texts: Why does the "screen" node turn hotspots pink and blue?

texts:
I was messing around with some titles in the compositor, and I ended up blend two filters together.

Because of habits I've formed in After Effects, I tend to use "screen" rather than "add" whenever I blend highlights, but when I did that, this strangeness emerged:
Blue and pink hotspots abound!

Obviously, this is unacceptable for a final render, so I tried switching the blend to add, and everything rendered far more properly:
I'm not looking for a fix, seeing as the fix of switching to "add" seems to work just fine. However, if anyone can explain to me why "screen" is producing this trippy result, I would greatly appreciate it.

Blender version: 2.77

Rendering engine : Cycles


texts: How do I bake animation for exporting animation created by Wave modifier

texts:
I've first created animation using armature for each and single leaf on my plant 3D model. But the wave modifier gives the same effect.

The thing is that once I export to .fbx, the animation is gone.

I've read several threads about this subject and none is giving a clear answer.

Is it possible to export the animation created by the modifier? I need to export for Unity3D.

How to apply the ocean modifier to get an animated object? - This one seems to give a clear answer except for stage 4: HOW DO I DO THAT?


texts: How do I use the compositor to output colour based on the depth of objects?

texts: This setup seems like it should work, but it doesn't.


texts: No matter what I select or where I look I can't find the ruler anywhere. I'm using Blender 2.74, what am I doing wrong?


texts: Where does Blender 2.8 store theme files on Mac OS?

texts: Blender 2.8 seems not to store custom theme files in scripts/presets/interface_theme anymore. Only the default-themes that ship with Blender by default show up there. I searched my system for the name of my theme but that does not yield any results. So: where does Blender 2.8 store theme files on Mac OS?


texts: Is it possible to unwrap and map selected faces, then unwrap and map other selected faces?

texts: Is it possible to select some faces then unwrap them and map them with image, then select some other faces then unwrap and map them, and so on? I have one quite complex model, which if I unwrap them at once, it seems some faces are missing from the unwrapped model, which I don't know why.


texts: Imported an Alembic animation to Blender. How can i time-reverse it?

texts:
I imported an Alembic animation to Blender from the VR animation app Tvori. How can i time-reverse it? i need it to play as intended but then would like it to play backward, so to create a loop. and then render. is it even possible?
i'm a total beginner so i don't know anything about how the Blender timeline works, but coming from video editing it's hard for me to look at the timeline and not even see a clip on it that represent my "animation" and on which i can maybe right click and change settings?
i know, i sound very ignorant about all of this which i am.

thank you for any response!


texts: EEVEE subsurface scattering (SSS) causes artifacts/banding

texts:
Why am I getting this banding artifact and not getting translucency (e.g through the ear)?  In the various online demonstrations of EEVEE's SSS I've looked at, there's not banding and translucency works.  Is there some setting I'm missing?

My setup is one lamp that's behind Sussanne, and Sussanne's material is Principled BSDF with SSS=1 and transmission=0.  It's Blender 2.8 for Mac OS.

The two images below show the banding effect.

In render settings, the SSS samples count changes but doesn't remove the banding.
In render settings, the jitter amount has no effect.
In render settings, "screen space refraction" on/off has no effect.
In material settings, "subsurface translucency" on/off has no effect.


texts: Is there a way to uniformly add texture to a complex mesh without using UV mapping?

texts: I have a large mesh with > 1.5 million faces. I would like to uniformly add a texture to the object without UV mapping (as blender freezes every time). The texture is quite simple and can be applied evenly throughout the object.


texts: Why do the textures on my cycles render change at a specific height that moves with the camera?

texts: I have a blender scene with a plane displaced with noise to make mountains and water. I used a mask to separate the water texture from the mountains. It is not finished, but there is this weird line across the image whenever I look through rendered view where the texture seems to become lighter. Even weirder, it moves when I move the camera up and down, or when I move the mesh. I tried both CPU and GPU rendering. I have attached some pictures, and would really appreciate any help anyone can give.


texts: How to snap two meshes across similar geometry

texts:
I have a model of a scene that is split into two sections like so:

O____/\__

_/\_____---__

Imagine that the first line is one mesh and the second line is the other half of the mesh of the whole scene. Also the /\ shape is the SAME object in both halves and I want to align these two meshes using the /\ as a reference point. So the combined scene mesh would look like this:

O____/\_____---__

Vertex snap would work BUT the two halves are rotated in a way that they dont line up exactly. So it needs to be a match on at least 3 vertices to match up perfectly. In my head the solution is to pick a triangle on the /\ shape in both halves and somehow have the software automatically move and rotate one of the meshes so that the triangles overlap perfectly.

Can I achieve this with Blender?


texts: CYCLES does not render the objects in a scene when run on a high performance computing infrastructure with Blender 2.81

texts:
I have access to a high performance computing machine where Blender 2.81 is installed. When I try to render a scene with CYCLES, however, the objects in the scene are not rendered and only the background color is visible. The problem does not occur with other render engines and with previous versions of Blender, like the 2.79.

The string I use to render the image is
blender -b ./file.blend -o ./output -s 1 -F PNG -f 1 -E CYCLES

Any help would be very appreciated


texts: Why is my mesh folding when the armature moves

texts:
I have rigged this mesh with automatic weights in blender and when I add the animation it bends/folds in a weird way at the joints (see images). I have edited the weight painting and tried the smooth correcting modifier but have had no luck. I've also tried using a different mesh but still got the folding so I think it's something to do with the rigging.
Does anyone know how I can fix this?

[2


texts: I have a great idea for a new selection tool for blender. However, for this I require the code segment that would find the objects within a particular rectangular area, e.g. when a box select border is drawn, it should identify the objects within that area and therefore goes to select them. How do I get this code segment, if it's in python it'd be great.


texts:
I need to hide faces from videos I make. I've found tutorials on blurring, which are great, but the render times are too long to be practical.

So in place of that, is there a way to pixelate the face in using the Video Sequence Editor?


texts: Copying a meshes intersecting outline from the top down view

texts:
I have a sliced shape that I would like to copy it's outline as it's seen from the top down view (looking straight down on it).
Example:
I have an equation that is sliced by a plane using the Intersect option of the Boolean modifier.

I then want to copy just the outline / Intersection (the "warped" egg shape circled in red) that is created when looking at it from the top down view.

I was looking at the Knife project tool but I want the projection of top down view of a slice.
I feel like I'm over thinking it.  I'm willing to try a different solution.


texts:
Is there any way to change a text color of my own buttons or labels?
This is an example I made using image editor:


texts: Convert world.light_settings to Blender 2.8 (bpy)

texts:
I'm trying to fix:

bpy.context.scene.world.light_settings.use_environment_light = True
bpy.context.scene.world.light_settings.environment_energy = energy
bpy.context.scene.world.light_settings.environment_color = 'PLAIN'

to make them work in blender 2.8. I read Setting up a Sky: bpy.context.world = None, but my bpy.context.scene.world.node_tree is None. How would I set up a node tree and add the Background node?

It seems like the correct code should be something like bpy.context.scene.world.node_tree.nodes['Background'].inputs['Strength'].default_value = energy, but I can't figure out how to make the node_tree.

Any help would be greatly appreciated!


texts:
In the LookDev mode, everything looks perfectly fine.

However, when I render the image or go into rendered view, there is a strange line between to vertices.

There is no crease and it is a flat face.


texts: How can I create spherical topology from a 2D image?

texts:
I need to create a spherical object with an irregular 3D texture.  Think of a globe of the Earth with actual raised topography for mountains, etc.  The purpose is to 3D print the object, so the texture must be physically raised, not just an image texture.

I have a 2D image of what the texture looks like, and am looking for a way to map it onto a sphere. Here is an image I found that is close to what I'm talking about (although the textures I'm using are irregular, not a repeating pattern):

There are similar questions here and here, though both refer to mapping onto a flat plane rather than a sphere.  Unfortunately, the darkness/lightness in the images alone doesn't determine the height of the topology, since the lighting in the image affects this (see above example image).

As far as mapping the entire sphere, it is acceptable to mirror the image and map it to the opposite side, meaning one circular picture can be mapped to one half of the sphere, and the mirror image of the same picture can be mapped to the opposite side, therefore covering the entire sphere (and causing the topology to line up correctly).

I'm in no way an artist, and the textures in some cases are pretty complex, so trying to recreate them by hand is out of the question.

How can I map the image to a sphere in blender to achieve the 3D texture from the image?


texts:
Does the Blender-2.76 support any of the OpenCL 2.0 features like SVM, C11, atomics, etc … ?

I would like to know whether you plan to support the 2.0 in upcoming releases?

Thanks,
Srinivas


texts: Where is the Overlay dropdown in Blender 2.9? it appears to be gone from the viewport

texts:
Does anyone know where the Overlays drop down is in the newer blender updates? or if I somehow deleted it, and how to recover it?
both my Blender 2.83 and Blender 2.9 don't seem to have the drop down I see in a tutorial I am trying to follow. Google has been no help


texts: Scripts: Converting Quaternions to Pre/Post Rotations

texts:
An issue that I've noticed while working on models for a specific game engine, is that when using exporting FBX models or BVH data comes the fact that you have two different rotations formats, with both being Euler: You have either just Lcl Rotations or a set of three rotations, Pre Rotation/ Rotation /Post Rotation (Pre/Post).

Blender takes these account when Importing FBX Models but it doesn't add the opportunity to add them back in when exporting: This is what I think has been causing many of the issues with cross-suite animations not working within games (animation done in one app, while blender user for modeling, or vice versa)

Id like to improve the FBX exporter in Blender to allow for Pre and Post rotation values would be applied to the exported model, so that it would behave like exporting in Maya. Currently It does not seem to do that.

From what I've gathered they are rotations that are in order added to each other to get the final rotation, and must have something to do with the order how rotations done in every other 3D app and Engine, except Blender (blender seems to be using quaternions behind the scene if I understand correctly).

However to do that Id need to know some math on this:

How would I go on converting Quaternions into Pre Rotation, Rotation and Post Rotation? I can implement the rest into the fbx export script for experiment.


texts: vertices are not aligned on top view and side view

texts:
I'm modelling a car which isn't completed yet but my question is that the circled vertices are aligned from the right side of the car as shown in the picture below but from the top view they aren't aligned as shown in the second picture. And if I align them from the top view the don't align from the right side.

