texts: Bake multiple textures into one texture issue

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When i bake my textures into one texture,
target texture doesn't bake all faces so there are many black spaces in target texture,
the other textures (original textures) changed too which not what i want.
some of faces baked into target texture and other baked in another original texture

Steps:

make new UV map keep camera icon on original one and selected new one.
Make new Image Texture.
Unwrap mesh for new texture.
add taget texture to every material and keep it selected
bake while selected the mesh (Diffuse bake)

why blender change original textures while i selected just target texture ?
do i have problem in steps of baking ?
note: my original UV map scaled up so faces out of border


texts: My question is, how would I make the visible HDRI/Enviroment Map be image 1 and then have reflections as Image 2? If someone can post a node setup, or a .py file that would be great <3 I was thinking maybe using the Is Camera Ray node but I'm not confident it would work, and have no idea where to start.


texts: why do the legs rotate automatically during a walking animation?

texts: When i put the legs forward, they rotate around their own axis at a certain distance. Does anyone know a solution to get a straight movement? Thank you]1


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Im very new to the concept of shapekeys, so I dont know, wether this is a bug or a mistake in my hands.

I modelled this heart and tried using shapekeys as a way to animate the cardiac cycle.

I am in the standard position of the heart.
no vertex groups, no settings regarding the Object Data tab.

I hit the plus button to create a basis shapekey

only "Relative" and the box behind the name is ticked.

I hit the plus button another time.

I slide the value to 1.

I sculpt a bit.

Whenever I slide the Value factor, nothing happened, because my basis shapekey seems like also edited.

How can I solve this issue?

download .blend here


texts: Does Baking Texture Atlas also include the normal maps for the texture?

texts: The Title pretty much asks the question - baking a texture that has a normal texture attached also bake the normal map to the texture atlas?


texts: I've rig the "boots" to my characters using "transfer weight", everything is right in edit mode, but when i go back to object mode here is what i get :


texts:
I have simple sphere and added some hair particles. I want to export it to obj file and i have converted the hair particles in modifier tab. And exported but i did not get the hair particles just normal sphere.
How can i convert the hair particles.


texts: Bake action does not work for my character rigged with auto-rig pro

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I'm trying to bake the movements of my character that I have rigged with auto-rig pro,because the sheep it render farm requires it,since it does not allow to use scripts for the animations. I found how this could be done,with a function that's called bake action but it didn't work for me. I have attached two videos and the blender file to show you what happened...

I want to show you what settings I have chosen at the beginning..

and what happened after having clicked on "OK" on the bake action tab :

I have also deselected "only selected"...

You can see the videos and the blender file here. thanks.


texts: How to store rendered image as an nd array without saving the image in blender python?

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After rendering using bpy.ops.render.render() to render the image. How do I store it directly to an nd array without actually saving the image and loading it back.

I noticed that after rendering. There is an image object bpy.data.images['Render Result'] which has values but they are mostly empty. I suppose blender immediately flushes all these objects after rendering and makes zero. But, interestingly I am able to use bpy.data.images['Render Result'].save_render('imagepath.ext') and this saves the image which is actually the rendered result. But let's say if I access bpy.data.images['Render Result'].size or pixels etc, all are empty. It is not the case for other images like image textures which I add. As far as I can understand, this implies that blender flushes every other object value like pixels, size of 'Render Result' except save_render.

I know there is a way using viewer node but this requires the GUI to be open. I am trying to render a huge database and I cannot have the gui open. I would like to run this on a server through SSH.

Is there a way to directly save the rendered result to a ndarray rather than saving the image?


texts: animating transformation of one object into another

texts: I wanted to start animating with something less complicated, so I choose a blacksmith, without people, just hammers forging a metal bar into a sword. The only way I could think how to animate the transformation of the metal bar into a sword is to model a sword and a metal bar, the sword put into the metal bar and then animate scaling the metal bar down after each hit of the hammer. Is there a way to make the metal bar transform or should I do my best using scaling?


texts: Vertex weights and vertex indices for Blender Python API

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I'm trying to write an importer addon for blender using the python api. And the documentation has been less than "helpful" so far. In threejs you have a page like this: https://threejs.org/docs/index.html#api/objects/SkinnedMesh

for ( var i = 0; i < geometry.vertices.length; i ++ ) {

    // Imaginary functions to calculate the indices and weights
    // This part will need to be changed depending your skeleton and model
    var skinIndex = calculateSkinIndex( geometry.vertices, i );
    var skinWeight = calculateSkinWeight( geometry.vertices, i );

    // Ease between each bone
    geometry.skinIndices.push( new THREE.Vector4( skinIndex, skinIndex + 1, 0, 0 ) );
    geometry.skinWeights.push( new THREE.Vector4( 1 - skinWeight, skinWeight, 0, 0 ) );

}

I'm trying to find the equivalent code or examples for the Blender Python API. After I create a mesh, how do I then go about setting weights and indices for each index?

mesh = bpy.data.meshes.new('Mesh')
mesh.from_pydata(self.verts, [], self.faces)
mesh_object = bpy.data.objects.new('Mesh_Object', mesh)
bpy.context.scene.objects.link(mesh_object)
# How to add in vertex weights and indices?


texts: How do I stop extruded objects from overlapping

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I am creating a shopfront in blender and am running into difficulty when extruding certain faces such as the windowsills and doors.

Is there a way to stop the glitches when I extrude them? Is it best to make a wireframe by just extruding the vertices (what I'm doing) or to fill in the faces and use them?


texts: Cube Emitter: the cubes emitted pass through the ground plane instead of rest on it

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I would like to animate a great number of Cubes, falling from a surface at a determined height one after the other. The problem is that in doing this, the cubes emitted pass through the ground plane instead of stick on it. Also I would translate this surface, in order to create a sort-kind of grid with the falling cubes.

Has someone a tip how to do it? Thanks.


texts:
I don't know about "Shade Smooth", but I hope you can help me there.
If the mesh has "Shade Flat", then you can read every face with "polygons [i] .normal". Can I also read the "normals" from the "Shade Smooth" on the face from the point?
I have illustrated this better in the picture.
I can read 1, 3, 5 with "polygons [i] .normal".
How do I read 2, 4, 6? The "2" could be calculated with 1 and 3. But I have no idea how to calculate that in Blender. Can you read the normal from the "Shade Smooth", which is from the location within the triangle? The location in the triangle is not always central. This is just an example.


texts: Align internal face of UV island with another island

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I have a bunch of mesh pieces that are next to each other with some faces facing the camera, and others facing away. I want to UV unwrap them in such a way that the front face UV pieces line up side by side without distorting the rest of the UV unwrap. Here's an example with cubes to easily show what I mean. The initial state:

What I want them to look like:

With something simple like a few cubes, its easy to do by hand. But I need a way to do this for many pieces, so hoping to find a way to speed up the process. (Note that its fine for the sides to overlap.)
An answer that doesn't require scripting would be preferable, but I can probably put together a script if anyone can point me in the direction of the right sort of API commands to use, or suggest what steps to take (I've done scripting in other areas, but am not familiar with the API in relation to UVs.)


texts: Need help with Rigify in Blender v2.83 not working

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Working on a personal project for my class assignment. Set up a Metahuman on my mesh but got below error when I went to Rigify?! This was a stock/default Metahuman from Blender so I can't imagine why it would have an error in generating the rig? Please help as this project is due. Thank you so much!
Per request error reads: RIGIFY ERROR: Bone 'spine.004': Cannot correct chain - bone position is disjoint. Incorrect armature for type 'chain_rigs'.


texts: Python Add-On API: Constructing a new item on each execute()

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I have a simple operator (extending bpy.types.Operator) which I'm using as a button, and I intend to have it create a new cube each time execute() is called.

class NewCubeOperator(Operator):
    bl_idname = "mesh.make_new_cube"
    bl_label = "New Cube"

    @classmethod
    def poll(cls, context):
        return True

    def execute(self, context):
        print("Cube created!")
        bpy.ops.mesh.primitive_cube_add()
        return {"FINISHED"}

class ParentOperator(Operator):
    [...]
    def draw(self, context):
        layout.operator('mesh.make_new_cube', text='New Cube')

    def execute(self, context):
        return {"FINISHED"}

Everything is displayed as I want, the button shows up and can be clicked, and that calls execute(), which then prints "Cube created!" to the console but no cubes appear.  Am I doing something wrong?  The same code works perfectly when done outside the context of an add-on.

I'm personally also  perplexed by how Blender requires you to re-create the mesh in full whenever you tweak a parameter and execute() is called on your add-on, would someone be willing to explain this?  (I suspect that has something to do with this)


texts: Can I change the position of the camera during an animation?

texts: How can I change the position of the camera during an animation?


texts: How to render out an image sequence where each frame has a different name automatically

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How can you render out an image sequences, not a movie and have Blender save each frame image with a different file name (chosen by me) for each of them?

To be more specific what I need... I have model which represents an electric electric circuit with specific elements on it. And I want to render an animation in IMAGES where each image have one specific element of that electric circuit.


texts: Posing on Pose Mode is bugged(2.8). Deforming mesh by every action

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I have a problem while using the pose mode.

To start off, idk if this is a feature of blender 2.8 but...

when im deforming my mesh in pose mode with bendy bones i need to "refresh" (by clicking or presing any key), in order to see the final result.

Idk if i was clear at all. But its something like this.

EG:
In a normal situation
When you're deforming a mesh on pose mode, you just move the bone and voilah! you have already the deformed mesh by moving a bone.

In my case: using bendy bones
When i move the bone i need to spam click or keys to see how it actually looks the deformed mesh.

(I have to clarify that im using copy rotation bone constraints)

Another example with images

Mesh on its original pose mode.

After moving it.

