texts:
Im trying to export a model for the Euro Truck Simulator 2 game with the Blender2SCS addon and I get the following error, any help?

Traceback (most recent call last):
  File "C:\Program Files\Blender Foundation\Blender\2.72\scripts\addons\io_scene
_scs\__init__.py", line 1951, in execute
    error = export_scs.save(filepath, origin_path, root_object, self.copy_textur
es, int(self.pmg_version))
  File "C:\Program Files\Blender Foundation\Blender\2.72\scripts\addons\io_scene
_scs\export_scs.py", line 27, in save
    status, ob = export_pmd.save(exportpath, originpath, root_ob, copy_textures)

  File "C:\Program Files\Blender Foundation\Blender\2.72\scripts\addons\io_scene
_scs\export_pmd.py", line 305, in save
    pmd.write(f, exportpath, originpath, copy_tex)
  File "C:\Program Files\Blender Foundation\Blender\2.72\scripts\addons\io_scene
_scs\export_pmd.py", line 267, in write
    ret_ob = exp_mat.write(copy_tex)
  File "C:\Program Files\Blender Foundation\Blender\2.72\scripts\addons\io_scene
_scs\export_mat.py", line 91, in write
    for option in self.__options.keys():
AttributeError: 'str' object has no attribute 'keys'

location: <unknown location>:-1

location: <unknown location>:-1


texts:
I just want both sides to lift up like the one on the left so that I can make a cool paper airplane folding animation. I tried with a plane and got the same issue. I even tried using two loop cuts in the middle and putting them right next to each other.

Update:
It may be hard to see but the little dots that indicate the middle of a face are in a bunch of weird spots.


texts:
so i'm making an animation right? So then i'm working in VSE for a preview of what it looks like but when I play the preview animation with the music then the music just repeats as soon as a new scene is active. this happens even when I snap the strips in one channel. i'm new to VSE so I might not know some stuff.
here's a picture:


texts: textures, shadows created in 2.8 look different in 2.82

texts:
When opening a 2.8 version file in 2.82, the rug became much darker.  The rug texture and color are from a jpeg file.  Please see attachments for details.

The light and shadow on the left side on the wood wall panels have changed, too.
Is there a way to not have changes like these when opening 2.8 files in version 2.82?  Thank you!


texts: What should I connect with the Emission notch in the Principle PSDF (Blender 2.8)

texts:
I'm trying to use an Emission map in the Shader Editor.

I added a texture and connected it to the Emission node and then with the principle BSDF, but the red line appeared showing that there's something wrong with it.

My object also appear purple. What am I missing here?


texts: How do I increase the 'View Orbit' amount?

texts:
I would like to change the amount of degrees per orbit whenever I press the Numpad 4 or Numpad 6 keys from 15 to 22.5 degrees.

How would I do this?


texts: I'm on blender Currently in edit mode and am trying to create low poly maps. I did all the steps but I can't create a radius of influence3 that circle around your cursor which allows your chunks or fragments of my plane to grow together does somebody know how to create one?


texts: So I've been doing the donut tutorial but for some reasons when I open blender back from where I left off, I can't paint on it now, it was perfectly fine before, does anyone know what's the problem here?


texts: Baking fluid at high resolution doesn't appear

texts:
So I'm trying to simulate fluid. When baking at 75res, everything shows up fine:

However, when I bake at 300res, nothing ever shows up:

EDIT: The max. resolution that will actually display is 242.

EDIT 2: The problem solved itself. Don't know what I did, but I gave it a day and it displayed. I'll leave this question open if anyone knows why this happened.


texts: How Can I Deform a Cloth During Simulation?

texts:
I'm trying to figure out what techniques there are for controlling/manipulating/deforming a cloth during cloth simulation.  Specifically, I'm trying to mimic the effect of a woman "hitching up" her skirt before kneeling down (otherwise, her heel gets caught on the bottom hem):

I'm sure this sort of thing must be done a lot in practice.  I just can't figure out how.

Here's are the possibilities I can think of for doing this:

Pinning - Pinned vertices will stay in place.  Apparently they can be weighted, and they can be moved with shape keys (although I haven't actually tried either).  But to do the "hitching up", I need to turn the effect on and off via keyframes.  And I'm already using pinning to hold the cloth at the waist, so I'd need to turn it on and off for only some vertices in the pin group.
Armature - From what I can see, armatures (with weighted vertex groups) don't have any effect on the cloth during simulation.
Collision objects - I tried having a small object move the skirt from the inside; this almost worked, but it quickly ripped through the cloth.
Forces - The cloth is obviously affected by gravity.  According to one tutorial, it's also affected by wind and turbulence.  From my testing, it is not affect by a general force effector.  Regardless, I can't figure out a way to use forces for what I want.
Sewing springs - there might be a way to use these, although I'm already using them for something else, and there can only be one sewing spring vertex group.

Is there some clever use of the above that I'm not seeing, or is the answer something completely different?


texts:
I'm a novice in Blender and my problem is the roof isn't transparent everywhere, when I put camera in a certain angle the location of the transparent changes.

I use BlenderGuru pro lighting skies for the light.


texts:
I'm trying to uvwraping a hair mesh that I made, but it looks like I made something wrong.
I'm making a gradient color with my hair but I see pink things on, I've already changed the size of the texture (1000 x 1000 to 5000 x 5000) but nothing changed, I still see that pink lines :
This is what im trying to do :

This is what i get when I zoom on the mesh :

Is anybody can help me on that ? Thanks


texts: Is it possible to add a marker to a strip in the VSE? I don't want to add the marker to the timeline with m, but to the selected strip, e.g. to mark possible cut positions to choose from. Something like this:


texts: CPU and GPU - does CPU work with or alongside the GPU?

texts:
I'm new to Blender and am trying to understand how Blender uses the CPU and GPU? I have a budget CPU with 4 cores/8 threads (AMD Ryzen 5 3400G). When I started looking into making some 3D animation I decided to purchase the NVidia 2060 KO. In a benchmark I noticed the time improved greatly (before 12 minutes now 2 minutes). The thing I'm confused on is that even though it's using the GPU it's still rendering the frames in tiles. Is it that each CPU thread is working and managing a task with the GPU? Or is the GPU generating one tile at a time much faster alongside the 7 or 8 tiles that CPU is working on at the same time?

The reason I ask is that I'm considering purchasing a 2700x CPU for about $150 which has 8 cores/16 threads. It's the previous generation CPU that is half the cost of the current 3700x that also as 8 cores and roughly the same clock/boost speed. It is also the same architecture as the CPU I have now (Zen+).

So I'm wondering if doubling the cores with the 2700x will roughly half the time the frames take now from 2 minutes to 1 minute (assuming CPU is working with or managing GPU)? Or will it mean 8 additional tiles at a time that the CPU only works on and would half only the CPU dedicated work (meaning perhaps instead of 2 minutes it may be something like 1:40)? i.e. Is it a cheap way to virtually half the overall processing time?

If it depends on the type of animation I'm working through a tutorial by Black Plasma Studios to create Minecraft based videos. These are no heavy in physics (like hair flowing, smoke, etc.). Which leads me to another question: Would complex animations that include animated hair strands, grass, smoke, lots of physics benefit more from CPU cores vs the GPU?

Thanks.


texts:
I'm using blender to visualize data from an orientation sensor, and would like to display the current rotation, but about the local axis. I can get the local axis just fine, but what I'm interested in is the actual rotation quaternion associated with the local rotation (how much the object has rotated over each local axis). I don't want to actually rotate anything, just display what the current local rotation is.

Is there a proper way to do this with bpy or mathutils? Or will I have to come up with my own method of determining the local rotation?


texts: How to know if it's a good or bad retopology?

texts:
I retopologized the whole object and I don't really know if it's good or bad. In places it's very dense and in other's it's not so much. Here I am leaving some pictures of my retopoed mesh. I need some suggestions about what I should do to make this retopology usable
The back is quite lowpoly but it might have to deform in animation

these areas will deform a bit while running and jumping should I increase edgeloops here?
##


texts: Why can't I see matcaps having pressed F12? I have them in the 3D View but the render shows just the "basic" material.


texts: I'm trying to create an animate gif of a boat where there's no discontinuity between the end and the beginning. To do this, I need the sails and flags of the boat to return to approximately their starting location at the end of the animation. Most other questions of this type that I've seen involve something where the kind of motion tends to be cyclic, such as a person walking, or a wheel spinning. But the motion of sails and flags doesn't really fit that description. What can I do to achieve this? My blender file is here


texts:
In the keyframe menu, I've set it as location keying.

This works but only if I press I to set a keyframe.

If I turn on the autokey it keys for locrotscale.


texts: Is there a way of letting hair particles "grow"?

texts: I have a hair particle system making a forest and I need those trees to grow, like in timelapse. I don't need them to grow from seedlings, it's more like appearing one after another in about 50 frames. I tried to animate the count, which is not possible and to animate the size, which is sort of possible, but for some reason only one keyframe can be added.


texts: Video texture not playing in final render

texts:
I've applied video textures to the front face of 3 objects in Blender 2.82a. I can see the first frame on the objects but once rendered the texture behaves as a still frame. ie. It's not playing as a video.
What am I doing wrong?


texts: How to achieve this shape (Twisted bottle)

texts: How can i achieve this bottle shape. I tried with the twist modifier and screw modifier both did not work for me any option or how can it work. Thanks


texts: Recently, I baked a normal map from high poly mesh to low poly one, and I got this. I've searched on the Internet, but still can't find solution.


texts: Can I use blender to create a model and 3D print it for some real device

texts:
I want to create a 3D model which can be used in real life. When given some real life dimensions, can we make models in blender with the exact same measurement down to the millimeter? For example I want to make an external cover for a Samsung Galaxy S4. If I measure the S4's dimensions (mm, cm etc), can I use them to create an external cover which actually fits on the phone?

I know many suggests 'SolidWorks' for this type of CAD work but I want to know if this can be done in Blender.


texts:
I'm currently working on a scene with screen space reflections (using light probes) in EEVEE. I would love to change the color of the reflection only (specifically to black&white but ideally with more room to modify it).
So for example, a red cube would appear black&white in a reflecting surface.
Is this possible? It seems like a pretty easy task but all my attempted solutions so far have failed.

I tried using the light path node on the cube's shader but most attributes don't work in EEVEE (eg IsReflectionRay).
I tried to convert the glossy shader of the mirror to RGB and set it's saturation to zero but it removes all the reflections altogether (it says this in the documentation too).