And why the area circled looks weird in the third image and in the fourth image it is shown in edit mode.

Help please. And the reason for I'm using blender v2.76 is because it even can't run v2.78 , it crashes a hundred times .
I've given the blend file below.
The car- blend file


texts:
The ground in this video is exactly what I'm trying to achieve:

https://m.youtube.com/watch?v=XPgRnLRxlJM

I'm currently just using simple materials which has a nice low poly look, but it's not very diverse.
After I saw that I decided I wanted to texture my models just like that as well, so how would I go about doing that?
Whenever I try to UV unwrap, I just get terrible results, the shapes seem far too complex for me to even get a idea of how to do this.

Is there any easy way to do this?
So far, UV unwrapping has just been fustrating me.


texts:
I understand that the green lines are groups,is there a way to edit them all together,or to ungroup them and then regroup them all into a single object?

This is what happens when I enter edit mode:

My goal is to be able to edit all of the green lines together so that I can fill the gaps in between them like this:

I'm sorry if I didn't explain the issue correctly,I'm a beginner and this is the first time that I ask something.


texts: Extruding faces along normals to do a roll

texts:
What's the best way to extrude the selected faces (along the normals) on the car seat to do the roll?

How to extrude the faces normal to them and then once normal to one side, and then in the opposite direction to make something like on the picture but following the seat edge?
I thought about Shrink/fatten but it does not work.


texts: How do you make an animated mist / smoke with lights that go through it and interact with it?

texts:
I want to do a small patch of mist or smoke, and have lights go through it and light it up, in an animation.

I've seen the mist option directly in the interface, but as far I know it creates mist that doesn't interact with light.

I've seen the volumetric scattering in the compositor, which give great results, but you can only apply it to the entire scene to the best of my knowledge. I want it to be in particular area.

How would you go about that?

Here's an example :

http://il5.picdn.net/shutterstock/videos/15120553/thumb/1.jpg

You see the different lights affect the smoke / mist just like in real life, and some of the light goes through it.


texts: How do you create a human model from one photo?

texts:
im currently doing 3D movie still studies, where i try to recreate a movie still frame as perfectly as possible in 3D.

This is the one im working on right now.

I used the Blam addon to calibrate the camera so it perfectly matches focal length and rotation of the specific scene.

The biggest challenge for me is to create the human models for this.

Till now i use a human model mesh and transform it till the outlines match. Since the camera is calibrated thanks to "Blam" i can then use the Camera Input from the Texture Coordinate Node to apply the texture.

The problem is that i might want to animate the camera in the future.

As soon as the camera moves out of the calibrated position the Camera input for the texture wont work anymore.
I know that you can actually project a texture using a lamp.
But this will mess with my lighting in the scene.

Any ideas how to solve this particular Problem or thoughts and Ideas to improve my process in general are well appreciated.


texts: Set a different length for each animation

texts:
I have a blender model and I have been making a few simple animations with it. Prior to today I could select the animation in the Dope Sheet and go to Timeline, set the Start/End frames and leave it at that. I could then do the same for another animation and both would have their own length.

It seems I touched something I wasn't supposed to because now when I set the Start and End frames for one of the animations it changes it for all of the other ones.

Any idea how I could set a particular number of frames for each one of my animations ?


texts: Problem with centering view with numpad . Blender 2.83

texts:
I'm new to Blender but currently learning and I have this problem that clicking on an object and then numpad . centers the view on this object but by selecting this object in the outliner without actually clicking on it, the numpad . key doesn't work. So do the other views with the numpad. Even the camera view numpad 0 is like locked and nothing happens unless I actually click on an object.
My preferences are the factory ones, I even tried to edit the key biding but it doesn't change.
In the formation I'm following it seems like it was working in Blender 2.81
If someone has a solution or has the same problem I'll take it gladly.


texts: Move object along a list of objects in Animation Nodes

texts:
I have a list of objects and I want to move an object along the path connecting each two consecutive object in the list, where the object takes one second to move in each path.

Currently, I have this node tree that only moves the object between two cubes, I want to extend it to work with a list of objects.


texts: Remove object from multiple vertex groups

texts: Blender assigned automatic weights to my object in a weird way and now many bones seem to be moving an object. Is there an easy way to first remove the object from every vertex group before then assigning it to the correct one?


texts: Is there a way to export a rigged model with animation with IK from Blender to C4D?

texts:
I'm used to modeling and animating in Blender, but I need to render my scene in Cinema4D. I tried Collada and .fbx export, but only my controller keeps its animation; once the model and the rig are imported in Cinema4D.
I don't know if it's possible, or if I'm missing something, but is there a way to export a rigged model with animation with IK from Blender to Cinema4D ?

Thx in advance !


texts:
I am currently writing a script that creates nodes in the Node Editor. One of the core issues I am having is understanding how to convert my script into an add-on. In my previous question I got some good, although vague responses on how to use context properly.

What is the context? Is it different from getting the active material via bpy.context.active_object.active_material.name? Should I be using a poll method?


texts: best way to select edge to use bmesh.ops.bevel

texts:
I would like to bevel some of the edges of my object.
I tried this code (works but is not consistent)

bm.edges.ensure_lookup_table()
ebd = [
        {'idx': 20, 'profile': 0.5, 'offset': 0.005, 'segments': 10},
    ]

# first get the edges
for i in range(len(ebd)):
    ebd[i]['edge'] = bm.edges[ebd[i]['idx']]

# bevel each edge
for i in range(len(ebd)):
    e = ebd[i]['edge']
    bev_geom = [e.verts[0], e.verts[1], e]
    p = ebd[i]['profile']
    o = ebd[i]['offset']
    s = ebd[i]['segments']
bmesh.ops.bevel(bm, geom=bev_geom, offset=o, segments=s, profile=p)

I noticed that the index number of the edges changes. So every time I run this code another edge is bevelled. maybe I do something wrong idk.
What I did noticed is that the vertex number is the same every time I insert the object. So I was wondering and could not find any on the forum so far that shows me how to select an edge based on 2 vertices. Or how I can select the edges I want and then bevel them so that every time I insert the object the correct edges are bevelled.

Another code I tried is

    indices1 = [3, 15]
    vertices = [e for e in bm.verts]
    v_edges = []
    for vert in vertices:
        if vert.index in indices1:
            vert.select = True
            v_edges = v_edges + [vert]
        else:
            vert.select = False

bmesh.ops.bevel(bm,
                #bev_geom=v_edges,
                geom = v_edges,
                offset=0.005,
                segments=10,
                profile=0.5
                )

This will obviously select 2 vertices.
Can i use these 2 vertices to select the edge between them?

Regards


texts:
What I know about blender's V.S.E. is that it can cache a certain amount of frames before dropping frames(Related). But, on my Ipod I have video editors like Imovie, and Cute Cut and there is never a delay with the videos, even with different FPS. (maybe because Cute Cut and Imovie have a MCFI?) So what method do they use, or does Blender just use an out-dated version of Caching? Also my Ipod has much smaller RAM so it wouldn't be able to Cache much. Then when I'm finally done making a video why do  have to I render it? With other Video editors, like lightworks or Filmora or Imovie or CuteCut or WindowsMovie maker or pretty much everything else, I export it. So is Blender's VSE outdated- or the opposite, it's so good that normal pc's can't handle it? Which begs the question, why not have a dumbed down version for normal pcs?

Wow, ok that's a lot a questions, sorry, but to narrow it down to one(two) question(s):
How does Blenders VSE work, what makes it so slow?


texts: replace lowerbody animation of a skeleton while keeping upperbody animation intact?

texts:
i have multiple animations each with same skeleton ,each having same running animation but different upperbody animations,i changed running animation of one file,now i want to change the running animation of all with the one i changed without manually changing each one of them while at same time keeping the upperbody animations of all intact
so only running animations are replaced,
how can i do that?


texts: Fast way to remove internal faces for multiple objects at once

texts: I have some blends which have multiple objects and I want to turn them all in to one object with no internal faces for 3D printing. Currently I have been repeatedly applying a boolean modifier but this takes a lot of time as it has to be done for every single object I want to join. Is there any fast way to select all of the objects and get the same result as a union boolean modifier?


texts: Trimming image-object to Size Equivalent to Photoshop

texts:
Is there a method in Blender equivalent to Photoshop, where you can select the image size to its exact dimensions? In this example I have attached the trim command in PS, where it automatically deletes the transparent pixels for the image to be exported.
I usually export my object from blender with no background checking film. Then import into PS so I can see the actual pixel dimensions of the object since I cannot see pixel size in Blender.

Thank you.


texts:
I'm sure this is an easy fix, but when I move the hand bones on my character, the bones move more than the mesh is moved. This happened to the feet as well but I move the bones to a different position and it fixed itself. I tried the same thing with the hands, but nothing seems to change.

Anyone got any ideas?

EDIT: I have already done weight painting, and the hand is completely red. Sorry for not mentioning this the begin with.


texts: How to control which edges are selected after beveling operation is complete?

texts:
In 02:05 of this video

https://www.youtube.com/watch?v=GU6fYiujrlI&t=2m05s

some edges are beveled multiple times. However, when I try to do the same in Blender, after finishing my fist bevel, the selected edges include short in-between edges, and not only the edges parallel to the bevel.