After "refreshing"(spamming clicks) too many times to get the real look of the deformed mesh

Maybe im just too noob and this thing is normal in any version of Blender while using Bendy Bones, idk, but... the thing is that this is annoying AF and it takes me 1 hour to achieve 1 simple pose :(


texts: How can I make an Eevee explosion volume emit light and not receive it?

texts:
See the image below of an explosion I rendered with Eevee. It looks washed out because volumetric lighting in enabled and the spotlights are hitting it. I could disable volumetric lighting but I actually have another volume in the same scene that needs the volumetric lighting to look right.
Any trick to getting the explosion to EMIT light instead of being lit up by the scene lights? My current plan is to turn off any lights that are pointing in that area and maybe put a red light inside the volume. Or maybe I'll shell out $10 for a special shader like this.


texts:
I want to composite a cube over a background while still keeping the alpha channel for the cube. I want the composited image to be a cube over an image. The alpha channel should be only the cube. I would like to use the alpha channel as a mask for further compositing. The problem is that with my current node setup there is a border around the cube.

blend file


texts: Attach geometry to other geometry without duplicating it

texts:
I have this mesh:

I'd like to copy the highlighted vertex group to the other end of the mesh, here:

I've duplicated (shift-D) the selected vertices and moved them to the other side by grabbing, until I got what I wanted:

Anyway, the resulting object is made by 2 different objects which can be separated with separate by loose parts.
How can I attach the object to the final point so that they're only a single object and cannot be separated (one single geometry)?
Thank you

EDIT: the underling vertex geometry to both top and bottom is the same


texts: Is Blender the right software to make 3D animations of Mechanical components and assembly?

texts:
A complete newbie of the field here. Apologies in advance if this is basic question.

I am trying to figure out what software is capable of producing something like this: https://www.youtube.com/watch?v=leosVYDGb-Q

Would Blender be able to do that?

Thanks again,
PG


texts: Is there a way to sense all collisions except the one selected?

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I want to detect a collision, which is easy enough, except I need to basically have an exception. I want to do something like this:

What I am trying to do is detect all collisions except those with the property water.Is there an easy way to do this? Or a hard way?


texts: How do I use multiple columns in my add-on UI?

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In the add-ons I am writing, I can only put one entity per line. I would like to be able to put multiple of them in one row. Is there something that allows me to do this?

The image from ArchiMesh is what I am aiming for:


texts: Toggle Armature Layer Visability via Drivers?

texts:
FIGURED IT OUT MYSELF: (it looks like 0,1 don't need to be modified to T/F and I can just use var and 1-var to get the effect I want)

I'm in the process of creating my first semi-complex rig and I want to be able to be able to toggle the visibility of my FK and IK bones depending on whether they're driving my deformation bones.

I'm using five integers with [0,1] values to drive the bone constraint influence driving the deform bones. I want to use these same integers to show/hide my layers so I only see relevant bones.

Blender gives me an "ERROR: Invalid Python Expression" message when I put 'True' if var == 0 else 'False' in the scripted expression box in the Drivers Properties side-bar. How should I format this? Or is it not possible?

(Blender Ver 2.75a)


texts: Is it possible to orbit the viewport while transforming/selecting?

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Can I orbit the viewport while transforming/selecting? For instance, by disabling the Middle Mouse Button's Axis Selection functionality?

Full explanation:
Let's assume I've selected a mesh, pressed G to transform, selected Y axis by pressing Y, realised I can't see what I'm doing because Y axis is perpendicular to screen - now - I would like to orbit the view to see better without cancelling the transform operation.

By the looks of it, if MMB during the transform or select operation didn't invoke axis selection, it could perhaps still invoke orbiting viewport. But I can't find an option to disable MMB as axis selector shortcut.

Perhaps it's coded deeper somewhere that viewport repositioning and modelling operations are mutually exclusive - but I hope not!


texts: move transform gizmo to selected vertex in edit mode

texts:
I am having the hardest time just moving one vertex.
The transform gizmo is where the cursor is not the vertex I want to move.
Please help me make it so the gizmo is at the selected point.
Thank you,
J


texts: Attempting to remove extra “edges” from truncated icosahedron lead to excessively global consequences

texts:
I need a truncated icosahedron. Blender lets me do that with add -> mesh -> math function -> regular solid (assuming the extra plugin is installed.) So far so good. However, the mesh that is created does not use n-gons. This means that each hexagon or pentagon face is cut by an unusable edge approximately through the middle. These extra "lines" destroy the visual symmetry I need for the wireframe.
I have tried deleting the extra edges. This results in the in the removal of far more than just the offending edge. It blows a huge hole in the whole object. I have tried merging the two faces (which compose the pentagon or hexagon) into an n-gon. Somehow this again ends up doing far more than just merge the two parts of the face.
No matter what I try I get unintended effects that are far to global. I have also considered drawing fresh lines over only the desired edges. I cannot figure out how to do this either. I have also extracted the faces and edges with python, but those are too cumbersome to edit... and then what?
How do I get a nice clean geometric wire frame without distracting extra edges?


texts: How to exit animation mode when using physics

texts:
This is a very basic question. I'm using tutorials to learn how to use physics in Blender. I made a cube and lifted it above a plane and clicked Alt-A to run the animation and let the cube fall.

How do I exit the animation so that the cube reapers back in its position in the air? (right now it's on the plane where it fell.


texts: AO Maps, Directed AO Maps and Cavity Maps, Oh My!

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I've seen several questions on here about what Ambient Occlusion is, on a high level, but not much getting into the mathematics. I am including links to the relevant links I've found on the subject, but I would very much appreciate someone filling in the gaps, and tying it all together.

[ Updated: I am aware that Ambient Occlusion, as it was used in Blender's internal render engine for global illumination has long been passé. I'm talking about something I'll call "local Ambient Occlusion". While I'm mostly interested in procedural textures, it's easier to explain my intent with a high-poly and low-poly model pair. Imagine baking both models AO into separate textures on the low-poly model. Now divide the AO texture from the high-poly model by the AO texture from the low-poly model. What you should get is the AO texture details from surface of the low-poly model without the global AO from the low-poly model itself. You can think of this as similar in purpose to a normal map or a bump map. In this question I am referring to this "local Ambient Occlusion" map to give additional detail not found in the geometry, rather than anything to do with global illumination.]

Firstly, on a non-Blender specific but mathematical level, what are Ambient Occlusion maps, Directed Ambient Occlusion Maps and Cavity Maps, and how are they different from each other numerically and computationally? Here is the most detailed article I found on distinguishing AO maps from cavity maps, but it seems a bit muddy on details. This article did a bit more to differentiate AO maps from Directional AO maps but doesn't mention cavity maps. I know that AO Maps are used with Cavity Maps, and Directed AO Maps replace conventional AO Maps, but beyond that things seem a bit fuzzy.

Secondly, how would I go about baking each of these from a high poly to a low poly model in Blender (in Cycles)? Several questions ask about baking AO Maps, but I haven't seen Directional AO maps or Cavity maps addressed at all.

Lastly, computationally, how would I go about incorporating support for AO maps, Directional AO maps and Cavity maps into a PBR Uber-shader (such as one similar to what Andrew Price describes in his two part "Making Realistic PBR Materials" series)... Bonus points if you can include support for (parallax) distortion maps too.... My understanding is that the cavity map can be easily supported by using it to mix the diffuse shader color with black, but I'm unsure of the other two, nor the distortion map.

Thanks in advanced for all your help.


texts: How to remove pinching effect when scaling a 3D object

texts: I have an object that I imported from an STL file and I'm trying to scale the side of it.  When I select the region I want to scale and drag along the x axis I get this crease or pinching effect.  How do I get rid of it?  It seems to be caused by a large concentration of edges.  Do I subdivide this somehow?  The STL file I imported this from is not mine.  Is there an addon that would remodel this object a higher resolution of subdivison of faces?  The only thing I can think of to do would be to add more verticies and manually relink those edges to better space them out but that seems tedious and I'm wondering if there is a existing tool that could do this?  Thanks.


texts: A Line distrupting in front of my Donut model

texts:
I was making my Donut... and when i have done it's icing(the creamy layering of a Donut) a line is coming in btw..
I am not able to find a way to fix it in edit mode
It is looking like this:

As some people would have guessed that i have made it from the tutorial of blenderguru... so if any person already made it(through the tutorial or not)  please to help me to make me my blender project...


texts: Shaping one end of an object with many vertices

texts:
I've got an ellipsoid (a circle stretched in 1 dimension) with many segments and rings.
I've cut off the left tip (on the Y-axis) and made it a (circular) face.
I'd like to stretch that face's dimensions along the X and Z axes so it's an ellipse.
(I'm trying to match the elliptical cross-sectional fuselage of an aircraft to seamlessly fit the circular nosecone.)
The key is, I want the rest of the shape to follow suit, so it remains a smooth distortion along the length of the ellipsoid. i.e. the tail is not distorted at all.
Basically, this is the Blender equivalent of a PhotoShop perspective transform, which allows you to turn  a rectangle into a trapezoid.
I'm self-helping, but Blender has so many types of possible deformations, I don't even know what I would look up in the manual. Not sure if it's a modifier, a deform, a warp or what.

Additionally, I'm going to be doing a lot of squashing and stretching of portions this ellipsoid - the belly is flat, the back is curved - i.e. the cross section will change shape gradually along the length of the fuselage. That's a more general thing I have to look into.


texts: Absolute lost at words for how to describe this softbody/fluid?

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I recently saw a video THE VIDEO
It's of a softbody(i think) cow getting mashed up and broke apart, I have no idea how to describe it so i cant search for a tutorial and the closest thing i found was this
THE OTHER VIDER
How would i do this


texts: Any tools to capture movements from a mobile phone to Blender?

texts:
I am not sure what is this called, but maybe similar to motion capture. For example I want to animate a hand in Blender. Instead of motion capturing by pointing a camera at my hand and it tracks in 2D, I hold my phone and set the forward direction then I can move a point in blender as if my phone is that point.

Another case I would like to use something like this is camera animation. If I can hold my phone, set a starting position, and Blender's camera can move along with my phone I could record an animation to make panning or just holding a camera still looks more human. (with little noises and all)

If it does not exist in Blender but exist in other programs I would like to know a name of it. Or if this is not a common idea I might learn to contribute to Blender one day. (but first I don't want to reinvent the wheel if there is any) Newest iOS 11 has ARKit, it might have some interesting pre-made phone localizing function without using markers and I might try it.


texts: Making a Cutout to in Low Poly Model without affecting the surface flow

texts:
I am making a model of Helicopter. Its comparatively low in polygons. I want to create a cutout in it. Deleting faces or doing boolean operation on major portion of model, my model becomes a mess and shape drastically changes. Can anyone suggest what is the correct way to do it.

Adding more geometry also causes the shape to change.


texts:
When I render (and in render preview) I get shadow looking line artifacts. I suspected the texture at first but removing the texture in the material it's still there.

Here you can see the artifacts starting in the "Note" and "Volume" text and heading up to the right corner of the mesh.

I don't have any bump map, just a simple texture. Changeing the lamp (type and/or angle) doesn't make it better.