Could anybody help me with this? Thanks!


texts: How to store the contents of a variable in a file?

texts:
I am using the following two scripts "text" and "print":

See the Blender file at:

https://drive.google.com/file/d/188u-SkTq5q7y1GSkdG4fgcaK6yMpHn6c/view?usp=sharing

In the logic editor I use a Keyboard sensor connected to a "text" and "print" scripting controller. Simply pressing a specific key on the keyboard executes the script "text", but, to my surprise, I see in the console that pressing the key causing the re-execution of the script does not increment i.

System console shows:

0
0
0
0
0
0

instead of

0
1
2
3
4
5

An experienced man told me that this is normal because the reexecution of the script does not keep the variable i in memory.
He told me that to remedy this, it is necessary to create an external file, use the fopen function, etc ... in order to save a variable which will be used during each re-execution of the script, but I do not know how to do it correctly.

Can you please help me to realize the script and use this external file?
Can this external file simply be an internal text file in Blender's text editor?
If so, what is its path to use with open ("text file path)", "r")?

Thank you for your help


texts: Modify transparency of a text object along the timeline using Python scripting

texts:
I'm a complete beginner in Blender and Python Scripting so I apologize in advance for the fuzzy requests. I have a class that contains a name, a position (x,y) and a time t, and I would like to be able to show a text displaying this name at a particular (x,y,0) position at time frame t. I would like this text to appear and disappear progressively, so I thought about creating a text object along the whole timeline, set its transparency to zero except during some time interval around t where it would be a triangle function with maximum 1 at t.

After a bit of reading, I understood that usually a handler function is to be defined and then has to be registered in the, say, handlers.render_pre list. But I don't know how to use this procedure to my case since it seems to depend on a time frame parameter t for each different text to show.

My problem probably seems unclear so I attach what I've already written and I'd be happy to give more precisions about what I intend to do.

class pseudo:
def __init__(self, name, vec_position, vec_color):
    self.name = name
    self.vec_position = vec_position
    self.vec_color = vec_color

pl = [pseudo("sardine", [0.3, 0.4], [1.0, 0.0, 0.0]),
      pseudo("tartine", [-0.2, -0.4], [0.0, 0.0, 1.0])]

def print_pseudo(p):
    name = p.name
    x = p.vec_position[0]
    y = p.vec_position[1]
    r = p.vec_color[0]
    g = p.vec_color[1]
    b = p.vec_color[2]
    myFontCurve = bpy.data.curves.new(type = "FONT", name = name + "Curve")
    myFontOb = bpy.data.objects.new(name, myFontCurve)
    myFontOb.data.body = name
    myFontOb.location = (5 * x, 5 * y, 1)
    new_mat = bpy.data.materials.new("NAME")
    new_mat.diffuse_color = (r, g, b)
    myFontOb.data.materials.append(new_mat)
    myFontOb.active_material.use_transparency = True
    myFontOb.active_material.transparency_method = "Z_TRANSPARENCY"
    myFontOb.active_material.alpha = 1.0
    myFontOb.active_material.specular_alpha = 0.0
    bpy.context.scene.objects.link(myFontOb)
    bpy.context.scene.update()

for p in pl:
    print_pseudo(p)

Thanks a lot.


texts:
Try this:

Manually set checkbox "Denoising Data" on
Log shows bpy.context.scene.denoising_store_passes = True
Copypaste exactly that into console and hit enter
Throws AttributeError: 'Scene' object has no attribute
'denoising_store_passes'

Same with i.e. cryptomatte. Am i doing anything wrong or is this simply not supported yet?


texts: How to remove weird glitching effect in viewport

texts: I've been working on a game modelling a rail. I've came to a problem with my viewport.  How do i remove this weird glitching effect?


texts: Joining and rotating several kitchen doors

texts:
I am trying to make my kitchen in Blender, and because I have so many single meshes I would like to join them. But I also want to be able to open the dors, one at a time (hope you understand- I am Danish and not very good at English).
I have tried the Pivot Point, but I cannot make it work the way I want.
Is it not possible?


texts: I have a sword swing animation and a bullet firing animation. How can I add sound to it using the blender game engine?


texts:
I am trying to download Blender 2.82 but am getting and error. The source file can't be read according to Firefox. It takes forever to get the error message.

\AppData\Local\Temp\SgY4o2hI.msi.part could not be saved, because the source file could not be read.

Try again later, or contact the server administrator.

this is the error


texts:
I have been trying to make a speedometer for a racing game I'm making, but all the methods of making a speedometer I know of don't work on the vehicle wrapper for some reason. It may be that there are either too little solutions to this problem posted to the internet or I'm terrible at coding in Python.

Here are some of the resources I've tried to use in several attempts.

Number one

Number 2

Number 3

Thanks to anyone who helps.


texts: Cursor type of blender 'Box Select' Operator?

texts:
I want change the cursor type in a operator with bpy.context.window.cursor_set('CROSSHAIR').
But it doesn't give the horizontal and vertical dash lines like "Box Select". Is it possible to have those lines?


texts: 2.8: How to texture paint some elements of mesh only?

texts:
I'd like to know if there is a way to paint some parts, in my case the eyes of my model, without touching any other part.

I've tried to in Edit Mode select the UV Sphere, that is already joined with the body of my mesh, pressing CTRL + L and hide everything else.

But as soon as I change to Texture paint mode all my mesh appears again and when I paint I paint not only over the eyes but the hole body...


texts: How could I remove these jagged shadows?

texts:
I tried removing these jagged shadows with the Shadow Terminator Offset slider in Blender 2.90 but they don't go away even if I crank it at 1, plus I'm getting horrible dark shadows all over the place by increasing this slider that much.
I used an 8K displacement texture applied to a subdivided plane with a Displace modifier. I then added a Subdivision Surface modifier with 5 levels of subdivision, totaling a whopping 10.5M vertices. I also tried Adaptive Subdivision but it didn't work as I left my PC rendering for 2 hours and it was still calculating...
How could I fix this issue?

Shadow Terminator @ 1.00

Full render


texts:
What are these little marks on the arms of the model?

They randomly appeared after I pressed CTRL+V in Object Mode and I cant get rid of them, it also didn't let me undo so I'm kind of stuck.


texts: Is there a good UI layout/style for laptop screen?

texts:
I've settled into using Blender on my big 2xmonitor PC setup, but every time I try to use Blender on my laptop, when travelling or holiday, I end up with barely legible side-panels, and/or small work-area.

Is there a good UI Style/Layout that works well for the modelling aspect for a smaller screen? The resolution of the laptop is very good, but it's the screen size that limits things.

As for uses, I'm mainly wanting to do modelling/texturing - I may need rigging, but I won't need animation.


texts:
Please forgive me for asking, I am new to Blender.

While I am rendering I really love my work, then right at the very last second for some reason everything is tinted blue.  I have tried changing the Preferences > Solid OpenGL Lights, amongst a number of other things.

I get all pumped up everytime, then WHAM! blueness smothers everything everywhere on the last 1/10 of a second of rendering.

What am I doing wrong?

I added more screen shots in the link because I don't have enough street cred to post more than 2 links :)

Screenshots of Materials & Settings


texts: Cant remove fireflies around emission object (volume scatter)

texts:
Ive tried everything turning off caustics, ive turned on simplify, denoising is on, multiple importance is on, increased transparency, filter glossy all the way up to 10 (although there isnt glossy objects).

This is with denoising:

This is without:


texts: How do you make a movie loop in the sequencer?

texts:
I have a movie file that I want to loop thousands of times. It's a one-second background loop behind a podcast.

I tried stretching the video strip past the end of the content, but it just produces a still image of the final frame when I do that.


texts: Blender in a Jupyter notebook that will be available online

texts:
I would like to use Blender in a Jupyter notebook, something like that:
https://github.com/panzi/blender_ipython

I mostly want it to be available online, using a service like Binder.
Any ideas?


texts:
I were trying to scale edge loop A so it would be the same size as edge loop B:

Intuitively I scaled and snapped like this:

But now A is slightly bigger than B.

My snapping settings and pivot point look like:

I fiddled with these settings for a while but couldn't get it right. I looked up LoopTools but it seems to for more complicated operations. Is there a simple way to make A just as big as B?


texts: How do i get rid of these black shadows?

texts:
I'm trying to render an animation about this children's crib. Essentially I'm creating a "How to install" guide as the printed one is dated and difficult to understand.

Using Blender 2.78 in cycles, I can render my object just fine. As I'll want to show where certain screws go and how the parts slot together, I want to use transparencies.

First I combined the diffuse shader with a transparent shader through a mix shader. At 50% and at 100% transparent I get these results.

So essentially if I tried to make the whole object transparent, I get these "shadows" remaining on the render.
So I decided to focus on one panel. I went 100% transparent for the Grey color and it works fine. When I try to do the same with the chrome color, the color or hue disappears but again i'm left with a kind of shadow from where the objects where.
I've removed doubles, made sure nothing is overlapping but I'm still stuck. Think it has something to do with shadows or the way I'm using the shaders. Anyways I fairly stuck and would appreciate any help. Thanks, Adam.

It won't let me post another pic yet as I'm new to the forum but my settings are as follows:
Transparency Max:4 Min:1, Bounces Max:4 Min:1, Diffuse:4, Glossy:4, Transmission:4, Volume:0,
Shadows: Checked, Reflective Caustics: Checked, Refractive Caustics: Not checked, Filter Glossy:1.0,


texts: I'm attempting to overlay a transparent PNG texture over a plane to create a glowing cutout effect. However, the transparent regions of the cutout aren't actually transparent and are casting a shadow on the floor below. Below are the top, side and node setup of the plane with the texture.


texts: How do I change the color of particles with a color ramp?

texts: I watched this tutorial https://youtu.be/eshOzshjt90 and at 2:18 he somehow magically managed to get a different color on his second particle via the color ramp. But the color ramp doesn't do anything at all? I'm really confused. How do I change or invert the color of my second particle?


texts:
I want to make array from sphere along line i marked red. I've already converted it into curve and choose it in "object" box of array modifier - didn't help.