What I'm getting:

What should the after-bevel selection look like according to the video:

I have to manually de-seclect everything and re-select only the edges I want to bevel again, while in the beforementioned video that is not the case. How do I achieve the same behaviour of the bevel tool like in the video?


texts: how to raise ambient light in a animation

texts:
I am making an animation of a flying object and would like it to be lit with overall ambient lighting. I am using a transparent background (alpha chanel) From the sun the underside is too dark and if I add more lights it gets reflections off of them which does not look natural.
yeah -- I'm a really noob at this. Thanks


texts: I am currently working on converting my logo vectored as a SVG to a 3D model using the 2.72 version. I ran into a problem with my logo because it contains a black stroke and an orange stroke (see both images below), but currently all I have is the interior color of each shape. I was wondering whether or not there was a simple way to add in these strokes, and how exactly to go about creating the strokes. Thank you in advance community!


texts: So ive looked for answers but this is odd, my Rotation scale and location is all applied and fine but when i array my mesh around the axis it becomes smaller and rotates in an unpredictable way. Any ideas why ?


texts: Can't duplicate alpha material setting even though I have all settings in front of me

texts:
So, does feeling like a noob in Blender continue for YEARS or something? Because I'm about exhausted by this. Here's a material that is working, from someone's tut example:

Note that the alpha-effect is working so that you can see what's behind the 'water'.
Now, here's mine:

The only difference that I can see is that I'm driving everything from UV Map instead of generated (since I modified the meshes).
I have also confirmed that these Settings (for the Mat) are in effect for both materials: Blend Mode: Alpha Blend / Shadow Mode: Opaque
I'm guessing there must be an errant checkbox that I am missing. I also went in the EEVEE settings to ensure that nothing was weird there. Source has nothing special in that regard. Thoughts?


texts: Does anyone know how to make a procedural random tile texture?

texts:
I'm trying to make a tile texture using nodes only, but figure out a method of doing so. I want to make something like this:
I don't need to make the marble, just looking for the outlines of the tiles. If someone could please point me in the right direction that would be great! Thanks!


texts:
I want to model the babygroot from guardians of the galaxy. Here is a picture it should look like.

My problem is now: how can I model the shape of the spikes on the head. I already tried some versions. In sculpting mode, it is very hard to achieve this, because I want that the spikes are flat on the inside and outside.When I try it looks like this:

It's not round and flat and the inside is not looking very clear.

Any idea how I can do this?


texts:
I have a ngon face (upper face of a sole):

I would like to deform this face according to another mesh:

So I thought to use a shrinkwrap (With project z>0). But as my face has only vertices "around" the sole, I cannot deform my face.

So my idea was to use ALT + P to subdivide the face. But this solution only create a vertice, central point for all faces:

So, when applying the shrinkwrap, only the outside vertices and this new vertice are moved.

Do you have an idea to make an ngons face working with shrinkwrap?

Thanks,

Maxime


texts: Where Is My Material Textures Influence Panel?

texts:
thanks for reading.

So I've got a stumper.

I'm working on a character right now and I've begun work on his hair.

I was going through some tutorials to make sure I knew where I was headed with transparent textures in Blender Render. However, when I went looking for the influence panel it was missing! Here's what my selection of panels actually looks like.

I went looking online for help. Everyone and everything suggests the influence panel should still be present, even the manual. So, I put together a .blend file to spread around and ask for help.

Now here's where I really got confused. I opened this .blend on another pc to make sure it was working and that pc's version of Blender DOES have the influence panel, right where it's supposed to be!

Just to be clear, here's the breakdown:

PC A does not have influence panel
PC B does have influence panel
PC A and B are both running Blender 2.77a
PC A has the 3Dcoat applink, simple3Dcoat applink, and Luxrender addons
PC A runs Windows 10
PC B runs Windows 7


texts:
I'm new to blender, I started today and I created this model.

As you can see it's missing faces, any way to fix this? I created the face by the extrude tool.

It's doing this every time I use the extrude tool


texts: libpng warning iccp known incorrect srgb profile error in blender

texts:
what is the reason,image render comes in black and white?

help me to find the solution, thanks


texts: Is it possible to generate roughness and normal texture maps from procedural textures inside blender?

texts:
Basically can blender be used to create all pbr maps from a single texture just like substance bitmap to material.
Thank you


texts:
I have an element in my model, which is, when exported e.g. to DAE or obj, turns "inside out"

However, within blender itself this element is rendered absolutely ok, both Eevee and Cycles:

What am i doing wrong?


texts: How to randomize pixels in image/movie (size 12x12 pixels)

texts:
I have 1920x1080 pixels movie. For some education purposes I have to demonstrate what it's going to look like if it would be

1) 12x12 pixels movie, and

2) when the pixels of that 12x12 movie would be randomly mixed up. (I don't need to mix them up continuously during playback, just once done than to be used).

Item one is done and I have a footage where I have 12x12 rectangles movie with a certain monochrome color each (lets call rectangles pseudo pixels, or PP). But I don't have an idea how to mix up the PP. So far I only think of creating 144 planes, than assign each of the plane the color of a particular PP in UV editor and than manually put the planes next to one another 12 rows 12 columns.
But I wonder, if there's a better (easier) way to do that? I think it's possible to do with compositing but I'm not good in that.


texts: capillary waves and gravitational waves simulation

texts: I'm a graduated physics student and I'm going to simulate capillary waves.I have recently tried COMSOL but I couldn't find any method or model which is related to fluid wave simulation and I spent pretty much time on it!After a little search I found Blender software and it seems promising.Is it suitable for my simulation?I need it to be accurate in physics details.


texts: Hair children don't seem to respond to changes?

texts:
I'm trying to style hair for a character, mainly following this tutorial, but encountered a weird issue.
Not only children hair looks all scattered instead of being in a clean line, but it also looks like they don't seem to respond to any change I make in the hair particle settings tab.
I tried changing any number, value or slider, but nothing changes in the viewport... Any help?
Here's a screenshot of the mess:


texts:
Is there a modifier or a quick way to explode a complex mesh in Blender?

In order to be as clear as i can, when I write explode, I mean:


texts: modeling repeating patterns onto a curved surface

texts:
I'm in need of help. I am trying to create a curved object that needs to have a repeating honeycomb pattern modeled into it. I tried a lot of stuff already but I don't get anywhere near a good result. I have a picture of a very similar model (not by me obviously) that I am trying to recreate.

Any help would be greatly appreciated.


texts:
can i export smoke simulation as .fbx file? I'm trying to export an animated mesh with smoke simulation all in .fbx file.

Thanks.


texts: Can't find my addon inside blender 2.90 (first addon)

texts:
I was following the scripting for artist tutorials on blender youtube channel. I pretty much copied what they did but i can't find the addon inside blender. The installation works fine, i can even call it in the console, but i need to find it so i can assign to a hotkey.

Im am using blender 2.90 latest build.

bl_info = {
    "name": "DC Mirror",
    "version": (1, 0),
    "blender": (2, 90, 0),
}

import bpy

class DCMirror(bpy.types.Operator):
    """Tooltip"""
    bl_idname = "object.dc_mirror"
    bl_label = "DC Mirror"

    def execute(self, context):

        bpy.ops.object.modifier_add(type='MIRROR')
        bpy.context.object.modifiers["Mirror"].show_on_cage = True
        bpy.context.object.modifiers["Mirror"].use_bisect_axis[0] = True
        bpy.context.object.modifiers["Mirror"].use_clip = True

        return {'FINISHED'}

def register():
    bpy.utils.register_class(DCMirror)

def unregister():
    bpy.utils.unregister_class(DCMirror)


texts: How are quads converted to tris for games?

texts: I know you can export 3d models to other software such as Unreal Engine, but i thought that games use tris instead of quads. When I export will it auto convert, or is there somewhere in blender I have to set an option from the jump to use tris?


texts:
I am running Blender 2.8 (May 29th Release, Windows 7, 64 bit) and it seems most of the basic features for the Video Editor do not work as intended.

From the default setup on this build, sound does not work in any capacity for the Video Editor. This means the default "AV-Sync" prevents you from playing the clip (as no sound exists, it stops the animation immediately upon "Play")
It doesn't matter if it is a Clip (MP4) or a sound file (MP3) neither will have any sound. There is nothing wrong with these files.

There are several other things which do not work (Cannot add keyframes, cannot move multiple clips at once, clips "stick" to mouse upon move) which don't seem to have any fix.

Is there any reason why a sound file would not play beyond being
muted?
Is there a workaround to have sound play in the Video Editor?
If this is a known issue, should I just wait until release?


texts: Scroll feature prevents unchecking Deform for many bones at once

texts:
I'm trying to uncheck Deform for many bones at once. To do this, I was told to use Alt Select. However, when I do that, the cursor becomes a scroll icon and won't affect the checkbox:

This happens in other panels, too:

How can I disable this scroll feature? Is there another way to disable Deform for all my selected bones?


texts: What are the different kinds of mesh smoothing in Blender?

texts: So far I only know of Subdivision Surface and its effects. Are there any other types of mesh smoothing available? And what are the differences between each of them?


texts:
Using Blender 2.8, I'm trying to move the origin of the armature.

I have uploaded my blend file here.

I am able to move the origin of the mesh, but not the origin of the armature.

I have uploaded a video here that shows how I'm trying it.

When I export my armature-mesh-object to Unity, the origin is the origin of the armature, that is what I need to change the origin of the armature. Changing only the origin of the mesh wouldn't help.

Thank you!


texts:
I'm trying to model the image of this control knob which has a curve to it.
I start off with a cylinder as shown in the example I've attached. select 4 vertices and make a face in the middle of the knob. But I also make another 2 faces left and right so I can make the bevel. When I select the edges and do make the bevel, as seen I'm getting some odd mesh result appearing. Is this the correct approach to model the reference image?

