texts: Extrude Region (Vertex Normals) Extruding faces individually

texts:
I have an issue with extruding along Vertex Normals. The faces extrude independently.

When I select the extrusion type with the proper faces selected:

The faces extrude individually and don't stay with each other:

I have my pivot center set on Median Point which has been mentioned in some of the other posts. I am following a tutorial and can see it work correctly in the video. I also saw in another post that it could be because one of the faces isn't linked correctly. All of these faces were created with other extrusions and as far as I can tell everything is linked correctly.

I am running Blender Version 2.79b. I also loaded my file in version 2.78c with the same results.

I don't see a way to upload the blender file here so I tossed it out on Dropbox.
https://www.dropbox.com/s/xrt263hwd2n6ibj/SpaceShip.blend?dl=0

Any help would be very much appreciated.

J.R.


texts:
I got this error in animation nodes, when i try to sort the ids.

my node tree:

What am i doing wrong?


texts: Modify degree of Bezier interpolation between keyframes for animating an object

texts:
I'm trying to animate motion of objects. For this, I'm setting the location and rotation of the objects at certain frames and marking them as keyframes. By default, blender uses Bezier interpolation so that the motion starts slowly, increases speed in the middle and then starts decreasing to 0 at the end keyframe.
However for certain cases, the initial motion is too slow that there is hardly any motion between the frames, but the motion in the middle to too high. Is it possible to modify this slightly such that there is some initial motion and the motion in the middle is not too high?
I know I can use linear interpolation. That will be my last resort. But if Bezier interpolation works, it'll be great. Additionally, I can't do this manually. I have about 200 blend files and I need to do this for every one of them. So, I would prefer if there is some setting that I can change via python.


texts: I can't pull up my reference image's on blender

texts: I am trying to import one of my reference image, but even though  they are downloaded and I can pull them up in other app's when I go to use it in blender and try to import the picture as a plain or anything else, blender tells me there is nothing in the files. I can open the folder's, but it will not allow me to see or import the pictures I downloaded. I had tried to drag and droop and it still did not work blender is not accepting the files. Does blender no longer accept JPG anymore? I hope these screen shots will give enough info to get me back on track.


texts: Black artifacts on plane with procedural displacement

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I'm trying out the procedural displacement in 2.8 with Cycles following this tutorial. The object has 100 subdivisions in addition to a SubSurf modifier, and one material with two shaders separated to form rocks and some water. When rendering with 4 levels of subdivisions, there are these black marks all over the water.

When I render with only 3 subdivisions, there are fewer artifacts.

Shouldn't more subdivisons give a more realistic render?
.blend


texts:
I've rendered a character's hair in Blender Cycles and I'm getting a strange result. It looks like this: https://dl.dropboxusercontent.com/u/5171857/ezgif-2308112385.gif
I'm not quite sure what the problem is. Are my samples not high enough? (I'm currently using 49 samples.) I don't really think that the samples are what's causing it to do this because I thought that grain caused by low samples was static, not moving. This problem only occurs when my mesh is moving or the camera is moving, by the way.

What should I do to resolve this issue? If the samples are the problem, what would be a good sample number to ensure that this issue doesn't occur?


texts: Using python to set object shading to 'smooth'

texts:
So I wish to create and object and set it's shading to 'smooth' using python. It seems simple enough but after trying every method I could find on the internet none of them worked for me. Here's a short example script where the object needs to have smooth shading:

import bpy
from mathutils import Vector

verts = [(0,0,0),(0,5,0),(0.25,5,0),(0.25,0,0),(0,0,5),(0,5,5),(0.25,5,5),(0.25,0,5)]
faces = [(0,1,2,3), (4,5,6,7), (0,4,5,1), (1,5,6,2), (2,6,7,3), (3,7,4,0)]

grat1mesh = bpy.data.meshes.new("grat1")
grat1obj = bpy.data.objects.new("grat1", grat1mesh)
grat1obj.location = (5, -5, 0)
bpy.context.scene.objects.link(grat1obj)
grat1mesh.from_pydata(verts,[],faces)
grat1mesh.update(calc_edges=True)

grat2obj = grat1obj.copy()
grat2obj.data = grat1mesh.copy()
bpy.context.scene.objects.link(grat2obj)
grat2obj.location += Vector((-0.125, 1.25, 1.25))
grat2obj.scale = (2, 0.5, 0.5)

bm = grat1obj.modifiers.new("Chop", 'BOOLEAN')
bm.object = grat2obj
bm.operation = 'DIFFERENCE'
bpy.context.scene.objects.active = grat1obj
bpy.ops.object.modifier_apply(modifier=bm.name)
bpy.context.scene.objects.unlink(grat2obj)

I found this online and tried to place it at the end of the script:

smoothings = []
smoothings.append(face.use_smooth)
me_ob.faces.foreach_set("use_smooth", smoothings)

However this just returned an error on the second line, perhaps as it was from an older website.
Obviously using a simple bpy.ops.object.shade_smooth() didn't work and I'm kind of stumped as of what to do here!


texts: UV unwrapping of a row boat is not working

texts: I am almost new to blender and completely new to UV unwrapping.I have modeled a row boat following a tutorial on youtube. After completing the model, I am trying to unwrap it. But when I mark the seams and hit U to unwrap it.It shows nothing on UV/Image editor.I think I have done some serious mistake but can not figure it out.I have attached the blender file with marking all the seam: http://pasteall.org/blend/index.php?id=49243


texts:
I'm trying to get the UV coordinates of from UVMap using getattribute() as follows :

#include "stdosl.h"

shader node_uv_map(
    string name = "",
    output point UV = point(0.0, 0.0, 0.0),
)
{
    if (name == "")
        getattribute("geom:uv", UV);
    else
        getattribute(name, UV);
}

with the name empty or containing the UVmap name there is no output

how to perform that correctly
is there another way to get the uvmap coordinates in osl
what are othor attribute that can be retrieved using getattribute beside these

Blender 2.7b


texts: How to load older versions of a blend file?

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Is it possible to load earlier versions of a project? I generally use the same project for the same type of occasion and in an earlier save I had something that I wanted to use again.

Is it possible for me to load older project saves?


texts: Blender will not import all of my custom shortcuts. How do I fix this?

texts: I recently changed some of the shortcuts to make Blender more comfortable for me, but every time I export my key configuration & import it into Blender (on another computer) some of the custom shortcuts work & others do not. I'm very confused & tired of remapping them over & over again.


texts:
I have a set of lines instanced along a curve using "Replicate Matrix" and "Object Matrix Output."

My goal is to loop through the instanced lines and, for each one, get a random point on it, find the nearest point on the next instanced line, and make edge between them. The end result I want is edges drawn through all of the instanced lines, looking something like this:

I've tried to do the following way. First, a loop that runs through the lines and finds edge starts and ends:

The "random point" comes from the Random Number that inputs to the Get List Element, which has the vertices from the first line. I then pass these edge starts and ends out of the loop to draw the edges.

This works to some extent, but I'm having problems achieving the result I want. The result I actually get is more like this:

Edges are drawn between adjacent lines, but only between the two lines currently being compared in the loop. And the number of edges being drawn between adjacent lines increases as the loop runs. I don't understand why that is. And the edges don't accumulate as the loop runs - so the edges drawn on first iteration aren't preserved in the second, etc.

To try to fix the second, accumulation issue, I tried to make this second loop, which would save all the edges the loop calculates:

But this hasn't worked. The list in the Append gets longer after each iteration, but each element in the list gets written over with a single vector value. You can see that happening, e.g., in the Viewers connected to the Append to List nodes. It's weird.

So, that's where I am. I can't figure out how to turn something like the second drawing into something more like the first. Maybe I'm going about this whole thing the wrong way! But even just figuring out how to get the Append node to hold values across iterations would be awesome.

Here's the .blend file:


texts: Match two planes with different origin locations (Blender Python Matrix Math)

texts:
We see two identical Plane objects: A(blue) and B(red)
They are oriented arbitrarily in the 3D space.
Notice that the origin of A is located in the center and the origin of B is located in the lower left corner.
The problem:
What is the python code in Blender that will match the shapes of A to B perfectly.
I tried to match the matrices:
A.matrix_world = B.matrix_world

This matches location, rotation and scale of the objects but I still need to offset A by half width and half height in order to fit them perfectly.
Is it possible to do that with some of the available Matrix functions in Blender?


texts: How to animate a propeller on the axis of rotation?

texts:
I want to animate this propeller spinning in Blender 2.8. I have oriented the local axis of rotation as described here.

Here are the reference images at a larger size

It appears to rotate correctly here

Then I keyframe the rotation

The resulting playback is a very chaotic rotation on a different axis

Any clarity on what I am not understanding about this process is greatly appreciated. Thanks.


texts:
I've exported design from Illustrator to Inkscape to turn it in SVG and then make a model in blender. I've traced bitmap in Inkscape and everything seemed fine but when I click edit mode in blender - object appears with strange artefacts in topology coming from holes of an object. How do I fix this?

I've tried to voxel remesh as well but objects becomes too small and nothing really changes.


texts: If I have a stroke with 3 vertices and I select the right 2 vertices then rotate it rotates from the middle of between the 2 points. Is there any way I can have it rotate from the middle vertex?


texts: How to add a datetime object as custom property to a blender object

texts:
I'm trying to add a datetime as property to an object like so:

from datetime import datetime
obj = bpy.context.active_object
obj['somedate'] = datetime.strptime('1900-01-01', '%Y-%m-%d')

...and get an runtime TypError about datetime.datetime not being supported as id-property.