As i understand, the coordinates of array modifier i marked red are global. Is there any way to make them different (local, for exemple)?


texts:
I am new to using Blender 2.8. Actually to Blender as a whole. I am creating a game in unity and needed a .obj file. Currently I have an obj file, but is has no colour at all. It's just plain white. The textures(.png files) came separately unfortunately and I have to join them myself. The problem is though when I import the obj files I can see the design in shader view, but not in the viewport. And so I can not see any colours when I export it. I don't know how to make Blender export the version I see in Shader View, not in the ViewPort. I have attached some pictures to make it clear. Please remember that I just started using Blender and have no experience. I just want to use Blender to add the texture to the obj file. I took some time on other sites for help, but there were too confusing for me(since I am still new to Blender). I would appreciate an answer that I can understand.
I can't seem to upload the view from the viewport, but it is the same model, but without colours. Can anyone help me or point me in the direction on how I should fix this?
Link to file example
https://drive.google.com/drive/folders/136JAU39QuD3YjroLCU9UfEzixqg6PBRa?usp=sharing


texts: Blender file taking over an hour to load, is this normal?

texts:
System spec: Threadripper 12 core, SSD, 32GB RAM, 2080ti

File details: 40MB .blend 10 million verts in a curve.

File creation details: Curve created via importing of a very large and complex SVG

Blender version: 2.8

System utilization at time of file read: CPU 5%, RAM slowly gets to about 2.5GB.

The initial SVG import took about 90 minutes but I expected that after it was imported and saved as a blend file, it would be much faster to load up, as no SVG import is needed. It still takes over an hour to load and doesn't seem to be using more than 2 cores.

Once I'm in the file it cannot be worked on as just doing something as basic as switching to edit leaves me sat there waiting for it to switch modes. After 15 minutes of waiting I gave up on it, as waiting more than 15m to switch modes would be just unusable. I do plan to split my curve into multiple pieces, but I can't until I can edit it. I can break it up within the SVG, but it save more time if I can just do this in Blender.

Any performance tips would be most appreciated. Thanks.


texts: I have a model of a car which I have exported to a glTF. How can I group elements in Blender like the wheels so they appear separately in the JSON code? I have created Vertex Groups but they don’t seem to appear in the code.


texts:
I 3D scanned my face to create a mask for my self for this halloween. I have already removed the unwanted details and just leave the things I want.

But I am now left with those spikes around the mask and the the whole around the eyes. How do I smoothen this out?

My 3rd day in blender. Please do not hurt me. I can not find any reference how to smoothen it. I thought doing S + X + 0 will help but it did not


texts: Create Mesh from texture shader or or particle systems

texts:
Blender has algorithms to generate mesh surfaces for a fluid simulation.

Is there an API to use this algorithm with other data? For example, is it possible to mesh a surface based on a volume shader (like shown below) or based on the density of a particle system?

Related question - How to create a procedural volume and use it with the new Volume to Mesh Modifier?

An approach that gets close, but does not solve the question.
In Blender 2.92 there is a 'Volume to Mesh' modifier. Using it an OpenVDB volume can be converted into an isosurface. The animation below shows the result of generating a smoke simulation, saving the cache as using OpenVDB, then loading the OpenVDB and using it a reference for the 'Volume to Mesh' modifier.

What is missing is the ability to use a volume texture to do the same thing.


texts: Baking of the diffuse map turns out partly black

texts:
So, I've been baking Diffuse Maps for a while now (often had some trouble with it), but now a problem occured, that I cannot fix.
So, I set up everything for baking the map and it mostly works fine, but some faces of the mesh are just left out, when baking. They turn out black. It's as if no material is applied at all, although in reality it's the exact same material as the rest of the mesh, I am baking. (In total the mesh has two materials, but I am only baking one of them onto the map.) I checked the normals and everything is fine, when rendering the original material it's just as it's supposed to be.
Also I noticed, that the faces, which are not baking correctly, were joined to the other parts of the mesh last (first, they were seperate objects). Also the material was applied last, but actually this shouldn't have any impact.
And I still use 2.79 (so probably the problem wouldn't occur in 2.8)
I hope, I could make my problem clear, -I maybe wrote a bit messy (sorry for that). (Just ask for clarification)


texts: split up and render depth slices (for extreme dof)

texts:
I'm doing a particle simulation of fire embers swirling around, to be matched up to a filmed plate.

The plate has a very shallow depth of field,  which creates a problem when comping it in.

It takes far to long to render the dof in cycles, so I'm applying it in nuke.
The problem is, there is way to much z-occlusion for a single z-defocus to work, and as far as I know, cycles can't render deep data.

So, what I would like to do, is split the render up in, about 5 different depth slices.

I can't figure out how to do that though. At least not in a procedural way.
I guess I could convert the sim, and split it up with a bunch of booleans. But, that is not very flexible.
Or, I could duplicate the camera, and adjust its near/far clipping for each slice, but then I would have to render everything five times, and change a bunch of settings between renders.

The optimal way, would be if could use the layer masks, but in a "volumetric" way. So, that it masks everything outside the object, instead of behind. But that does not seem to be possible?

Any help is greatly appreciated.

Thanks!


texts: Object missing parts in the viewport using eevee

texts:
I was working on a model inside blender 2.83 and suddenly it turned into like broken object. The problem remains in rendered mode in (eevee)

but disappeared in cycles rendered mode.


texts:
How can I draw (not bake) normal map over my model, like a texture in texture paint mode? Render cycles.

Thank you in advance!


texts: 2.79b to run script using command line in windows, preferably with a desktop shortcut or exe

texts:
Here's the code i have written so far, it's working inside blender text editor.
I however like to run this script without opening blender, with command-line, better yet to create a shortcut icon on a PC to run it, hoping to make this friendly and available for people who do not know blender well.

import bpy
import os

# get the current path and make a new folder for the exported meshes
path = bpy.path.abspath('//stl/')

if not os.path.exists(path):
    os.makedirs(path)

# deselect all meshes
bpy.ops.object.select_all(action='DESELECT')

# select the object
#object.select = True
object = bpy.data.objects['pboard']
object.hide_select = False
object.select = True
bpy.context.scene.objects.active = object

# export object with its name as file name
fPath = str((path + object.name + '.stl'))

#bpy.context.active_object = object
bpy.ops.export_mesh.stl(filepath=fPath, use_selection=True)

object.hide_select = True


texts: Problem getting the Fiber Mesh addon to work

texts:
I am new to blender so please go easy on me if I'm being a bit stupid here.  I am trying to apply the Fiber Mesh (bounce fiber) addon to a mesh in Blender.  I have followed every step in a couple of different tutorials but nothing appears in my 3D viewport, and I just wondered if there was something obvious I'm doing wrong / not doing?  Here's what I've done:
Installed Addon (pretty confident this is fine)
Added a new mesh cube
Converted object to a Bounce Fiber object (under object properties panel -> bounce fibers)
Ticked the 'use selection' box (under object properties panel -> bounce fibers)
Changed the number of bounces to 600
At this point, I had hoped that when I hide the mesh (fiber_cube) in the scene collection I would see the curves underneath, but there is nothing there.  There are also no sub-branches of the fiber_cube object.
However, if I go into the 'blender file' under display mode, and click 'curves' I see a curve named 'cu_fiber_cube_000000'.  If I drag this into my 3D viewport, it creates a new object in my current layer but still nothing is visible.
A few other things:  I'm in Object Mode throughout, in Global View, and on the Layout tab.  I have tried it with the same results in Blender 2.8 and Blender 2.9.
If anyone can shed any light on this I'd be really grateful!
Rich


texts: Right way to stop export operator from saving with empty filename?

texts:
If I have a basic save/export operator like this:
class SaveData(bpy.types.Operator):
    bl_idname = "my.save"
    bl_label = "Save"
    filepath: bpy.props.StringProperty(subtype="FILE_PATH")

    def execute(self, context):
        do_save(ensure_ext(self.filepath, ".mytype"))
        return {"FINISHED"}

    def invoke(self, context, event):
        context.window_manager.fileselect_add(self)
        return {"RUNNING_MODAL"}

What is the right/idiomatic way to prevent that that from saving a file named .mytype if the user just hits Save without supplying a filename? This bad behavior appears to be common behavior among many Blender plugins (whether they give a Python traceback or save a .ext file just depends on whether they happen to call ensure_ext() or something similar)
What I have tried:

The check method is not clearly documented, but it appears to be for checking parameters before invoke, not after.
The execute method could check for empty self.filepath but I've found zero examples of that. This would occur after the file selector has closed, so it would require popping another modal to warn the user that nothing happened.
The native Save/Save As for .blend files aggressively puts .blend into the filepath if you try to clear it, so I guess technically you can't save with no filename, but it will happily write a file named .blend. There also doesn't seem to be any way to turn on that behavior for other file selectors.
The FILE_OT_execute (which is the operator for the Save or Load button in the file selector) has a promising property named need_active which looks (from reading the C source) like it makes the button do nothing in case no file is selected. But I don't understand how I would set that property because that is used internally by fileselect_add(). This behavior would match other Windows programs I've tested.


texts: Assigning known UV maps/vertexes to a specific texture

texts:
This should be a quick question and the picture should help.
I know which UV map/vertexes on the left need to be assigned to which texture on the right.
How would i go about doing this, so i dont have to manaully select all the meshes and then assign them.
Thanks!


texts:
Any idea why is there weird lighting around the silhouette of the object? A normal map baked from high poly version is applied on this low poly model.

These artefacts only occur on the silhouette.


texts: I have a certain geometry. See image. I need to create 3 creases/cavities on the surface. I tried 2 methods, see images. One is Knife Projecting mesh edges onto the surface, and then fiddling around with it. The other is using Difference Boolean operation (including cleaning up triangles afterwards). Both methods give terrible results, plenty of artefacts. What is a clean way to achieve the result? Or do I have to unwrap the mesh and create a bump map with these creases?


texts: How to zoom in on off-center points with MacBook Pro mousepad?

texts:
MacBook Pro here. Magic Mouse doesn't seem to help me with zooming on stuff inside of Blender, but I can zoom by gesturing the "two finger pinch-out" expression on the mouse pad.

I start Blender with a clean slate:

I create a shape (in this particular case, a Cone):

I move the Cone off-center somewhere:

Now I want to zoom in on the Cone (even with it being off-center). I do the zoom in gesture, but:

...Blender just wants me to zoom in on the origin (0,0,0).