Thank you.


texts: Exporting overlapping material to gltf format

texts:
I am new to Blender, and trying to export a tshirt Blender model in gltf format. This model has individual materials for example front, back, collar (as given in the attached picture) etc., and also a material called "whole_design" that covers the entire model.
But when I export this model in gltf/glb format, I could see only "whole_design" material being exported and not the individual (front, back etc.) materials.
Is it possible to export the overlapping materials? Or am I doing any mistakes while setting up the Blender model or exporting the same.
Thanks in advance.


texts: Changing Grease Pencil stroke placement? (2.8 Beta)

texts:
So, I'm trying to re-draw something I made in the annotation tool (while projecting to the 3D cursor) with the new grease pencil tool (in a grease pencil object, of course), but it doesn't seem to project the same way.
When I was drawing with annotations, there was no problem. I could change it to project to the cursor and sketch (doing this so later I can use the camera for perspective, I'm experimenting with it).

and here's what happens in motion (I couldn't figure out how to embed it...)
https://imgur.com/JKqeklD
Basically what I'm trying to do is find the options listed here. I need to change the projection to cursor so I can draw on the same "layer" as it is how I would describe it.


texts: How to Get Object's Coordinates to Display as 0,0,0 when Parented, and Update Transform Values as if Parent was at World Space Origin?

texts:
When child object transforms are zeroed out, I want the child object to return to the current world space location of its parent, and report 0,0,0 in the child's location transform fields. In addition, applying the location transforms for children should likewise be based off of this same parent world space location, and not the world space origin. This is how parent-child behaviors commonly work in other programs. But seemingly not in Blender.
I've been researching this problem both on and off this site. It appears that other people are asking similar questions, both here and elsewhere, and are not getting answers. Or are getting the wrong answers. Or they are being told that scripting is the key. How could scripting be the key?
I want to zero out child transforms and have the child object end up wherever its parent is currently located. Can this be done in Blender? If it can't be, then what is the workflow I'm expected to adopt so that I won't need children to return to parent locations when their transforms are zeroed out? The only thing i can think of as a workaround is to create everything that needs parenting at the world space origin. That is not always practical.
Why are all location transforms always global coordinates in Blender? Even the use of Delta transforms doesn't make for an intuitive workaround. In some ways, conceptualizing the spatial relationships between parents and children becomes even worse with Deltas. It's also inconvenient to need to go somewhere else in the UI to manage transform values.
In Edit Mode, there is both a Local and Global way of viewing coordinates for selected components. But no corresponding option exists for objects in Object Mode. That is not consistent nor convenient.
I don't expect anyone to read the below linked thread in its entirety, but it highlights a discussion on this very topic. If anyone is so inclined, and partakes, they will discover that, apparently, the devs don't see this as a problem in need of fixing. Also, someone in the thread evidently made an in-house addon to make parenting work in Blender the way it works in every other program, and wanted everyone else to know they made it. But they evidently didn't want anyone else to have it, because they didn't mention whether it was available publicly. https://developer.blender.org/T68190
The Parent Inverse seems to be an extremely cryptic and convoluted concept, in part because its value is always hidden. It's also a reference entirely too dependent on mathematical jargon to be encouraging to artists and non-programmers. But it's also one that is central to this issue. My understanding is that this value is an offset, and is needed to prevent newly parented objects from automatically snapping to parent origins. It keeps child objects wherever they already are in world space after parenting. Okay. But then, why is this value not used to zero out the child's transforms, since the inverse data would actually be useful for this purpose? Why even have the Parent Inverse function if it is not going to be used to provide this kind of functionality?
This is one of the most frustrating things about Blender for anyone who has ever used another 3D software program. This is especially true for riggers/animators, who want to be able to quickly zero out transform values and get children immediately returned to parent positions.
If I am simply failing to understand the right way to do things, I would love to be told, so long as the right way to do things was demonstrated afterwards.


texts: How can I easily animate cutaway views on multiple objects?

texts:
I'm trying to create animated cutaway views on multiple objects in my scene. For example, in my car model, the seats and other interior objects are separate objects.

This question talks about using an animated bisecting technique. However, it involves adding a solidify and boolean modifier to every object.

Is there an easier solution?


texts: When I export my project to fbx some materials disappear and Its white But some materials are normal rendering. For example glass disapear but some easy materials are normal rendering.


texts: Getting Blender to export .ply files with vertex colors

texts:
I'm trying to get Blender to export .ply files with vertex colors and triangular faces.

First, I assign my model a material, and change its diffuse color. Then, in edit mode, with my whole model selected, I press Ctrl+T to triangulate the faces. Then, I go to Export > Stanford (.ply), and making sure include vertex colors is selected, I export it.

However, when I look at the file, it has no color data, and the faces are not triangles (The faces consist of a seemingly random number of indices each).

Am I doing anything wrong? I've tried searching quite a bit but can't seem to find anything. Thanks


texts: Blender 2.8 - all non-rendering objects gone from viewport but still exist

texts:
I remember there was an option in pre-2.8 for "only render" option to display but where is it in Blender 2.8+.  I must have hit some terrible hotkey something.

All object such as camera, fields, empties are all invisible in viewport.

Anyone know what hotkey or checkbox that controls this?


texts: Render Animation, Start Frame is doubled

texts:
Not sure if this is a bug or what, but when I change the Start Frame and click Render Animation, it starts at a frame double of that which I typed in. If Start Frame is 0, it starts rendering at frame 0. If Start Frame is 1, it starts at frame 2. If 2 starts at 4 and so on...

The funny thing is that this seems to only happen with this project. I started a new fresh one and tested it out and all seems to be working. Also, in all places, it steps forward one frame (as Frame Step is 1), not skipping any.

I'm wondering if I have accidentally set something somewhere without me realizing it.

Blender 2.78c, 30 fps, 1920x1080 at 25% for preview reasons.

EDIT:
The project has some VSE tracks with sound and video, and the scene ontop of that. Time Remapping is set to Old: 100 New: 100. Also, when given to Sheep-it the frames aren't doubled. Yet running blender as command line on my computer the set frame is doubled.

EDIT:
Under Render Properties, Post Processing, there is an option to take the rendered product through the Sequnecer (checkbox named Sequencer). Turning that off did so that the start-frame isn't doubled. Wonder what in the VSE is messing things up? Video Cross Blend? FPS difference?

Besides, that processing isn't necessary at the moment. The video (and audio) was there for reference.


texts: Is there a way to rig another character to have the same weight paint?

texts: As you can see, I have 2 near identical low poly characters which I want to reuse animations for. Is it possible to somehow copy the weight paint from one to another? Although in the screenshot it looks as if they already have similar weight paintings for them but they aren't exact. I've tried Transfer Mesh Data but with no luck (but I'm not sure if I was doing it wrong? I first selected my male mesh followed by ctrl clicking my female mesh and then selecting transfer mesh data and then select vertex groups but the weights looked different in the end) Thanks for any help.


texts:
I just started using the grease pencil feature the other day and have run into an issue.
When I run the animation my lines/color layers seem to "shimmer" even though they aren't moving. It looks considerably worse when the camera is animated.
This scene has no animation, yet you'll see that there is movement in the lines and colors, seeming to sort of glitch out. I know there's something I must have missed in setting this up.
Better example of the "shimmering" effect.


texts: Animating 2 Charetors at once (fight sene)

texts: Is it possible to animate 2 characters in the same scene at the same time? If so is there a tutorial for it?


texts: Interaction of 2 armatures with each other

texts:
Please, could you say how to do so that 2 armatures interact with each other? For example, one character takes the hand of the other one & pulls it with it. But as you can see, the hand of the second character doesn't follow the trajectory of the first one.

If the bone of one hand is tied to the bone of the other hand, it will repeat the trajectory, but the mesh will stretch, not follow the selected bone. If try to fit keyframes, the different location of the keyframes will not allow this to be done correctly (the result you see on the example).

Please please please, help me with this question!


texts: How to properly transfer Blender animation to Maya?

texts:
I found this Curiosity rover from NASA, which is actually animated and is in blender format. I want to use this rover in my personal student showreel. That's the reason I want it to export, along with textures and animation to Maya for lighting and render passes kind of stuff.
I tried doing export, in FBX, but in Maya when I opened it. The result outputs something like this:

Is there any step I'm missing? Am I not exporting the animation properly?
I tried researching on the internet about this, but the only thing I found was opposite of it (Maya to Blender). The nearest question I found is How to transfer rigged model from Blender to Maya?. Even if it is about rigging, it says rigs can't be exported to Maya. In that case, can I bake the animation and export?
I have found similar post on Reddit. But it's unclear how to do it. FBX file exported from blender doesn't show up in MAX's import dialog.
EDIT 1:
If everything fails, can I export stationary model (with texture) to Maya?


texts: How to copy weights from one bone to another?

texts:
I was manually weight painting some bones on one side of a character, I then named them properly using ".L" for left side and then I used symmetry to copy them to the right side.

It copied them, along with the constraints, but not the weights. How can I copy them across?


texts:
All tutorials I see teach me to create an object and set a particle system for the hair and reduce the hair numbers from the settings.  This isn't the type of manual control I'm looking for.  Is there a way I can plant hair one by one onto my mesh and animate it?
What I've been doing so far is just creating a very thin mesh with a bone for the hair.  Since there are so few, I only need to dupe this a few times.  How do I use the hair system to plant one hair and comb it and add physics?  Is there a way?


texts:
So, I made a video, and what to edit it using nodes.

The viewer node shows the image as it should; however the Compositor node outputs the image zoomed in by 50%. Is there a reason to this? I have the same node connected to both the Compositor and Viewer nodes.


texts: How do I fit these clothes onto my base mesh?

texts:
So I have this mesh that I've already rigged, and I want to add clothing to it.  But, the clothing I downloaded from a mesh-sharing site doesn't exactly fit my mesh:

Do I have to modify the dress mesh manually, or is there an easier and more efficient way of getting the dress to fit my character?


texts:
I've ran into some troubles while rendering transparent materials. These issues only occur when using
rendermode (F12). All render settings are default. I'm rendering on a GPU (Nvidia GTX 1070).

In viewport previews seem to be just fine and don't have the triangulated white faces

Here's the outliner and the shader used, maybe that could help solve the issue.


texts:
I have a small texture that I want to repeat over a big area. 100x100 times to be exact. To be able to do this, I edit the UVs for a plane, and try to extend them far beyond the image bounds. This works, though I can not manually enter values more than 10 for the UV vertices, when using normalized coordinates. I would like to enter 100 here, but that seems not to be possible. This is how it looks:

My question is why this is the case, to have such a limit? Am I missing something, and can it be bypassed som how? I can actually scale the UVs beyond 10, but that is not very accurate. I am using Blender 2.77.


texts: Issue when appending object from another file.

texts:
I am trying to append the sky object from here (warning clicking this will directly download the blend file). It is a BGE scene that I got from this post detailing Martin's work on an ocean shader.

Immediately after appending the object though one can notice that it does not look similar to how it is in the original file.

Why is this happening?


texts:
How would I add comic-like trails to projectiles, such as arrows? I have an example from YouTube, but the effect is done in another software.

https://www.youtube.com/watch?v=K4lmGGSsFYg

The effect occurs around 27 seconds, where an arrow is shot and there is a blue trail behind it.


texts: Making a necklace with the curve modifier

texts:
I'm trying to repeat a mesh around a path to make a necklace. It fails when I apply the curve modifier, because the mesh doesn't repeat around the curve.
Here's what I did:

I created a bezier circle and added a shrinkwrap modifier. I set the shrinkwrap to "Project" and the direction to "Negative". This works fine:

I added a torus shape and created an array modifier. I set the fit type to "fit curve" and select the curve.