Is there a simple way to add this support? (...or is it easier to work with string properties and convert as needed with strptime/strftime?)


texts:
When I unwrapped my mesh and then fill some faces by default fill tool, I got next:

When I saw in my UV I have understood, that problem is in next parts of UV, which were not filled (why?):

What should I do to fix it?
Sorry for my english. Thank you in advance


texts: Can't see part of the mesh in object mode

texts:
I'm following the book Introduction to Character Animation in Blender. I stopped a long time ago and now I'm starting again so I'm confused about many things. I know you unhide with Alt+H but that doesn't work. I've read a few threads I found on Google but I could not find the solution. I'm linking to my file so you can look at it.

https://drive.google.com/file/d/0B85i1BKJ9r96dWMzREhoNzZUbjg/view?pref=2&pli=1

EDIT: I also can't see the texture I added to the head material. I thought it was because the path to the image had changed, but no. In an earlier version of the file I can fix it by reloading the image (because the path changed), but not in this one. Last thing, any time I hit render it crashes.


texts:
I have a scene of an office. It has chairs, tables, computers, and so on.
I would like to know how I can render this scene faster as I am planning to make animation inside the office and don't want the render to take forever.
I know of sampling, resolution and most things in render settings. I have also heard of render passes or rendering using layers.


texts: Quickly putting an object or set of objects on a bezier curve projected to a surface

texts:
Question:

Can you project an object with an array modifier and curve following modifier onto a curved surface?

Explanation:

I am attempting to put an array of objects aligned on a curve into a fractal type of configuration projected onto a curved surface.
I know that sounds complicated, but my hope is that someone knows how to do this with relative ease.

Attempt:

I believe this can be done with a bezier curve as a parent, which is shrinkwrapped to the surface, while its children follow the path, and an array modifier is used to extend it along the path.  Shrinkwrapping the object itself flattens it, which is not what I would like.

To start, let's leave out the part about the array following a curve, and just look at the fractal pattern of objects onto a curved surface, because I think this is something that a lot of people would run into when making scenes and would be highly useful to do in an automated fashion.

it should be something like this:

Starting with the small complex set of objects, such as the cube and balls to the left, and the large curved surface (spehre) to the right:

How can we get to something like this? (as an array upon the surface) (Sorry it's such a bad attempt at getting them oriented on the surface):

or this: as a fractal modified array or random on surface?

I am attempting to do this with cylindrical type aggregations of objects, which follow bezier curves, which I can project the bezier curves onto the surface, and then make the object follow the curve and set up an array to make it follow throughout the curve, but it does not work out so well to do it with hundreds of objects quickly.

To do it with these cubes, it would look (something like) this:

The problem with shrinkwrapping the bezier curve to the curved surface, is that you have to apply the modification before you can get the cubes to go along the curve, since you want them along the surface after shrinkwrapping to the surface.

If you apply the shrinkwrap after getting the array of cubes and they are following the curve, you get this (nothing happens to project the cubes onto the surface, the bezier curve just gets put there):

So, it appears you must have apply the bezier curve as the parent object after the projection, which makes it difficult to get the ration/translation applied to the cube objects.
Furthermore, the shrinkwrap doesn't completely get the bezier curve along the curved surface:

If I put a hundred bezier curves shrinkwrapped to the sphere (it must be applied in order to get the objects to follow it), then they each have different rotation and translation, in which the object has to be changed to match in order to follow it correctly.  Is there a simpler way to apply an object to follow all of these bezier curves and have the same rotation/translation etc?

I think this method would have huge consequences of use if it could be applied with varying amounts of fractal pattern applied to each portion.
Such as having a standard patch of grass mesh, then applying it to a series of planes created with fractal patterns (random soil arrangement), then applying the standard grass to it in a fractal pattern while varying the grass mesh slightly each time.  It could make a realistic random grass scene with just a plane and a few blades of grass.


texts:
I watched a CG Masters tutorial about PBR (https://youtu.be/cvu5XYrZT6Q). In this video he gives a link to IOR table of commonly used materials (https://pixelandpoly.com/ior.html) and values in it can be used to calculate the specular value for the material. For example, asphalt has IOR of 1.635 which gives us about 0.73 of specular. And it looks pretty good especially with bump:
But there's no values in the table for such materials as paper, concrete or stone, which I found really strange because asphalt was here. I searched for the rock/stone values and found one: 11.07168, which gives 8.701 of Specular.
When I try this value all colors of the stones are gone:
I want something like when I set the Specular to the eye but more PBR (damn thick edges of Voronoi ):
How do I make a PBR stone wall material? Could you please provide some links to Youtube tutorials? I've tried to search. For example Blender Guru always uses textures from Poliigon with normal maps, albedo, etc. But I want to achieve this procedurally.
P.S. By the way, I've just learnt that what we call an asphalt is technically an asphalt concrete. The real asphalt is a viscous liquid (https://en.wikipedia.org/wiki/Asphalt). And it confuses me more: if the table provides value for the liquid Asphalt, why does it look good in the first screenshot? And if this value is for asphalt concrete why is it provided here and the value for stone is not?


texts: Can you split a group of particules between different forcefields?

texts: I have a cube that emits particles surrounded by 4 cubes, each have a negative force fields (i.e. attractive). I want my population of particules to be equaly split between theses force fields to create an X pattern. However, the particles are only directed between the force fields and not directly on them. How can I fix this ?


texts: bpy.ops.sculpt.brush_stroke Incorrect context when called using the bpy module in headless mode

texts:
I have been trying to sculpt a mesh using the Python API (v2.83), running via the bpy module in headless mode. So far, I can render the mesh as is, but as soon as I try to use bpy.ops.sculpt.brush_stroke() I get the RunTimeError:

  RuntimeError: Operator bpy.ops.sculpt.brush_stroke.poll() failed, context is incorrect

The following are the contents of my bpy.context:

Note that I have set the mode to "SCULPT", and would like to sculpt the "Body" object. Inspecting the contents of bpy.context.area, it is None. Should it be "3D_VIEW", and how to change it since bpy.context.area is read only?

Thank you in advance.


texts: Random color on multiple multi-component objects obtained by applying an array modifier

texts:
I have a shipping container made up of around 30 different meshes. I want 3200 containers stacked together, each with a single random colour of a selected gradient (red container, blue container, green container, etc).

Another post on the site suggests to "Separate as loose parts" after applying the array, but this assigns a random color to each SINGLE mesh component (observable in the monkey's eyes).

Is there a way to merge all objects into a single one, joining all intersecting external faces automagically? (Boolean modifier doesn't appear to be designed or smart enough to handle several complicated meshes)
Is there another way to apply random colors to array items without separating into loose parts?

Thank you!


texts:
I have to make a WebGL page to display an animation importing a character that someone else created for a "normal" animation (for video). I'm using three.js GLTF and Blender 2.8 combination to achieve my goals. This is the procedure I'm implementing and it works like a charm:

Import object from blend file #1 to blend file #2.
Ctrl+A to apply all transformations.
Animate
Bake animation
Make animation linear
Push action to NLA

This works 100% of the time but with this imported model I get a location offset in my web canvas. After over 12 hours of testing and looking up information about this behavior the only solution was to make a new object and associate the imported mesh and get rid of the imported object.
Here is a Shared Folder
 containing the Blend and exported GLB file, where the object "body" is the one with problems and the object "suzanne" is the error free object. Both share mesh and action.

So my QUESTION IS:
Does anyone knows what is going on with this object?

Cheers.


texts: In particle edit mode when combing hairs,I find that some areas have collision "the guides can't be at that place" while there is nothing there.I don't know what is the cause.


texts: How Can I Keep Blender From Remembering Bad File Paths?

texts:
I was installing Diffeomorphic and foolishly installed Dropbox in the process. This somehow convince Blender that dropbox is the location for all my files. I got rid of drop box, but I can't convince Blender to use the file paths on my C: drive, or erase dropbox paths from its lists for importing and exporting, so these operations keep failing.
I uninstalled Blender and reinstalled it, but it preserved its memory of bad paths.
How can I fix this?


texts:
I am looking for a simple way to repeat part of a texture page uniformly over a large model. On the right you can see my texture page which I am using for multitexturing. On the left you can see the selected faces I have.

What I would like to do is unwrap the selected faces and have them collapse into a square that can fit correctly into the grass area. I also want the texture to repeat and flip horizontally and vertically. I do not want to unwrap it to some other shape and then scale it because this requires that I upsize the texture which is what I've done in other areas and the texture is now 10mb's as a result and far too inefficient for loading into any engine. The reset option under 'U' for unwrap comes close but the edges of the texture do not align properly but it does make a perfect square similar to what I want.

The game engine this is targeted for is GameMaker which does not support multi-texturing and I therefore must use a single combined texture. If there is a way I can achieve this without manually moving the texture coordinates and pinning them it would be really helpful, even if I could write a script or a plugin that could accomplish this to save me from having to do it by hand. It's theoretically possible but I doubt at this point that Blender has such built in features.

Edit: A clearer indication as to why the U->Reset feature does not work 100% notice towards the farthest left the edges of the triangle fan are not mapped correctly.


texts: How to remove/apply all modifiers of one object in python

texts:
Lets assume you have 1 object with 4 modifiers added to it.
I am curious how one would approach the task to apply all or to delete all modifiers of a just selected object that has many modifiers already added.

The console reads out the modifier delete as

bpy.ops.object.modifier_remove(modifier="Box Right ")

So "Box Right " I might have to replace with something like active.object.modifier.name and then work each modifier off?

This would be very helpful when you want to generate a static mesh for animation or 3D printing.


texts: I tried to give a bake to make a texture from the selected object but it does not work. I've made a new image and you can even see it on the screenshot, image, .,Barrel.001" and tries to do it in UV editing or through the default layout selecting ,,tab'' and then ,,a'' to select the whole object but then I have the same error when I press bake.


texts: How can I use different background and foreground images for each camera?

texts:
I have an experimental scene I've been working on as I'm learning Blender.  (I've already asked about some camera and image issues in Why doesn't my Eevee rendered image match my view through the camera?)  I added background and foreground images to one camera.  It took a while to get them to show up.  I did a lot of research and found that the images specified within the Camera settings don't show up unless you include them as sources in Nodes in Compositing.  So I did that.  They showed up, just like I wanted to.  It took a lot of experimenting and help, but I got it to work.
Then I went to another camera and the same background and foreground images in Camera 1 show up in Camera 2 as well when I do a render.  My understanding is that by setting up both the background and foreground images in the Compositor, they are part of the scene and will show up for any camera.
Now I'm confused.  From my perspective now, a background or foreground image won't show up unless it's a source in the Compositor, but if it's a source in the Compositor, then it seems to show in every camera.
How do I add a background and foreground image so it'll be visible from Camera 1 and no other camera?
In this particular file, I'd like the images to show up with Camera, but not with Camera.001.
Blend file:


texts: How to add Key frames to the compositing nodes?

texts:
I have been following the 'Old TV intro' tutorial by the youtuber Blender Education and at watermark 28:40 he adds a keyframe to the offset on the x axis in a texture node. I am using 2.81 and I cannot seem to understand how he did it, although in the tutorial he used an older version of blender. Any help or answers would be greatly appreciated.