Sincerley
LarsErik

PS. Yeah you guessed right, I'm a beginner with Blender. :D


texts: I would like to simulate spiky ocean waves from an old animated cartoon

texts:
Recently I watched a German movie called Käpt'n Blaubär: Der Film. I loved this movie as a child and when I re-watched it I was really impressed with the wave physics. They are unrealistic and over the top spiky but that's what I like about them. I have attached a YouTube link where the waves can be seen. My goal is to recreate them in Blender, and although I have some modeling experience, I have never worked with physics and liquids so I do not know how to approach this project. Is there any modifier I could use for this or maybe a displacement map? I would appreciate some help with this!
https://www.youtube.com/watch?v=_3yK-LWCCQY&feature=youtu.be


texts: Why texture heavily 'stretched' even though UV is well positioned?

texts:
As shown in the screenshots, the UV map of my model fits perfectly on the texture maps I created from Substance Painter, however, there are heavy stretching of texture around the borders of my mesh (for example the highlighted faces in the first screenshot should be in black color but the end result showed heavily stretched red texture of other UV islands).

I have checked the position of the UV map and the texture but they are correctly positioned. The texture is clean, the UV is clean, but the result is messed up for some reason. Any help is appreciated.

Update:
Thanks for the suggestions but it seemed all of them are not the root cause of my problem here (btw I changed the normal texture to non-color data).

The main reason that leads to the stretched texture is probably the subdivision surface modifier that misplaced my seams when it is applied during the render. For example the seams that should be placed at the boundaries of the UV islands are placed elsewhere as shown in the screenshot after subdivision. Which messed up my render.

Is there any method to ensure my seams are not moved by subdivision surface modifiers? (The highlighted edge loop is my seam before and after subdivision)


texts: When I use 'Shift+B' to Zoom in to box, doesn't work

texts: I have V 2.79. I've tried to use keyboard 'Shift+B'and it only has the dotted lines and doesn't form a Box. I've tried the View/Zoom Border command and it forms the Box, but zooms in on the Cursor. I've changed my User Preferences to Zoom to Mouse, and it still zooms to Cursor. Is there a bug in 2.79 that I don't know about? How can I fix this?


texts: How to project back rendered depth maps to recover the ground-truth 3D shape using Blender?

texts:
You can discard the images I have uploaded and can simply use some camera angles of your choice to render depth maps of a 3D shape and then fuse the rendered depth maps to recover the underlying 3D shape
We recently published a paper on 3D shape generation in a computer vision conference (CVPR). My co-author wrote the code (in C++ and using OpenCV) for fusing the depth maps and getting the final 3D shapes from the produced multi-view outputs. The inputs to the code he wrote is 20 depth maps, ground-truth camera angles (posted below) and the distance from the centroid of the shapes to the camera (distance to the shape centroid=1.5 on a sphere). The centroid of shapes are calculated as follow:

First, the centers of faces (triangle) of a mesh centroid of a mesh is calculated. Then the faces areas are computed. The new centroid is the average of the mesh faces' centers, weighted by their area.

Here some people have written algorithms on how to compute the centroids.
Unfortunately my friend is not available to help me on this and I cannot use OpenCV and C++ for this new project that I'm beginning to work on. So any help would be appreciated. My goal is to write some code using Blender's Python  API instead of using my co-author's C++ code to do the same thing. But before I move on, I wonder if Blender has some built-in functions that can generate the final 3D shape given rendered depth maps of that shape, camera angles and the distance to the camera? If not, can anyone give me some ideas on how I should do that and give me a code sample for it?
Here I have uploaded a set of rendered depth maps a headphone's 3D shape that you can use for backward projection (reconstructing the 3D shape). And if you prefer to start with a 3D shape directly, here you can download a 3D shape of a different headphone we used in our work before. You can render depth maps the 3D shape using the camera angles posted below.
FYI, here is my co-author's high-level description on how his approach works:

In the final step, all depth maps are projected back to the 3D space
to create the final rendering. We reconstruct 3D shapes from
multi-view silhouettes and depth maps by first generating a 3D point
cloud from each depth image with its corresponding camera setting (x,
y, z coordinates). The union of these point clouds from all views can
be seen as an initial estimation of the shape.

And here are the camera angles we used for doing the rendering in the first place:
-0.57735  -0.57735  0.57735
0.934172  0.356822  0
0.934172  -0.356822  0
-0.934172  0.356822  0
-0.934172  -0.356822  0
0  0.934172  0.356822
0  0.934172  -0.356822
0.356822  0  -0.934172
-0.356822  0  -0.934172
0  -0.934172  -0.356822
0  -0.934172  0.356822
0.356822  0  0.934172
-0.356822  0  0.934172
0.57735  0.57735  -0.57735
0.57735  0.57735  0.57735
-0.57735  0.57735  -0.57735
-0.57735  0.57735  0.57735
0.57735  -0.57735  -0.57735
0.57735  -0.57735  0.57735
-0.57735  -0.57735  -0.57735


texts: Is it possible to programmatically get the underlying volumetric voxel grid from the fluid simulation?

texts:
I have some python scripts that generate and run a fluid simulation in Blender for me. To my understanding, Blender uses a voxel grid for it's volumetric fluid representation in the fluid simulator with a mesh laid on top. I'd like to be able to read the state of that voxel grid at each frame in the simulation (and, say, save that state to a file). Is it possible to do this programmatically when interacting with Blender? Maybe it would be possible to read the cache files somehow?

Thanks!


texts:
I want to drop an element on a plane. Here you can see what happens:

This is my blender file: https://easyupload.io/bh6k7d

I load the object in my python script and set it as a rigid body:

scene = bpy.context.scene
cam = bpy.data.objects['Camera']
obj = bpy.data.objects['Cube']
plane = bpy.data.objects['Plane']

bpy.ops.import_mesh.stl(filepath=path)
obj.data = bpy.context.object.data
bpy.data.objects.remove(bpy.context.object)
scene.rigidbody_world.group.objects.link(obj)

The plane is set to rigid body passive.

I want the object to really fall onto the plane. Anyone knows what I am doing wrong?


texts: Should I use Blender 2.44 rather than the latest version of Blender?

texts:
Should I use/learn Blender 2.44?

I know I will probably catch flak for asking this question.  But I have not continued my self-paced Blender training with any diligence ever since the interface changed.  I picked up my The Essential Blender: Guide to 3D Creation with the Open Source Suite 2007 by Roland Hess and started to get excited again.  But as I move forward I feel if I ask for any help, I will be scorned for not using close to the latest version.  Is there an underground 2.44 group somewhere out there? :-D  I guess that was 2 questions


texts: can I render some elements the way they look in material preview and how to do it?

texts:
So I have a a scene and I like some elements displayed in material tab so I want to render those this way. I d like to know how to do it for Cycles or Evee both

Edit: I need it for video


texts:
The code below is not working.
In the system console it says no module named PhysicsConstraints

import PhysicsConstraints
from bge import logic

cont = logic.getCurrentController()
c  = cont.owner

if (c["init"] == 0):
    c["init"] = 1
    physicsid = c.getPhysicsId()
    vehicle = PhysicsConstraints.createConstraint(physicsid,0,11)
    c["cid"] = vehicle.getConstraintId()
    vehicle = PhysicsConstraints.getVehicleConstraint(c["cid"])

# Wheels

    act1 = cont.actuators["wheel1"]
    wheel1 = act1.owner

    act2 = cont.actuators["wheel2"]
    wheel2 = act2.owner

    act3 = cont.actuators["wheel3"]
    wheel3 = act3.owner

    act4 = cont.actuators["wheel4"]
    wheel4 = act4.owner

    wheelAttachDirLocal = [0,0,-1]
    wheelAxleLocal = [-1,0,0]

    wheelRadius = 0.8
    suspensionRestLength = 0.28

    hasSteering = 1
# wheel1
    wheelAttachPosLocal = [1.0 ,1.5, 0]
    vehicle.addWheel(wheel1,wheelAttachPosLocal,wheelAttachDirLocal,wheelAxleLocal,suspensionRestLength,wheelRadius,hasSteering)
# wheel 2
    wheelAttachPosLocal = [-1.0 ,1.5, 0]
    vehicle.addWheel(wheel2,wheelAttachPosLocal,wheelAttachDirLocal,wheelAxleLocal,suspensionRestLength,wheelRadius,hasSteering)

    hasSteering = 0
# wheel 3
    wheelAttachPosLocal = [1.0 ,-1.4, 0]
    vehicle.addWheel(wheel3,wheelAttachPosLocal,wheelAttachDirLocal,wheelAxleLocal,suspensionRestLength,wheelRadius,hasSteering)
# wheel 4
    wheelAttachPosLocal = [-1.0 ,-1.4, 0]
    vehicle.addWheel(wheel4,wheelAttachPosLocal,wheelAttachDirLocal,wheelAxleLocal,suspensionRestLength,wheelRadius,hasSteering)

else:

    vehicle = PhysicsConstraints.getVehicleConstraint(c["cid"])

    #vehicle.setSteeringValue(steer,0)
    #vehicle.setSteeringValue(steer,1)

# Acceleration

    vehicle.applyEngineForce(c["force"],0)
    vehicle.applyEngineForce(c["force"],1)

# Brakes

    vehicle.applyBraking(c["brake"],0)
    vehicle.applyBraking(c["brake"],1)
    vehicle.applyBraking(c["brake"],2)
    vehicle.applyBraking(c["brake"],3)

# Suspension

    influence = 0.1
    vehicle.setRollInfluence(influence,0)
    vehicle.setRollInfluence(influence,1)
    vehicle.setRollInfluence(influence,2)
    vehicle.setRollInfluence(influence,3)

    stiffness = 10
    vehicle.setSuspensionStiffness(stiffness,0)
    vehicle.setSuspensionStiffness(stiffness,1)
    vehicle.setSuspensionStiffness(stiffness,2)
    vehicle.setSuspensionStiffness(stiffness,3)

    damping = 0.5
    vehicle.setSuspensionDamping(damping,0)
    vehicle.setSuspensionDamping(damping,1)
    vehicle.setSuspensionDamping(damping,2)
    vehicle.setSuspensionDamping(damping,3)

    compression = 0.5
    vehicle.setSuspensionCompression(compression,0)
    vehicle.setSuspensionCompression(compression,1)
    vehicle.setSuspensionCompression(compression,2)
    vehicle.setSuspensionCompression(compression,3)

    friction = 1.0
    vehicle.setTyreFriction(friction,0)
    vehicle.setTyreFriction(friction,1)
    vehicle.setTyreFriction(friction,2)
    vehicle.setTyreFriction(friction,3)

The logic editor window looks like this:

What should I do to run this code?


texts: Object not complete showing on Layout While on Modeling its shows completely

texts:
Im kinda lost. Im not sure why on Layout iS just shows Limited section of the object like i was on mask while on Modeling is shows the object completely.

