the one I have attached.


texts: Disable save (Ctrl+S) confirmation possible?

texts: Confirmation for Save As is logic but for Save is absurd. No other program that I use has this. How can I disable it?


texts: It seems that 'Merge vertices' has been changed from Alt-M to just M. I looked through the change log but couldn't find it; is there a list somewhere of which key bindings have changed in the new release?


texts:
I would like to animate objects in my scene so they appear to blink, each at a different time. I created a cycles material that mixes two shaders (one in non-blink mode, the other in blink mode), and I can set keyframes for the mix shader factor parameter. A couple of problems...

It seems like each blinking element needs its own copy of the blinking material, so I can change the keyframes so they have different on/off times. If I have 8 blinking elements, I need 8 materials, and I need to modify each one so they turn on/off at different times. Is there a more efficient way to animate multiple objects this way with fewer materials?

I want the blinking action to be repetitive, so I don't have to define many on/off keyframes in a long animation. AFAIK, I cannot use the graph editor and f-curves since node parameters don't appear in the editor. Is there a way to "loop" the blinking for a material? Edit: I discovered that I can add the mix shader/factor property to the "Keying Set", so it then appears in the dope sheet editor and graph editor. I can then add a f-curve modifier to it to make it repeat.

In this image, you can see one "comma" blinking on, and the others off. And you can see the material I'm using for it.


texts:
I am now trying to do all my modeling in meter scale.  The reason is that a new standard is in development called WebXR.  When using this in mixed reality mode, on high end devices like Microsoft HoloLens, or Magic Leap One, as you move or rotate the scene camera also does.  This camera movement is in meters.

The small default 2 x 2 x 2 cube is the size of a closet.  I can scale anything down, but an object the size of your finger (scaled in meters), is really difficult to model.  It can disappear with ease as you move about it.

I am using a 64 bit version of Blender 2.80.  Is there some setting which makes this easier?


texts: Need Help Adding a UV Mapping on my Dragon for Unreal Engine

texts:
I'm to unwrap my dragon model in order to add a UV mapping on it, but the mesh so complex that it's actually making Blender crash if I do the entire model. Basically, I'm trying to unwrap the model, but also have it displayed where it is easiest for me to understand and I would like figure out how to place it over where I have colored the model. I already UVed the eyes, and the wings and body are separate meshes (so are the eyes and gums and teeth, but they're merged with the body mesh).

Here's the Blender file

Here's a photo of the dragon (normal and wire mode)


texts:
Using this simple node setup, i'm able to get a pretty good gradient for this kind of mesh :

Could it be possible to get the same kind of gradient with a sphere like this one ?

I mean, the further the face get from the center of the sphere, the whiter it will get, and vice-versa.
Hope someone here can help me !

PS : I'm french, so my english may not be perfect ^^


texts:
In the beginner episode, where he makes the second square, at around 1:57 he shows his cube as being subdivided twice, but when I tried to repeat this action, it split the sides as well making it deform and not sculpt correctly.
What should I do?


texts:
I made  wolf model:

I started to follow tutorials to rig the head to prepare my wolf to animation. And when I wanted to see the result in object mode, this :

I unwraped my model, I remove the X-mirror options and some modifiers, nothing.
Could you help me to fix this ?

Btw : I'm not a native english speaker, so my english is quite bad, if you don't understand something, I can try to say it differently

Have a nice day


texts: Why does running a game engine script from the text editor cause an error?

texts: Why does running you Python script using "run script" option in text editor generate an error called "bge module not found", while executing it using P command doesn't cause any problems?


texts: How do I enable collision with a hair particle system to deform each particle's mesh?

texts: Here's a model of a flower and a sphere with a particle system: 'Hair' rendered as an Object, the flower. As you can see the flower particles overlap. How do I enable collision such that the mesh of each flower particle deforms, rather than overlaps? I don't want to animate, just a single render. When flowers bloom in clusters in nature the petals displace each other, so I'm trying to achieve this effect.


texts:
Is there any program that import blender objects and animate them with it

Cuz i have made a 3d logo with blender and it is kind of difficult to animate it  (with my little experience ) with blender so is there any chance of another program??


texts:
I'm brand new to texturing and fairly new to blender. I can get the texture to appear on the model but it looks like only part of the image is actually on the face I assigned it to. Basically the face has about a fourth of the texture on it. It also looks like there's some folds in the face, or a slight bend, but I can't figure out why as there are no edges in it... See pictures for "with bend / crease" and "without".