EDIT: As you can see in the screenshot above he enters some shortcut that creates a keyframe on the offset section of the texture node. What I'm trying to find out is how that is achieved in blender 2.81. Sorry for any previous confusion.


texts:
Situation: I have an Object that rotates (keyframed). I use Nodes and Drivers to set the objects color to blue within the first quarter of one whole rotation (90°) and red for the rest (270°).
That is working fine.

Now I want to use this Color Output (blue or red/0 or 1) to drive another objects keyframe.

I need a way to get these colors as a value which I can use as a single property in the drivers menu. But I can't seem to get any working data paths from the nodes to fit into the "path: slot" in the drivers panel.


texts: Is there a tool to check if two meshes will fit together?

texts:
I need to make a car from several parts. I created the lower body and the upper body. These parts (separated objects) will be 3D printed. I want to check if the objects fit together. I need a tool which will show the edges (or faces) which are intersecting, and I need a glue gap too.

I can't find this tool.
Thanks.

car parts

glue area


texts:
Composite movie clip with 3D model.
Iphone 7, 1080P,30FPS,20MB
AMD 7Core，64GB，GTX1070
Blender system Sequencer Cache Limit set 32768
MovieClip saved as the RAMDisk.
Open MovieClip play the 1080P, frame is much lower than expected.
Export MovieClip as 1080P PNG sequence is same low.
Export MovieClip as 720P PNG sequence get a litter better but still lower than 30FPS.
After Motion track ,Solve Camera Motion then click Setup Tracking Scene then total become extrem slow even can not drag the time line .
 Tried Proxy 25%,still same slow.
Whats wrong and how can improve that?


texts: Grey Edges on Image and Black Streaks in Corners

texts:
First off, sorry if this is the wrong place to post this sort of thing.

I’m having some visual issues I’m trying to fix. I’ve attached a Render Image, the Render Tab Settings, Node Map and settings for the material

On the left side, you can see a grey line on the edge of the render image near the windows. Upon further inspection, the grey patch maintains consistency as long as there is a window on the edge of the render image.
The mini-extension in the rear has a little bit of light bleed. Does anyone know how to use Irradiance Volumes in non-cuboid spaces?
Resolved issue with black streaks where floor and wall joined is caused by lack of irradiance volume density; Increase the density to solve issue (https://i.stack.imgur.com/hTcON.jpg 1)

Thanks a bunch!


texts: 3D Volumetric Planetary Clouds in Cycles?

texts: Well I succeeded in creating a realistic volume atmosphere (method here, for those who are curious), but I am unable to create 3D clouds. I wanted to use the clouds as a density map for a volume material. Unfortunately, the volumes only respond to 3D procedural textures. Is there any way to get 3D clouds that appear to move around the planet in jet streams? Similar to the cloud map below.


texts: How many CPU cores does Blender support and make sense?

texts:
everybody,

i want to "build" a new computer for myself. Blender benefits from several cores. How many does Blender support and how many do actually make sense?

Greetings
Ralf


texts:
I have been looking at similar questions yet the following script is not returning any error but the origin of the object is not changed. What did I not set right? The context seems ok since I have selected and activated the object first:

imported_object = bpy.ops.import_scene.obj(filepath = the_file_path)
bpy.data.objects['Blob'].select = True

the_object = [ o for o in bpy.context.scene.objects if o.select ][0]
bpy.context.scene.objects.active = the_object

bpy.ops.object.origin_set(type='ORIGIN_GEOMETRY')

there is only one active and selected object which is 'Blob'. Here is a picture of the result:

Here is a link with the imported file : https://gist.github.com/compmonks/dd997dc53bb0dcd48de2fe077866266f

EDIT

This script is loaded with Blender on the command line so there is no direct access to context areas and so on. This causes some operators to not function properly. I found that loading blender with a blend file and the script was avoiding this problem. Not sure if this is the correct way to do so :

import os
os.system("THE_BLENDER_PATH THE_BLENDER_FILE.blend --python THE_PYTHON_SCRIPT.py")


texts: Can newtonian particles using an Object as the render method, have unique rotation angles?

texts:
Following this guide http://blendersushi.blogspot.ca/2011/07/randomization-using-blender-particle.html

I created a particle system , but each newtonian particle is using the same rotation. I have selected 'Object' as the render type setting. So each one of my objects is copying the 'reference' objects rotation angle....

Can each particle somehow be given a random rotation? I want a 'Boids' random effect, but with the newtonian setting so I can push the particles through some nearby fields.

Thanks!


texts: When Im in blender 2.8 I click the tools at the top (the hand and the zoom tool) and they do nothing! I know how to scroll to use them but they don't work. I will build and stuff and then like 5 minutes into it the tools slow done and then they completely stop so then I am unable to move around my world


texts: Is there a way to export the new and wonderful grease pencil in any vector format. This would be so nice for logos and graphical stuff!!!!


texts:
I'm working with a mesh generated by an advanced photogrammetry technique http://ir-ltd.net/

The topography is not pretty; here is an example screenshot:

As you can see, the triangle density does not conform to the smoothness of the surface.

I'm guessing this is due to the way the algorithm determines likely candidates for points of interest -- I shave my head myself and the result was uneven; patches of hair probably generate more candidates and hence great a triangle bunch.

Anyway, is there some technique for tidying it up?

Decimation is the only way I can think of. And I will be decimating anyway. So I almost didn't ask the question.

But I am thinking maybe if I first reduce the mesh to a clean evenly distributed mesh, the decimation tool may produce cleaner output.

So, is there any process I can perform to tidy up the mesh topology?

PS This is the 100 K mesh.   I also have 500 K and 2 M.


texts: Blender 2.8 Texture Paint Nodes - supported in Unity?

texts:
I know node-based mats are not supported in unity.

However, texture painted mats are supported in unity.

Now, 2.8 blurs the lines because it allows node-based mats to be created in texture painting.  Is the result of this maintained if you export to Unity please?

Thanks,

A


texts:
I'm new to Blender but have some experience with 3D animation.
Problem: I'm trying to make a lip sync with a 3d character to a piece of audio as a test for a Minecraft video. The audio starts "Hello folks and weolcome to episode 13 of minecraft... etc".
I import the audio file to the Video Sequencer and activate Playback, Audio Scrubbing so I can start lip syncing. I press Spacebar to start and pause the playback but the Audio keeps moving. Without reversing the playback at all, every time I restart the audio after pausing, it restarts from a previous point in the audio, making matching to keyframes completely impossible.
eg. start "Hello folks and" pause start "olks and wel" pause start "ks and welco" etc.
I've not found anyone else describe this problem after a lot of searching. Most of it seems to be a gradual desync between Audio and Video. This is not that problem. It's immediate and constant as if every time I pause the playback the audio jumps forward a bunch of frames.


texts: How can I set the maximum draw type for multiple objects?

texts:
I'm currently working on a scene containing 1000+ objects which all need to be set to a different draw type to save on computationally expenses in the viewport. But doing this for every object separately is really tedious.
Therefor I'm wondering if there's a way to change the maximum draw type of multiple objects simultaneously. Preferably only the selected objects.


texts: settings bar when I add an object wont let me change anything

texts: when I add an object, what do I do if I cant adjust the setting in the bottom left corner. I have tried changing my preferences and random stuff around blender and I cant find anything that works. what do I do?


texts: (Blender Eevee 2.9) Soft shadow appear as hard shadow in render

texts:
I'm making this animation for someone, and when im rendering, the soft shadows i've set up are appearing as hard shadows in the rendered mode. They look absolutely fine and normal in the viewport mode. Here are the images:
Viewport Render:

Actual Rendered Image:

You can see how hard the shadow is in the rendered version. I have tried everything i can to fix this. Help would be super appreciated


texts:
This might be a stupid question, but how to model a shape like this?

Where the up part is roundy, but the down part is boxy.


texts: My image won't render. Every time i go to render, all I got is a grey screen

texts:
I have tried many methods and none of them worked! I tried blender render and cycles render, checked that everything was able to render, and i even tried re-doing the project all over! Anyone have anyway i can fix this? Ill add the blend file.

http://www.mediafire.com/file/3gdy6rf3zg6xvkg/thing.blend  (File was to big for other options, so mediafire I guess)


texts: How do I show a "model" in a movie just like it is actually in the movie?

texts: I go this set up to show, I put A Movie in, then went to nodes, added the movie, scale set to render size, and rendered layer is connected to  Alpha over connected to composite .. the model is barely showing up .... I had to add emission to the material to the model to get it to do that, but it is not even very realistic looking.


texts: Hi so I started to use dynotopo on my object or character. I realized it hadn’t been mirroring well. Or hasn’t overall. So some parts are off, I tried to snap to symmetry on edit mode. Ends up with 4494 mirrored, and 84012 failed. I then tried to do dynotopo symetrize. I tried all of the directions, for example -x to +x, and vice versa. I also tried all of the rest and they all end up wonky, like two heads beside each other or inside each other. How do I fix this?


texts: How do I get gloss/matte control through an image texture?

texts:
First ever material I'm trying to make and can't find what I need online. I created a black and white specular map, and a normal map in photoshop.I found out how to invert the normal using the invert node, but am not getting any results with the specular map wherever I put it. I watched chocofur's glossy shader video, but when I plug the image texture to the roughness, it all seems evenly glossy and ignores the image... My question is, How do I get the smooth areas to be a matte/brushed gold, and the embossed areas to be a shiny gloss gold?

adding the file!

Below is an example of the types of finishes I would like.


texts: Whats a material node/node setup that could restrict an image's palette

texts:
I have this basic image pixelizer setup and i want to use a specific color pallete.

I want to be able to do something like add a colorramp and it changes the colors from the image to the closest option on the colorramp. Just using a colorramp doesnt work because it just assigns to colors to the greyscale value of where they are on the gradient. How could i do this?


texts:
I tried to export blender assets to Unity.
I know it's a common thread in this Stack.
But I still didn't figured it out.