How do I zoom in on the Cone? (Or rather, how do I zoom in on off-center objects/points)?


texts: What are these bluish/greenish edges in edit mode?

texts: I created a 3d human face with 'Facegen Modeller' and I opened it with Blender, trying to adapt it to my needs. Inside the eye there is a bluish/greenish oval shape. What is that? When I try to mark it as seam, the color does not change. I removed that shape in edit mode and then created it again and now it seems to be marked correctly. Am I making a mistake?


texts:
I'm trying to get some kind of Intro to work in which a chemical fluid turns into text. I was almost finished, but I can't get the thing with the fluid to work! A single drop should drop into an Erlenmeyer flask, which tilts over an results in text.

Basically I followed this Youtube tutorial to get the fluid to work It worked fine for me once but I messed up some settings so I wanted to simulate it again. But after this first test the progress bar was always stuck after the first couple pixels. I tried everything from manually deleting the bake files to testing out an development build. The only difference I have in comparison to the tutorial is, that I'm using a single fluid object and a moving obstacle. Probably I'm missing something for me not so obvious...

Here is my project: http://www.mediafire.com/download/qp1g53tolngcgdx/RoiEXLab-intro.blend

BTW I'm using Blender 2.76b


texts: How do set an angular velocity to zero with python bge?

texts:
I'm new to blender scripting, but not to blender or python. I am trying to set up a rotary inverted pendulum. The initial state of the pendulum is upright with an angular velocity of 0. I would like to run a simulation a few hundred times with different parameters and need to be able to "reset" the pendulum to its initial state after each episode.

I am aware of the bug/feature of setAngularVelocity in which you have to set to a vector of very small numbers and not 0 to stop a rotation, however it still does not work for me.

Here is the code that I use in a module. The function is called every other frame with an "Always" actuator. So the pole should fall freely for max_steps steps and then be stopped and brought upright. When I run the game engine it only acts like this the first time.

# Take action
base.setAngularVelocity([0,0,data.action], True)

# Get angle and speed
xyz = pole.localOrientation.to_euler()
roty = math.degrees(xyz[1])
spd = pole.getAngularVelocity(True) # True for local
spdy = spd[1]
print(spdy)

[...stuff...]

data.step   += 1

if data.step > data.max_steps or R == -50:
    data.action = 0
    data.step = 0
    pole.worldOrientation = ([1.0, 0.0, 0.0], [0.0, 1.0, 0.0], [0.0, 0.0, 1.0])
    base.setAngularVelocity([0.00001,0.00001,0.00001], True)
    pole.setAngularVelocity([0.00001,0.00001,0.00001], True)

Edit: I forgot to mention that setting the angular velocity for the base on line 2 works fine, but not in the if statement


texts:
Im having a noob problem about moving objects together.
To be specific, i have a character , which the body and eyes are in seperate object, i want to move them together in object mode, so i shift select them and G to move, the problem appears which is the eye comes out from the body, the further i put the body away from the original location the distance between the eyes and the body are more seperate. Not sure if its about the origin point, the body’s origin point is at the world center, the eyes are at the geometry, when i set the body origin to geometry, the eyes fly away to some random place, couldnt figure out whats wrong, thanks for any help
Ps: i dont have the proportional edit on


texts: What was the [Shift+S > Origin to Cursor] plugin I had before?

texts: Does anyone know what plugin had that feature? I had an issue with my drive, had to format it. I had some plugin  that added option to "set origin to cursor" under Shift+S menu. Anyone knows what plugin does that?


texts:
I'm setting up a character to be customizable and one of the things I want to be able to customize is the length of its snout (using shape keys) but I have two bones at the end of it that control whiskers and a beard and when I make the snout shorter or longer the bones (and the facial hair) stay in the same place.
Can I associate those bones with the vertices on the snout so that they'll move with the shape keys?


texts: How do you switch from IK to FK using Rain Rig

texts: I cannot switch the IK to FK using the Rain rig. In the Cloudrig window the switch button seems to be missing in Blender 2.90


texts: Weird normals(I already Recalculate Normals,Remove doubles)

texts:
So I am having a problem with my mesh I am not positive if it is normals I am a bit of a noob to blender probably been using it for 2 months  and I don't know something you may know
any help will be appreciated this is how it looks like
https://i.gyazo.com/21b0692adb4aafb5e089992e9361a344.mp4
ask any questions
and as I said
I already remove doubles and recalculated normals
Here is the file

Fixed


texts: Selecting all objects that have been specified in Modifiers

texts: Could anyone help in making a script for selecting all objects that are specified in the different modifiers that an object has stacked? For example if my object has a Boolean modifier and an Array modifier, which both refer to an empty or another object (in the Array modifier there is for example an Object offset you can specify). Would it be possible to select all those object with one click? Thanks.


texts:
I am making a robot, and I want its movement to be mechanical and stiff according to its hinges. I rigged the robot according to that and set constraints on the bones to limit their rotation, but when I add the IK, it doesn't respect the constraints. So is there a way to have IK respect the constraints or is there another way around?

Here's an image of the robot with the armature in case it can help you understand it better.


texts: How can one do rendering with Cycles using an NVIDIA RTX GPU?

texts:
I have a NVIDIA RTX 2080. I've got an error like this:

  CUDA binary kernel for this graphics card compute capability (7.5) not found.

Does someone know how to enable it?


texts:
I have a problem with baking normal maps from multires in Blender.
I don't know if it's the margin fault (set to 0).
Can you help me make a clean baking.


texts: How can I create a wire-wove grid material in cycles?

texts:
I'm trying to create a procedural cycles material which looks like a speaker of a mobile phone.
My attempt is by mixing two Wave Textures and rotating them by 45°. Any hints on how I can make it look more link my reference image?

Update
I used Blender 2.80 but the answer uses a newer one. I updated Blender to 2.93 in order to have the same settings on the nodes used.


texts:
I'm a 20+ yr Maya user and searched for a simple solution to separate, or "un-join" 2 previously joined objects. I found a few old posts (2+ yrs) that used hotkey commands that didn't work for me. Maybe because I'm using the Industry Standard UI option. Maybe because I'm using a newer version.
Anyway, here's the simple solution to separate 2 objects when you're ready. Move into editing mode and select a vertex on 1 of the objects. Use the up arrow until the entire single object is selected.
Mesh-Separate-Selection and they are back to separate objects.


texts: How to use image sequence to control particles?

texts:
I have image sequence that I want to use to control particle spawn area.
Image sequence is black and white mask in nature. It depicts a moving disc:

When I try to use the same sequence to control particle spawn with the "Density" controller, I get very wacky results. They seem fine in viewport as you will se in the gif below, but in render results are wrong.

Render of the same scene, does not look like a viewport result

Here I made a gif of my process (20mb): https://drive.google.com/file/d/1-GA9eF6biSXK4Nv2on2QecZgIRAdwrOS/view?usp=sharing
So how do I control particle spawn with the image sequence the right way?
Unfortunately blender can't pack image sequences in to file, so i put my blend file and image sequence here: (1.3mb total) https://drive.google.com/drive/folders/1CcxzUDwEFGFghC-nYHWwr8zidshfLb7y?usp=sharing


texts: Lock to Cursor no longer centers view automatically?

texts:
Before, checking the "Lock to Cursor" option in the "View" tab, permanently locked my 3D-view to the cursor, meaning wherever I clicked, the view would automatically center to and rotate around.
Since I updated to 2.75 though, this doesn't work anymore. Now, when I check "Lock to Cursor", all it does is use the cursor as a pivot point. The 3D-view rotates around the cursor, but it the view doesn't center to the cursor.

This makes editing pretty frustrating, since i always used to navigate the 3D-view like that. every effort to find some option in the user preferences was unsuccessful.


texts: How can i make a blade out of plane like in the tutorial?

texts:
In the screenshot on the right it's how the blade should look like from the tutorial video. On the left is what i have down so far.

When i select the left bottom corner vertice and then on the left menu click on Translate when i change the x or z i'm not getting nothing even close to this.
In my model it's like extrude it.

This is the tutorial: Tutorial

And he make the blade on minute 22:24


texts: What's a safe place to share my renders?

texts: I love to make 3D renders, and have been wanting to share them with people.  The problem is, I'm only 14, so my parents don't want me to go onto deviantart or imgur and the like.  Is there a family-friendly, free image sharing site that I can upload my renders to?


texts:
I wanted to make this nice scene in Blender

And i achieved this

Present lighting is HDR, the first one is blured version, second and third are normal pictures
I also have 3 sun lamps, one is shining from windows at the front, second from window above the sink and third from behind, they are a bit yellow.

Postprocessing looks like this

I am not able to achieve so realistic look, but the biggest difference comes from lighting. How to get closer to it?


texts: Rendering mess? Must I do a clean install or is this a feature?

texts:
In the 3D view is a red cartoon fox but rendering using blender render, cycles render, I get this mess.
Why is it doing this?
How do I fix it?
v2.78a


texts: How to make an object stay inside another object?

texts:
I have a jewelry box,  inside the 24 different drawers I want objects to stay  put with their  textures.
I am having     great difficulty in  achieving this..... Joining the object to the  drawer doesn't work..

It is not as simple  as copy & paste object to drawer location..

Thanks in advance !!


texts:
My mesh is transparent in front view, both in object and edit mode but it shows in side view, what to do to get it visible also in front view?
Here is a screenshot.


texts: How do I add keyframes to a newly created action with no associated objects?

texts:
So I'm writing an animation import script...
since animation bone names can differ from the armature's bones in question,
I want to create the actions and edit their group names manually, and then manually assign them to the armature.

The problem I'm having is I can create an unrelated action with unrelated groups, but the channels of those groups seem to require linked pose bones...

Since it's safe to say these pose bones don't exist, how can I assign keyframes to raw data?


texts:
It is really hard to describe my problem accurately, but I try the best I can. I am using Blender to create meshes for Unreal Engine. However, this problem shows already in Blender. I don´t know the terminology, So I go right ahead and describe shortly what is wrong about the picture attached.
You can see a diagonal shadow cast after I turned on the smooth shading. That does not look very good (I am sorry, that I cannot describe it any better).
You would really help me out if you could explain my mistake to me!


texts: BGE: Add animated object from empty object that plays at wrong position

texts:
I put the:

1a. Simple animation of a cube that moves forward and backward on layer 2.

1b. Logic brick I set always sensor to action actuator.

1c. Placed on x,y: -4,-5

2a. An empty object (any kind) on layer 1.

2b. Logic brick I set always sensor to edit object > add object > cube from layer two.

2c. Placed on x,y: 3,5

Sorry I cant put screenshot or gif or blend file for easier understanding above.