My question is, how do I get the texture itself to display itself fully on the face, instead of the way it is now?

With Crease, The Model Itself

Without Crease, The Texture Itself, No Model


texts: Baking normals doesn't work and looks weird

texts:
Wanted to get into Blender but it's been frustration after frustration.

So I am trying to bake normal from high to low but it's just not working. I've followed everysinge tutorial and none of them work.

So the first image is high UV, then low UV and how it comes out.

Does anyone know how to fix this? Been going at this simple problem for about 2 weeks now and still can't figure it out. Lost lots of time where I could have been productive elsewhere.


texts: Hard-Trim a VSE project movie clips for backup/storage

texts:
Is there a way (preferably scriptable) to hard-cut all the BIG movie clip rushes and footages used inside a movie.blend project directory in order to store it away for future reference?

I'm often only using 1 minute bits out of HUGE 2 hours clips, so right now the project directory is 4.5Gb big for a 3 minutes videos, I can't afford that kind of storage :)


texts:
Little trouble here.
i've got spotlight emitting light on the cube (in rendered view), but the cube does not get illuminated.

Thanks!


texts: object(specifically armature) ignors axis(in this case x axis) during a location animation

texts:
I was trying to animate an armature character move from one place to another:
This might look confusing but all you need to know is that the armature needs to move from location a to b

But when I insert a keyframe for the original location, pass the time line forward, insert the end keyframe after moving the armature to the correct location, and then play the animation the armature moves to the incorrect location:

It appears that the animation ignors x axis
I tried it with z too
I repeated the same keyframe process and moved the armature slightly down at the end keyframe.
And sure enough it went back to image three when played
except this time it was moved down slightly.
so for some reason the x axis is ignored during the animtion
I dont remember pressing anything incorrectly but i must have
or this is a glitch
pls help and thank you!


texts: EEVEE viewport and render are completely different

texts:
I am creating this scene with hair in EEVEE - but the viewport and the render are completely different. I am using Bloom, turbulence force field. I can't seem to understand why this error occurs.

Viewport

Render:

.blend file:


texts: How can I make a "Movie Clip" node start at a certain frame of the scene?

texts:
When I use "Movie Clip" node in Blender 2.7, it always starts at Scene Frame 1. How can I change it in order to make it start at Frame 6, for instance? The movie clip I am using is a Movie FX for another video, and I want to use it with the Mix node.

Thanks


texts:
I've attached an image below of artifacting that happens with 3D text when you push the 'depth' parameter to extremes.  The artifacts look as if a vertex on the letters has been pulled out really far resulting in large spikes.
I want to understand why this is happening because

I would like to know how to fix this issue
If I ever wanted to use this effect for stylistic purposes I want to know how to recreate it.

Thanks!


texts:
this setup is rotating anticlockwise like a screw  (I've added the keyframes for the rotation) but now, I want to slant this set up a bit (30 degrees) when I do so, keyframed values are not working properly. I tried changing the pivot points and all, but nothing helped me. I did some research on the internet regarding this, but i cannot understand it clearly. I'm a very beginner to blender, please be kind enough to guide me through this.

-peace-


texts: Is it possible to use a custom shape for proportional editing?

texts:
I'm trying to add perspective to a picture however, I would like the proportional editing tool to affect only a certain part of the plane I imported. So, is there a way to pull only a specific zone (not a perfect circle), while using the the proportional editing?

Or is there an other way to easily add perspective?


texts: How to lock elbow rotation (forward kinematics)

texts:
Before answering this question please consider that an 'answer' involving IK bone constraints should go in comments. In this question I am only interested in forward kinematics.

Many humanoid models use a T-pose like this:

I often end up doing custom rigs, and need to keep them simple (I really do). To avoid unrealistic bending of the elbow while animating, I want to constrain the rotation of the elbow joint.