Added 3rd Picture

Heres the File so you could check it out.

https://drive.google.com/file/d/1ld4AJKD_xWs9actJQT3nvtem_44qFe1l/view?usp=sharing


texts: Why is my alpha pass binary (just 0's and 1's) in Cycles?

texts:
In Blender Render, my rendered alpha pass has intermediate values (e.g., 0.83) at the boundary -- great for anti-aliasing compositing!

However, when I switch to Cycles, my alpha channel is always binary, i.e., consisting of only 0's and 1's.

For some other reasons, I have to stick with Cycles. How would I produce an alpha pass with intermediate values in Cycles?


texts: If inside 'elif' ignored / not working with autosmooth script

texts:
Here is a script that checks is auto smooth is on and if yes just turns it off.

Ideally when you want to turn it on for the first time it should also set the shading angle value.

And then check if the default 180 is used and if not realize that a custom value is used and only turn on/ff autosmooth.

But the script ignores the if 180Dgeree check and thus never sets the initial angle to 30 degrees.

#Set AutoSmooth
class SetAutoSmooth(bpy.types.Operator):
    bl_idname = "set.autosmooth"
    bl_label = "Set Auto Smooth"
    bl_options = {'REGISTER'}

    def execute(self, context):

        if bpy.context.object.data.use_auto_smooth == (True):
            bpy.context.object.data.use_auto_smooth = False
        elif bpy.context.object.data.use_auto_smooth == (False):
             bpy.context.object.data.use_auto_smooth = True
             if bpy.context.object.data.auto_smooth_angle == (3.14159):
                bpy.context.object.data.auto_smooth_angle = 0.523599
             bpy.ops.object.shade_smooth()

        return{'FINISHED'}


texts: Making panel gaps without adding edge-loops

texts:
Problem: I'm modeling a car and (unfortunately) thought too late about shutlines (panel gaps). Now, as I have my finished exterior, I've tried making the panel gaps by creating them as a separate object and cut them out with a boolean. It works okayish, but in certain areas doesn't make a clean edge, instead very blocky and the reflection is unacceptable when I render it. On the exterior I have the subdivison modifier. I've tried applying the subd and then boolean but it created an enormous amount of data, which was very slow to handle and also, it's then not really possible to modify anymore. Even then, the effect was not 100% convincing. I'm hoping there's an easier way.

Question: How could I do panel gaps that are relatively easy to modify or fine-tune if I want, yet still creating a clean and realistic effect? Are there any tools for that? I just want to somehow project them on the finished mesh, without having to modify the structure.


texts: Is there any way in Blender to animate two scene in same view port

texts:
I need to animate a short movie like:
One person talking to other over phone.
Seller in a shop
And one person in Home.
Please see first person in first scene below image.

Similarly the other person will be in shop.

I need to know how to animate these two people talking efficiently. With least sync issues etc as the screen will change 10s of time from one person to other


texts:
I am pretty new to Blender, and have run into a problem that's been bugging me for days now, and I can't seem to find any solution in the forums.
Basically, I'm trying to fabricate a vacuum manifold with a weird shape and ideally a constant 3mm thickness.  Here is one-half of the object without any thickness (I haven't applied the Solidify modifier yet):

Everything looks hunky-dory when it's just a 2D mesh, but once I try to add a Solidify modifier, I get very strange artifacts in two small strips on the cylindrical end:

I've tried using the wireframe view to see if there are any errant vertices or edges, but all I can see are these weird curvy edges (in the vicinity of the deformations) that I can't seem to select or delete like normal edges between vertices.  These weird, un-selectable edges seem to disappear when I remove the Solidify modifier and go back to a 2D mesh.
As long as I'm here, I'd also be extra-grateful if anyone can tell me how to make the thickened edges of the 3D part align so they're flush with the YZ-plane (since I plan on 3D printing this part and its YZ mirror-image and epoxying them together to create the complete vacuum manifold!).
I'll attempt to add my ".blend" file to this post.  I am very new and clueless with Blender and I'll bet I'm missing some basic concept ... literally any advice would be very much appreciated!
Thanks in advance.


texts: How to achieve dramatic composition with low poly models?

texts:
I started learning Blender a short time ago, and i want to achieve something like this:

But the only thing I can achieve is this:

I really don't like my result. How could I improve my skill, and get the desired result? Do you have any recommandations/tips or good places where to start learning(especially low poly)?


texts: Boolean operation between a form and a spiral

texts:
I'm designing a real object: a cylinder box dispender.
It will be 3D printed: two mirror versions of the same object (named Half.shell) will be printed and then screwed or glued together.
Just before gluing/assembling these two parts, I want to insert a thin band of metal between them, and give it a spiral form, so a spiral groove must be made available in the Half.shell object.
Context is Blender 2.9.1 with extra curve add on.
The problem I have is when I want to make the spiral groove into Half.shell object.
I've built a spiral of cubes, starting with a cube, add modifier array of 780 objects, then add modifier curve following an archemedian spiral curve created with the extra curve addon.
I've tried boolean modifier as well as BTool addon to make the difference/groove, with no success: the resulting shape is a real mess with triangles going everywhere and nothing becomes editable from this point.

Edit1:
-the Spiral.of.cubes object sometimes grows by itself, as if I've scaled it on the X & Y axis, and reopening blender can help, but not always. This problem occurs when I'm changing selection in object mode and edit mode.
-so may be the way I'm doing the spiral.of.cube is not the good way.
-Spiral.of.cube is in fact a spiral of parallelepiped 1.5x1.5x2mm


texts: Remove empty patches from quick fur effect

texts:
I would like to know if it is possible to remove these patches of empty space using the Quick Fur effect.

n here]3]3


texts: No detail applying to my model when adding complex textures

texts:
Disclaimer:

I am very new to blender and have gone through multiple tutorial series on 3D Modelling, Animation and Sculpting.

This is the only source of any knowledge I have in blender.

I don't know how to texture inside of blender and how it manages that space at all.

For all texturing that I need to do, I just port my model over to Substance Designer and continue from there.

My issue may very well be a beginner mistake and so please do bear with me on this.

Issue:

I have created a fairly standard low-poly model in blender, and in the attempt to texture it, I ran into a few issues.

Here are the screenshots of my model in the Object and Edit Modes:

Now to test any texturing on this I simply raw exported the model as fbx from blender to Unreal. From there I tried on a Grass Material in the Unreal Starter Contents package as a test.

None of the detail of my texture shows on the surface of my model. Only the Base Color and Reflectivity seems to be mapped onto it.

I do think this has much to do with the amount of vertices on my model and the lack of many subdivisions, but I don't know for sure.

Please advise any steps I could take on from here to hopefully have this sorted.

Thanks in advance for any of your help!


texts: How do I make an animation from a curve?

texts:
I have a set of tank tracks that rotate around a curve constantly. This works very well, and it is precisely what I am looking for in terms of movement, however I cannot seem to make this into an animation. I have searched for dozens of hours to find a solution but I am just at a loss on what to do. I have uploaded my blend file here.

I cannot export this file to other software and use this animation, since technically without the blender curve modifier, the only thing that is happening is that the Y transform is being moved by - 1 over the course of one second. Is there a way to convert this curve into an actual animation?


texts: Is there any way to save background images in the .blend file?

texts: I'm trying to use the background images option to model from blueprints.  After I cropped, loaded, positioned and scaled in each viewport, things were going pretty well with the modeling.  I saved the progress on the model and came back the next day and the images were not there.  Am I missing something?  Do I have to set everything else up again or do you have to get your modeling done in one session?


texts: How to split a certain area using python?

texts:
My screen has different areas: one 3D View and two Image Editors.
I would like to split one of the Image Editors but when I call the bpy.ops.screen.area_split() operator, it's always going to split the 3D View for whatever reason.
Does anyone know how I can split a certain area?


texts: How to properly import matterial in to scene? - python

texts:
I'm trying to solve this hurdle >
import bpy

# path to the blend
filepath = "C:\\Users\\Master\\Desktop\\01_blend_2Mats_mix.blend"

link = False

currentMats = []

for mat in bpy.data.materials:
    currentMats.append(mat.name)

print("Current scene materials : ",currentMats)

newMats = []

with bpy.data.libraries.load(filepath, link=link) as (data_from, data_to):
    for material in data_from.materials:
        if material not in currentMats:
            newMats.append(material)
            data_to.materials = material

print("New matterials : ",newMats)

Now I got the list of new mats, or at least I think I got, but how can I now import it to the scene?
TIA


texts:
I have a cow that needs to pause between two gates for a couple of seconds. I created her walk cycle and used "Make cyclic (F-modifier)" in the graph editor. With this set up I can't figure out how to pause her walk cycle while she briefly stands still while still being able to resume the animation cycle where it left off...

The bone animation is cycled like so...


texts: How to make a pure white smoke with blender internal render engine (not Cycles)

texts:
I use the Quick Smoke to generate smoke.

I want white smoke but I can't make pure white smoke with quick smoke , the smoke rendered is grayish.
 I've seen a lot of solutions for cycles renders on You-tube but can't find any for blender internal render engine.
What's the simplest way to make steam-like pure white smoke with blender render engine.


texts: How can I automatically let vertices join in a block shape?

texts:
I generated a track of blocks, and what I want to do is to have each block separately joined like this:
Now the problem is that I have a really long track of these blocks, and want to do this automatically with a script or a plugin. Is that somehow possible? Sorry for the bad explanation.


texts: i have a octagonal plane and i want to apply and image to be like the square plane(image below).it works on a sqaure plane though but not the hexagonal plane.i have the same settings for them both.


texts: I cant figure out what is wrong with my rendering. The texture is fine in viewport but when I render it loses the color.


texts: Image doesn't render properly / in full color

texts:
I'm just learning Blender so I am not sure if this is a common issue but while I attempted to render this image of a donut I made, a portion of the donut doesn't render with color and it appears to be showing a part of the donut which isn't there.
I've attached a screenshot of how the scene looks in the viewport and the other photo is that of the render.

Not sure what the issue is here... The body of the donut is its own torus object.


texts: curve intersection with volume in animation nodes

texts:
How can we detect the intersection of a spline with a volume? I've been trying to create edges from the splines to detect the crossing between lines and planes but I'm not sure if thats the correct approach.