So, from layer 1, when I hit play, the cube is played in wrong position ! The cube just plays on same position from layer 2 ! It should be positioned to where empty object is added.

Even if I:

Parent both of the object
Clicked the 'add' from action actuator of the cube on logic brick
Or clicked the 'force' <<< this works but it doesn't play the animation
Applied location (by shift + a) the cube <<< this works but the origin is wrong placed, I want use this for collision
Using animated with armature applied to cube

Still doesn't works… Are I'm doing something wrong or missing ??? I'm desperate and I wouldn't ask to this if I could find the right solution. Any solution and even with  python,would highly appreciated. Please note that I'm very noob at this. I can't Googling with the right keyword. Help please. Thank you.


texts:
I'm learning Blender, coming from some basic experience with Cinema 4D. C4D leans heavily on spline-based modeling, and I'm trying to transfer those skills into Blender's curves when appropriate — e.g., revolving a profile to create a vase, or sweeping a curve along another curve to create, say, a molding on a wall.

I'm having trouble understanding the intricacies of curves in Blender, though, and coming up short on documentation and tutorials. Specifically:

The role of normals and how to manipulate them.
Working with Bezier curves feels really cumbersome vs. Illustrator.
But SVG import from Illustrator seems to result in a different sort of curve and lacks normals.
Extruding one curve along another can sometimes result in the sort of artifacts I'd expect from overlapping polygons.
2D vs. 3D curves.

I'm not necessarily looking for answers to each of these, so much as a good, comprehensive intro to curve modeling (and an understanding of how I should shift my philosophy from C4D). Any suggestions?

Thanks!


texts: Why do Rigify controls no longer move my figure easily?

texts: Why do the Rigify controls separate from the body parts of my figure and also barely move my figure until I increase the value of the FK / IK Switch setting in Rig Main Properties? I'm finding it's nearly impossible to move the "Legs" of the model even when I move the rig's leg controls -- the rig's control just separates from the leg and barely moves the leg. Previously, though, they moved appropriately with no effort. What have I done to make them not move easily when I move the rig controls?


texts: Ony the objects that are close appear in the rendered image

texts:
I would like my render result to encompass all of the objects that I have created... I cant seem to get it to render anything at all! Also, I have UV unwrapped my shirt, and the texture shows up in texture mode, but not in render. Also, the physics for the cloth material do not work.

I am new to blender and am very excited, but cant seem to get this working. Here is my blend file, any help is appreciated.

https://drive.google.com/open?id=17b401ZM6nmej-8338dt_0ztc9xH58xaJ


texts: How to use shortcut for "Jump to previous/next keyframe" while cursor is over 3d viewport?

texts:
I set a shortcut for "Jump to previous/next keyframe", I used < and >
But this only works when my cursor is over the timeline. When my cursor is over the 3d viewport, the shortcut keys don't work, which is not what I want.


texts:
Can someone please explain Dyntopo in Sculpting beacuse so far it's kinda hard to understand:
-Which Detail Refine Method to use and when
-Which Detail Type Method to use and when
-How many pixel details to put and when
Also,WHY to use that specific refine/type method in that specific situation
I did some research but I either couldn't find what I was looking for or even when I did I couldn't fully understand it


texts:
I'm trying to keep the z axis (Poles) of the sphere at a certain angle while the sphere travels along it's path.

I can't see an option to animate transform in a local orientation. It always animates in a world space.

I tried playing with different eulers and restraints. Limit rotations won't work and i have tried checking and unchecking the follow path option.

I have even tried the "copy rotation" restraint off an empty by transferring to local space. It seems to go all over the shop when I try this.

I am out of idea's, so any help would be much appreciated. Thanks in advance.


texts: Blender 2.9 - are nodes mandatory for using image textures?

texts:
Back in the day, there were textures slots linked to materials

it seems overkill to use a shader just to apply a simple unshaded image for instance

why the option of not using nodes at all ? why a "Use Nodes" button ??? if one cannot use textures at all

thanks


texts:
I was using image references to create a character however after pressing some keys on my keyboard, which activated a short cut, when i attempted to go into front view to see my reference u=image, it appeared to have disappeared. As i was following a tutorial and therefore was doing it as a learning exercise i was willing to restart the project again, i started a new file. However once i re entered the reference images it still would not appear on my front view (I did set the axis' correctly)

If anyone knows of anything that could help that would be most appreciated,
Thank you,
Nura


texts: Color Ramp Particle System Not Working With Age

texts: I am new to blenders particle system and I am pretty bad at texturing, but I decided to do a particle system anyway. I trying to get the color to change over time but every solution I find does not help. Am I doing something wrong?!?! I have tried the image below, adding another divide and changing view port shade mode but nothing is helping!


texts: Is there a way to render overlapping geometry as different passes/layers?

texts:
I want to be able to take a scene and render the geometry as different layers based on their overlapping depth (from the view); ex: by using an index.

For a sphere, the index 1 would be rendering the front surface and index 2 the back surface. Of course, the goal is to be able to render any kind of scene.

I don't know how this could be done (if it can), EEVEE is probably too limited by the depth buffer workflow; Cycles may have features I'm not aware of which could lead to a solution.

My use case is external deferred compositing of overlapping objects.


texts: How to set specular intensity and hardness in Blender Internal nodes

texts:
I am learning how to build shaders out of nodes in Blender Internal and I am confused about setting specular intensity and hardness.

Obviously I can just set set the intensity and hardness in the properties panel, but I would like to wire them up into my node network.  I've tried both the "Material" node and the "Extended Material" node but as far as I can tell they don't have any inputs our outputs for specular intensity or hardness.  What am I doing wrong?


texts: How to render postprocessed light object and THEN object from another layer that covers it? Preferably eevee solution

texts:
Hey i started learning blender this week and i set my first non cube project to be lightsaber.
I had some problems with postprocessing glow effect but i found solution involving  two layers first with just glowing blade and another layer with rest of the scene objects. Result is nice but when i move the camera so that lightsaber hilt is between my mesh start to look translucent and those purple faces appear because well i set it up that way i think.

Here is my composition:


texts: When I use face/edge loop selection,every now and then the selection goes off in the wrong direction. See image below. I was trying to select vertical face loops only, but a horizontal one got selected. This causes me to Ctrl+Z every time this happens  and retry and this ends up being very frustrating when doing precision work. Any idea how to avoid this?


texts: How to avoid accidentally relocating the 3d-cursor?

texts:
Is there anyway to help avoid accidentally relocating the 3d-cursor?

You have all of these complex keystrokes in Blender like (CTR+ALT+SHIFT+C),
 but yet all it takes is a simple accidental left mouse button click to re-locate the cursor.
How many hundreds of times I have done this and then had to move the 3d-cursor back where it was. Moving the 3d cursor is not stored in the Undo buffer, so you can't "undo" a relocation of the 3d cursor.
It is very frustrating.


texts: My Model's Right Hand is Broken, Can Anyone Help?

texts:
Sadly, my friend here has been in an accident and I do not have the knowledge to fix 'em...

But in all seriousness, what did I do wrong?
I made this model, tried to use a premade rig, and ran into some problems. I think I fixed most of them, and now I found this. For some reason, when I'm in any mode besides edit mode, the right hand goes weird. I have tried looking at weight paint and vertex groups and have found nothing. Can someone please help?
Here is the blend file:
https://filebin.net/4ci3da5fv360m6db


texts:
I am trying to figure out an issue for my student who is having a problem with parenting and skinning his creature. He sent me what he had and I went back and redid it by adding the bones again. When I try to parent it, the message, "bone heat weighting failed" comes up. I have tried removing the double vertices, recalucating the outside, turning on and off the x axis, rotating, scaling, turning on subsurf and I cannot figure out why it isn't working.

I also tried to skin his creature that he originally sent to me following the directions the course gives, but nothing happens and I am not sure if it is because it isn't parented correctly? When I try it doesn't select part of the body like it should.

Any help would be great!


texts:
I'm supporting blender 2.80, And I want to move to blender 2.81 - 2.83.
I encountered an issue while trying moving to blender 2.81
In my script for blender 2.80 I ran these command lines.
scn = bpy.context.scene
wd = scn.world
envnt = bpy.data.worlds[wd.name].node_tree
map_node = envnt.nodes['Mapping']
map_node.rotation.x = <x value of rotation>
map_node.rotation.y = <y value of rotation>
map_node.rotation.z = <z value of rotation>
map_node.keyframe_insert(data_path="rotation", frame=<frame number>)

But for blender 2.81 I needed to do some changes.
scn = bpy.context.scene
wd = scn.world
envnt = bpy.data.worlds[wd.name].node_tree
map_node = envnt.nodes['Mapping']
map_node.inputs['Rotation'].default_value.x = <x value of rotation>
map_node.inputs['Rotation'].default_value.y = <y value of rotation>
map_node.inputs['Rotation'].default_value.z = <z value of rotation>
map_node.keyframe_insert(data_path="rotation", frame=<frame number>) --> problem

Here I didn't manage to add a rotation to the key frame.
In the end I need to save a scene file that include the rotation to each key frame.
What is the right command here?


texts:
I am experiencing artifacts in cycles like this:

The unusual thing is that the shapes displayed here do not exist in my geometry. There are no overlapping faces, the object has no depth, its shader is mix of anisotropic and transparent, explode modifier is applied to it, but this happens before the object explodes.

What could be causing it?

Blend file


texts: How can I get values based on the thickness of an object relative to the camera?

texts:
I'm trying to make a material that resembles some kind of liquid; it is opaque where it is thick and transparent where it is thin. I'm planning on mixing a diffuse and glass shader with presumably a custom node (if one doesn't already exist) as Fac.

The diagram above illustrates what I need, showing a camera and a single object (with two physical parts).

I need a node that will give me back a 0 to 1 (ie. black to white) value depending on the distance the camera's rays must travel through the object (the purple lines in my diagram).

Because it wouldn't make much sense for the 'perceived thickness' to simply be the first purple line segment on a ray. It would probably be best if the length of the purple line is the sum of the segments of it on that ray in the object, even if part of the object is physically disconnected from the other parts.

I've look around but I can't find much of anything that seems to fit the bill for what I'm looking for. I was hoping someone has already written a node like this or if there is a node setup I could use.

P.S. I use 2.8, so some older scripts might not work for me.


texts: Blender 2.82a bug? Some faces always shading flat even though all faces were set to shade smooth?

texts:
This started happening randomly. I was in edit mode tinkering with the mesh and merging a few vertices. When I came out of edit mode I noticed the shading was messed up. No matter what I do, I can't seem to get the faces to shade smooth again.