Blender crash like half a time whenever I try to bake.

I figure out how to get the baked images, and save it in a texture folder.

But the FBX export doesn't have the required material in UNITY and show only in with grey mat.
Whenever I try to make my own material with the baked image and apply to the models, it doesn't fit to the models, it is not following its UVs.

Is there a "easy" way to export to fbx including its materials.
I tried FBX addon bundle exporter but it did not work.
(Missing files I guessed ?)

I'm using the Cycle render with the PBR Materials Add on Blender 2.79.


texts: Creating correct proportions for Minecraft projects

texts:
I apologize if the question isn't very specific; I can't think of any other way to word it.
I'm looking to make Minecraft animations with Blender. One of the big obstacles I've run into is the proportions.
Say, how can I make a Minecraft character the right size to fit with the Minecraft build I have in an obj? This doubles for other entities, such as a creeper, a pig, etc.
I've looked up tutorials on "How to make a Minecraft animation with Blender," but they all (by "They all," I mean all the ones I've seen) tell you to download a starter .obj, which I really don't want to do.
I love being able to create anything and everything in Blender from scratch, but if I use a starter .obj, that ability isn't there at the point I'd like it to be at.
Thank you in advance!


texts: Set a camera to free fall like a Rigid Body?

texts: I want to capture freely falling objects from their reference frame. i.e. to have the camera freely falling due to gravity in the exact same manner.  Is there a simple way to make a camera free fall just like a Rigid Body?


texts:
I want to create a game which is to choose two parents to generate a child with the mid-point of colour from parents.
For example: There are two cube, A is RGB(255, 0, 0), B is RGB(0,0,255). When I click a button, then the system will generate a new cube which is C, C is their child with parent colour mixed, C is the mid-point colour of its parent RGB(128, 0, 128).
Then, if I have many parents with different colour, I select two from the parents pool and hope the system to generate the child with the mid-point colour from parents. How can I do it?


texts:
When supplies are more available, I'll be building a new PC and am wondering if Blender works better with NVidia or AMD GPUs or if it even cares. Is it more important to have a card with more RAM?
Thanks!
--ted


texts: Hi I Want to make Water in Blender but I do not have all options all I need in Fluid menu


texts:
I have used blender before, but h264 is not showing up

any way to get it on?


texts:
I can't get vertex/edge/face snapping (or even grid snapping) to work in one blender file. I have tried this file in 2.79 and 2.79a. If I open another .blend file snapping works fine.

I have saved/closed/reopened the file, restarted Blender and rebooted the computer and upgraded Blender, all to no avail.


texts: Hair dynamics stops working after particle edit

texts: Hair defaults to sticking straight out, and the dynamics moves it from there. I'd like to comb it to something more reasonable so the dynamics don't have to do as much work. The problem is that once I change something, the dynamics stop working entirely. How do I fix this problem?


texts: Motion blur for a spotlight projecting an image

texts:
I made a model of a projector, where the projection part is done with a spotlight with material like below.

Now when I move the spotlight away at a high speed, I'd expect some form of motion blur on the projector screen but the image is sharp as if the projector was stationary.

Just to convince myself that motion blur in the scene works at all I've added a light-emitting ball that moves in front of the screen at a rate similar to the spotlight.

Without motion blur

With motion blur (note blurry ball but sharp image)

How can I make a projector that responds to motion blur?


texts: How do you extend the collision time of an object?

texts:
I have a string tied to two separate objects, and I need the string to have a 'yanking' motion continuously for 20-30 seconds. The cloth collision currently is doing what I want, but the simulation only lasts until frame 50 or so.
Is there a way to extend or repeat that motion continuously?


texts:
Are there any refactoring tools for Blender that are currently alive and work with the latest Blender releases?

By refactoring I mean making changes to data, such as objects and groups, where links to that data in external '.blend' files are updated. For example:

Renaming data.
Moving data to different files, which is the same as making a linked copy of that data in an external '.blend' file the source.
Safe delete, where data is only deleted if it is not linked in external '.blend' files.

I have heard of Blender-Aid, but it seems that project is no longer maintained.

Blender Asset Manager is great, but can only be used to rename or move entire '.blend' files rather than their data.

I'm not sure Asset Manager has the refactoring features I am looking for.

I have written some scripts using Blender's Python API, but because they need to open each '.blend' file to search it, they are extremely slow and cannot be used in practice.

I am currently attempting to use blendfile.py to rewrite those scripts, but it is turning out to be extremely time-consuming to learn how to use it given the lack of documentation, not just on blendfile.py itself, but also the way '.blend' files are structured.

I truly don't know how anyone can use Blender without refactoring, it's essential for the workflow of any large project. Surely there are already tools out there that do it.


texts:
I have this table:

When I activate "Bevel", there is this incorrect face:

If I activate "Clamp Overlap" the problem disappears, but also the bevel effect:

How to solve this?


texts: I made a blender cube, but the colors are grey

texts:
I made a cube and colored it green. When I made it, it looked perfect. But when blender renders it, all the colors turn gray.

The grass block looks fine, but it is not rendering correctly.


texts: How can I make metal look decayed and rotted

texts:
I want to make a plane look like its been decaying with rust holes in the jungle for decades like this picture.

I think I remember seeing an add-on that could do this, I could be wrong, but any help is greatly appreciated.


texts: I have my model and i have group and i want to make it MAKE PROXY but there is no option. I have group it and find in the search did not get then i ungroup and find did not get. Where it is hidden or how can i make my model Make proxy option available. I have made the group and then added as group instance. Then i get the option of make proxy but and error. Can only make proxy for a referenced object or group


texts:
I have a basic .obj of man from which I made a bmesh. I want to widen his hips. I'm a big Blender noob (and most of the work I've done with Blender has been rudimentary python scripting) so I don't know how to go about doing this.

Do I translate a vertex group of each leg a bit further out, then translate the vertices of his hips to make it look natural? Do I extrude something? Also, once I do that, should I use a vector smoothing function to make it look less awkward? (I know that bmesh has at least two such functions, and it seems to add vertices from the .obj to the mesh -- on the order of thousands -- to automatically create a smoother mesh.)

If the answer is obvious, I apologize for my noobishness. If my question doesn't make any sense or I've left out vital information, please let me know.

Thanks!


texts: Change saturation of rendered object without changing the background Image

texts:
I´ve recently rendered a hand sanitizer on to a background image, and although it looks half ok, I noticed I had to reduce the saturation of the model to match the background image.

Unfortunately, when I go into render settings and change the saturation, it also affects my background image. Does anybody know how to apply saturation only to the model?

Look forward to your comments.

Many thanks,

Karl.


texts: How do I maintain the road's texture after applying the curve modifier to make the road a single object?

texts:
I created a road using a road-textured rectangular plane, bezier curves, an array modifier, and a curve modifier. But when I apply the modifiers to make the road one simple object, the material with the road texture gets applied to the whole road instead of individual faces of the road as it was originally.

Is there a solution to this problem?


texts:
So I was trying to reproduce this tutorial for Lightwave on Blender:
http://iaian7.com/lightwave/SoapFoamSurfacing

Basically the guy uses a node setup to get procedural Black&White bubbles which he then uses to generate Normal Maps using a custom setup.
You can get the same B&W bubbles using a Voronoi texture on Blender then using a Minimum(Math) node to isolate the shapes (or use a Color Ramp instead).

The problem is, if you feed the result of the B&W bubbles directly into a normal map node you get pure black, which is wrong.

When you input it firstly into a Bump node to convert B&W to normal values, then into a Normal Map node, the result is too dark, is as if you were using a normal image without selecting Non-Color-Data.

For comparison, this is the result using the following normal map image:

Here is the same, but with Non-Color-Data selected, and Color selected on the right:

As you can see, left is correct, right is wrong.

Then here is the node setup for procedural bubbles:

The result is not exactly the same pallette as a normal map image would be, but I tried keep going anyway.
This is the result of that bump node going into a glass shader:

As you can see, no "bubbliness" is present, they are kind of flat.
If you feed the Bump node into a Normal Map node, this is the result:

So I'm not being capable to reach a result similar to what I'd get with a regular normal map image. I wanted it to be procedural so that I could put it in any object instantly, without repetition no matter the size and shape.

At first I thought that the output of a Bump node was being interpreted as being Color Data, instead of Non-Color Data, so these are the things that I tried:

1) follow this node setup to convert from sRGB to Linear (and the inverse as well):https://blenderartists.org/forum/showthread.php?251208-sRGB-lt-gt-Linear-Nodegroup

These are the terrible results:

2)Then I tried using this node setup which is apparently for Procedural baking of normal maps on cycles: https://blenderartists.org/forum/showthread.php?348799-Baking-Cycles-Procedural-Normals-to-Texture

This was the result:

Still too dark... apparently the node setup did nothing to "fix" the output of the bump map.

Anyone have any ideas?
This is the blend file:
http://pasteall.org/blend/index.php?id=46983

Regards


texts: What's the most effective way to create a convincing horizon in the game engine?

texts:
I would like to have an outdoor area in my game, however, my sky and horizon look like they're definitely a skybox, which they are. this is not due to bad unwrapping.

I just want to know if there is a convincing way to create a sky by changing the colors of Blenders natural 'sky' default gray.

I don't need to have clouds or any of that jargon, just want the light and colors, like in this picture by gandalf3

That's the effect I need.


texts: In older versions of Blender I was able to extend a video strip in VSE using the triangle at the right end. In this case the last image stayed visible. But in the current Version, this is no longer the case. But for me, that was a nice feature. Can someone help me?


texts: Can you define a mesh as the boundary between two materials?

texts:
In the donut tutorial, the glass of water doesn't work because the water object and glass object both define their own surfaces, and those surfaces aren't exactly the same, leaving a gap between them.  This is solved by making the objects overlap slightly, so there is a thin sheet of "waterglass" in the middle.

Is this really the best solution?
Does the "waterglass" sheet have the properties of the glass, the water, or some mix of the two?  Wouldn't the last two cases make the refraction unrealistic?
This seems like a kludge to me, and I wonder if there's some way to define a mesh as the boundary between two volumes rather than needing one "outside surface" mesh for each boundary.


texts:
I have a real picture containing an object.
I have the same object as a mesh but with no texture.
On the picture:
I know the coordinate of the camera, and a few points matching some vertex of the mesh.
Is it possible in blender (python?) to recreate the real world (position the mesh object/Camera in the same position as in the picture) and then project the picture to recreate the texture of the object?