One method (when using forward kinematics) is switch to Eulers and lock the rotation in UI, as illustrated by this picture:

However, some artists discourage the use of a straight T pose. So we often see this:

My guess is that an axis-angle rotation may do the trick in such cases, however figuring the rotation axis would require tedious calculations; also, behaviour when rotating an axis-angle-locked joint in 3D view is not very satisfying. Finally I don't really want to use something other than quaternion rotations if I can avoid it.

So, what would be a good way to constrain rotation in such cases?


texts: Watch Frames of Animation Already Rendered While Still Rendering

texts:
If halfway through rendering all frames of an animation with Cycles, is it possible to watch a video of the frames that have already been rendered?
Thanks


texts: make invisible depending on point of view

texts:
suppose I have modelled a room like that:

when I look at it from outside like in screenshot, I want the walls whose normals are not going towards my point of view to go transparent. In other words, I want to see the insides of the room so that the walls at which I am looking from outside, go transparent. see the screenshot for illustration, I have just hidden those faces

when I change my point of view, other faces have to go transparent while others become visible.

I think that must be somewhere on the surface but as always my Google skills are too bad to find out


texts: Camera position when scaling entire scene

texts:
How can I keep my animated camera position after scaling everything I have in the scene?

In the first picture I provided everything is at scale 1. In the second, I scaled everything with 3D cursor as the origin. The camera is not showing the same thing. I guess it is moving because of the set keys in the animation, but I don't know how to make it work the way I want.


texts: Best way to load image from list python script

texts:
For some reason i have append images , now i want load all image by step.

image_path  = C:
image_list= []
for fn in os.listdir(image_path):
    image_list.append(fn)
    ###first_image = bpy.data.images.load(image_list[0])  <----?
    ###second_image =  bpy.data.images.load(image_list[1])   <----?


texts: Set Camera Depth of Field so that the character is not blurry, but the scene behind it is

texts:
I set a scene in evee and I really like the effect of the Camera Depth of field. In this scene I have a character right in foreground. The effect of the camera blurs it way too much. Is there something I can do to maintain the effect on the scene but not on the character?
Thanks!


texts: Is it possible to create a path from an existing object animation?

texts:
Once you have an animated object using typical key-framing (other methods such as physics, driver or NLA apply too).

It could be useful to apply the motion to a path:

to adjust the evaluation time
edit curve points points may be easier
have many objects move along the same path.
ability to follow the path.

Is there a way to do this?

Note that rotation and scale won't be taken into account.


texts: In camera view (Num 0) I cannot find the viewfinder rectangle

texts: When I enter Camera View by pressing Num 0 I cannot find the viewfinder rectangle with outsides grayed out. When I set the camera to a certain view and then render, the rendering result is a bit zoomed out compared to the camera view. I have attached screenshots of my blender interface and the interface of the view tutorial. Please tell me how to get that viewfinder rectangle in the youtube sample.


texts: Is there and existing Blender renderer REST API service?

texts: There are plenty of Blender renderer SAAS providers out there. But in our use case we need to send a blender file + python file via an API and the SAAS will render, and provide the rendered results back to us. Is there any existing providers for this?


texts: I'm new.. I'll start with that...  I'm building a house for uploading to SecondLife. Well, trying anyway.  I built my walls of one piece, using loops to create spaces for doors and windows.  I've mapped and textured, and created glass for the windows.  So my question is about the window frames.  Is it better to just lay a window frame over the existing glass in the wall, remove the face from the wall that are the window and make a frame with glass and set it in, or should I just create the frame out of the wall?  or does it even matter how you do it?


texts: How do I create and set the depth of a cube in blender 2.80?

texts:
In edit mode I click on add cube, I click on the screen to set the location of the 3d cursor. Then I click and drag to create a rectangle shaped cube.
But how do I set the depth to be the same as one of the other sides ? Or how do I define the depth at all?
I am not seeing any properties relating to the size of the cube being created. The cube created for me is very thin rectangle like a plank of laminate flooring and I cant work out how to make it thicker and square like a wooden post.
Creating a square cube or post seems such a basic thing and yet it stumps me.


texts: Is there a caveat to using drivers on node properties?

texts:
So, it seems to be a trivial matter to use a different seed on each frame (it looks nicer in animations). I.e. type "#frame" into the seed value and viola! You now have a driver. In fact, if I turn on "auto-run python scripts," it even updates interactively.