What I am trying to accomplish is to detect where a curve enters and exits a volume, any ideas?

EDIT

I'm trying to reproduce the solution but I found that my evaluation spline node doesn't look like yours, it actually has the parameters from "Get spline samples" node, but also differs in its outputs. Checked hidden parameters but all is unhidden.

EDIT

seems "get spline samples" does the job fine. Might be a custom naming issue

EDIT 2

After downloading @Omar Ahmad blend file I noticed that this method is far more efficient but still produces inconsistent results. When a play with the spline points moving them around and increasing all evaluate and get sample nodes to resolution up to 5000 the problem persists. I'm sorry if I'm being too strict with this detail (which could be due to a resolution factor) but is very important for me this works as foreseeable as posible. Here the screenshot showing the problem:


texts: Bridge edge loops - select at least two edge loops

texts:
I'm new to Blender and could certainly be missing something obvious. I'm currently using 2.80 2019-02-05. In attempting to learn how to use the bridge edge loop function I'm trying the following steps

create a cylinder mesh and select a cap fill type of nothing
copy the cylinder and move it up the z axis so that there are 2 identical cylinders separated by a small gap
select both and switch to edit mode
select the 2 nearest edge loops from the distinct columns
use the "bridge edge loops" function

This results in a warning that I need to "Select at least two edge loops".
Any tips are greatly appreciated.


texts: How do I archive my textures and mesh in the same archive?

texts: So I made some models in Blender and I want to upload them to CGTrader, however, I don't know how to zip them all up in a folder/archive. The farthest I've got is a .blend file zipped in an archive. I want to see all the textures listed in a folder and not just a single .blend file. Thnaks in advance!


texts: Python - Making a "character" jump to another object's x, y ordinates while facing the 'go to' objects front

texts:
I know little of code so this is a bit difficult to me.

This is just the set up for a 'player' to grab a crate and pull it back and forth.
I have 4 empty triggers set up so the crate can be grab from each of the 4 sides

However I want the 'player' to copy the x, y position and direction of the trigger that the player initiates the grab.

*Basically, I want the player's movement to be locked into a specific position as it moves the crate around."

Here's what I current have written

import bge

cont = bge.logic.getCurrentController()

own = cont.owner

scene = bge.logic.getCurrentScene()

trigger1 = scene.objects["trigger1"]

player = scene.objects["player"]

q = cont.sensors["Keyboard"]

if q.positive:

player.worldPosition = trigger1.worldPosition

I just don't know how to separate "worldPosition" into x, y, z


texts: Going down the wrong path for human skin?

texts:
I'm trying to find a way to apply skin texture detail to my model. I'd like to use normal mapping to represent the surface details, and thought I might use a ready made normal map of a skin surface like

However, in order to get good coverage for my model I think I need seams. But, if I were to simply tile on my skin map I'm pretty sure the seams would become really obvious.

So I'm left with a chicken and egg problem - in order to match up the normal map to the seams I'd need to bake one from a seam-aligned map. But if I had that, then I wouldn't need to bake one!

So

If I should abandon the seams, what should I do instead?
Or is there a way to make it work this way?


texts: Texture doesn't look the same in the render as the preview render

texts:
The problem I have is that the texture I have included in my model is displayed correctly in the preview render, but it doesn't correctly work in the final render image. I am using the Cycles render engine.

The screenshots I have below explain my problem:

What is the reason for this?
How can I make this work properly. Please if you can help me with it will be a great pleasure. Thank you.


texts: Where is Data Transfer Modifier on Blender 2.73a for Linux?

texts:
I've noticed that the Data Transfer modifier, as documented on Blender's modifier list in the docs, is not available on Blender 2.73a (at least).  It's just not there.  I can't speak to Blender for other OSes, but for Linux, this is the case.

Can anyone tell me what's going on and what I need to do to enable it?  Is it deprecated now?


texts: Blender 2.83 Python API - smoke not rendering EEVEE

texts:
As per title. Minimal code example is:

import bpy
bpy.ops.object.modifier_add(type='FLUID')
bpy.ops.object.material_slot_add()
bpy.ops.object.quick_smoke()
bpy.context.scene.frame_end = 10
bpy.ops.render.render(animation=True)

Interestingly, if I do bpy.ops.screen.animation_play(), let it finish and then bpy.ops.render.render(animation=True), the smoke renders correctly!

Tested on both Mac and Windows.


texts: Orientation towards an other object with Animation Nodes

texts:
I've tried to follow the tutorial wrote by Ed Tate in this topic : How to create a 3D virus envelope like this in image below?

But I can't achieve to have a correct rotation of the lipids :

The lipids are (theoretically) supposed to point to the center of the ico sphere. And it seems that they don't want to do it.

I don't really find what I'm doing wrong so if someone knows what is my mistake, I would be glad to learn which one it is.

.blend :


texts: the blender manual shows a slider in an objects material settings to adjust how much ambient light falls on it. But it seems to refer to an earlier version of blender. Has this option disappeared? I can't find a way to adjust ambient light on objects individually.


texts: Getting "experimental" true displacement to work

texts:
I have been trying to achieve a true mesh displacement on meshes for quite some time, without ever getting it to work.

If I understand it correctly, this experimental feature would allow me to easily displace the vertices of a mesh - or to create new mesh vertexes where needed - to get a displaced mesh in the result, based off an image, but without using a bump map (simpler, faster?).

This all sounds very exciting in theory, but I am having a really hard time finding examples or tutorials that are both recent and whose links function. So I think there is the need for a question here which will call upon detailed and recent answers to bridge that gap.

I'll start with a simple ico sphere:

Then, following Aldrik's answer here, I will change the Feature Set to the Experimental one:

I then add a pink granite image to the mesh:

Mark Seams, Unwrap, add image in the UV Editor:

and finally, in the Object Data panel, change the Displacement method from Bump to True as explained in Aldrik's answer:

no result yet:

if I click "Use Subdivision" this is what I get (so I won't click it right now):

Looking into the Node Editor, nothing seems to have changed with the Displacement of the mesh:

so I tried to replicate the node setup seen in the first image of this similar question (Linear isn't an option, Clip, Single and Repeat are):

... but the result is a white ICO Sphere, similar to Image 1.

So, can the "Experimental Feature Set" be used to create actual displacement, and modify a mesh?

This is what I'm trying to obtain - but with the image of the texture actually displaying on the mesh (image from here):

.blend file:


texts: How to change the amount of zoom from the scroll wheel while viewing through the camera?

texts: One click of the scroll wheel zooms too much IMO. Is there a way I can get more precision zooming?


texts: Both a mirror and a 90 degree prism are not reflecting light on to a screen (cycles)

texts:
I made a 90-degree prism out of glass with index of refraction of 1.5, which is high enough to produce total internal reflection at 45 degrees. I've done this before with no problem, but suddenly the light seems to just disappear. As far as I can tell the normals are all pointing outward.

So I put a mirror (glossy BDSF) next to it, and it's not reflecting either.

I expect to see two roughy square spots on the green object, but there is no trace of reflection.

I'm sure this is something obvious. I don't use Blender often enough to instinctively set everything correctly, but it seems like the defaults should be set up to allow this simple test to work.

What have I done wrong?

I'm attaching the blend file as well.

Left: Prism material, Right: Mirror material.


texts:
I have two files in a directory: "render.py" and "functions.py". From blender I use the text editor to run the "render.py" but the question is how to import "functions.py" to the file. This code fails.

import functions

How can I import in blender so that i can use functions from "functions.py" ?


texts:
This is the animation(which is terrible) that stutters. You can see it if you look the arms closely. I'm quite new to rigging and this has been the 4th try however whenever I spend days or a week to finish one I throw it away because of these glitchy movements. I tried the graph editor to somehow fix it but sometimes this doesn't necessarily helps since not always I'll have the exact graph shape. Such as trying to get a certain value at time A yet messing up the value in time B which originally I was totally fine of. When I was first confronted to this problem I made keyframes for every single frame. It was a disaster both in time and performance. And even if I do manage to make it perfectly, I suppose this isn't what everybody does? I just wanted to have some faster solution or a proper one. Technically I could make a perfect animation by spending weeks but I think that'll lead us nowhere.
How do you guys manage these problems?

This is the keyframes I added in. I think this is a legitimate amount but what are your thoughts?


texts: How do i get my grid to stay on top of plane

texts: Hey I have looked around for answer but cant find it how do I keep my grid on top of my ground plane


texts: Exporting modular objects to Substance Painter for baking

texts:
I do want to create modular assets within Blender which I use to assemble the full model. I want to bake the high poly version onto the low poly version. It does work for the modular assets alone like this in substance painter:

But I do enjoy seeing the fully assembled asset in Substance Paitner, as it makes painting much easier. But if I export a copy (or several) of the modular assets (*as fbx), baking does not work any more. Here with a simple wall out of the stone.
Blender:

Result in Substance Painter:

I can bake the modular assets first and then import the modular assets with the assembled version. This does work, but it feels like it's a kinda hacky workflow. This is the result (with my baking information):

How can I export my modular assets together with the finished asset and bake it in Substance Painter?


texts:
I'm trying to recreate a broom from Harry Potter, the firebolt specifically, and got as far as the general shape. My question now is how would I go about making the white growth on the handle?

It looks like the sculpting tools would be the best bet, but before I dig into that I was wondering if there was a better route.

If someone can point me to another post or get me going in the right direction I'd appreciate it! Thanks!


texts: How to export point cache from linked group?

texts:
I would like to be able to export the cache from a referenced/linked group of objects. My problem is that even if each mesh of the referenced group exist in the outliner (in BlendfileData > Objects), I can not select them.
In my blend file I have a character with different meshes (head, body, arms, etc) and its rig.


texts: Blender 2.8 rig not fully updating on render

texts: I know 2.8 is still in beta mode so I was just wondering if anyone else is having this same issue and if it will be fixed at some point. My rig has lots of drivers attached to it. For some reason the 2.8 version of blender is really slow at updating the location of the mesh around the armature when it moves. Sometimes I have to double click the time line for it to fully update dependencies. When I go to do a render, it can forget sometimes also. Like I said, I know it's a beta, but has anyone else noticed a slow armature registry and is this a known issue? If so, I hope they fix it because my rig works great in 2.79 Didn't they do a full rebuild of the bone system?


texts: How does Blender implement flat shading non-planar polygons?

texts:
Following up on my recent question on ComputerGraphics.SE — how is flat shading of non-planar polygons implemented in Blender?