Equivalent to Cinema 4D: Texture->frontal then bake texture on object.

Thank you.


texts: How to hook 2 points of a Bézier on 2 different object?

texts:
I have a bezier already drawn and positioned, the ends coincide with 2 distinct objects.
Suppose it is cube1 and cube2, the objects are already in the scene, so I would like to link the points of the bezier (2 vertices only) first cube1 and then cube2

import bpy

cube1= bpy.data.objects['Cube1']
cube2= bpy.data.objects['Cube2']
bezier = bpy.data.objects['BezierCurve']

The example is to point out that the objects are already drawn in the correct position of the scene, I don't have to change anything, I just have to connect the bezier to these 2 objects


texts: How to make a text box active(Similar to rename by F2) in blender python?

texts: I have a panel that pops up when a user presses some shortcut key and the panel has one text box(row.prop(....)).Now i want to make the text box active so that when the user presses the shortcut key to open the panel they can start typing straight away without having to manually click the text box. Similar to what to you get when you press F2 to rename an object and you dont have to click the text box to write its already active by default.


texts: Create easily reusable character for still images

texts:
I am quite new to blender, so excuse me if I am getting some terms wrong (which might be why I didn't find an answer through google..)

I'll start off describing what I want to do, as this will illustrate the problem I am facing: I want to create a series of still images, all featuring the same two characters (but in different positions, of course).

So, ideally, I would not want to re-create the mesh from scratch for each image. I would like to create the character mesh once, and then for each image take the mesh and put it into the right position (like having a doll and moving its arms, legs, general body position, etc.).

I have read about joints, but it seems like this is for games and animations; it might be over the top, as I don't need smooth transitions between positions.

What kind of workflow would you use to easily re-use a character mesh in multiple still images? And if you just alter the original mesh for each image, are there any tricks to prevent it from becoming distorted?

I hope this question makes sense, I am happy to clarify anything that might be unclear...


texts: How do I use emission, without my object's shape getting lost in the emission?

texts:
Not sure if that was the best way to describe it, but I am trying to use emission on a certain object shape but I still want to be able to see the objects shape. I am assuming because the emission is all the same brightness and color, that this is why I can't see the objects shape.
Is there a certain node set up or process I can do besides manually changing several planes to a different emission or material?


texts: When i try to paint Bump texture on cube its outline appears to be distorted. I have used 4k Bump image.Could anyone tell how to make bump painting smooth.


texts: Why can I not transform (scale) a texture?

texts: For some reason, changing values in the "Mapping" Node, does not do anything whatsoever. the plane is unwrapped, I reloaded the texture several times, all that happens when changing values is the 3d view refreshing. Any ideas what I could be doing wrong?


texts: Scaling UV mapping VS Changing size of Texture

texts:
If i want to change size of texture i can either

1) scale (S) the UV mapping
2) change the size in texture (x,y,z)

What difference doest it make? I prefer the first option, because then I don't have to change the size once again in outside programs (Unity). But how does it affect performace? Is it a problem when my UV mapping is much larger then 0-1 space?

Thank you very much,

Marty


texts:
I'm following this tutorial:
https://www.youtube.com/watch?v=gH5uATTTYB4

I decided to upgrade to IK rigging from usual rigging, and I'm following along until I get to connecting the leg to the bone behind the foot. You'll notice in the video, that their armature remains stationary.

With mine, the leg reaches back to connect to that bone as if they were joined normally (while still moving around as the instructor shows) but when I go to select the pole, the rigging basically snaps the model's knees.

I know there can be slight alterations and movements, but it shouldn't be going out that far. My character does have bones in their toes, so I'm certain that may be influencing it. Has anyone experienced anything similar?

Also due to copyright, and past theft, I am not uploading the model.


texts: Exporting to fbx - halo material is lost

texts: I have a simple cube (the starting scene cube) that I applied a halo material to. When I export to fbx and use the fbx in xna, it just shows the normal grey cube, sans halo. How would I keep the material when exporting?


texts: How do I make one bone that controls the entire rotation and movement of the armature? (or do I need to do that?)

texts:
I'm currently using Megaman from Legends to study rigging. The bone that I have selected above, I want to use to control the rotation and movement of the entire armature for animation. Now my question is this - do I need a bone to control the rotation and position of the armature with a bone (and how do I do that?), or should I just control the rotation and position of the armature in object mode?
Please note: I will be making a game (with a separate original character), so I will need the animation to transfer nicely into Unity.


texts: How can I "slideshow" between image textures on a plane?

texts:
I have something like a slideshow I'm working on (essentially a shadow box that flips through images), and I can't find an easy way to change the image on a plane.

The two solutions I can think of are:

Copy paste the image plane for every image, create a new material for every image, and show/hide each plane throughout the animation.  Seems like a lot of redundancy.
Copy paste the image shader for ever image and create a vast network of mix shaders to move from one to the next.  This seems also like a lot of redundancy and huge ugly node graph.

What I wish I could do is change the image chosen for my Image Texture as a keyframe, but unfortunately insert keyframe does not work for the image path option.

So how can I do this?  Is there any way to do it that doesn't include a ton of redundancy?

Image for clarity:


texts:
Is it possible to access the area for each face with the applied scaling and not using the bmesh approach (as suggested from @batFINGER here and here)?
The following:
for i, face in enumerate(obj.data.polygons):
    area = face.area

gives me the area of the object before scaling though scaling is already applied.


texts:
When I move this part of the wing on my dragon, it deforms incorrectly, how can I fix please?
Also when I move the shoulder bone, the whole body deforms.. When I separated the wings from the body, and tried it. It worked perfectly, what is the problem here?


texts: How can I store an animation action for later use?

texts:
In the action editor, I see there's a stash option.  Is this the way to store an action for later use in animation?  If I reopoen the animation action and then click on stash again, I get an error that the action has already been stored.
What is the proper way to close an animation action (so I can work on another one) for later use?


texts: What kind of uses could the Wavelength node be used for?

texts:
One of the new features in 2.68 is the Wavelength node,
but I have yet to think of a good way to put this to use.. (though dispersion and diffraction immediately spring to mind)

What are some good use cases of this node? (And how is it different from a Color Ramp node?)


texts: Is there any way to register a callback for a bpy.prop undo event?

texts:
Is there any way to register a function that gets triggered on a property undo event ?
Just like you can register a function for property update, get, or set events.

And btw, why properties registered in the WindowManager doesn't work with undo/redo ?


texts: How do I make rounded corners on this box? (Blender 2.8 beta)

texts: I drew in the kind of shape I want over the shape that I currently have. How can I soften the edge on this?


texts: Bezier Point Radius - Set Multiple by Absolute vs Mean Value

texts: I'm a bit of a noob to blender, but for Bezier curve point radii, how can I assign a specific value to all selected points, vs the unintuitive "Mean Radius"? E.g., I don't want to preserve the proportions - I just want all points to have a radius of 1.


texts: How to bake normals from sphere to plane

texts: I baked the normals from a sphere to a plane. If I change the view to lookdev it looks right. But if I change to rendered mode with a hdri enabled the reflection on the plane with the normal map looks stretched. do somebody know why?


texts: Saved still image doesn't really look like the one rendered

texts:
Did anybody notice when you render something and want to save the still image as a png file, or other file, the save doesn't really look like the rendered image in blender. I tried probably all the combinations with RGB, RGBA, 8,16 bits no luck. Subtle nuances of texture and color are not the same as the rendered view in blender both from Eevee and Cycles. Why is that? Does anybody know any trick that will save the same image without any noticeable loss of colors or texture highlights? Please let me know, thank you.

For clarification purposes. Rendered still images saved in Blender, any picture format, and viewed in Windows Photo Gallery have a slight difference in color and texturing. This is due to the inability of the Windows app to recreate exactly the original image. It will not happen when viewing with a professional software like Adobe Photosop, Paintshop Pro, Gimp, Affinity and so on.


texts: How to join edges in the cylinder to the center in a symmetrical way?

texts:
I'm starting from extruding a circle along Z to have a cylinder without the basis. I want to create a basis like that in the photo, with all the vertices joined in the middle edge of the cylinder. How I can achieve that?

I don't want alternatives, I want to know how to achieve that starting from the point explained above.
Thanks in advance.

Cristian Palmas


texts: When animating, I realised not all the key frames get flipped! After selecting a column of keyframes in the dopesheet, I press Ctrl+C to copy them, then Shift+Ctrl+V to paste/flip them, but only one keyframe is flipped and the others are not. Why?


texts: i just done  with my reload sniper gun reload animation,i tried importing to unity but no luck,animations did not export correctly into unity,i have two armatures one for hand and one for weapon,and two actions one for hands and for gun ,how can these be correctly exported to unity


texts: Is there anyway to render passes other than combined separately ? I would like to render the Z pass, the mist or the normal pass separately but even if I disable the Combined pass, blender still renders the whole image everytime.


texts: Render shows a different frame as the Viewport (Frame-Number is the same)

texts:
Hello dear Blenderheads,
I have a problem :)

I testet some animation stuff and when i render a frame, Blender renders some different frame instead of what i see in the viewport. But the frame-number ist the same in viewport and rendered frame (in ImageEditor). Does someone has a hint for me? There is only one camera.

Hope you can help, thanks :)


texts: Explanation of noise texture node settings in 2.8

texts: Can someone please explain all the node settings of 1d, 2d, 3d, 4d of the new noise texture node in 2.8 cycles.


texts: Looking for help on how to use the new denoising data

texts:
Recently in Blender 2.8 and 2.79 Master a new set of render passes have been made available to the user, "Denoising Data". I have a few questions: How would someone use this information? and is it possible to use this to denoise one pass such as the Indirect Glossy pass?