HOWEVER, this appears not to work in the node editor. I have a texture that I'd like to animate (by driving the location in the mapping node), but the driver I've added doesn't get updated; neither interactively, nor even when I render. It will update each time I open Blender, but never again.

Anything I'm missing? Or does this just not work?


texts: How do I make a teleporter for rigidbodies?

texts: Is there a way to make a rigidbody move to pointA when it touches pointB? I'm sorry if this is a really dumb question but it would help a lot.


texts: Fluid - Sudden splashes during calm down

texts:
I am pouring a liquid onto a surface with the domain as boundary. Domain resolution is 300 and I am working with some viscosity. The inflow is active for 1 second and then I want the fluid to calm down and sit still. But while the liquid is calming down, I get sudden upward splashes of liquid.
Does anyone know how to prevent that?
Thanks!
Mick


texts: How to script Blender drag and drop texture image replacement

texts:
I am trying to work up a script that takes an object that already has an image texture, and replaces the image that is in the texture with an image that is dragged into Blender from my computer. In short, I want to make it so that Blender I can drag and drop an image onto a textured object such as a plane, and have the image that I choose replace the image used in the texture.

Now, I'm not sure where to start - but I do know that I need to know how to call the drag/drop function in Blenders python toolset. Though I can't find any 'drag and drop' python references.

I've seen this done in the 'drag and drop environments' addon by Blendersensei, as well as some of Andrew Price's addons such as pro lighting skies, and pro lighting.

Any help with this would be greatly appreciated!


texts: Linking two objects' rotations with relation to an factor?

texts:
I really hope this question hasn't been asked before but I have looked and I can't find anything that helps me. Maybe I just don't know how to phrase it.
Anyways, the thing is: I have created an animation with lots of gears. And I want to let them rotate in the right speed. You see if Gear 1 rotates 360° in 10 seconds, than my smaller gear (2) must rotate faster than that. Say 720° in 10 seconds. Of course I can just put keyframes on every single gear but everytime that I change it, I have to change everything.
Is there a way to link the rotation of the other objects to my first object but in relation to an factor, for example f=0.5 so that object 2 rotates at half the speed that object 1 does?
Thanks in advance
MK


texts: How Do I Recursively Offset F-Curves Along a Bone Chain?

texts: I am searching for more efficient ways to FK-animate long bone chains, such as for tails and snakes. One thing I like to do for wave-like motion is keyframe the rotation of the first bone, put it on a cyclic back and forth curve, then copy the f-curves for each bone on the chain, and offset each one a few frames forward in time from the previous one. The problem is this takes a long time to do, especially with longer chains, and especially when you want to make a lot of changes to the motion afterwards. The idea of using this method on a long snake for example, starts to sound time-prohibitive. Is anyone aware of an addon, tool or script to accomplish this in a more automated or procedural way? I tried the Animation Replicator with Offset (ARWo) addon, but it doesn't quite seem to offer what I'm looking for. I thought about using Animation Nodes as well but I don't believe it has access to pose-mode bones.


texts: Dashed lines in dope sheet, can't edit keyframes

texts: I have an animation of an object (just locRotScale keyframes) that I was editing. I don't know if I pressed a key or what but my keyframes in the graph editor turned from selectable with solid lines to these dashed lines. I can't even delete them as when I right click on them the options are all greyed out. Is there any way to delete these or get them back to being editable?


texts: Cant add loop cuts after few extrusions and bevels

texts: sometimes while modeling I run into a weird problem,I'm sure you do too.SO,what happens is that as I go modeling and add in  few loop cuts,extrude few faces and bevel the edge and push/pull the beveled edge outwards or inwards.The next time I wont be able to apply a loop cut to a face.You might say ok then use a select or knife tool then.Sure I can do that but the problem is what if I want to add the loop cut/new edge to the exact center of the respective face(the same way loop cut tool automatically does).Now you might say turn on edge length and use the select tool and "C" key to put at the exact center of the edge.Now the problem to do put edge this way at exact position can be really difficult sometime.So,is there a way to put the loop cut even it seems impossible? Thanks in advance.