If polygons are rendered using GL_TRIANGLE_FAN in OpenGL, one approach would be to upload a single normal vector for every individual polygon that's rendered. This might not be very efficient though.

On the other hand, if polygons are split into triangles before everything is rendered, then these triangles somehow  have to share a normal vector. This sounds more like glDrawArrays() than glDrawElements(), which again might not be the best solution.


texts:
I am making the coffee mug of "blender guru" in donut tutorial,
when I extrude a face for handle and extrude again for second time,when I want to rotate it.the rotation influences whole the mug n faces.please tell me what should I do.


texts: Graph editor - mirror manipulation between keys

texts:
If I have two keys selected and I want to manipulate the curve in between, is it possible to mirror the changes from one keyframe to the other?
The gif below explains it better than I can. With the two keys selected, if I rotate the handles clockwise on the right-hand key they also rotate clockwise on the left key. To flatten the curve between the keys I have to manually select them one at a time.

Is there a way of doing this without extra steps?


texts: Eevee not rendering properly if High Quality Normals isn't checked

texts:
I'm not sure what went wrong, but it's probably because of the graphic driver update (RX570)
I've set the left section to be "rendered", and the default cube turned transparent

This it the render result. Transparent Default Cube.

This is the render result if I enable High Quality Normals.

I'm quite new with 3D works (and Blender in general). Sorry if this question's a bit basic.


texts: Why isn't the shine/gloss showing on the character when I render?

texts: I don't know why the character is appearing like it has no textures. I made it so it should have gloss/ shine to it.


texts: How to reverse direction of object along path

texts:
I have a camera with the track to constraint added, and the camera is circling around a circle pointing at an object.

Please can someone tell me how to make the camera move in the opposite direction?

Cheers


texts: Liquids flows to weird direction. (It flows toward one area of the domain object)

texts:
I'm doing some assignment with Blender to use physics simulation, and I found my fluids are flowing to a weird direction. The fluid was supposed to flow downward, because that is how it usually works, and it worked so before an hour ago. Somehow I may changed some setting but I can't find what changed it's behavior.
I tested with other quick liquid domains and their fluids goes into same direction too.
Here are my domain setting. I also checked the scene Gravity setting, but it's not touched. (-9.81 m/s2 for Z-gravity)


texts:
Just been playing with the Gooseberry build of blender and there is a AO darkening mode for the view port. This would be so so useful in cycles itself as the current AO setting only lightens things.

I know you can darken using anAO pass in post pro but that is not practical when you need to preview things fast.


texts: how to make rigid body react to the wave modifier or animated shape keys in blender ? (Or let's say animated vertices/faces if that matters )

texts:
I have created a plane with animated wave modifier, applied scale and location as well.

On top of the plane there are few cubes with active rigid body.

I want when the wave comes cubes on top of  the plane reacts to the wave. (Jump or rotate or even move a little bit. Do something)

But rigid body cubes do not show any response. Towards plane, they don't react at all.

5.Things that I have  already tried
(i) Making plane passive with animated. Tried  both options convex Hull and deform, with mesh and final.
(ii) Above things with cubes also.
(iii) Making plane a collision serface also.
(Tried cubes collision also)
(iv) tried exporting and  importing  .mdd file. (Wich creats animated shape keys for you ) but still right body does not reacts to the shape keys.
(v) Several Techniques that are used to float a boat on top of ocean modifier.
But still that sticks to the plane, and not the results that I want.
(vi) Tried making both objects active. One with animated turned on (plane).
(vii) I thought there could be a problem with wave modifier. So I tried deforming the mesh with animated displacement modifier.
But still no rigid body seems to be working.
One thing that worked so far
Only soft body reacts to this deforming mesh.

Making the plane collision serface
And all objects above soft body.
Then these soft Bodies reacts to the mesh quite good.

One could say that work with the soft body.
But
I have a cube with cell fracture applied, which has created a 1000 random  meshes out of that cube. And I want all those pieces reacts to the wavy serface beneath them.
To apply rigid body I can go and just select all 1000 of them and say Object >Right Body > Copy From Active. And all of them will have my desired settings.
(Can't be done with soft Bodies as far I know. There are ways, but not efficient.)
Imagine doing soft body settings for 1000 meshes individually.
After all you can achieve hardness through soft body, but results are not like rigid body. You have more faces in your mesh and it'll start to  wobble like jelly.
If anyone knows the solution, please tell me that how can I make rigid body reacts to the animated vertices/faces  or deforming mesh in Blender.
If there is no way please tell me which software can do this.


texts:
I have a rtx 2060 ryzen 5 3600X but when im rendering a simple fortnote render with a little bit of lights my pc shuts down even when im rendering with only 20 samples
If anyone can help me


texts: How to change the speed of an animation?

texts:
Okay so after looking around and not finding anything helpful on the matter, I'm going to ask here. Basically what I want to do is speed up my animation of my model walking. Right now it's 39 frames with little adjustments here and there and moving everything manually would risk something jumping out of place.

If anyone is familiar with Windows Movie Maker or most video editing programs, there's an option to increase the speed, thereby changing a 40 second video to 20 seconds in length while doubling the speed.(sorry if I didn't explain that well)

I wanted to know if there was a similar option in Blender to do this in animation. I'm using this model for an upcoming indie game in Unity if that helps. I still consider myself quite new to this, so if screenshots could be included in any helpful answers, it would be greatly appreciated :)

Also due to the model being in an upcoming game, I cannot share or upload it, sorry :(


texts:
It seems that the top half of my mesh might be inverted somehow. It has a weird shadow on it. Not sure what this problem is called. I'm new to Blender.
Any advice on how to fix this?


texts: 0 (zero) "Foam, Bubbles and Spray" particles in every frame

texts:
System Information
Operating system: Windows 10
Graphics card: GTX 1050
Blender Version
Broken: (2.90.0)
Worked: (2.83.3)
When I bake the particles, it takes some time as if it is really baking, but when I check the results, there are no "Foam, Spray, or Bubble" particles. No error sentence appears.
I tried to make everything from scratch several times but to no avail.
It was working in Blender 2.83, but in Blender 2.9, it is not working.
Please help me if I am doing something wrong, as I am a beginner
1) Open the .blend file
2) Bake simulation
3) Bake particles


texts: Snapping mesh together by a point without stretching the object

texts:
I'm trying to snap two mesh together. One is a cylinder and the other is half a sphere. I aligned the 3d cursor to the bottom center of the cylinder where I want the sphere to attach to. I don't know how to move/snap the flat side of the half sphere to the 3d cursor without stretching the object. If I select the entire sphere the center of the sphere snaps to the 3d cursor, and If i select just the flat face/flat face vertex, the shape gets stretch.

Any advice on how to do this?


texts:
So I am trying to get from figure 1 to figure 2 in the image below, but the way I do it takes a lot longer than I would like so I'm interested in other methods to achieve this affect to help my workflow.

However I need the method to work with more advanced shapes. I am hoping there is a way to select a loop that I want to bevel inward as the first step or maybe something better, so please share your methods for achieving something like this and it must work with very advanced shapes for example the one in the figure below.V


texts:
I am an experienced python programmer, but just getting into the Blender API. I am stuck on trying to get a script to execute when the Blender file is loaded. I want to do all sorts of setup in this script, but to start with, I'm just trying to change the python path to add my working directory, so that .py files can be imported from there.

So, I opened a text editor window in a fresh project, then created a new text block, into which I typed the following 2 lines:

import sys
sys.path.append('/Path/To/My/Blender/Project')

When I use the "run script" button, and check sys.path in the console, my path has indeed been added.

So then, I checked the register toggle for the text block, and set the user preferences to auto run python scripts. I saved the .blend file, exited Blender, and re-started by double clicking the .blend file.

When I check sys.path, it is the normal blender path, but if I then run the script that should have auto run, sys.path changes as it should. So it would seem that my script is not running on load.

I am on Xubuntu 14.04 (Trusty) and my Blender version is 2.78. I must be making some really simple mistake, but I can't seem to find it. Thanks for any suggestions.


texts: Cant change color space of image texture

texts: i just baked a moon texture on a new texture but the problem is now for the displacement , i cant change the color space to non colour this leads to some problem in the displacement , as you can see the color space option is blured


texts: How to improve the Annoying Orange effect?

texts:
I'm working on a project that is using the annoying orange technique.
It works fine but the mouth is surrounded by that shadow.
I know it due to the feather of the mask I'm using.

Do you guys have an idea how I can make the transition smoother so it will blend in better?


texts:
I'm having an interesting challenge with modeling that I'm hoping some of you might know a good answer to. Thank you in advance for the help.

Backstory:

I'm working on a personal project to transform free 3d models (mainly from the Sketchup 3D Warehouse) into usable objects for flight simulators. The end goal is to set up a community repository where non-modellers can simply upload a Collada file and have it converted on the backend for the sims. This allows the community to drive the projects future.

The problem:

The simulators only accept a single texture for each model. This is a challenge as a majority of the files on the warehouse and through Sketchup have multiple textures and multiple UVs. The modeller could potentially create a texture atlas and remap the textures by hand, but I'd prefer the project to be "fool proof" so beginners can contribute by doing this automatically.

One solution would be to use blender's Texture Atlas tool, and render the textures to a single file. I have an issue with this for two reasons. The first: merging the textures in this way is permanent, and defeats the purpose of using a common repository on Collada files and textures for future edits. Secondly, each file requires 3 maps (one main texture, a night texture, and a diffuse texture). If the user were to edit one texture, all 3 atlases would need to adjust accordingly.

The biggest issue I am facing is that these individual textures can be repeating. I have managed to create a texture atlas, but this will not work with the existing UVs, as it will not actually repeat the texture.

My question:

Is there a way using python (or in general) to split a surface at specific UV points?
What I mean is, if a surface has a UV from 0 to 2.5 (thus repeating 2.5 times), how can I split the surface at UV points 1 and 2, thus creating 3 new surfaces that I can then UV map with the texture from 0 to 1, 0 to 1, and 0 to 0.5?


texts: I have a model that I am working on and I want to cleanup before I start adding details. I have a few angles that I want to make 90s that are really really close but aren't right. Is there something simple that I can just select 3 points and force them to create a 90?


texts: Straighten UV Vertices Maintaining Relative Distance

texts:
I'm creating long, winding strips as in the illustration below and need to make the edges of the UV map straight at the edges of the grid, so that the texture stretches across its width once and repeats height-wise.