Then I added curve modifier to the torus shape and selected the curve. But instead of the mesh following the curve, it follows a different path:

It should be following the curve.
I tried applying the shrinkwrap modifier, but this just gets an error message ("Applied modifier only changed CV points") and it corrupts the shape of the curve.
How do I fix this? Or is there a better way to repeat a mesh (the ring) around another mesh (the body)?
EDIT: As requested, here's an image of the mesh with the origin visible:


texts: How to turn face from existing mesh into new mesh?

texts:
This question is similar but didn't seem to solve this problem.

How can you turn a face from an existing mesh into a new standalone mesh, without changing the visual state of the object?

Let's use as an example the default cube in Blender that appears with new files.

How could you extract each cube face from the existing mesh and create a new mesh with only that one cube face?

In the end, the cube should look the same but you should have six meshes -- one for each cube face.


texts: Individual origins doesn't work with transform tool along normals for edges

texts:
Results for median point and individual origins transform along a normal axis yields same results for edges, but not faces.

See video:

The expected behavior would be a different result, specifically a translation along the Z axis of each individual edge's normal,  but Blender can apparently only do faces (the extrude individuals special tool)?


texts: How is Subsurface Scattering calculated when doing a Cycles texture bake?

texts:
I have seen (but not sure) that for instance reflective parts on glossy materials are rendered along face normals during a bake (as there is no camera to point to).

But how is it defined for SSS ?


texts: How can I merge or join Grease Pencil objects in collection?

texts:
I was working with grease pencil and I made a little character. As I was experimenting I separated the eyes and couple of more objects.

How can I now join and make them as one single object?

Thanks for your help!

W


texts: Emission Material should not emit light (Cycles)

texts:
I have a scene where I want to use Objects with a nice Neon glare, but without actually emitting Light.
Is there a way in cycles to do that?

I use an Emissive Shader and put in the glare with the compositor. This is actually working fine already, but as I mentioned my scene gets lighten up by the emissive objects too. How can I change that

((In Eevee it is already working, but I want cycles))


texts:
I'm trying to enter dimensions of an object.  I'm using the code below.
It does not recognize the variables XX or YY and get the error: Key "XX" not found
Any clues??

import bpy
from bpy.props import FloatProperty
from bpy.props import IntProperty
from bpy.types import Operator
import os

#create variables
bpy.types.Scene.XX=FloatProperty(name="XX", default=10.0, description="Enter XX") #XX
XX = bpy.context.scene['XX']
#print (XX)

bpy.types.Scene.YY=FloatProperty(name="YY",default=4, description="Enter YY") #YY
YY = bpy.context.scene['YY']
#print (YY)
#Draw the panel buttons for user inputs
class CustomPanel(bpy.types.Panel):
    bl_label = "Wall"
    bl_space_type = 'VIEW_3D'
    bl_region_type = 'TOOLS'
    def draw(self, context):
        layout = self.layout
        row = layout.row()
        row.label(text="Dimensions:")
        Wall_layout=self.layout.column(align=True)
        Wall_layout.prop(context.scene, 'XX') #XX
        Wall_layout.prop(context.scene, 'YY') #YY

def register():
    bpy.utils.register_class(CustomPanel)

def unregister():
    bpy.utils.unregister_class(CustomPanel)

if __name__ == "__main__":
    register()


texts: Blender IK animation becomes inaccurate when exported

texts:
Animating a robot with 8 bones, I chose to use IK animation with the iTaSC (SDLS) solver. In Blender everything works great, but when exporting the animation there are accuracy issues.

I made a video showcasing the problem <here>. First you see the IK version (3 shots), then the imported FBX (2 shots, with a low framerate because now blender has too many keys).

Blender applies the IK, so each bone gets its own movement (and I'm thinking this 'cascades' an accumulating inaccuracy, resulting in visible movement of the tip of my robot.

Any ideas on how to improve on this result? Is there a way to get better accuracy?


texts:
I need to add an edge to a model at an angle without distorting the overall shape.

I can add a loop cut and rotate, but this skews the model

I'd like to keep the lines consistent, so I don't want to deal with scaling after rotating. I'd assume there is an easier way to do that, but maybe not.

Thanks,


texts: I'm new to Blender and I am making that famous doughnut. I seem to have accidentally made the icing layer transparent, meaning that it doesn't show up in Edit Mode and I cannot sculpt in Sculpt Mode. Instead, it ends up altering the doughnut underneath. How do I get my icing back?


texts: How to Speed Up Blender 2.80 EEVEE Viewport?

texts:
I am trying to test Blender 2.80 and get used to it. It seems to be the most unique Blender update that I've used. I was able to get very fast interaction in Blender 2.78 Internal viewport using GLSL shading but in 2.80 the viewport is slow and unresponsive. Is there a way to turn on backface culling or other performance-enhancing options

I am trying to move on from OpenGL rendering PBR-based scenes in the Internal engine and move to a fully PBR-based rendering system called EEVEE.

Are there any backface culling or other features that are similar that will enhance my experience?

I have an Intel i5, Intel HD Graphics 3000, 8 GB RAM, installed on my Lenovo Thinkpad X220 Tablet Laptop (not actually a tablet).


texts: Black lines appaear on edges of mesh when turning on smooth shading

texts:
Kindly need help as I'm getting random specks or lines of black on the edges of my mesh. This only shows up when selecting "smooth" shading. Also I have subsurf modfier enabled. More over, adding more edge loops appears to trigger more of these weird black shading/lines.

At this point I'm not sure if this is a bug or something which can be fixed. Thank you in advance!


texts: Change all image textures folder location together

texts:
I just downloaded a Kitbash mini-kit blender file and all the references to images are looking in the wrong folder.

Is there a way to change all of the images to look in a specific folder? At the moment I'm doing them one by one and it's pretty painful.


texts: What is the most practical way to funnel a 3d model into another by vertex count? The purpose of it, is to have a creature absorb objects by suction, mildly deforming the sucking creatures opening as the object is forcefully drawn inside?


texts:
I probably pressed something I did not want and now, my layout is missing typical background. I cant see my reference pictures and I cant see vertices in edit mode either. How to do I restore default settings?
Sorry for posting such a dumb question, but I cant finish my snowman like this. :(


texts: Aligning/joining two objects (Head/Body) with matching edge list

texts: I want to align two objects with Blender because for whatever reasons, the head was exported by another program in random orientation. I can easily generate two edge lists which perfectly fit. Knowing the edge lists it should be possible to calculate a the correct orientation of the head, right?


texts: Unwrap project from view for each frame automatically

texts: I want create animation with my cameraa moving, using "CAMERA PROJECTION" technique. But I noticed that when my camera angle change, the image become distorted. The simple solution would be render each frame and remake project from view of each object for the next frame and render again. But is there automatic way to say blender to do this automatically for each frame during the render?


texts: I have a problem with uneven fps when i move the mouse. I mean not animation fps, but Blender window fps overall. When no mouse button pressed it is only 60 Hz, but when i hold left, right or middle button it gets to normal (for my monitor) 144 Hz. You may say it is not noticeable, but it definitely is and when cursor moves differently each time you press button it is very uncomfortable. Going fullscreen didn't help. Also i couldn't find any non-animation related max fps setting. Does it exist or is there any other way to fix this issue?


texts: Options for object creation are greyed out

texts:
I am trying to model a tree. I turned on the Add a sapling add-on in user preferences, however once I want to begin editing the settings, they come up but is grey and doesn't let me click on it.

I have also attached my blend file here: http://www.pasteall.org/blend/32199


texts: Fluid simulation with a visible image inside the liquid

texts:
I would like to be able to see an 'image on a plane' inside a liquid with viscosity in (fluid simulation).
I have seen a few tutorial without much chance.
Screen space and reflexion is turned on in the material and in rendering.
Do you know all the parameters needed to do that?
I am using eevee
We should be able to see her feet.


texts: Sunroof style motion - conceptual issues

texts:
I'm trying to make what is essentually a sun-roof, in that the object lifts up slightly and moves back over the surrounding frame. I figure what I need is a curve and a "clamp to" constraint, but it is not clear to me the proper way to implement this. Whenever I get to the part after I select the target curve, my sunroof object jumps elsewhere. I have yet to find the combination of the below where I get satisfactory results.
I have tried:

Making sure the origins are the same for a curve and object
Using a bone to follow the curve (with the idea of attaching the bone to the object
applying all transforms to the object, curve and bones
Watching a lot of vidoes that didn't provide the information I am looking for.

My end goal is to rig up this sunroof in an array and be able to control their position all from a "control nob" empty.

Thanks!


texts: How to get the same result as a "simple deform of a Join" when applying a "simple deform to a parent group"

texts:
I am trying to do something I consider should be simple : I have an object "made of" other objects, and I try to apply a simple deform function (bend over an empty) on it.
For that I have 2 ways of doing :
first 1 join all my objects. The result looks fine, but the final shape being considered as a complex polygon, the file explodes in size.
second, I just decide that the basic shape is the parent of all the shapes and I apply my simple deform to it, after having set the same origin to all the elements. It ends as a total catastrophy, the parts flying in a big mess and loosing the whole coordination stuff.

My question is simple: What Am I missing? why is a simple deform not applying the same way when objects are parents with the same origin defined?
My spheres are not sticking to the model as they should...


texts: At the end of a particle life cycle, emit two particles in oposite directions

texts:
i'm new here.
I'd like to demonstrate radioactive decay,- ie a particle flies for a certain distance, and then decays into two objects that fly away from each other in random, opposite directions. Something like, - at the end of a life cycle of one particle, as it disappears, on it's position, two new particles are spawned that drift away from each other.
From a Particle-info node i get the life time and location, but how can i use the location to create the 2 new particles for the decay products.
I would really appreciate some help,- i tried so many thing but didn't get anywhere
Thanks in advance
Stef


texts: Blender sets Compute Device (CUDA) but doesn't use it for actual render (on EC2 GPU Instance)

texts:
I'm trying to set up some automated render servers on EC2 using their GPU instance type (g2.2xlarge). I'm running blender in the background with a python script that renders the image I want and saves it to the right place in the file system. I'm using Cycles, and blender 2.69 on ubuntu server 12.04.3 (for HVM instances).