texts: Best way to unwrap half a sphere or a helmet?

texts: Any chance anyone knows how to unwrap half a sphere? Or what the best way to unwrap half a sphere? I've been looking through forums and I couldn't find a way to unwrap my helmet.


texts:
To decrease render times in Cycles, I have baked a number of textures. I then display the baked textures using a "shadeless node group" like this:

It works great. The scene renders very quickly:

I have now added a perfectly reflective sphere to the scene, and I want to bake the reflection of the scene on the surface of the sphere. But when I do so, I get this:

That makes sense, because I use the "Is Camera Ray" filter on the "Light Path" node when creating my shadeless node group. But I'm not sure how to fix that group to work with baking (as opposed to full-scene rendering). There is no "Is Bake Ray" option in the Light Path node.

Thanks for your help!


texts: can a transparent object hide a specific object behind it?

texts:
I have a problem. Can I make a moving object x be hidden behind a transparent plane y so, that every other object behind plane y is visible?
Thank You in advance


texts: Project individual elements on the surface of other objects

texts: When I try to project the blue item onto the shoe from top view by pressing G then Ctrl and Mouse-click, the blue item gets distorted. Any idea why and how to fix it? I have tried turning snap on and off but didn't work.


texts:
I want to render every Nth frame of an animation, in this case every 12th frame. This way I can play back the animation at 2fps and see if everything is going correctly.

I'm a real novice with Blender Python and cobbled this together:

import bpy

for f in range(startframe,endframe,NthFrame):
    bpy.context.scene.frame_current = f
    bpy.ops.render.render()
    bpy.data.images['Render Result'].save_render(filepath="" + str(f) + '.png')

This kind of works, the right images are rendered and saved. However it completely freezes up Blender, and after about an hour it crashes on windows due to being unresponsive I guess. How can I fix this? Preferably I'd like it to work like rendering an animation normally works, i.e. being able to still use Blender and seeing the progress of each rendered frame.


texts:
Is it possible to change the emission rate of particles over time?

E.g. Start off with an initial burst of particles, then emit at a steady rate.

Here is a (poor) example of what I mean by the emission rate:

Is this possible to do using only one particle system? (This is necessary because the particles are being used to emit smoke)

The gif above was made by manually sliding the End value, but it gives strange and unpredictable results (as can be seen in the gif) as well as not being keyframeable.


texts: Is it possible to add property columns to the display in a UIList?

texts:
For an add-on I'm working on, I followed https://sinestesia.co/blog/tutorials/using-uilists-in-blender/ to create a simple UIList. It looks like this:

This works rather nicely, except that I'd like the PropertyGroup properties OpenRoof and Furnished (in red squares, above) to display their values in columns next to each object's name in the list (e.g., in the empty squared locations in my JPEG). Currently, I can only see/edit these properties' values by specifically selecting an object.
I've looked through the Python API documentation for UIList but it was not clear to me if there is a way to do this.  Can the UIList display be altered to behave like I've described?


texts: Why does blender take longer to re-mesh certain objects?

texts:
I typically don't ask questions for which there are well documented answers, but this one has had me stumped for over 2 days now.

I generated multiple objects, some of them possessing 300k+ faces and others with faces in only the hundreds. Blender has no problem instantly remeshing the larger objects. It takes about 5-10 seconds. A few objects, in particular, seem to completely crash the system, taxing out 16Gb of memory to 100% and using 50% an AMD Ryzen Threadripper 2950X 16-Core Processor while GPU use sits at 0%. Eventually, it crashes -- and the object was no more than 300 faces. Literally a glorified cube. I have tried this exercise with many, many objects, including a simple wooden shelf .OBJ downloaded directly from TurboSquid. No, Blender could not remesh the shelf. It crashed on that one too.

Here is a sample .blend file that re-produces the error. You can re-produce it yourself by doing nothing more than importing an .OBJ or .FBX file with more than 1,000 faces and trying to re-mesh it:

I am new to this tool, and just downloaded 2.83. I am aware it is poorly designed and has suffered crippling UI flaws for years -- but this type of operation should not be a challenge. Before I table Blender for good, would anyone have any insights as to why this might be happening? I literally can't remesh any simple objects. I have to add a few hundred thousand faces to it before Blender is happy. We wanted to use it for a POC before trying to drum up funding for Maya.