Has anyone run into this problem? Here is the file:


texts: How do I make these green lines in edit mode the default color?

texts:
The edges are a green color which make it hard on my eyes to edit this particular object.
I was wondering how to return the color of these to default?


texts: Creating a single vertex on the cursor position

texts: How do I create a single vertex (not connected to another vertex) on the cursor position?


texts: How to set Dimensions Unit and Metric unit on the same ratio?

texts: How you can see, on the Dimensions (metric) it says my cube is 2x2x2 but on the Scale tab it is 1x1x1. How can I set it so, that the metrics are same as dimensions?


texts:
I am currently working on an architectural project and I was stopped at the window screens; I have no idea how to go about creating such a fine mesh without reaching ridiculous poly counts.

I could find no information whatsoever about the topic.

Can anybody help?

Thanks in advance.

dunno


texts: How to achieve accurate rotation of fingers at the point they meet the palm?

texts:
I have problems with fingers in general but this is the hardest part for me.

It looks ok at this point:

But if I rotate at the base of the finger, problems start:

This is because the rotation point should be around the middle of the knuckles, at least that's what I think:

I changed the bones to rotate from that point, but I really can't achieve a good look. Any tips? I have no idea how to make any significant improvement. That whole knuckle area that connects to the fingers rotates too, but I'm not sure how I can make it rotate and deform correctly.

Thanks


texts: How can I create a proper rotation for the dial

texts: I have those dials that I made, and they are slightly tilted, so they are not perfectly aligned to the axis. When I try to rotate the dial, it doesn't work as I want it to. I try changed the "transform orientations" but that didn't make any difference.  What else can I try in order to fix this?


texts: I'm curious about the principle of select similar normal function

texts:
I selected a point and selected the select similar normal function.
The points are selected irregularly when the threshold is moved.
Manual said select normal is Selects all vertices that have normals pointing in similar directions to those currently selected.
I think it's similar to the normal direction, why is it irregular?


texts: I have a scene full of linked objects from other blender files. How do I clay render the scene with linked objects in blender 2.80?


texts:
I'm trying to create a simulation of a tray tipping backwards and forwards with water inside it, that is oscillating in waves, (like it would in real life). I am a Blender beginner so I have no idea how to go about doing this.
This is the kind of tray I want o simulate with water in it.

And I want it to move like this with water inside it so as the tray tilts backwards and forwards the water oscillates in waves


texts: Why is this object reflective only in Blender?

texts:
I'm having some trouble with a material.
While my project was created with an OpenGL normal map format, the export setting I used in Substance Painter was a DirectX-centric template. I've since made several manual edits to my texture maps in Photoshop. I've fixed this by inverting the green channel on the normal map using an RGB curve node in Blender.

Unfortunately, the problem persists. The model appears to have a certain shininess to it. This is only apparent in Blender, and not Substance Painter or Sketchfab.

I've tried changing the normal map node from tangent space to object space, but that only seemed to have amplified the issue.

Does anyone know what's causing this? Thanks in advance!
Update: This doesn't appear to be an issue with the normal map, as it still happens even without anything plugged into the "Normal" part of the Principled BSDF node.
https://imgur.com/a/bYRKKgw
When I switch over to Cycles and change to rendered view, it works as it should, albeit appearing a bit more sharp.


texts: In proportional mode how do I pull together 2 vertices that are facing each other?

texts:
I want to create a blood cell model. So first I create a UV Sphere, then I select the top vertex and the bottom vertex of the sphere, and now I want to pull the 2 vertices closer together in proportional mode.
How can I do that?


texts: Controlling vector mapping using object geometry

texts:
I'm building a shader where a single UV-mapped texture is applied as the back and front of a plane using the geometry > backfacing property. The mapped image looks like this:

In the end the top part should be on the front and the bottom part should be on the back. That would look something like this:

This node setup does the trick and so far it's working as expected:

Now, in this simplified setup, both image texture nodes load the same file. Only their vector input is different. What I would like to do now is have the geometry node define the Vector mapping rather than to have two image texture nodes and two diffuse nodes.

The reason is that in my final implementation there are five image texture nodes, each defining a property like diffuse, glossy, glass, roughness, ...
The whole setup is powered by a python script so I prefer to define five different image texture nodes rather than ten.


texts: Where is Bleders bpy Python library located

texts: I've been a text editor (Visual Studio Code) and somebody made an awesome add-on that lets you deploy python, and for that its great! but to be able of read an external api you need to tell some file where is located, so I would like to know where the bpy and preferably the bge files are, and of course all it dependencies.


texts: Video preview plays at old frame rate after changing it

texts:
How I found this problem:

First, I opened Blender.
Then, I opened the "Video sequence editor."
Since I knew I would be working with videos at 60FPS, I changed the frame rate from 24 to 60 FPS in the sidebar.
Then, I dragged in my first video, and the audio and video lined up correctly (since I changed the frame rate).
I made a new view thingy to put the preview in by dragging from the bottom left corner of the screen, and I set it to "preview."
Then, I dragged the "end" slider at the bottom until it lined up with the end of the video, so I could see the whole thing.

Now, here's the problem. When I press play, the video preview plays back really slow (at 24FPS) while the audio is fine. Furthermore, when I pan the video to play back at a different point, the preview starts at the correct point, but plays back too slowly.

How can I fix this, so that the video plays at the correct speed?


texts: How to replace mesh data in linked object by another object's linked data?

texts:
I have two sets of linked objects in the scene and want to "move" some objects from one set to the other without losing the object's potition, orientation and scale.

I other words, I want to replace just the linked mesh data in an object of the second set of linked objects, by the mesh data in one object from the first set of linked objects.

The image below depicts what I'm trying to do.


texts: Python: convert collections to empty-parents with hierarchy (problem with location of instanced collection)

texts:
I need some help with a script to convert big CAD-files with 80+ collections.
The collections need to be changed to a empties with sub-empties and objects. And they need to maintain the hierarchy. I'm not good in programming and I have no expierience in Blender-coding.
I spend 2 days for searching and stitching example codes together and I already can convert the collections with my script.
I'd like to:

make an instance from a collection
make the instance real
delete the collection

(all this from the last collection up to the fist, to maintain hierarchy)
The problem is that the instances are placed in the main-collection and not in the corresponding collection, and so the hierarchy is broken.
Can someone tell me how to tell blender to place the instance in the corresponding collection?
import bpy

print()
print()
print("---------START------------")

def traverse_tree(t):
    yield t
    for child in t.children:
        yield from traverse_tree(child)

# Recursivly transverse layer_collection for a particular name
def recurLayerCollection(layerColl, collName):
    found = None
    if (layerColl.name == collName):
        return layerColl

    for layer in layerColl.children:
        found = recurLayerCollection(layer, collName)
        if found:
           return found

coll = bpy.context.scene.collection # start @ top-collection

list =[]

for c in traverse_tree(coll):
    list.append(c.name)

# remove unwanted collections
list.remove('Collection') # Camera & Light
list.remove('Master Collection') # Master Collection
list.pop(0) # root collection from imported scene

# start from bottom to top
list.reverse()

for entity in list:
    print("Verarbeite: " + entity)

    source_collection = bpy.data.collections[entity]
    instance_obj = bpy.data.objects.new(name=entity, object_data=None)
    instance_obj.instance_collection = source_collection
    instance_obj.instance_type = 'COLLECTION'

    layer_collection = bpy.context.view_layer.layer_collection # start on top
    parent_collection = recurLayerCollection(layer_collection, entity)
    parent_collection = bpy.context.view_layer.layer_collection
    parent_collection.collection.objects.link(instance_obj)

    bpy.data.objects[entity].select_set(True) # select instance
    bpy.ops.object.duplicates_make_real(use_base_parent=True, use_hierarchy=True) # convert to object(meshes & emptys)

    bpy.data.collections.remove(source_collection) # delete original collection

    print()

 before the script
 what my script does
 what I like to have
The extensions on the names (.001) are not important, I filter them later.


texts:
My object behaves weirdly in Viewport's Solid Mode, it's shown like this in the Solid Mode:

But when I render the scene, it's shown well (as it should be):

It only has a Bevel modifier:

The object in the Edit Mode (Solid Mode):

Edit Mode + X-Ray Mode (in Solid Mode):

Edit Mode + X-Ray Mode (in Wireframe Mode):

How can I fix it?


texts:
I was making a simple iron man animation for one of my projects.
Now,i wanted to make him fly. For that,i need to make his thrusters.
This is the what i am trying to make--
[1
After messing around with particles,quick smoke and quick fire effects,i managed to make this thing--

Which i know does not look that good. Even though its rendered in eevee,using cycles does not help either.
How can i make something like picture 1 in blender. Also,it has to be sort of movable(i want a video not a still image).
Thank you in advance!


texts: Middle Click Drag does not rotate the view

texts:
Blender 2.8 and the RC2 also, but not immediately after install.
Windows 10.
The middle mouse click and drag works OK for other things.
I think I tried everything.


texts: How to do AddonPreferences using extensions_framework?

texts: I have seen scripts taking user preference values using classes built over AddonPreferences. Is it possible to do the same using extensions_framework by Doug Hammond. Why I am asking this is I need to get a path to an executable from the user, like a path to a renderer. The script which I made does all its class registration / unregister happens through EF. So is it possible to get the path from pref?


texts: Any way to download maps rendered by cycles nodes?

texts:
I understand that this is probably completely impossible, but the chance that it is possible merits the question. Disregarding camera-specific nodes, such as fresnel, take for instance the pointiness node, which is entirely geometry based. Can I extract a pointiness map from an unwrapped mesh? This might sound uphelpful, because you could get these simple maps from handplane or xnormal, but what about very complicated setups, that are still completely geometry?

If it is really "No", I will accept that as an answer.


texts: Some faces of a model don't respond to UV Mapping

texts:
I can't seem to get these particular faces to take the UV Mapping. I selected the entire object, entered edit mode, hit U>Unwrap.

The rest of the mesh takes the uv wrapping, but not those faces for some reason.

It looks normal in solid mode.

Does anyone know what could be causing this?


texts: Can blender be used for simple optical modeling?

texts:
By optical modeling I mean simulating the results of an set of lens imaging a scene, so one can see how different lens (say a fisheye, or different glass) effect the imaging of a scene.