Thanks in advanced - Alaska


texts: How to use Nonlinear Animation NLA Editor with Grease Pencil

texts:
I have a walk cycle made with Grease Pencil in Blender 2.9.
I would like to be able to use the NLA editor to duplicate it a number of times and operate on it.
I have seen a number of useful videos for how to this for non-Grease Pencil walk cycles, like this example.
However I am unable to use that procedure to duplicate a Grease Pencil walk cycles (or general animations). This seems due to the fact that the Grease Pencil animations does not appear in Dope_Sheet/Dope_Sheet below

Instead the Grease Pencil animation are only visible in the Dope_Sheet/Grease_Pencil tab as below

Is the NLA editor simply not supported by Grease Pencil objects, or I am missing something?


texts: Uneven particle system fall on a mesh object

texts:
I created a distorted torus object, and I used particle system (hair) to put particles on it... I have 2 problems: the particles were not spread evenly on the object (I also used weight paint and vertex group to paint red every side of the object but it didnt change much although the hair system looks more even but not the particles) how can I fix this?
My second problem is that I want my particle mesh object to stick to my main object from one particular side of itself not from everyside... My particles are sesame seeds and some of them stick to my main object from their narrow sides not from large sides .. How can I fix this?


texts: I couldn't find it anywhere in the dropdown, I also couldn't find it in "experimental" tab in user preference.


texts: How to use index passes in other compositing packages?

texts: In Blender there is a 'Mask ID Node' in the 'Compositor' to extract IndexOB or IndexMA of a Multilayer EXR. But how to work with these passes in other compositing packages? In e.g. Nuke or After Effects there is nothing like an ID Node.


texts: I have a added a cube and delete the top and bottom faces. And given plastic material. I have added a ico-sphere inside that cube and given emission light to it. I want the light should come out from the cube. I want to get the lantern effect. Image of lantern is attached. i want to achieve that effect. I have attach my blender file   to know what material i have use.


texts: Weight painting bleeding onto adjacent faces

texts:
How can I delete the extra weight painting from the unselected area?
I've selected an Area in the weight painting mode, and when I click to paint, there is weight paint over the other area.

It's like the part I want painted, the red, is bleeding onto the connected vertices.

Here is a screen :


texts: Is possible to render different objects to different color channels with Cycles shader (w/o compositor)?

texts:
I have three texture mapped objects in a scene. The rendering of each needs to effect just one color channel
of the final image. I’m currently able to accomplish this by assigning each to a separate render layer
and combining them the compositor. Is it possible to achieve this with just shader logic?

The hope is to produce a reasonable looking image in the 3D view.

The objects are currently using Emissive Transparent materials to give “Shadeless” behavior.

An example blender file is available at: https://github.com/BrianSwift/JunoCam/blob/master/Juno3D/P00_102c.blend

Additional solutions that work in BI or EEVEE would are also appreciated, but Cycles
is needed because BI doesn’t have the equirectangular (panoramic) camera model.


texts: Library override collection using python

texts:
Hi maybe someone can help me figure out how to script this, how do a make a library override of a collection using python. I have figured out how to do it on a single object bpy.ops.outliner.id_operation(type='OVERRIDE_LIBRARY_CREATE_HIERARCHY')
But I would like to simply give a collection object or name as input and then make the library override the contents of the collection. Just as this action.


texts: How to select a face (to add a texture) after importing from STL?

texts:
Just installed Blender 20 minutes ago (so please be nice!).  After importing an STL, how can I apply a texture?  I'm stuck even trying to select a face.  The help file says which icon to click but not how to get to a screen with that icon on it!
Could it be I need to do something with the imported STL before I can add textures?
My STL is here:
http://files.staging.x-rm.com/nick/House.stl


texts: Scaling keyed video with alpha over generates black border

texts: I'm working on a green screened project and am scaling my foreground video then passing it into a keying node, then alpha over. The problem is, the area outside the scaled video is black not green, so it ends up masking out the background video. Is there a way to make the area outside the foreground video be alpha?


texts:
I'm trying to use edit mode to change vertices, faces, and edges, but whenever I select a single edge or face, etc., instead of moving that I just translate the entire object.

That is, instead of moving an edge down the entire object moves down, as if I am in object mode and translating.


texts: How to fill spaces left between curved roads

texts:
I made roads with beveling curve in the geometry section. It works perfect for straight lines but whenever the road is curved it breaks up int smaller straight roads which do not join from edge to edge.

I want it to be a perfect curved road. Help!


texts: How to Attach an Object to a Posable Model?

texts:
My goal is to have hair move with the head.  I tried parenting them together and that allowed both the player and hair piece to move together in Object Mode, but Pose Mode still doesn't work with the hair.

First, let it be known I'm complete Blender beginner. I used to play around with it years ago to import models, pose them, take pictures, and that's it. Well I wanna start learning Blender properly so I figured I'd ask the pros.

Basically I downloaded a Minecraft player model which I put my own texture on, posed, and took pictures like normal. But my character in game has a 3D hair texture, so I took a cube, subdivided a bunch of times, and textured it properly. All's good and it looks pretty great. But any time I go into Pose Mode to pose the model, the hair model stays where it is and doesn't move with the head. I tried grouping the hair and head together but it would just screw up the polygons. Then I tried parenting them together and that allowed both the player and hair piece to move together in Object Mode, but Pose Mode still doesn't work with the hair. Anyone know how to get the two to stick together properly? I've included images below.

Creating and texturing the hair model

The proper render

Non-conforming hair piece


texts: Does Blender work with the new Intuos Pro tablets (2017)

texts:
I'm using Blender 2.78c and Blender seems to absolutely freak out when try to use a new Wacom Intuos tablet with updated drivers on Windows 10. If I hover the pen over the stylus as the Blender splash screen is visible, every link in that splash screen is very quickly highlighted, one after another. As soon as I click the stylus onto the surface of the tablet, I am zoomed way in on the 3d scene and am unable to select or navigate through the scene in any way.

Based on the advice a few other forums, I tried unchecking "Continuous Grab". This didn't seem to have an effect. I've also tried checking "Emulate 3 Button Mouse", also to no effect.

Is anyone else having similar trouble with the new Intuos tablet?
Would anyone have any advice on how I might fix this?

Thanks


texts:
So I'm making a model for animation, and I wanted it to have some clothes that are all flowy. I modeled the body and one piece of clothing so far, and it looks fine barring one glaring issue:
https://cdn.discordapp.com/attachments/507298799169830941/645122008480219144/blend.mp4
This happens.

I've tried increasing quality steps and the thickness of the collider.
Increasing quality has no effect outside slowing the program down and increasing the thickness of the body just makes it worse.
I've tried smoothing the collider, smoothing the body, doing both and adding more verts and smoothing them again, and no matter what, the cloth wants to get eaten by the body.
I've also tried to use another 3rd party cloth solution and it behaves the same way so I figure I must be doing something terribly wrong. If someone could point me in the right direction on this I'd be very grateful.


texts:
I have several small strip of different video who match beats of background music.
Later I have the same sequence of beats so I want to reuse my strips but with a slight difference of offset for each strip.

The issue is than the only way I see to do that is to pick each strip, grab the end until I found the sequence I want then pick the start to shrink it again to the right time. This is really not handy and time consuming (knowing that the media is about 10 minutes and the seq I want is 10 frames long)

Is there a way to "slide" the frames inside a strip ?


texts:
I've been looking around and i haven't quite found a way to do this yet without going through a lot of trouble.. I'm trying to curve a plane. To be clear,i'm not trying to do this: What is the fastest way to create a curved plane?

What i'm trying to do, is this:

What i want to do is put inward curves on all 4 edges, and possibly a curve on 'top' of the plane as well. I managed to get one inwards curve by using the Curve Modifier, but i haven't managed to get multiple curves at once by using this. also, it messes up the rest of the plane when i do that. So, is there a way to do this?

P.S. For anyone who wants to know, i'm trying to make a shadesail for a 3D house project. The last time i did a shadesail, I made it manually and it took AGES so i'm just trying to find a way around this problem. Thanks :)


texts: Mouse Click alone takes precedence over "Regular Key Pressed as Modifier"+ Mouse Click

texts:
I'm trying to setup my hotkeys so I can more easily sculpt with a tablet. As a part of this I tried to change the hotkeys for invert and smooth sculpting. By default this is done using normal modifier keys, in this case control or shift + left click. This works. But I wanted to use a regular key as modifier, A and S in my case.

So under Blender User Preferences > Input. Then 3D View > Sculpt there are three Sculpt options: Regular, Inverted and Smooth. There's a bunch of normal modifier keys, but there's a blank field where you can enter 'Regular keys as modifier'. But when I changed the settings for invert and smooth to A+Left Click and S+Left Click and tried this, they both only did regular sculpting. After fiddling with it for a bit I noticed it's not that the hotkey doesn't work, but that the left click sends you into regular sculpt mode regardless of what regular-key-modifier you press. You can notice this when you disable the regular sculpting tool (the one that only uses left click).

I assumed the regular key as modifier should work similar to the normal modifiers, but it seemed not to.

Is this a bug? Can someone reproduce this? Can someone help? I would really like to use a regular key and not control/shift/alt for this.
Thanks :)

PS. In sculpt mode S is linked to the smooth brush, so you need to disable this hotkey if you want to reproduce this.


texts: How to add controls to 3D View using python?

texts:
I'm trying to draw a series of arrows on 3D view and let the user click and drag to change some properties on screen.

I want to draw objects to the 3D View using bgl, but how would I go into handling the mouse input on the 3D View?


texts: Is it possible to load and riggify FBX format from not Blender software?

texts:
I'm trying to buy some models from some sites, but models that I want to buy doesn't support Blender.

Fortunately, looks like they also provide FBX files so that I can import from Blender, but there is one thing that I'm worry about.

If I import that FBX model and rigify or do something to make animation, does it causes unexpected behaviors or errors?

Final goal of this is using in Game Engine actually, and if it has problem, I can't use it.

Any advice will be very appreciate it.


texts: How to create a simple list in the UI with Python API that would display data from Python?

texts:
I've been writing scripts for Maya and 3Ds Max, now I'm trying to learn Python API of Blender. So I'm not a beginner in scripting for such applications, but I'm a total beginner in scripting for Blender.
I'm creating an UI for my simple script. I need to have a list in the ui that will update with new items [string "name", float value] during the execution of the script.

I just want to see this in my UI:

name: value
name: value
[...]