It makes absolutely no sense. Blender makes absolutely no sense.


texts: Aligning rotation to target along z axis

texts: why brown object not snapping to face like other gray object in scene while i turn on all required setting.i locked rotation setting to avoid  unnecessary rotation. object should rotate along z-axis only using snapping option is it possible.


texts: Different options in Blender 2.8 when selecting Loop Cut via the toolbar or the shortcut (CTRL+R)

texts: I noticed that when you select the Loop Cut via the toolbar on the left side you cannot adjust the number of cuts via the mouse wheel. If you scroll the mouse wheel, the camera zooms in and out. It is different if you select the loopcut with the key combination CTRL+R. Then you can set the number of cuts with the mouse wheel as usual. Can anyone tell me how to set the number of cuts when selecting the Loop Cut via the toolbar? Why is the behaviour different here at all? And is it the same with other commands? That would mean that a command/tool behaves fundamentally different if you select it via the key combination or the toolbar.


texts: Blender python : How to set object appearance in viewport?

texts:
I want to set object to be as textured or wire like in

  Property/object/viewport Display/Display as ..

How to do this using python ?

Thanks


texts: how to generate rig without facial bones?

texts:
I would like to ask how to generate rig after deleting some small bones from cat meta-rig of Armature.

those two pictures are the behavior of original rig.

but at third picture, when I delete facial bones, I get error saying "ORG-nose not found"

I noticed I have to set "rigify_type" to none in Bone properties panel, but I cant find the property in my version,

Where can I set the meta-rig to not related to deleted bones??


texts: How to enable View translate and Zoom widgets/gizmo for Node View

texts:
Before I attempt to write a replica widget/gizmo for NodeView. I want to know if there is a simple way to enable this glorious gizmo in a 2d view like NodeView.

I need these because the trackpad on this laptop is a bit awkward compared to a mouse. The scrollbars are also (whilst aesthetically pleasing) not ergonomic for my situation.


texts: Change pivot or local origin of an object

texts:
How can I change the local origin of an object, without changing the object location in the world space.

This is the object located at position (0,0,0) in the world space

This is the same object located at position (0,1,0) in the world space, but with its local origin offset so that the object is in the same place

Is there a way to do this in a single step?


texts: I am strongly seeking a way to hide seems that are out in the open. Sometimes you just can't hide a seam and I am fairly confident there is a way to hide UV seams no matter the placement, perhaps through multiple normal bakes or some sort of method. I have searched the earth's end trying to find a clear tutorial on such a method and have yet to discover a very thorough clear technique. I beg of anyone to give me the secret! :) Again please do not talk to me about hiding seams through placement as I know how to place them in good areas, sometimes I want no sacrifice or can't hide them. So again to my point, can anyone provide me with a technique?


texts:
I am trying to create a shader which uses displacement to create a dent in an object with a hair particle system, based on the locations of the hair particles.
The strawberry I have created is setup with hair particle system to render seeds around the model, and for extra effect I am trying to create a displacement dent effect around the locations of each particle emitted to show a sinking effect.
Strawberry

This is what I have so far, I'm fairly new to Blender! Thanks :)


texts: model doesn't move like it have weight apply

texts:
this model when in pose mode it just move entry model. like it doesn't get effect of weight system.
I already auto-weight it


texts: Objects with big dimensions are not centered when their dimensions is decreased

texts:
I have problem with dimensions of some objects that i download. For example this one, downloaded as .obj file.

When i import it in Blender i see that it has very big dimensions:

After this i press S and i am decreasing its scale so i can get real dimensions.
But after i decrease its size object is not centered. I tried with Shift+Ctrl+Alt+C to center the object but with no success.

I tried searching for object margins but couldn't find them. I need to  be sure that object is centered and there is no margins around the visible are.
Thanks in advance.


texts: Change extrapolation type from Python running in the background

texts:
I have a script that that changes objects in my scene and then creates and renders an animation of the object. It does this on a large batch of objects and makes the same four animations for each object. I typically run this from the command prompt with Blender running in background mode.

The problem I have run into is that I need the extrapolation type for these animations to be linear but I think by default is constant. I need a way of changing the extrapolation type from python while Blender is running the background.