Background:
Running the script works fine and the image is successfully (and correctly) rendered and stored on the system.

I'd like to use the GPU though for added speed. I've set the GPU in python like so:

bpy.context.user_preferences.system.compute_device_type = 'CUDA'
bpy.context.user_preferences.system.compute_device = 'CUDA_0'

I know this succeeds because if I put dummy data in there (say "GPU" in the first one), it fails at that point and says that it can only be in ("CPU", "CUDA"). Similar thing for the second option.

I also know cuda is successfully installed and running, as I have no problems with nvidia-smi and the deviceQuery cuda sample.

The problem:
When I do run it, and observe the cpu with htop and the gpu with nvidia-smi -l, I see all the CPU cores at 100% but nothing in nvidia-smi. I also see no notable difference in time from running it without setting any GPU settings in python. So I'm fairly convinced that it's accepting the settings and then not running the render on the GPU.

*Note: I'm newish to blender so perhaps there's another set of settings I need to turn on to get the actual render to happen on the GPU? I'm using

bpy.ops.render.render(write_still=True)

to render the image, it that helps anyone.

Any help would be much appreciated :) Also if I haven't described something enough, I'm happy to go into more detail on the setup.

Update:

I ran a separate blend file: http://dl.dropbox.com/u/1742071/1m/BMW1M-MikePan.blend that I got from http://blenderartists.org/forum/showthread.php?239480-2-61-Cycles-render-benchmark

I'm running it with:

import bpy

bpy.context.user_preferences.system.compute_device_type = 'CUDA'
bpy.context.user_preferences.system.compute_device = 'CUDA_0'

bpy.ops.render.render(write_still=True)
img_path = "/mnt/render-output/bmw.jpg"
rendered_image = bpy.data.images["Render Result"]
rendered_image.save_render(filepath=img_path)

This does work and successfully renders an image using the GPU (I can see it in nvidia-smi).

So my question is now: What could be wrong in my blend file / script that would make it switch back to cpu rendering? Are there limits on textures/vertices/something that would make it switch back to the CPU with no warning / error messages? Is there a way to run blender such that it'll fail if it can't run it on the GPU?

Update 2017-04-16:

Cycles CUDA settings (Blender 2.78c) appear to have changed in the API from:

bpy.context.user_preferences.system.compute_device_type = 'CUDA'
bpy.context.user_preferences.system.compute_device = 'CUDA_0'

to:

bpy.context.user_preferences.addons['cycles'].preferences.compute_device_type = 'CUDA'
bpy.context.user_preferences.addons['cycles'].preferences.devices[0].use = True


texts: Is it possible to move the view with holding spacebar?

texts: So right now when I want to move the view I use shift middle mouse button and move. But is it possible to move the view with spacebar and moving the mouse?


texts: Why is my Geometry Node Setup not working?

texts:
I´m currently trying to create a very simple effect using the new Geometry Nodes.

This is my Node setup but it doesn´t work. The Mesh gets displayed by the collection but the effect I want to achieve is not showing. The Vertex group should work as the factor but it doesn´t seem to work. It is mixing between a small and a big version of the Instances.
The effect: I have a proximity Vertex Group (Weight Map) which is getting controlled by an empty. When the empty gets closer to the Surface of the Object, the Weight Map is getting stronger.

And the Goal of the Node Setup is to have a scaling effect happening, using the Proximity vertex Group as the factor.


texts: Exporting a shape made out of quads results in hexagons in obj file

texts:
I made some sort of furniture by taking the default cube and insetting some parts of it and splitting(subdividing) it here and there. Then I add a bevel modifier with 1 segment.
A view of the model, with modifier applied (as you can see there are only quads here):

I export it as obj, the only box I have checked is "apply modifiers".
In the exported obj you will find a couple of faces which have 6 vertices, which shouldn't happen. Why does it and how do I fix it? It's important that this mesh gets exported as an obj with only quads/bilinear patches


texts: IK hand rotates strange when trying to match it to weapon

texts: I have a problem with ik hand rotation. I am trying to match hand bone with AK bone, but i have strange effect. How can i fix it? I'm new in Blender))


texts:
i come back to internal after a long time and I've forgotten many things about it and much has changed, why aren't any shadows rendering in my scene?

here is the file
https://drive.google.com/file/d/0B7fkkzfq5qG1cGZWVVU4TDlaNjA/view?usp=sharing


texts: Relation between BI and Cycles lamp energy/emission values?

texts:
I have two identical scenes, one in BI and one in Cycles. They both have point lamps in the same place (or, in the case of a linked scene, it's the same lamp with different settings in each). The BI lamp's strength is controlled by the Energy field. The Cycles lamp's strength is controlled by the Strength value of it's emission node. They are both pure white. All other settings are default.

What values of Energy and Emission strength will give me the same amount of light? Will other settings, such as Size in Cycles, change this? Does it depend on materials (assuming no other emitters/lights, or reflective surfaces, etc. Light bounces will also make a difference, but we can do this without those for now.)

For example, my Cycles version currently has an emission strength of 500. My BI version has energy of 1. The BI lamp seems to be significantly brighter than the Cycles!


texts: How to apply imported module to active object

texts:
I'm trying to import a module (I think that's the right term) and then run it on the active object

In the console I can type:

> from bl_operators.uvcalc_smart_project import main
> main(C, .02, 30, 0.03, True, True)

... and it does smartuvproject on the active object.

In my script I have:

from bl_operators.uvcalc_smart_project import main
bpy.context.view_layer.objects.active
main(C, .02, 30, 0.03, True, True)

... and the console says that "name C is not defined"

I realise I'm missing something pretty basic here, to do with how a function is applied to an object in Blender scripts.

Perhaps the answer is, "go away and learn python." But this stuff is so Blender-specific (maybe even Blender 2.80 specific) that I'm not sure I'm going to find the answer anywhere except here!

Thanks in advance.


texts: How can I check the returned boolean of a function?

texts:
I am attempting the check whether a function returns True or False in order to procede to the next step of a separate function.

For example, here is a stripped down version of what I have:

def target(modifier):
    if modifier == 'MIRROR':
        return True
    elif modifier == 'ARRAY':
        return False

def execute(self, context):
    if target is True:
        print("True")
    else:
        print("False")

This does not work, though. How can I check what the return boolean of target() is?


texts: So I rendered the animation png sequence, then I plugged the render results into the denoiser node and then in the composite node. But it only denoise the last frame of animation. How can I actually get the rendered png seq denoised? ?


texts: Copy Rotation constraint rotating on wrong axis with IK bone

texts: I want to make it so my leg IK can rotate the foot bone as well but it seems any rotation on the X axis is rotating on the Z axis for the foot bone


texts: I'm working on a 2D-ish animation (camera above looking straight down to flat objects) for an educational video and am wondering how to create two effects. The first one I'd need is the appearance of something being put on like a sticker. Where it starts out curved or rolled away from the camera and then it lays out flat.


texts: How do I "shift select" from object A to object B in outliner?

texts:
An action i would do with SHIFT in many apps , here doesnt work...whats the right shortcut ?

Thank you  !


texts: Can't visibly select anything in Object or Edit modes. What have I done?

texts: I haven't had this happen to me before. I can manipulate stuff in edit mode, but I cant see what. Neither can I see the select borders in object or any other mode. How can I fix this?


texts: What does the “Global pivot” in User preferences do?

texts: What does the Global Pivot option in User Preferences do?


texts: I'm trying to preview how a specular material looks on an object when it moves, so I tried rendered viewport shading mode, but this mode is extremely slow even with a very simple object.  So slow that if I play a simple rotation animation nothing draws to the screen.  I'm running an i7 with a GeForce 730m, I feel like I should be getting better performance than this.  Am I missing something here or is it really not possible to preview an animation with materials without rendering a video?


texts:
for a current project I used regular planes and applied a solidify and a bevel modifier on each.

Each of the planes should have another logo on it. So the materials all have the same BSDF - in my case a principled shader - but are all different Materials because of the logos. Also there is a material for the back/side channel of the solidify modifier.

Since I used quite many logos I was wondering if there is a way to change e.g. the roughness for all shaders at the same time.

In other words: Is the a way for objects to share the same Shader but all have their own color input?

Best regards

Janek


texts:
I have some .stl models that I didn't create. On inspection of the models, I notice the edges are not sharpened as I think they should be.
I am looking for a way to fix the edges on the model to become more sharp, and less deformed.
Is there a tool or modifier I could use to resharpen the edges of the model? This is for a 3d print and I would rather not have the rough edge.
Any help would be appreciated.


texts: Why aren't most of the displacement noise options available in the node editor?

texts: For displacement, you have many options, such as marble, clouds, etc., but the node editor only has musgrave, voronoi, and noise. Why is this? Is there a way to obtain these noise options in the node editor? Any answers are appreciated :)


texts: Can anyone get RenderMan to install in the latest version of Blender 2.8? I have tried everything that I can think of, such as taking the -master out of the file name. But, it will still not install. The default windows download from the windows store which is 2.6 I think, gets RenderMan to show up in the render engine choices but you cannot put a node in the node editor for RenderMan. In Linux it does not show up at all just as with the latest version in Windows it does not show up at all in the render engine choices. Has anyone had any luck with this?


texts: Volumetrics behind glass arent working in Cycles

texts: Im currently trying to render a scene in Blender 2.8 with Cycles out of the inside of a car. The side and windows are all basic BSDF Glass Shader. Outside of the car is a cube with a basic BSDF Principled Volume Shader. But whenever I place my camera inside the car, the volume is not visible in viewport as well as in the render.


texts:
I rendered a gumdrop while following Blender guru's tutorial. but there is strange black lines around the contour of the object.
I changed some of settings for shadow but that did not solve the problem. Please let me know if you have any clue.
Here is my model (https://pasteall.org/blend/8f7a259788c24d1b8a13579d87ab65b6).