I'm not exactly sure how to pass the data from the Python array to the UI list_template.All I've got is this code, that creates a UI in the panel of the scene (based on the template):

class UIScriptPanel(bpy.types.Panel):
    bl_label = "Script Panel2"
    bl_idname = "OBJECT_PT_ui_list_example"
    bl_space_type = 'PROPERTIES'
    bl_region_type = 'WINDOW'
    bl_context = "object"

    def draw(self, context):
        layout = self.layout

        obj = bpy.types.AnyType( bpy.context.scene.my_data )

        layout.template_list("MESH_UL_scriptActionsList", "", obj, "name", obj, "id")

my_data is registered during register() with:

bpy.types.Scene.my_data = bpy.props.PointerProperty( type = MyPropertyGroup )

and MyPropertyGroup is(based on example):

class MyPropertyGroup(bpy.types.PropertyGroup):
name = bpy.props.FloatProperty(name="name")
id = bpy.props.IntProperty(name="id")

the class MESH_UL_scriptActionsList is the same as in the example. I do not know what to change in it yet..

The script runs, but the list is not displayed.

So mu question is: Is that how the creation of list for UI should look like? If yes, then why is it not working? If not, then how to create a list UI element in Python for blender that would displaye a content of list (or other data structure) from Python code?

Thank You in advance


texts: Both arms have this same issue and the forearm bone for the under and over sleeve has the same pull for the buttons and sleeve, I dont know how I could get these to move as one.


texts: Is there a way to tile only a part of a texture?

texts: So for example, I have this eye texture, and I would want to tile only the area marked with red, so that I would't have to have a high res texture wasting my limited hard drive capasity, which has only a small eye in the middle?


texts: Calculating a camera's Focal Length when given Field Of View (and vice versa)?

texts:
Are there any formulas that I can convert from FOV-to-FL and from FL-to-FOV?

I need to match a camera from the Unity game engine to Blender (and vice versa).
Unity uses Field Of View and Blender uses Focal Length.

Is this achievable in an easy way?

[EDIT]

Just stumbled across this formula:

horizontal field of view = 2 atan(0.5 width / focallength)

I'm writing a python script now to test it. Hopeful this works.

[EDIT]

It would appear that Blender already has the ability to set a camera's FOV directly. Thus I can solve my issue directly and no longer need to convert anything.


texts: When I try to add a Loop Cut with Ctrl R it simply doesnt work. It worked yesterday but when I opened Blender today it didnt work at all. Tried to reopen it but that didnt help. Im sure I havent changed any settings so the Shortcut should still be Ctrl R. I am trying it in edit mode and use the newest Blender version. Any suggestions?


texts: Why are my sprinkles beneath the frosting

texts:
I am a beginner to Blender and watching this video.

At 8:46 is when my problem occurs, because my sprinkles are appearing beneath the icing.


texts: Why is my object showing up in render image but not render animation

texts:
I'm not sure what went wrong, I have particles that I set as objects and they show up in render image but not render animation. I'm using cycles as the render engine. The actual objects do show up its just that the particles set as objects (more specifically a collection) does not show up.
Any help would be greatly appreciated.


texts: If a have an object which will move from point A to point B. And after reaching point B it will switch scene that shows the current action that I just made. How am I be able to do these in BGE? Do I have to make a cache that list down all the current frame or action that I just did? Is there a way to do these in BGE like an actuator or something?!


texts:
I'm a researcher interested into radio channel modeling and I'm currently working with a custom-built ray-tracer for such purpose.
I would like, though, to have better performance, e.g., using GPU accelerated ray-tracing, which is not trivial to program from scratch.

I was wondering whether I could do this with pre-existing open source (optical) ray-tracing software such as Blender.
For this to work, I would need to

Define transmitters (TXs) and receivers (RXs) nodes. I guess TXs are equivalent to light sources and RXs to cameras, but I would need 360° cameras. Also, TXs and RXs should be points with no size
Obtain output files containing information about every single received ray, such as traveled distance/delay, received power, angles of departure and arrival
Possibly, access to the render engine programmatically based on a pre-built Blender CAD scene
Ideally, create an interface (an add-on?) specifically for RF ray-tracing and make it available to the community which allows the complete workflow to stay on Blender, i.e., (i) scene creation, (ii) material settings, (iii) RX/TX positioning (possibly moving), (iv) ray-tracing computation, (v) ray visualization.

I have no idea whether this is even possible, I'm asking the Blender community for a feedback on whether these few points could be more or less easily obtained.

If not directly from Blender's render engine, maybe some other open engine one such as Lux Core Render, POV-Ray, etc.

Your opinion will be greatly appreciated


texts: Cloth not working in specific file (attached)

texts:
Space starts the animation.
Now hit Shift+D on the sphere and hit Space again. No animation anymore on file A, while file B works regardless of duplicated spheres.
What's the difference?

Working:

Not working:


texts: Can't find the Modifier section in Strip properties to use curves

texts:
I am using Blender to do video editing, for most part it has been great.

I have been using these tutorials :

As you can see from the video there seems to be Modifier section in properties of the strip modifier.
http://youtu.be/9hR2zNBxh68?t=50s
And this one

http://www.blendtuts.com/video_editing   (if you jump to 20 mins)

But on mine there is no section like that, I am using Blender 2.62 on Ubuntu 12.04

Is there a way to enable this modifiers section.

thanks


texts: Marble rolls in a cylinder smooth animation

texts:
I have tried everything. To smoothly get the marble into the cylinder and that it rolls through the cylinder. And then goes out of the cylinder again.
I also tried to animate frame by frame but then it stutters. It should roll through the cylinder like a marble.
What is the best solution for this?

I found an example:
https://samvandewal.com/banners/Scene1.mp4
This is wat i want.


texts: Rendering on CPU vs GPU how to enable CUDA and performance on older system

texts:
I am on an older system, Windows 7, it is built on an Asus Sabertooth X58, I am low on RAM @ 4GB , CPU is an Intel I7 950 a Quad core @ 3.07 GHz, graphics card is a Geforce GTX 460 , boot drive an OCZ vertex solid state.
what I am wondering is about using CUDA, and if my card is compatible, when I click on CUDA in preferences/system it tells me 'no compatible GPU's found for path tracing Cycles will render on CPU'. Now I realize that message seems clear but I have to wonder because I use TMPGEnc Video Mastering Works 5 and it uses CUDA on my system I do video processing so when I assembled my computer I was sure to pick a CUDA graphics card.
I don't expect CUDA rendering would outpace my CPU, but the thing is I have a second GTX 460 sitting in a box so I am wondering IF the card is compatible and I was to reinstall that second card and I was to use that card just to render I would get slower render times, but my system would not be bogged down with the process during the render?
when I took the second GPU out it was because the video software was causing issues, it was years ago so I dont remember exactly but it had to do with SLI issues and using CUDA to process video. I ended up just taking the card out to avoid the hassles, but that issue back then has me wondering if Blender is telling me no compatible GPU's because of the old issue ( software being grabby about CUDA...)


texts: How do I get the fire to show up for the mantaflow fire and smoke effect in Blender 2.92?

texts: after setting up the explosion and smoke on my objects, then baking them, I am not seeing the fire that supposed to be there. The domain is set to gas and the objects are set to fire and smoke. The explosion is working just fine. I tried fixing the shader of the objects that are set to fire and smoke and tendering in both cycles and Evee. Is there something that I am missing?


texts:
I'm a beginner and I need to curve a mesh but I don't know how to proceed.

I reproduced this logo with 2D meshes but I don't know how to curve the yellow side.

I'm sure that's really easy but I'm stuck.


texts:
I'm trying to make a short animation in space and I need stars as my background. I found this nice tutorial, unfortunately it was made in blender render and doesn't work in cycles.

https://www.youtube.com/watch?v=sb4ryQMvRi4

Can someone tell me how to recreate this in cycles?


texts: How do I render video with rotoscope mask?

texts:
When rendering my video, the background image with rotoscope doesn't show. What am I doing wrong?
What I'm trying to achieve:

How it renders (imagine no mask lines):

and I notice that also, the mask lines keep shifting. Is there a way of locking them in place?


texts: Broken Add-on (only for one person though?)

texts:
So, I have been trying to create an add-on and with help from the community and lots and lots of snippets and videos, I am up to version 1.2.

Over the last few versions I have had a few thousand people download the add-on, but now one person is having trouble with it.

For him, the panels open but show nothing and when he checks the Info, it shows an error.

Now I know for sure that the code it mentions in the error is slightly broken anyway.

It toggles the information text.

The error points to line 2935 ?

but this same script works for everyone else, why would this now happen to this person?.

He is using the same version of blender as I am (2.80) and is also using a Windows, so there should be no difference.

If someone could help me figure this out or have suggestions I would greatly appreciate it.

I could also post the full code if that helps or link to it here


texts: How to preserve UVs when using Decimate?

texts:
I have a few meshes in which I load into Three.js using the JSONLoader. The problem is, the huge JSON files take up too much memory so I need to reduce the amount of polys in my meshes. Currently, they are sitting at ~84,000, ~103,000, and ~178,200 vertices.

I tried using the Decimate modifer to un-subdivide, but have had no luck as the UVs become ruined, and thus my textures are also ruined. I don't have time to fully retopologize or make a lower poly mesh. I searched and found the poly-reducer script, but it was removed in 2.49. What other options do I have to reduce the poly count and allow my mesh to work with Three.js?


texts: Smoke Domain (quick smoke) grows between size keyframes

texts:
i have a keyframe with the size of the smoke domain at the very beginning of my animation and a keyframe at the middle. I want the smoke domain to enlarge at the second keyframe and not to grow between them is this somehow possible? Cant find the right option.