I don't expect to get some of the finer modeling details that involve wave calculations or things like chromatic aberration, I'd just like to get an overall idea of the imaging effects of certain lens combinations assuming the light is a perfect ray.

Is this possible with blender? Would one need to use cycles? Are there any guides or topics I could look up that could assist with such a task?


texts:
i´m totally new to blender, so i want to learn the basics as good as possible.

My problem: I want to make just a simple Studio background with 1 floor and 2 walls by extruding 3 faces of a cube. (cube, delete 1 vertex, select 3 faces and extrude).
When i do so, the new walls are slanted or their origin is just 45° below the old origin.
I found a workaround: setting the 3d cursor to the first deleted vertex and then extruding the walls by 0, then scaling the new walls with my 3d cursor as center. But i want to do it just by extruding.
what am i doing/thinking wrong?


texts: Can blender using a text shape ramp effect as in the after effects ? how if using a blender ?


texts: Why isn't the Ocean modifier wave movement showing in the rendered animation?

texts:
I've created a short animation with a camera flying over an ocean.  The ocean is created by the ocean modifier.  When I scrub through the timeline the waves are moving (whether viewed through the active camera or through the 3D viewport) but when I render the animation, the ocean is static.  What am I doing wrong?  Using Blender 2.8 30th May 2019 build.

Here are the modifier settings for frame 1 and frame 650:


texts: How do you make an xray material (or similar)

texts:
I's there a way to make a material such that when viewed through another object it appears differently?

Example:
object 1 is a black sphere
Object 2 is a glass plane

When viewing the black sphere through the glass pane the sphere becomes translucent, or in some way changes the texture that is visible THROUGH object 2, but anywhere that object 1 is directly visible to the camera it remains a black sphere.

Is this even possible using standard blender tools or will this require scripting and mods?


texts: How can I batch render lots of objects individually?

texts: I have over 100 objects I need to render out as catalogue style images. What would be the most efficient way to render these all these with the same environment, lighting, material and camera angle?


texts:
BACKGROUND

So, I have a project that I am working on, the control panel of the Apollo 11 spacecraft. I finished modeling it and texturing and rendered an animation. It all was fine and ended up with a short video, no problem. Later I realized that in some sections the camera didn't stay long enough, so, pop back into blender, change some keyframes, voila. Render, then disaster strikes.

ISSUE

The time for a frame started at around 8 secs then ended up at about 5 mins. After watching it for a while the time steadily goes up as it gets further through the animation, there's also a lot of time going into "updating shaders".

ATTEMPTED FIXES

Tried changing tile size from 64x64 to 128x128 and 256x256 didn't fix. Prevented it from using my CPU, but didn't help. I've looked at task manager performance and only 1% of my GPU is being used, about 3% of my CPU and around 30% of my RAM. Maybe there is some sort of restriction in the settings? Any help would be much appreciated, thanks in advance for any replies.

HARDWARE

RTX 2070 - GPU

Ryzen 5 2600 - CPU

Gigabyte b450m ds3h - MOBO

Samsung 970 EVO - M.2 NVME SSD

Western Digital - HARD DRIVE

Corsair Vengeance LPX 32GB DDR4-3200 - RAM

SOFTWARE

Windows 10

Blender 2.8


texts: BGE: Cube parented to another cube not colliding with objects

texts:
I have a cube (cube.1) parented to another cube (cube.2), and both cubes are dynamic bodies with the same properties. Both cubes have "box" collision bounds. Also, both cubes are inside a room.

When I move cube.2 while in the game engine, it collides with the walls of the room and stops.

But cube.1, which is parented to it, does not. Why is this happening? Also, what can I do to make cube.1 collide with objects and stop moving (stop going beyond their faces)?


texts:
I have created a model, which is meant to hold a two handed weapon, but I don't know how to make both hand to move with the weapon. The weapon only follows the right hand now. I want the left hand to hold onto the weapon, while I move the right hand with the weapon in it. Back then, I saw tutorials about animating, containing the required information as a bonus, but I can't find them, so I'm asking you.
If you can't understand something, please tell it to me, so maybe I could explain it better.


texts: I accidentally pressed some unknown key combination, and now I can't use Undo nor Redo in Blender


texts:
I tried to extend my own Operator but it doesn't work.

What am I doing wrong?

If I add this operator I get "Test"

class OperatorX(bpy.types.Operator):
bl_idname = "test.x"
bl_label = "Test X"

strprop = bpy.props.StringProperty(default = "Test")

def execute(self, context):
    print(self.strprop)
    return {'FINISHED'}

Then I add the next operator extends the first.

class OperatorY(OperatorX):
bl_idname = "test.y"
bl_label = "Test Y"

def execute(self, context):
    print(self.strprop)
    return {'FINISHED'}

If I call OperatorX I get:

bpy_class_call: unable to get python class for rna struct 'TEST_OT_x'

And if I call OperatorY I get:

(<built-in function StringProperty>, {'attr': 'strprop', 'default': 'Test'})

I need a few operators with the same properties but different execution.
How to solve it?

Florian


texts:
Let's say I have the characters linked to a scene named "Shot_002" in Shot_002.blend where I did the animation. I can link the Scene to a new .blend file and use it in the compositor, or I can link the same Scene to another .blend file and use it in the VSE.
Is there a way to link the file with the compositing work to a file with the editing work to make a render of the full short film directly after the editing is complete?


texts: Blender Crashing While Baking Multiple Particle Systems

texts:
I have a scene with quite a bit of complexity with 24 particle systems running in it and ranging from around 4000 - 23000 particles each.
Blender crashes while baking the dynamics. It stops responding when I bake the particle system individually. I tried rendering without baking from frame one. The render crashed around frame 2500 frames (Total animation is 5120 frames). Can anyone please tell a workaround. Im in a bit of time crunch.
Here is the wetransfer link to the file
https://we.tl/t-EeRiVw0Qui


texts: Blender 2.8, Simple Rigging - What am I doing wrong?

texts:
Another confused noob here.

I have a basic model of a paper crane that I'm trying to rig to make the wings flap. It seems like a simple task, but for the life of me can't figure out why its not working. I've watched gobs and gobs of rigging tutorials but can't seem to make the armature control the mesh. Here's what I've done:

Here is the model:

I then add a bone armature as the main base bone:

I then extrude another bone for the main wing (just focusing on the .L side now):

Then, in object mode I select the mesh, shift+ select the armature and press ctrl-P, to parent to armature with automatic weighting:

I then enter pose mode and rotate the wing.L bone and....

What am I doing wrong?

To test this workflow, I create three cubes and loosely stack them on top of each other, start with a bone at the bottom, and extrude 2 more to match rough positions of cube. Then I select each cube and parent it to the corresponding bone. The rig behaves how I expect it to:

Okay, three objects parented to 3 bones is working. How about a single mesh then? - so I create a cylinder, and (just to alter the armature method a bit) create an armature bone and then subdivide with 2 cuts to get a similar armature, select mesh and then armature, ctrl-p to parent, and it behaves the way I'm expecting to:

Yes, adding loop cuts would give me a properly bending rigged cylinder, but the point is, the armature is working.

So what am I doing differently with the bird?
Does it have something to do with not having proper geometry? I pulled up the weight paint view and it's all blue, so things should deform with the rotation of the bones, no?

I am so confused.

Any insight would be appreciated.

[ROUND2]

I've been taking everyone's suggestions and watching even more tutorials and I still feel like an idiot.

I took the knife tool and added more geometry to make sure there were more vertices:

I then look at it in weight painting and painted the areas so they can deform:

I click on the mesh and it seems to be parented to the armature, but in pose mode:

Thoroughly confused and saturated in Nooby frustration.

File is here, in case any expert wants to take a stab:

https://drive.google.com/file/d/1N56w5vovNqkCVvlcbv3VqDTJN0tHrw0o/view?usp=sharing

Much appreciated to everyone who has chimed in.

Thank you!


texts: in 2.7 my file the items were saved hidden 2.8 the same items are not unable to be unhidden. it is a lot of work and put in this and if you tell me how to fix and/or update to repair this problem would be nice


texts: The camera's view is grey/grayed and I can't see anything out of the camera's sight?

texts: So everything out of the camera's sight is invisible and it's there's this grey/gray (I don't know how it's spelled) thing highlighting what can be seen. What's going on and how do I fix this? I need to use assets that are out of my view. :(


texts: Importing shapefiles with other CRS other than Web Mercator and WGS84_latlon

texts:
New to Blender.
I have correctly installed and activated the BlenderGIS and the bpyproj addons. The GIS module allows me to add a new CRS searching by the EPSG number when I try to import the shp. However, when I select that CRS, in my case is GDA2020 / MGA zone 56 (EPSG: 7856) and hit ok, Blender returns "Shapefile import fails, check logs" error - upon checking the logs, a Python error pops up which does not help me.
How can I add a shapefile with a specific CRS?
I am using Blender ver 2.90.1 | Windows 10
EDIT: Here is what I do\see:

Thank you


texts: Is it possible to invert normal maps in cycles

texts: I have a normal map which is 'looking in a wrong direction' and I would like to get exactly opposite effect that this map gives in my Cycles render. Is it possible?


texts: Adjusting Scene Scale with BLAM to real world estimation measurement

texts:
I am remodelling a scene from -presumably- a photo. Using BLAM addon.

I would like to know how to adjust the 3D model in the scene.
To the real world estimated measurement.

As can be seen in the Properties Panel, the z measurement is too small.
According to commonly used real world scale for the counter top board, perhaps there's a way to make the whole model/scene scaled with 30-40 mm thickness of the counter top?


texts: save partially rendered image with command line?

texts:
I want to render a frame, the image does not need to be 100% rendered, it can be at 40% stop rendering and save through the command line.
How can I do that?


texts: Blender running out of memory in renders, but having no problem in previews

texts:
I am dealing with problem of... Out of memory in cuMemAlloc(&device_pointer, size)
Even though settings are the same in render mode and preview mode I have never encountered this issue in the second one and have it all the time in the first one.
Note I am rendering on gtx 980ti, memory Peak is usually slightly above 4000M.
If there are no fixes and you have no idea where the problem is. I at least would like to save what I see in preview mode.


texts:
After watching about 20 rigging tutorials is till can't figure it out,
I've already created the bones but I just need to parent them and that's the part I cant figure out. Can someone who does know how to do it make a simple rig out of it and send it to me so i can use it and finally understand it?
My blend file can be found here: File


texts: I've recently started work on my first indoor scene for Blender, and I've been using many Blender Guru tutorials to get the lighting to match the vibe that I'm going for. However, it seems to have these weird "blotches" on them, the likes of which I've never seen while using Blender. I'd love if somebody could help, ty!


texts: Hi I seem to have toggled wireframe and I can't get out of it or is this wireframe at all? I hit Z and nothing changes


texts:
5I don't have that option anymore.
I try uninstall and reinstall an nothing


texts: Is there any marker I can set to see halfway of a mesh? I want to place another object right over

texts: I want my object to have 4 boxes uniformly laid out, how do I make some splits or markers to tell where my boxes should go on the plane?


texts:
I usually use Photoshop to convert a 2d path to 3d object but I am not able to fold it to make it take a bracelet shape like the one in the . I was wondering if Blender can do this and I really appreciate it if someone can explain it to me. Let us say the length of the bracelet is 6 inches. I can make a 6-inch length path but how can I fold it into a bracelet shape. If my question is not clear please ask questions.