texts:
This is the error message i got when i was trying to export a gun model i made. Any help will be appreciated.
Traceback (most recent call last):
  File "C:\Program Files\Blender Foundation\Blender 2.83\2.83\scripts\addons\io_scene_fbx\__init__.py", line 634, in execute
    return export_fbx_bin.save(self, context, **keywords)
  File "C:\Program Files\Blender Foundation\Blender 2.83\2.83\scripts\addons\io_scene_fbx\export_fbx_bin.py", line 3198, in save
    ret = save_single(operator, context.scene, depsgraph, filepath, **kwargs_mod)
  File "C:\Program Files\Blender Foundation\Blender 2.83\2.83\scripts\addons\io_scene_fbx\export_fbx_bin.py", line 3094, in save_single
    fbx_objects_elements(root, scene_data)
  File "C:\Program Files\Blender Foundation\Blender 2.83\2.83\scripts\addons\io_scene_fbx\export_fbx_bin.py", line 2894, in fbx_objects_elements
    fbx_data_mesh_elements(objects, me_obj, scene_data, done_meshes)
  File "C:\Program Files\Blender Foundation\Blender 2.83\2.83\scripts\addons\io_scene_fbx\export_fbx_bin.py", line 1174, in fbx_data_mesh_elements
    elem_data_single_int32_array(lay_uv, b"UVIndex", (uv2idx[uv_id] for uv_id in _uvtuples_gen(t_luv, t_lvidx)))
  File "C:\Program Files\Blender Foundation\Blender 2.83\2.83\scripts\addons\io_scene_fbx\fbx_utils.py", line 504, in elem_data_single_int32_array
    return _elem_data_single(elem, name, value, "add_int32_array")
  File "C:\Program Files\Blender Foundation\Blender 2.83\2.83\scripts\addons\io_scene_fbx\fbx_utils.py", line 451, in _elem_data_single
    getattr(sub_elem, func_name)(value)
  File "C:\Program Files\Blender Foundation\Blender 2.83\2.83\scripts\addons\io_scene_fbx\encode_bin.py", line 161, in add_int32_array
    data = array.array(data_types.ARRAY_INT32, data)
  File "C:\Program Files\Blender Foundation\Blender 2.83\2.83\scripts\addons\io_scene_fbx\export_fbx_bin.py", line 1174, in <genexpr>
    elem_data_single_int32_array(lay_uv, b"UVIndex", (uv2idx[uv_id] for uv_id in _uvtuples_gen(t_luv, t_lvidx)))
KeyError: ((nan, nan), 738)

location: <unknown location>:-1


texts: Blender Python select stored object without name

texts:
I would like to create several cameras, and store them as follows:

a = bpy.ops.object.camera_add()
b = bpy.ops.object.camera_add()
c = bpy.ops.object.camera_add()

This command allows me to select the camera called "Camera.001"

bpy.data.objects['Camera.001'].select = True

But if my scene already contained several cameras before I created a, b & c, how would I select camera b without knowing its name?  This code doesn't work:

bpy.data.objects[b].select = True

Thanks for your help.  My python knowledge is minimal.


texts:
I am very, very new to blender and just learning how to deform. However, I am unable to figure out how to deform a pre-existing obj.
To describe what I mean,
There is a deflated balloon/semi-circle hanging under a flat plane. In the original obj, the plane and the balloon/circle are considered separate parts. Now what I'm trying to do is to push the balloon so that it inverts/flips. So far, selecting vertices and pulling makes it look awful. I tried to hook as well, but it does not deform nicely.
Is there a way I can make the obj behave less 'rigid'? Maybe consider that the balloon is a cloth and deform as I pull it?

This is only a rough example, but what I aim to do is by pulling the top of the sphere down, the rest of the semi-circle will deform to follow it, instead of just the edges


texts:
so I worked on one of my first fully textured tiles (it has a UV and a whole setup of nodes for normal, specular and ambiant occlusion maps and a displacement modifier. The problem is when I try to replicate the tile with an array mod, the result seems different and the light also doesn't interact with it in the same way. I'm new to blender and this is the first big setback I've encountered, I've done a lot research but just can't seem to hit the right answer on this one, maybe I'm so new that even the answers I did get, I lack the knowledge to have being able to manage them...

I hope my image helps, see the difference between the right and the left part. it's the right one that has been produced by the array mod and comes out as a lot darker, that's what I'm trying to resolve.


texts: How to make this lighting in Blender Internal?

texts:
Is there a way to emulate this node in Internal, and with diffuse textures on the model?

Take this low-poly sphere with a diffuse texture on it, for example. The first screenshot is the model rendered in Internal and the second is the model rendered in Cycles, with the effect on. (IOR: 3.000)


texts:
I have a very narrow image (e.g. 100px * 10000px), and I would like to fold it into an infinity symbol as a strip.

I found this model: http://www.turbosquid.com/3d-models/3ds-mobius-strip/396686 It seems like all I have to do is put the image on each face. Is this something that can be done with Blender?

I also found the following model: http://www.turbosquid.com/3d-models/3ds-mobius-strip/574060 Can I expect more/less trouble in doing this with this model than with the other one?

Extra question: would it be hard to create my own model to do this?


texts: I'm trying to join several duplicates to the master object at once. Thank you. For example, I mean joining SOMETHING_1 and SOMETHING_1.001 together, and so on.


texts: How do you create a triangle pattern in a plane?

texts: I want to create this picture, except going on for the entire plane, and just the geometry, not with multiple shapes. Is there a way to do this? (not with the going over lines)


texts: Create and return a cube using a python script

texts:
In the above code, I need to change the location and the dimension of the cube. I remark that only the dimensions along the  z-axis is changed. How can I change the name of the cube? I have not been able to find out how to do this in the documentation.

  import bpy
    from mathutils import Matrix
    D = bpy.data
    C = bpy.context
    scene = C.scene

    # ... lots of code omitted for brevity and clarity

    #------------------House-------------

    #Wall1
    bpy.ops.mesh.primitive_cube_add(location=(0.0, 2.0, 1.25))
    bpy.context.object.data.name = "Cube1" #to change the name but it does not work
#here to change the dimensions, but only the z-axis dimension has been changed
    bpy.context.object.dimensions[0] = 4
    bpy.context.object.dimensions[1] = 0.05
    bpy.context.object.dimensions[2] = 2.5


texts: Why do my spotlight's dimensions differ between rendered and non-rendered view?

texts:
In an animation scene of mine, I render most of the scene in Cycles and only the volumetric light in BI using a fully linked copy of the original scene where only the layer with the spotlight is actually rendered and the other layers are used as a mask. The problem is that the rendered search light does not match the preview of the cone that I see in non-rendered 3D view (with the "show cone" option enabled, obviously).

To illustrate, here's what it looks like in solid view:

And the exact same frame in rendered view:

As you can see the cone is much narrower than in solid view. In other frames, the rendered cone also appears to point at a slightly different place than the solid view.

Any ideas what might be causing this? Where should I check? Could this be some sort of cached setting (I did tweak spot sizes and directions after creating the linked scene)? Where would I reset this?

I'm currently using Blender 2.69.8 Fastest Build from graphicall.org but also had this problem with the original 2.69 release.

[originally posted as part of the question "How do I properly set up a spotlight cone?"]


texts: Newtonian Size - Where to find in Blender 2.8

texts: I am trying to change the size of my leaf particle through Physics settings in the Particle System. In older Blender versions there used to be the size setting right under Physics -> Newtonian. Or if not the Advanced feature enabled it was under Render settings. Where did it go in Blender 2.8? Any help is highly appreciated :-)! Thank you in advance!


texts: Pls see my attachment , i'm in edit mode and i want to move the selected edge along the red arrow direction so the edges will perfectly snap and overlap to target edge ( vertex A will snap to B). I tried using snap set to vertex and closest and doesn't work. Any idea how to do this ?


texts:
I can't save my animation as a .mov and thats the only thing that plays on my mac.

Is there a way that i can add file formats such as .mov


texts: Local translation with pivot point established on the active object

texts:
Whenever i try to translate objects, with pivot point established on the active object, every object translates in their own local coordinates.
Video will explain it better: youtube.com/watch?v=vArDq7cqRdA

UPD: Okay, i recorded another video to make it less confusing:
youtube.com/watch?v=qFCMPoBb8Ac

firstly i show you what the trouble is, next i select 'individual origins' and there is no difference. And in the end i apply rotation and only then i get what i wanted(and what i expected)
I just wanna make sure that such a behavior is what developers wanted and this is not a bug


texts: Why my object looks like this after using the shader editor and smart unwrapping it?

texts:
I have this 4k texture and I've unwrapped it with smart unwrap and looks awful, I´m using the shader to have this PBR material look on the drill bit.
What am I doing wrong?
The shader is not working well? Do I have to unwrap it in another way or form?

I´ve done the shade smooth option and other things like mark the seams and unwrap the object in the traditional way.
Thanks in advance guys,


texts:
So when I renderized the image into cycles it got this grey thing that is very annoying
I think the problem is with the particle system
edit: Disabled particles and still there, disabled Subdivision and dissapeared

Here is before cycles

Here is after cycles


texts: How to render a background image in 2.8?

texts:
I'm trying to "add" an 3D object onto a photo. I have added the photo to the scene in three ways so far, but none of them render (eevee):

Camera > Background Images
Empty
a. Add > Empty > Image (Empty gets added to current Collection)
b. Add > Image > Backround (Empty gets added to Scene Collection)

These all show up in the 3D View and I was able to align the camera and the object so its perspective matches the scene in the photograph. But when I Render the scene, I only see the object, not the background image.

For the latter, it's simple: Empties are not rendered at all.
There are few questions about this, since 2.8 has changed how it handles background images. The most popular seems this one (it includes references to others):

How do I set a background image while I am editing?

But I seem not to be able to find a method to have the background image render.

Another method might be to use the Compositor (Nodes) to Mix or Alpha Over an Image with the Render Layers. But this does not give the same alignment as achieved with the background image (also this requires that the World background does not get rendered (Alpha channel); for Eevee, this can be achieved by checking Film>Transparent).

What other options are there?