I've been going about it in a time-consuming fashion, rotating the windy part at each joint until it's straight, then scaling all the side-by-side pairs to zero on the Y axis as well as each whole side of the ladder on the X. Other than being manually tedious, this also loses the relative length of each segment.

How might one efficiently "unwind" the UV map of such a strip while maintaining the segment lengths so that a texture will look uniformly accurate across its length?

Thanks.


texts: I've got a ring of vertices. How can I add an edge from a newly added centre vertex, to every other vertex in the mesh (and then add faces between all of the new edges)?


texts: Is there a way of snapping to edge or face in one direction?

texts: I would like an edge with two vertices to snap to a face which isn't connected. if I move one of the vertices locked to one direction towards the face with face snaps on, i get a snap all along the face, which results in a non-precise snap. I am looking for a way to snap to the face at something like an apparent intersection. Is this possible?


texts:
Trying to discover why the Blender Internal and Blender Game Engine Renders seem to be generally thought of as that different for rendering from a quality perspective.  The perception of a difference of quality appears to be what the popular understanding of many users would to indicate.

Is there really a qualitative difference or is it mostly just the same render engine?  My understanding is that Game has a sort of live time render to it, and that Cycles is the newer upgraded render machine and also that Cycles is primarily for photo-realistic and fancy node based effects stuff.

Are there any outside plugins or texturing programs possibly that aid or add significant upgrades to the render engines that are commonly used in workflows that might aid in this perception?

It would seem that Internal and Game Engine seem to be at this point just minor, rough, or quick model and scene color fills for the most part or maybe used for a quick rough tests for pre-Cycles renderings? Agree, disagree?


texts: After compositing , the 3d model gets faint and translucent in the final render

texts:
i was following the CGGeeks VFX trick shots , i had downloaded the assets and was making the trick shot , but the problem appeared in the last step , COMPOSITING , after compositing , the fake ball get faint and translucent (is this property called alpha?) , how to fix this

as you can see the ball is very faint in the sky


texts: Wire-frames being rendered inside transparent objects

texts:
Im sure it's probably a render option I need to turn on or off but I have an animation where we see a crane moving a sign.  As the sign comes closer to the camera, the crane disappears.  I keyframed the material to be transparent and also keyframed the eye ball (viewport visibility).  Most of the objects fade out but these black wireframes are left behind. When I switch to Render Viewport nothing is there but when I actually render, the wireframes are present.
Any ideas?


texts:
I have a dedicated graphics card in my pc (Nvidia GT 610), running windows 10 pro.
But it's not detected in Cycles render settings. Pls lemme know how can i render in GPU. Kindly refer to the attached screenshots.

.


texts:
let's say I wanted to rig and animate a torus. — is it possible to have a circular armature?

from what I can tell, this is not possible. so I thought maybe it's an idea to add a driver to the tail position of the last bone, that gets the head position of the first bone. however, this also doesn't seem to be an option.


texts: Bullet doesn't fire towards expected direction

texts:
I'm making an FPS game with blender and I can't get my bullet to fire in the right direction. Here's a link to the blend file https://mega.co.nz/#!AB1hSDob!sb_eL0uVHdRKFUwrG_74FjulLrU2gzRhIvrmXSOHYek

Any help would be awesome. This is all a learning experience for me.


texts: How do we integrate cycle renderer with our own app?

texts:
According to following blog post, Blender Cycle path-tracing renderer is allowed (in fact encouraged) to be used in third party application.

http://code.blender.org/index.php/2013/08/cycles-render-engine-released-with-permissive-license/

We really want to integrate Cycle in our application. But I don't know how to start and how will it work. I tried to find but I didn't find any relevant documentation. Is there Scene Description Language like PovRay has ? Or instead does it accept scene info in format like OBJ ? I mean how does it work ?


texts: time-animation of a latitude/longitude observations - best approach?

texts:
I'm trying to develop a skill to display space-time data in 3D Blender space.  In general, the X and Y dimensions would be longitude and latitude, and the Z dimension would be any one of dozens of numeric float variables.  All of the data would typically display on a map, with observations at irregular (not evenly gridded) positions to create a "sheet" (like an elevation map) of hills and valleys.  One sheet would be a snapshot of a point in time, and I would have many (hundreds) of sheets of sequential snapshots in time that I would like to display as animation.

At the moment, for technique development, I'm working with daily high temperatures at ~2500 US weather stations across 365 days.

I've been working on this pretty much full time for a couple of weeks, trying to do this with Blender Python scripting and csv files, with great progress, but in the last 2 days I've gotten stuck.  Rather than post my code, or a simplified version of it that anyone could run to show where I am stuck, I'm rethinking that maybe I'm thinking about this animation problem completely incorrectly, so I'm asking anyone here for reactions and comments.

My python/Blender code right now, trying to animate thru 365 days in a year, is creating 365 sheets or maps, and they are all stacking up in a "thick" pile (like a sandwich of data).  I have 365 keyframes created, but I cant see any movement because the top and bottom surfaces of the sandwich are enclosing any movement that might be going on in the stack of (Jan 1 to Dec 31) daily sheets.  FYI, I used Delaunay triangulation elsewhere in Python to create face triangles that connect the discrete points (irregular spatially though fixed and complete across time, not sparse).

So my question - how to structure this animation problem in a Blender script - is an either/or choice: 1) should I try to fix my 365 keyframed sheet approach, or 2) should I restructure the approach completely....with ONE sheet / surface of connected triangles "deforming" in time as the z-values of the vertices evolve?

If my original/current approach 1 is correct, I can either share the code of the core, or simplify then share it as a 15 line program that is self-contained, but if approach 1 is obviously wrong, I can abandon it and start re-structuring now to approach 2.  Is it obvious what is the right approach?  I'm still too inexperienced with animation to know.

Thanks loads, and I apologize in advance if this is not understandable.  OK for you to say that if true.


texts: I want a setting in preferences to change when I go into sculpt mode

texts:
This is my first python project in blender so I am still new. Basically I want "emulate 2 button mouse" (in preferences>input) to be turned on when I'm in sculpt mode and turned off when I am not in sculpt mode. I toyed with modal operators so that my script could be constantly running but it just slowed down the program a ton (I know I was probably doing it wrong).
The solution I came up with is this: insert the "emulate_3_button_mouse = True" command inside a panel that is drawn whenever going in or out of sculpt mode. that way the script is only run when changing modes and it is not constantly running in the background. However, whenever I run the code it eventually crashes Blender (usually if I go into edit mode and create a loop cut). do you guys know what could be wrong? Here is my code:
import bpy

class BRILLIANCE_Panel(bpy.types.Panel):
    bl_space_type = 'VIEW_3D'
    bl_region_type = 'UI'
    bl_category = "Brilliance"

class Sculpt_Panel(BRILLIANCE_Panel, bpy.types.Panel):
    bl_idname = "bri_panel_01"
    bl_label = "Brilliance"

    @classmethod
    def poll(cls, context):
        return (bpy.context.object.mode == 'SCULPT')

    def draw(self, context):

        layout = self.layout
        obj = context.object

        bpy.context.preferences.inputs.use_mouse_emulate_3_button = True

        row = layout.row()
        row.label(icon = "CHECKMARK",text = "SculptNav (ON)")

class Object_Panel(BRILLIANCE_Panel, bpy.types.Panel):
    bl_idname = "bri_panel_02"
    bl_label = "Brilliance"

    @classmethod
    def poll(cls, context):
        return (bpy.context.object.mode != 'SCULPT')

    def draw(self, context):

        layout = self.layout
        obj = context.object

        bpy.context.preferences.inputs.use_mouse_emulate_3_button = False

        row = layout.row()
        row.label(icon = "X",text = "SculptNav (OFF)")

def register():
    bpy.utils.register_class(Sculpt_Panel)
    bpy.utils.register_class(Object_Panel)

def unregister():
    bpy.utils.unregister_class(Sculpt_Panel)
    bpy.utils.unregister_class(Object_Panel)

if __name__ == "__main__":
    register()


texts: Is there a way to make light affect only a certain object?

texts:
Is there a way to make the light affect only a certain object?
I am working on an interior scene and i want to make a point lamp affect only one object in the scene, is there a way to do that? Thanks.


texts: How to move edge loops made with knife using only vertexes?

texts: So the image below is what I am dealing with. I want to move the cuts I made on this mesh ("mouth area") by using vertexes. However, when I do so it moves the entire mesh with it. Even tho I only grab 1 vertex. Any thoughts on how to go about doing so? I need to manipulate that center knife cut you see by the cursor by using its vertex. However, when I try It deforms the whole mesh instead of just moving that corner in the direction I want.


texts: How to show render-stamp for arbitrary values?

texts:
Is it possible to take arbitrary properties and display them in the render stamp as some other software do.

(Click the image for larger version)


texts: Blender 2.80 Subsurf option to display wireframe in edit mo

texts:
The wireframe in edit mode went missing after hiding vertices, with subsrf modifier. In 2.79 it still show the wireframe even the vertices are hidden.

Is there a way to fix this in 2.80?


texts:
I'm hoping to find advice here for simulating the Miura origami in Blender. I have searched quite thoroughly on methods and have only come as far as my failed attempt in my attached image above. The Miura fold is based on units of two-way folds, not only do the folds perform as hinges, they also influence the whole origami system.

In my attempt I'm using bones, however they force the whole mesh to deform. To prevent this, is it necessary to have the mesh as  units of rigid bodies so that they adopt physical reactions?

Below is my paper fold for reference.


texts: Create arches to form dome on ring shape

texts:
I am trying to take this shape:

and have it with a dome (of a slightly different width) over the ring shape.  (refer to my sketch)
How do create a dome over this ring?
Attached is a side view of what I'm trying to achieve

I have tried using the bend modifier after watching some tutorials but I can't seem to get it to work since I'm not sure I understand what it's doing.
Any help in the right direction is appreciated!
My Attempts So Far:
Here is my wacky attempt using bend modifier:

I have tried the bridge loop technique as well but I also get weird results.


texts: Is it possible to make a video texture repeat in the compositor?

texts:
I have an animated overlay I want to use, and I have composited my project how I want, but I can't figure out how to make my animated overlays repeat. I want to know if there is a way to do this outside of the VSE if at all possible.