There must be a option to make the values not to rise  between keyframes.

thanks in advance
Ben
SuperSpamTube


texts: Is there any way I can prevent the 'object.mode_set()` operator from setting the 'CROSSHAIR' cursor?

texts:
Have a look at this simple modal operator:

class CursorModal(bpy.types.Operator):
    bl_idname = "mesh.cursor_modal"
    bl_label = "Cursor Modal"

    def modal(self, context, event):
        # change mouse cursor
        context.window.cursor_set("HAND")

        if event.type == "MOUSEMOVE":
            self.execute(context)

        elif event.type in {'LEFTMOUSE', 'SPACE'}:
            # reset mouse cursor
            context.window.cursor_set("CROSSHAIR")
            return {'FINISHED'}

        elif event.type in {'RIGHTMOUSE', 'ESC'}:
            # reset mouse cursor
            context.window.cursor_set("CROSSHAIR")
            return {'CANCELLED'}

        return {'RUNNING_MODAL'}

    def invoke(self, context, event):
        context.window_manager.modal_handler_add(self)
        return {'RUNNING_MODAL'}

    def execute(self, context):
        bpy.ops.object.mode_set(mode="OBJECT")

        print("executing something")

        # this is causing the cursor to blink - it switches between HAND and CROSSHAIR
        # commented out, everything works as desired
        bpy.ops.object.mode_set(mode="EDIT")

The EDIT mode switch at the end, causes the cursor to blink between HAND and CROSSHAIR (edit mode default).

Is there any way I can prevent the mode_set() from setting the CROSSHAIR cursor?

Settting the cursor to HAND after the mode_set() has no effect as far as I can tell.


texts: Render Transparent Background Fire Simulation

texts:
After many hours of research, I have yet to find a full tutorial explaining this. How can I go about rendering a fire simulation with a transparent background? I would prefer to use PNG as the file type. I changed the settings to render RGBA, and when I change go to Film->Transparent and check that box, I only see an alpha channel in that image. I can change the image to show the color channel, and my render is there, but I can't use this in After Effects. Please help!

Thank you in advance!


texts: Beginner question: Increasing poly density for a single side of a cube

texts:
I am new to 3d-modeling, so please bear that in mind and if you find some fundamental flaw in my explanation below, do not hesitate to tell me.

The mesh I want is a cuboid with a lot more faces on one of its sides compared to the others. I inserted a cube, scaled it and applied  transformations, subdivided it once and added a few edge loops to help subdivision. The resulting mesh then looked like this:

(Up until this point everything worked as I expected)

In order to get more polys on one of the sides I selected its four inner faces and subdivided them, the result was that adjacent faces "degenerated" into n-gons, which I want to avoid (because the target application does not like them). This is the resulting mesh, where I selected the resulting ngons using select->facesBySide:

This of course makes sense, because these adjascent faces now have more than 4 vertices, but I am not really sure how to proceed from here. I currently see only two solutions to this problem:
1) Either subdivide the whole mesh evenly (which is actually not a solution at all, because the resulting mesh will have the same poly-density on all sides)
2) Connect all the new vertices of the adjascent faces (the ngons) to a "corner vertex" by creating new edges for each, which results in a set of many ugly stretched out triangles.

Both solutions seem undesirable to me. So how would a more experienced poly-modeler approach this?

Thanks in advance!

ps. I realize that this is a beginner's questions which probably has been answered a million times. Unfortunately I did not find anything, but if you know a post or a tutorial explaining these things, it would be great if you could post the link.


texts: How do I fill an area with vertices lined up in a grid over a complex surface?

texts:
I'm looking for an add-on or a short cut to fill fast and symmetrically a complex surface that needs to be closed with vertices. Doing it manually it takes a lot of time. I tried to do Ctrl+F and then Grid fill, but it didn't work. Neither F key works. Check the attached screenshots.

This is the surface that needs to be completed with vertices :

This is what happens when I try to use the Grid fill tool :

And this is what happens if I try to use the F key :


texts: Vertices causing UV map to flip in one area

texts:
I'm using a dieline to recreate a some packaging and have run into an issue. The cutout on the right hand side appears to be messing up my UV Map. The cut-out vertices seem to attached to vertices at the bottom of the face.
Can anyone help?


texts: Why Extrude Among Normals don't give me same Depth

texts:
I try Blender 2.83 and 2.90 and I have the same results.
When I extrude face among normals, the 2 faces seems to go on a different depth causing some not even shapes.

I try to check Offset Even and it doesn't solve the issue.
Would be great to have some help on that one ;)


texts: I think I changed the way I "orbit" in the viewport: how to restore it?

texts:
I think I have pushed a key that changed the way I "orbit" in my viewport.
It feels weird with the mouse.  Don't know how to explain that.
It seems that it is not focused on the 3D cursor anymore (and the numpad "." key doesn't focus) + when I'm on Top Orthographic view, I used to rotate on the Y axis using the "4" numpad key.
Now it rotates on the Z axis.
I didn't knew there was a way to change this, but anyway, I want to revert that.
Can anyone point me where I should look ?
Thanks


texts: What should I do to put Cycles back to work at viewport?

texts: Everything is grey and just silhouettes when I am in the render preview on "Cycles" render engine, but when I switch to "Eevee" RE the preview displays everything it should display. But if I render a picture with "Cycles" it renders perfectly.


texts: How to move alot of objects by "Force Field" each one in a different speed

texts:
I have created a plane and above it i have applied "hair" using as particles any number-shaped objects.
After i have converted each one particles in one object making them "Rigid Body" (Active).
After i have created a "Force Field" (Wind) in the direction of numbers.
But each one object has the same speed, i would like that each one object has a different speed.
One idea can be give a different weight to the object but is a too long work. What do you think?


texts: Is there a smart way to apply a better transition between colours while maintaining one solid colour per face?

texts:
I recently started using blender for a project. I have tried using a color ramp with a transition between the 4 colours, but the result is too smooth when applied:

Im aiming to achieve this kind of effect:

Is there a way, or is it the long winded way?


texts: How to create a keyboard shortcut to call a custom menu in a floating window with Python?

texts:
This is very simple script example from Blender templates:
import bpy

class SimpleCustomMenu(bpy.types.Menu):
    bl_label = "Simple Custom Menu"
    bl_idname = "OBJECT_MT_simple_custom_menu"

    def draw(self, context):
        layout = self.layout

        layout.operator("wm.open_mainfile")
        layout.operator("wm.save_as_mainfile")

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

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

if __name__ == "__main__":
    register()

    # The menu can also be called from scripts
    bpy.ops.wm.call_menu(name=SimpleCustomMenu.bl_idname)

All I care about is the ability opening the menu in separate floating window without need to go thru menu all the time, as I have my own code (add-on) and trying to implement this (no success yet - I am still scripting newbie, so you know).
Thus merit of my question is: how can we make what line bpy.ops.wm.call_menu(name=SimpleCustomMenu.bl_idname) is doing with hardcoded keyboard shortcut right in the script itslef?
Like: when I press, let's say, Shift+Q it would open that small floating window with my menu - anyone with a working example script based on the code above?
I DID TRY several ways, but still I was unable making it work, that is reason why I would like to see actual working code, not just some kind of statement (I saw such statements already and they were of no help at all to me).
EDIT: I reformated my question so it would be clear to everyone what I mean (sorry, english is not my native language)


texts: I have noticed in cycles I render faster with .tga image textures than .png image textures. Is there a loss in render quality because of using targas instead of pngs? Which should I use?


texts:
I’m trying to render this scene and because of the pixelated lightning I had to tweak volumetric settings. Whenever I make tile size lower than 16 px in Volumetric settings, I get these circular flashes in the scene. I also tried setting light clamp to 500, it did nothing, any ideas?
Link to the video here.


texts: How do I lock hair / particle orientation?

texts:
I have a particle system where the top and bottom of the particle are different colors. The particle should rotate when a field is applied and show the other color when it's upside down.

This is not happening. Below I've shown the rotation progression.

They just..swap colors?

How do I stop this from happening?

Instance object and appearance of top and bottom of particles:


texts: Blender site tutorial (last intro one) shows human (meta-rig) and animal rigs but I only see the human option. Is there a download to get animal rigs installed?


texts: How to get the entire list of operators?

texts: I want to create a list with everything the spacebar operator search can produce. Is that possible?


texts: Options Missing in the View Layer Properties Panel

texts:
I am pretty new to Blender, although I could not find a similar enough question for the problem I am experiencing. When I select an object in my scene, the materials section on the properties panel is completely blank, and likewise if I add a new object. In addition, I am noticing that some of the other properties are missing options as well.
Using Blender 2.83.50
See screenshots:

Object with Material already assigned

New Cube I just added

I am using cycles for the render engine, and the options do display when I move to the shading panel (for the material properties). This last picture is the Layers tab, which also looks empty:


texts: I have a smoke set up and when I render in evee all I have is the plane. I have read I need to turn volumetrics on but the volumetrics check box is missing, what am I doing wrong?


texts: Render overlapping objects as whole and on separate layers

texts:
So I have overlapping objects in the scene and my desired output is that I get two rendered layers of the separate objects (Not masked, separate layers)
I tried masking (using pass index) and currently do this by two separate renders.
I want two layers with different objects in one rendering (the object being overlapped must be such that it was rendered as the object in the front did not exist).
I'm not very familiar with using scenes.


texts:
Here is the thing:

I am trying to import an FBX (binary) that was firstly exported from Maya.
The peculiarity is that multiple objects were skinned to the same armature, which works perfectly in Maya but as you can see in the picture doesn't seem to be supported in Blender(?).
Is there a way to solve this?


texts: How do you use the Boolean Modifier on an Ocean Modifier to cut a cube in half and apply a material to the bottom half only

texts:
I would like to create a cross section of a patch of ocean (animated surface at the top, terrain at the bottom and water in-between), the starting point is to create this...

... how can this be done in Blender 2.8?

Thanks,

Simon


texts: Rigging - How do I change pole angle without affecting the mesh?

texts:
The title says it all. When I change the pole angle of a bone to match the bones that control the direction knees and elbows are facing the mesh gets all twisted. How do I avoid this?

I'm using this rigging method:
https://www.youtube.com/watch?v=cGvalWG8HBU

EDIT: As you see the elbow is bending up, but I want it to bend back without the arm getting rotated (because of how the arm is shaped)


texts:
I just started learning blender and I have a problem when rendering my model. Sometimes when I change my viewport shading to rendered my Blender closes.

Here is my settings:
Cycles render
Device: GPU Compute
And I also set my system preference to Open CL > Tahiti

My computer specs:
CPU - AMD FX-6300
GPU - R9 280X

But when I rendered it using CPU it does work properly. Sometimes it also works using GPU, I don't really know what's the problem.