Docs:

https://wiki.blender.org/wiki/Reference/Release_Notes/2.80/More_Features#Image_Objects
https://docs.blender.org/manual/en/latest/modeling/empties.html
https://docs.blender.org/manual/en/latest/render/cameras.html#background-images


texts: Mouse Rotation doesn't work when I want it to

texts:
Just when I was rigging a character in Blender 2.8 with Auto-Rig Pro, I noticed this problem: some of the bones don't rotate/move when I use the mouse (indicated in red), even though it works when I input the Euler angle in the Rotation boxes (green). Is there any way I can fix this without starting again from scratch?
This image will show you what I mean.


texts: I'd like to spawn particles that change size over time. It would be nice if I could have complete control over how big they are at each percentage of their lifetime, but that is not a necessary feature. (I'm rendering the particles as objects.)


texts:
Does anyone have a smooth way of highlight compression in the Blender/Cycles settings, or in Compositor? The only compressor i have found so far is the Tonemap-Node in Compositor, and i find its settings very hard to control and never get the desired result.
Thanks!


texts: I modeled some logs that together compose a wall. I modeled one and texturized it, then applied an array modifier. Problem is that they all look the same. is there a way to randomize the texture coordinates on each of them? Or am I forced to copy and paste them "manually" and avoid the array modifier?


texts: how to get a list of all FCurves in a scene

texts:
for the addon I'm working on, I need a list of all fcurves (a list of all selected/visible fcurves would be enouph)
Do I really have to loop through all animation_data objects to get this list?

Thanks in advance,
Jacques Lucke


texts:
The answer sadly used an image - how does that work our days?

https://blenderartists.org/forum/archive/index.php/t-246537.html


texts:
Hey does anyone know how I can convert a string with mm/cm/m to translate it?

if test:
    offset = "99cm"
else:
    offset = "1.2m"

bpy.ops.transform.translate(value = (0, 0, offset))

or

bpy.context.object.location[2] = offset


texts: Baking normal map produces strange result

texts:
I am following the Anvil tutorial and all was well until the normal baking step. The result I get from blender is different than the tutorial, I tried reiterating on steps, but I got the same wrong results. I am not sure what I missed.
Both objects were set to smooth shading, object face normals look right to me

My baked normal output

My scene setup


texts: Argument works in the python console but not in a loop?

texts:
I can type

  bpy.data.objects['hair02'].parent.select

into the the console and get a return but when it is in this loop it sends back an error. please see image below. I must be calling it improperly but not sure why. any help is appreciated.


texts: Please explain logic of this transparency material nodes

texts:
For the texture coordinates, I take the vector of the plate that is under the cube.
The length of which of the object vectors is taken? And why if I change the 2nd value in "Less Than", the transparency area increases? After all, the output in "Less Than" must be 0 or 1. This result suits me completely, I just want to figure out how it works.

Blend file: enter link description here


texts: Determine if object is bezier circle curve?

texts:
I'm trying to modify my local copy of dynamic spacebar to include a "Snap to Curve Intersection" option on the "Snap Cursor Menu" starting with circle-circle intersections and circle-path intersections for straight paths that will snap the cursor to the closest intersection to its existing location.  I've gotten as far as making a new menu option that only appears enabled when two curves are selected and broken out a separate curveIntersect function to encapsulate the whole thing but I'm having trouble finding a way to distinguish curve types.

So the questions here are:

Does anyone know how to determine curve types from within an addon, or are those only applied at the time of curve creation and all checks would have to be based on their vertices?

Is there already an addon that does this which might save time, or a function built into Blender to handle curve intersections that could be called to pick the from a list of vertices by distance from the existing cursor position?  (so far I haven't found one anywhere in the API)

Worried I might have to go at this completely from scratch as my existing repository of c# functions for 2D geometry doesn't include bezier intersections I might port over to python.


texts: orbiting around a moving object(moon&earth)

texts:
I have the following situation

While the earth is orbiting the sun, I would like to make the moon orbit around the center of the earth.

Is that possible?


texts: Limit on MixRGB nodes per material? Or How to render out an image sequence

texts:
I was trying to figure out how to batch process out a bunch of different materials on an object.
I have multiple works that are the same size and I am trying to figure out how to quickly render them all out without having to change materials (art works) for each render.
I thought that I could set up an animation, with MixRBG nodes animated to change on each frame.
I can get 8 mix nodes and they seem to be working. On the 9th node, I get the pinkie of doom! It doesn't matter if it is a repeated image or new image. It still shows pink.
I did test to make sure that the last image was valid and accurate.
I even switched to a different image/folder. Same issue.
Which suggests to me that I over stocked the memory, as @DuarteFarrajotaRamos suggested.
So I can do 8 frames and then rebuild the material. Or I can try doing 33 different planes and animating their visibility.Seems a bit excessive.
At 8 nodes it works:

At 9 it fails:

I tried running a test on No-Can-Do's concept. It really seems like it should work: In materials preview, I can see each image change as I scroll forward.
It works in the cycles preview as well.
But, Render Animation (and render frame too) disregards the image sequence completely. Immediately after attempting a render and getting just the metal surface, Blender seems to forget the image sequence all together and both the Material Preview and Cycles Preview no longer have the image sequence. It is still in the nodes, but not showing up.
I think I am missing a simple step somewhere but I am not sure what it is!
Image sequence in the material

Rendering doesn't include the image sequence.

The image is gone in the preview as well.


texts: so I am a beginner at blender. I am currently making clothes for my character and I ran into a problem. So I have a some kind of tie, and I'm trying to simulate it. When I bake the simulation it "cripples". I don't have an idea how this happens, any help would be appreciated.blender file


texts:
i am new to blender and i got into it because i didn't have any modeling software that could do what i needed.
In the picture you see a car model the windows on the side need to go but how do i get rid of the "window frames"? i thought i could maybe select the edge of one (picture 2) and extrude it but i doesn't seem like i can cut with the extrude option.

I appreciate the help
Tibo


texts: How to store and access generated data in a project?

texts:
I have written some code to work in conjunction with Animation Nodes to use MIDI files to drive procedural animations. It works wonderfully, but I want to refactor and polish it before I release it. The main thing I wanted to change is to take the original MIDI data and convert it to a format that's preprocessed and more easily navigable since MIDI is a streaming file structure (it can only go forwards, if you want to go backwards you have to start from the beginning).
So to the heart of the question: How can I store and access the generated file in the .blend so my addon can use it without reading external files?


texts: How to switch different sequences of characters with Animation Nodes?

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What I want to achieve with Animation Nodes is below:

For example, Using four text objects to represent 1,9,9 and 8 individually, then I want to switch it to 2016, which means

1 to 2 (the switch sequence should be [1,2])

9 to 0 (the switch sequence should be [9,0])

9 to 1 (the switch sequence should be [9,0,1])

8 to 6 (the switch sequence should be [8,9,0,1,2,3,4,5,6])

Then, I want to do both animation styles like below:

A:
when 1 to 2 is finished, the 9 to 0 animation will continue, then 9 to 1, then 8 to 6.

And B:
all four digits switching animation can start together and end together, in other words, with the same duration.

Here is the file to start:


texts: Should the obj file always contain the keyword "mtllib" for textured models?

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I've exported a model out and trying to import it into Blender. However, the Texture is missing. I manually looked in the obj file to find something regarding mtllib, but a search did not find this phrase at all.

Must all textured obj files contain the keyword "mtllib" at least somewhere?


texts: Particle System Render as Object not working

texts: So the particle system works on default settings, but when I change the "render as" to object, nothing appears. Not sure what I'm doing wrong...


texts: How to make the effect on the edge of the facial mask?

texts: how to make the effect on the edge? I have made the model, but struggling on the textures. Thanks for you time. :D


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I am learning how to use the Knife tool and it's not working for me. I try to make a straight line by clicking on two points with Left mouse button, but the second time I click it, the line disappears.
I am trying to cut a diagonal line in the small box on right.

Please find attached blend file.

I tried to attach a Blender Screencast but it doesn't allow me to upload avi files, could you please tell me how to do it?

PS While you are at it, could you please check why my vertex snap (or any snap for that matter) is not working when holding down the Ctrl key? I am following a video tutorial and it's supposed to snap at all the corners, but it's only snapping in one or two places.
Thanks


texts: Script taking photos of 3D models with blender

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I am trying to emulate the process used to produce the images from 3D models in the smallNORB dataset https://cs.nyu.edu/~ylclab/data/norb-v1.0-small/. I have a series of 3D models which are in a .stl format.
I want to be able to script a process to obtain 2D images of these objects as if they were taken by two cameras under different lighting conditions, evelations and azimuths.
Would this be possible with blender SDK?


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I'm doing an animation on a 2D plane.
I have some 3D objects on it.
Now I would like to show some fire. I know I can follow some smoke and fire tutorials and add this. But rendering takes very long.

Is there a way I can add 'simulated' fire/flames that doesn't need to bake and render so much?
I was thinking of trying to search an animated gif of fire and try to render this (never done this) but I have no idea if this would be the way to go.

Any suggestions?


texts: What a "linear modifier" does on the sequencer?

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When on the sequencer, there's this "Use Linear Modifiers" option.. What does It mean?

by the guide: "Calculate modifiers in linear space instead of sequencer space."

but which is the "sequencer space"? How does It differ?


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The problem:

I have a 3d model and have uv unwrapped it. The vertices have multiple uv coordinates, which the exporter that I am using does not support.

Examples:

An object with multiple uv coords vertices.

The object in game, the exporter and the engine cannot split edges or use multiple uv coordinates. In the image the uv coords have been merged together into a visual mess.

An example of the uv map after a roundtrip: export from Blender and then import into Blender.

Question:

So is there a way in Blender to remove multiple uv coords vertices? The tool or addon I should use or a script in python would be appreciated.

Extra details:

If there is a tool in Blender that can do it, this is how it may work:

Select model that has multiple uv coords vertices.
The tool finds each connecting edge with multiple uv coords vertices and splits it. Or marks the edge as a seam.

This is my method to manually remove them:

Visually find uv seams and select edges.
Split the edges.


texts: How to Add Shininess on this Sun Object?

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I need to Add Some Extra Highlight/Shine/Glossy to My Sun Object such that It feels like Sun is Emitting Sun-rays.

My Scene :

It must feel like something like this :

Options I have tried :

Increasing Strength of Emission Parameter of Sun. (No Effect)
Mixing Glossy Shader with Emission Shader. (No Effect)


texts: Why are the mesh faces different colors?

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In the 3D View window the mesh I am modeling appears with two different colors.  The final render has one color.

it's my first day learning blender and I'm following a tutorial to create a house model. In the tutorial the different faces of the house are all the same color, but my faces are having two different colors. I'm wondering why was there a color applied and what does it mean? When I render the model it's all the same color.