I have tried the changing the extrapolation using:

old_area_type = context.area.type
context.area.type = 'GRAPH_EDITOR'
bpy.ops.graph.extrapolation_type(type='LINEAR')
bpy.ops.graph.handle_type(type='VECTOR')
context.area.type = old_area_type

However, this gives me an attribute error for context.area.type saying that it is set to 'NoneType'.

I looked closer at the documentation and area.type refers to subdivided screens within the editor. However, since my script is running in the background there are no area types to change to/from, thereby causing a NoneType error.

But, if I remove the area.type lines it gives me an incorrect context error for the extrapolation changes.

How can I change the extrapolation type from the background if I can't change the area type?


texts: Blender 2.79 Principled BSDF Shader + Substance Painter

texts:
I want to have shiny paint on top of the metal material. I made a material in Substance Painter. If I use shaders from Andrew Price, I am able to achieve this effect. However if I try this with Principled shader, that shininess of the paint is gone. Maybe I'm doing something wrong?

Advice would be much appreciated, thank you.

[![enter image description here][1]][1]


texts: Adding a plane given 4 vertices in a transformed mesh

texts:
Given a mesh (i.e. plane), I have assigned 4 vertices (selected in the picture) to a vertex group.

Using the Python API, this mesh is moved and partly rotated by the bones. Now I want add a new (blank) plane within the 4 transformed(!) vertices. In other other words, the left upper vertex correspondence to the left upper corner of the plane and so on and forth.
I found a similar question here Possible to add a plane using vertices via Python?. However, the location of the 4 vertices is hardcoded. Therefore, I'm interested in a Python code that gives me the transformed positions of all vertices within a particular vertex group.
Thank you in advance :-)


texts: Plotting a 3D array of points in Blender

texts: I have a 3D array of points which was generated from an experiment. I would like to plot them in space so that I can then make animations with it. Is it possible to import arrays of points into blender and plot them in 3D (in my case it would generate a surface)? Thanks for your help.


texts:
I'm new to Blender, and have run into an issue with creating a boolean difference on two objects that both have bevels.  As a test, I start with a simple cube and bevel 4 edges.

I then duplicate the object, resize it, and boolean difference the smaller one from inside the larger.

This works as expected, and I then resized the z-dimension to make it shorter.  I duplicated the original cube and placed on the other.

I now want to take the top one and boolean difference it against the bottom cube, so I move it into position as shown:

This is where the problem occurs.  At this point, if I boolean difference the top object, it doesn't work.  It leaves me with the result shown here:

This is probably something simple, but I can't find a reference anywhere on what's going on or how to fix it.  I'm also experiencing the same thing when I try to boolean difference text on an object face.  The issues seem to be the same in both cases.


texts: Cull Particle Simulation when not visible to the camera

texts:
Since effects like particle Systems take a lot of memory, particularly in a big scene, can the memory use be conserved by deactivating simulations and particle systems when not within visible range of the Camera?

Not very different from viewport culling where cameras ignores drawing polygons that are behind or occluded by other objects.

The Camera would be moving, so this process have to be automated.


texts: objects with child of contraints "exploded" when I reopened my file

texts:
I have modeled several robotic arms. Each segment on an arm is an object with a "child of" constraint targeting the adjacent segment closer to the base of the arm. Everything was working and I saved, but now when I reopen the file all the segments are massively spaced apart from one another and shooting off into the distance. It's like this on my older saves too. What's going on?

Here's what it looks like, these floating bits used to be connected.


texts: apply same curve angle than other object

texts:
I need to create a kid night light with lot of star shape hole, but I don't understand how can I get the stars to get the same angle that the sphere.

I played with simple deformation modifier but don't seems to manage it
How can I do that properly ? also as I need probably 20 stars around, will I need to do manually or can I do all in one?


texts: Only manipulate newly created material after creating scene copy

texts:
I'm creating an addon where I create a new scene using ops.scene.new(type="FULL_COPY"). This creates copies of all objects and materials, which is good, because I want to keep the old scene unchanged.