Edit1:

Thank you for the answers. I am going through @Robin_Betts steps. Every thing went fine until I came to step 4. The rotation doesnt go as expected. PLease have a look at the photos.

Edit2:
I am almost done, still have a small problem. There is a plain that appears when I rotate the curve. What is the reason for that?

Conclusion:
Yes! Everything looks good now. I have just removed doubles. Thank you all!

Side Notes:

1- I have repeated X > Limited Dissolve mentioned in step one about 10 times to make the curve clean and made 400 cuts for the plain mentioned in step 2.

2- I have rotated the objects (step 4) in object mode (Rotating the mesh in Edit mode didn't work for me)

3- I couldn't rotate the objects around Z axis until I created an Empty object and use it as an Axis/Origin.


texts: How to include vertices to subdivision modifier?

texts:
I created all the 3 faces attached to the extruded cube with shift+F. I tested some variations and the results were prettym uch the same. It uses some edges to make a nice smooth subdivision and it doesn't use others as subdivision orientation. There, it's sharp. Why is that? How can I make it round where it's sharp?
This is with faces inside. This time, it worked somehow. There's still a lot of sharpness:

When the inside faces are removed, it spikes again. There are never zero value faces (shown):

The file:


texts: Can you add a spine bone to an existing (deformed and animated) character rig without repainting weights and having to redo old animations

texts: I understand you can go into 'Edit Mode', Shift+a to add an armature bone but does this work for adding bones along the chain such as adding a new spine bone or can you only add to the end of the chain such as adding fingers at the end of an arm? And once done do you have to repaint the skinning and redo all old animations? If this is not possible be default is there e plugin that makes it possible?


texts:
I'm modelling a wheel and I can't get rid of these overhang artifacts where the spokes meet the inside of the wheel. I've spent 3+ hours trying to fix it to no avail. There has to be a way to do this.

Adding loop cuts to get rid of the N-gons fixes the issue,  but also ruins the shape of the wheel.


texts: Is there a way to make each icon in this render a hologram?

texts:
I made this texture out of an image of icons with transparency, and I was wondering if there is a way to have all the icons on the outer sphere point to the inner sphere with little hologram stems?  I'm assuming compositor nodes but I can't figure out how to get them to diverge to the inner sphere.

EDIT: this is not a duplicate of How to create a hologram projection with light rays? My question relates to making the stem of the hologram without a mesh (i.e. cone), but rather compositor based.

This is the render:

This is the node setup:

Basically trying to get non-mesh based way of achieving this:


texts: Move imported model to the center of the scene via python

texts:
Can't find the way to move model to the center via Python API. When model is imported

object.location = (0, 0, 0).

I tried to use

object.dimensions

to shift model, but when model has empty spaces around - it does't work. How can I get this data or it may be a better way to do this?


texts: Dynamic Paint Cycles - How do you make waves caused by an object to turn white?

texts:
So I am trying to simulate a motorboat using a sphere in Blender Cycles using dynamic paint. So the sphere goes across the water and causes waves but I want the waves to slightly turn a whitish color because if you have ever seen a motor boat go over waves in real life there is always a trail of white waves behind it.

My waves so far:

What I want the waves to look like:

Node Set Up for first image:

When I tried to apply the answer I got this as my result:

Blender File:


texts: How do I create a physics interaction followed by an explosion (that continues the physics)?

texts:
I am relatively new to blender, and while I am pretty conversant with the main hard-modeling tools, I'm notso-hotso when it comes to physics. So I'm experimenting with some simple forms and interactions to get the hang of things.
Within my simulation, I have the following setup:

What happens is that, in the first few frames, the objects 'settle' (thank you gravity). Then, a number of frames later, the 'Cube Exploder' explodes. However, my simple sphere, which correctly obeyed the mesh-outline of the cube, just hangs in space instead of obeying the new reality of an exploded cube.
What's more, there's an odd discrepency between what I see in the viewport versus rendered mode.
Viewport
Just me in the 3D viewport in lookdev.

Rendered
A proper render using the Workbench engine.

As you can see, in the preview, the sphere actually enters the concave indent, whereas in the rendered view, it does not. In either event, both result in an explosion where the sphere does not respect the new cube-destroyed reality.
My objective is simply to cause the sphere to fall to the ground as the explosion is occurring.
Thanks for your attention.


texts: using image as plane - problem with given texture to glass

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I have made building with "Ian Hubert's tutorial: modeling building in blender-lazy tutorial".
when I adjusted the glass material to my windows,in front view everything is OK, but when I pan in the viewport the windows are fixed and get appear in incorrect location.
how to solve this?
enter image description here


texts:
I search how to change the colours of annotation en 2.8 Blender's version, because the « pencil » fort them don't appear.

Thanks a lot


texts: Ok so now I either get no displacement hardly or by altering the strength and mid-level I get good displacement but with jagged edges using Cycles and Apaptive subdivision. How can I get rid of the jagged edges? Also is there a way to get finer displacement and so not just each brick is displaced but all the contours and cracks within each one? Is it possible to get really realistic 3d effects or should I work on sculpting myself rather than using images? Thanks ( I'm new to Blender ).


texts: Save the 2D bounding box of an object in rendered image to a text file

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I have a blend file with a moving object and want to save the object's bounding box positions (x, y, width and height) in the rendered image to a text file (for every frame):

The bounding box values need to be in the pixelspace of the rendered 2D image, where x and y are the location of the image's pixel representing the top left corner, while widthand height represent the number of pixels from the top left corner to the right bottom corner.


texts: Create a cylinder with all normals pointing to the inside

texts: I need a cylinder or sphere, which has all normals directed inwards. Sounds strange, but I want to place my VR-Camera inside of this cylinder and use it kinda like a skybox. I know, that I can let Blender set all my normals to the outside, but is this possible for the inverse, too?


texts: Texture rendering incorrect on a parcticle in cycles

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So, I tried to do a pile of blueberries and something went wrong
I was using particle system with molecular addon
Textures are looking right in texture view

But when rendered

How can I fix this?


texts: Glass renders badly, but it's fine in viewport

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For some reason my glass looks the way i want it to with cycles in the viewport, but when i render it, it darkens, and looks bad (see attached).

I'm using Blender 2.79 and the Principled BDSF shader.

I've upped the transparency and bounces in the render settings, nothing happened.

Any help, greatly appreciated. Thanks!

Blend File: https://www.dropbox.com/s/ctto4f198ez50dh/jar.blend?dl=0


texts: How to unwrap a plane with displacement and a hole in the middle without stretching

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I have a plane (ground) with a hole in it. The plane has a displacement modifier in it.

the thing is that the uv unwraping gets stretched no matter what i do.

What can i do to make it right?

Here is the blend file:

Thanks in advance.


texts: Reflective material don't reflect a mesh

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I am quite new to Blender. I tried to set up a scene with a little character I modelised with a floor and an hdr. My problem is that the parts of my character which has a reflective material reflect the hdr but not the floor.
Here is my viewport with viewport shading. I use eevee.


texts: Camera couldn't rotate along a spiral path

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today I have a new problem with the camera movement. (It seems I bump into problems every day)
I tried to make the camera push towards the main object(in the file you will see it's a medal in our game) while rotating as it moves along. I created an empty cube, parented the camera with it, added a "follow path" modifier with the spiral path along which the camera would move, and added a "track to" modifier and set the target to the main object. After the configuration, the camera could move but I couldn't make it rotate no matter where I clicked. Then I created a new file, repeated the process and guess what, now the camera can rotate but I can't stop the rotation. I am confused. I've attached both files, please point out where I did wrong and what I should do, thanks in advance!

medal animation.blend
the other .blend file that made me confused


texts: Having trouble parenting cloth to armature

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I am doing the Clinton Jones (Pwnisher) Alternate Realities challenge, which for me, is my first big project. I am trying to perform the function whereby you parent the clothing item you've made for your character to the armature and do a data transfer from the body mesh to transfer vertex groups to the shirt. So far, I've been unsuccessful and I am unsure if the issue is that my body mesh came with an armature when I imported it in Daz so the name of the vertex groups differs from the base armature that the project file came with that I've retargeted my body mesh to or if it's something else.
All told, the big issue is that the arms are clipping through the sleeves so whether I'm able to solve this through rigging or other means is fine by me, I'm just at a loss for a solution so far. Project file here: https://gofile.io/d/KY3kGL.


texts: Can I use GPU for the workbench render engine?

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I know the GPU render is available for cycles engine, but it doesn't seem like work for the workbench engine too. (I'm using Blender 2.79b and GTX 1660ti).
So just wondering if I can use my gtx gpu instead to make it faster?


texts: reorder modifier/constraints stack order in python

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Is there any way to set a modifier or constraints index in the stack without using bpy.ops?
The idea is to easily reformat the stack order of constraint.
An example could be to re-order constraints alphabetically


texts: Where did the 'Use UV for Mapping' option go in Blender 2.8?

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I'm following a tutorial using a 2.7 version of Blender, which shows how to use UV unwrapping on beveled curves to make a texture follow the shape of the curve (I'm making stylized hair and would love not to have to convert it to a mesh.) However, the check box for that option under the "Texture Space" menu in the Curve Properties sidebar is not there in 2.8 like it apparently was in 2.7 versions. Here's where I'm looking, for comparison.

I've already looked everywhere in the program that I thought it might have been moved to. I didn't start using Blender until this most recent version so I know things have been moved around a little; I just can't find this one!! Thanks in advance!