I am using the Video Clip node, but the video clip is only 57 frames long, and I need it to repeat for the full 400 frames of the animation. Can this be done outside of  the Video Sequence Editor in the video editing stages?


texts: Scaling a Cylinder scales other layers too?

texts:
So I'm following this tutorial:

https://www.youtube.com/watch?v=CVPcT0dJmoY

And at 43 Minutes in, he's putting a cylinder into the ground. I try to replicate this, but scaling or moving the cylinder also scales and moves the ground layer. I made a video explaining my situation:

https://youtu.be/9P0pyaOD78k

Any help is appreciated, thanks.


texts:
when I try to render this scene I have everything black. I've used Mineways to export the model.  I think it is a light issue because if I add a sun lamp it becomes colored, but only from the direction of the sun.  The rest is all black like nothing reflects any light. What is the correct way to have a realistic illumination in this case?

Here is the .blend file.

Edit: adding environment lights there are no shadows but light works: https://www.dropbox.com/s/wxtodq863iascje/progetto2.blend?dl=0

I did a lot of tries, and seems that if I put an ambient occlusion or environment lighting in the world properties panel, it is rendered properly, but in this case I have light from everywhere and not from a sun, so no shadows are rendered.


texts: What is the shortcut for edge rotate or location in keymap list?

texts: With topology management a vital tool would be the rotation of edges and I would say that it would be even more vital to have a shortcut for clockwise and counter clockwise rotation. In 2.81, is there a shortcut for this and if not, where is the function located in the keymap settings?


texts: Is it possible to lock the scale when entering dimensions?

texts:
I have a Grid Floor with an area of one square kilometer and an origin at (0,0,0).

I would like to add a wireframe cube centered at (0,0,0) with a with dimensions 250 m by 250 m by 250 m.

On the Transform panel, when I lock the Location at (0,0,0) and lock the Scale at (1,1,1) and set the dimensions, the scale; although locked changes to (250,250,250).

Is there any way to lock the scale at (1,1,1)?


texts: Is there a way to get Blender to remember my view settings?

texts:
I prefer my Blender set up with four view windows, like in this example:

However, every time I begin a new model, I'm presented with the default single view, and I have to re-establish the other three windows and perspectives, as well as reset other preferences, like the grid size.

How can I get Blender to remember my settings across models?


texts:
I have been using the Array modifier on a plane with a playing card texture to make a deck of cards, with and Empty as the object offset so I can make a fan out of them. However, it isn't behaving like I expect. After I set the Empty as the offset, I have to Ctrl + A and hit Scale to fix the scale, but then I basically have four small decks that rotate when I only want the cards to rotate as one deck something like this:

[removed]

Any help would be much appreciated!


texts: Error trying to set only active object's origin with others selected

texts:
I am new to scripting in blender/python, and I am unsure what I did wrong here. The script works fine until I try to make it work just with the active object. Then it throws the following error
Python: Traceback (most recent call last):   File "C:\Users\Juantxopanza\AppData\Roaming\Blender Foundation\Blender\2.92\scripts\addons\snap_origin_addon.py", line 39, in execute
    curObject.origin_set(type='ORIGIN_CURSOR', center='MEDIAN') AttributeError: '_BPyOpsSubModOp' object has no attribute 'origin_set'

location: <unknown location>:-1

Here's the code:
bl_info = {
    "name": "Snap Origin to selected",
    "author": "",
    "version": (0, 0),
    "blender": (2, 90, 0),
    #"location": "View3D > Mesh > Snap > Snap Origin to selected",
    "description": "snaps the origin of the object to a selection",
    "category": "Mesh",
}

import bpy
from bpy.props import (BoolProperty)
class MESH_OT_snapOrigin(bpy.types.Operator):
    """It has to begin with a selected element in edit mode"""
    bl_idname = "mesh.snap_origin_to_selected"
    bl_label = "Snap Origin to selected"
    bl_options = {'REGISTER', 'UNDO'}

    only_active: bpy.props.BoolProperty(
        name="set only active",
        description="set only the origin of the active object",
        default=False,
    )

    @classmethod
    def poll(cls, context):
        return context.area.type == 'VIEW_3D'

    def execute(self, context):
        curObject = bpy.context.active_object
        get_3dCursor = (bpy.context.scene.cursor.location[0],bpy.context.scene.cursor.location[1],bpy.context.scene.cursor.location[2])
        print(bpy.context.active_object.name)
        #print(curObject.location[0])
        bpy.ops.view3d.snap_cursor_to_selected()
        bpy.ops.object.mode_set(mode='OBJECT', toggle=False)
        if self.only_active == True:
           curObject.origin_set(type='ORIGIN_CURSOR', center='MEDIAN')
        else:
           bpy.ops.object.origin_set(type='ORIGIN_CURSOR', center='MEDIAN')
        # bpy.ops.object.origin_set(type='ORIGIN_CURSOR', center='MEDIAN')
        bpy.context.scene.cursor.location[0] = get_3dCursor[0]
        bpy.context.scene.cursor.location[1] = get_3dCursor[1]
        bpy.context.scene.cursor.location[2] = get_3dCursor[2]
        return {'FINISHED'}

# Registration

def set_origin_button(self, context):
    self.layout.operator(
        MESH_OT_snapOrigin.bl_idname,
        text="snap origin to selected",
        icon='PIVOT_CURSOR')

def register():
    bpy.utils.register_class(MESH_OT_snapOrigin)
    bpy.types.VIEW3D_MT_edit_mesh.append(set_origin_button)

def unregister():
    bpy.utils.unregister_class(MESH_OT_snapOrigin)
    bpy.types.VIEW3D_MT_edit_mesh.remove(set_origin_button)


texts: Lighting not working/Final Render is is not lit

texts:
I'm trying to make a sword with a heavy amount of refelction (seen below) but when I try to, it doesn't seem to react at all in the final render. It just looks like clay. I put a spot light above it to show how light just doesn't seem to react. I'm trying to make the final render look identical to what is seen in lookdev mode.

This is what it is meant to look like.

This is what the final render looks like.


texts: Having changed the scene units and unit scale, how can I change the default size of new objects?

texts:
I am using blender most of the time to model things for my 3d printer. So a default unit in "meters" is not really helpful!
Within the scene settings it is simply possible to set the units to millimeter and the unit scael to 0.001 so everything seems to work as I want it to work...

But if I add a new primitive it uses its old default sizes in meters... so a new cube get's 2000 x 2000 millimeters instead of 2x2 or whatever will be useful..  Same for all other new objects...

How can I change the default sizes of new objects permanently?

And how can I change the settings in the application templates? Right now using ctrl+u changes the "general" template - perhaps because I loaded it before...

Thanks a lot and best regards
Stefan


texts: Can I use a Shrinkwrap Modifier for this shape?

texts: This is the extention of the question posted previously 'How can I join these two meshes together?'. I'm trying to tranform the face surrounded by a red border into a honey comb face. So I am wondering if applying a Shrinkwrap is possible because I tried in vain (I can't select the face as the target). I could move the honey comb manually but it's defininitely tedious and unperfect. Thanks


texts: SVG file with curve modifier possible with curves?

texts: I would like to edit my imported SVG file with a Curve Modifier. However, the bottom line of my g does not match the rounding of the circle and on closer inspection this problem occurs with every letter. Unfortunately the problem cannot be solved by adding more curve points to the file or by increasing the resolution of the curve file. My question now would be whether there is a possibility to easily adapt the SVG file to a circle without having to convert it to a mesh? Attached you'll find the blender file v2.79b - https://we.tl/t-7ijI7Ads1S


texts: Falling bricks building the walls of a house

texts:
I want to build a house animation from ground up to the roof.
Is there a way to automate falling bricks that are building the walls of a house? I thought about the buildup-modifier, but the modifier only builds up polygon per polygon.
Im using Blender 2.8.

Any help would be highly appreciated!


texts: Compositing video footage into a 3d scene?

texts:
I am trying to composite some footage of a person that has been chroma keyed into a scene of a dark room with flickering lights. My problem is that I don't even know how I would get close to making it seem somewhat realistic.

How would the lights affect the person if they aren't actually a 3D model, just a flat video? For reference, this video is basically what I am trying to replicate, minus the robotic camera movements.

Video Link


texts: I have started to model a torso. I was happy with it, until I discovered the seam in the mid of the mesh. I have not used the mirror modifier at all, what else could it be?


texts: Coverting an appended object into a linked object?

texts: "Is it possible to convert a previously appended object into a linked object. So as to retain the animation on the appended object after converting or replacing it with the linked proxy version?"


texts: UV mapping fill brush paint rendering different colour

texts:
I am trying to add an image to a cube but only part of it. I set up a UV map where I selected a single face of the cube and split it into different segments twice. I selected the centred segments and unwrapped them and then loaded my image. The image is centred where it should be but the background colour of the image (yellow) bleeds through to the rest of the object. I then selected the remaining faces using Texture paint select everywhere and try to fill it as white. The object looks okay when in the default viewport but when I render the image it is still yellow.

Does someone know what is wrong with my method or of another way by which to do what I want?

Thanks,
Paul.


texts: How to make a scattered dirt effect with an image texture?

texts:
I'm trying to add smaller rocks and dirt to cover a procedural rock texture and I haven't been able to make it look realistic due to the fact that the dirt texture I have been using is an image texture of a solid patch of ground.  To fix this, I tried duplicating the original rock mesh and then applying modifiers to shrink and distort the duplicate so that one mesh will be the original rock, and the other will be the dirt covering it.

Here's a screenshot of what I am talking about (the blue part is the dirt covering):

Not only am I convinced this is the wrong way to go about it, I've also massively increased my poly count this way.

This is the node group for the dirt texture that is supposed to cover the rock.  I used a transparent shader to try to give the effect of blending in but as you will see in the render, it doesn't look good at all.  The 3 image textures are the original colour image, a gloss and normal map.

Here is the render:

So what I am wondering is, is there a way to use nodes to give the effect of some parts of the dirt texture being invisible to give a scattered effect?

Thanks!


texts: I've just download the 2.8 and can't find the, I think it was the local button that was next to the layers in the 2.7x to enable different layers per viewport, and the "/" button of my keyboard doesn't work neither, are these features removed or have they changed the shortcuts?


texts: BGE: How to display random list of text in game with python?

texts: Perhaps there is no function like this in blender, but how do I use python to display text randomly from an array? Essentially, during a loading screen I want to be able to scrub through different "tips" randomly using python; these tips will be displayed in a text-box inside the game. Thank you.


texts: Whats problem with my model faces. I have tried all Normal faces, recalculated inside and some time outside yet to not get success. My file is attached and a screen shot i hope there is addon that can make everything clear