Let's call the new scene Scene B. The problem is that, when I check which scene is active, it is indeed Scene B, but when I try to manipulate the newly created material with context.material, it is somehow the old material (from Scene A) that is still active. The weird thing is, I swear this worked yesterday. I've checked the code, but can't find anything that's changed. So, I guess I'm wondering why the new material isn't set as the active material, and how I can find the new material and only manipulate it. Or, if there is another better solution to copying a scene and only manipulating a copy... The code in question is attached below:

@classmethod
    def poll(cls, context):
        return context.material and context.scene.internal_props.nodes_loaded

    def execute(self, context):
        selected_scene = context.window.scene
        # Make a full copy of the current scene and only manipulate that one
        try:
            # Check if an old scene copy exists and delete it
            context.window.scene = bpy.data.scenes[SCENE_NAME]
            ops.object.select_all()
            ops.object.delete()
            bpy.ops.scene.delete()
        except KeyError as e:
            pass

        ops.scene.new(type="FULL_COPY")
        context.scene.name = SCENE_NAME

        objs = context.scene.objects
        material = context.material # Gets the old material :(
        render = context.scene.render
        all_props = context.scene.props
        nodes = material.node_tree.nodes


texts: 3D Cursor and Resetting View in Quad View

texts:
I've been using quad view, and had an earlier issue (Why does changing the 3D cursor move other quad view windows?) with a change in the 3D cursor in one viewport changing the views in the other 3 viewports. I understand I can get around this problem by disabling Lock to Cursor in the View panel, but this introduces another problem: What if I want Lock to Cursor enabled for my workflow; that is, I like to be able to rotate the camera around the cursor, but I don't want to fling the other three viewports away while I'm doing this in one viewport?

Another related question: In quad view, how do I reset one of the viewports to be centered on the coordinate axis? Sometimes this 3D cursor problem can send another viewport very far away, and it can be impossible to recenter the view by hand, because one does not know which way to drag the view.


texts: How can you make many cars on a road driving without getting a lot of lag

texts: how can you make a highway with many cars, without having immense lag, I have only like 12 cars and blender barely works, but I want to have a lot of them to make it seem like a real highway. I also want the cars to not look bad, and still keep realism. For my highway car chase if I add 50 cars blender will probably crash.


texts: Is there a cheap way to achieve this 'bubble film' look

texts:
I'm new to Blender, having basically only just completed the donut tutorial. I'm making some diagrams for a scientific presentation, which look like this:

I'm reasonably happy with how this looks, but I'm wondering if my method is overkill. To create those bubble-like surfaces I'm doing this:

create a cylinder with about 16 vertices around the circumference, delete the end faces, and add a subdivision modifier

then apply a thickness modifier to turn it into a really thin sheet

in the material, set the transmission to 100%, roughness to 0, and add a volume absorption node. Adjust colour and density of the absorption node to get the colour right, and adjust the index of refraction to change the intensity of reflections.

This looks good, but my thought is that it's simulating the light refracting and bouncing around inside the layer of glass, even though it's so thin you can't really see it. My render times aren't excessive, but I'm rendering on CPU and it would be good to keep them as low as possible, so I'm wondering if there's a cheaper way to achieve the same look.
TL;DR is there a way to 'fake' this look more cheaply than modelling the surfaces as thin layers of glass?
For bonus points, I'd really like to get the background to be pure white, but if I brighten it up too much it's hard to get the bubble surfaces to look good. This is probably a separate issue, but I mention it just in case there's a way to kill both birds with one stone. (The background is currently part of the sky, which is the only lighting in the scene.)


texts: I need to find in the object 1 the index of the polygon that does not intersect with the polygons of object 2.


texts:
When I change to sculpt mode no brush seems to work and I have no conclusion why this is the case. Maybe It is because of my ATI 6670 Graphic Card?

Any help is appreciated.

Thank you.


texts: Only way to bevel is export and reimport model?

texts:
Bevel has no effect on a simple model, unless I export it to STL and re-import it. The imported version is identical, but works fine with bevel.
The original and imported file are treated with Limited Dissolve
Why is this happening, and how can I bevel the original without this weird workaround?
Below: Left is the bevel-proof geometry, the tool does nothing. Middle is the re-imported .stl, right is the Limited Dissolve'd imported .stl that can be beveled.