texts: Game Asset texturing; high poly to low poly

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What is the "proper" way to texture detailed game assets? I have baked a normal map and now I want to add color, logos, warning signs/stripes, and all kinds of details to the low poly asset. The details need to be in the correct positions (on insets, recesses), so doing them on the low poly UV map doesn't work since the low poly doesn't have these. How would I go about this?

Do I use the normal map as a UV layout background layer in GIMP and paint on it accordingly?

Do I create a UV map for the high poly as well? (I'm not seeing how this could work, and also the normal map baking worked fine without it too)

Do I add stuff on the high poly mesh and bake them on the low poly mesh like I did with the normal map? How is this done? (I tried something like this, but got an error that I couldn't figure out)

Search results of "game asset workflow", "texturing", "texture map baking", "high poly to low poly" etc usually yield:

Tutorials of adding a simple repeating texture pattern (brick walls, wooden barrels) onto the object.
Making just the normal map.
Texturing an object but very little to none about transferring the stuff onto another object.
Using GIMP/Photoshop to paint stuff on the UV map of the low poly (Which in my case is missing all the edges of the high poly)
Something along the lines of Rest-of-the-owl i.e. "And then you just texture it. Thanks for watching."
Something completely unrelated.

Have I done this completely wrong? Should I have added textures/materials while I was making the high poly? Am I missing something?

Things to note:

The high poly is one mesh, there are no separate parts.
I'm an absolute beginner with this stuff
If there is a way that is better and/or I haven't considered, please do point it out.

Thanks in advance.

EDIT: Not seeing the image description so:

From left to right: High poly, low poly with normal map, plain low poly


texts: When I render in cycles my object is pink

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My object has a pinkish shade to it and I don't know why, when I open a new project it works fine but in this project it is like this. I tried to check for missing files but with no results, I applied some basic colors but the same thing. Ask for more information.
In eevee mode it is fine.
the shader nodes of one object, and in the composition is nothing

also if it helps

My file can be found here


texts:
I have issues with some Collada files.
When I import any of the problematic files, Blender doesn't show anything on stage. There are new objects imported in the scene hierarchy, though. My model has some geometry and a skeleton, and I can see them in the hierarchy. But when I click on the geometry, Blender just crashes.

Both files that work and those that don't work, use the same schema version, 1.4.1,

<COLLADA xmlns="http://www.collada.org/2005/11/COLLADASchema" version="1.4.1">

I checked that the schema is valid (with ruby nokogiri), and I can open the file with other viewers (Open3mod).

Anyone knows if the importer expects a certain ordering of the XML nodes? Where's the source code?


texts: 2.8 How to Duplicate Collection without keeping it "linked"?

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I don't quite understand the new "collection" workflow, if i have a Collection with a bunch of object, and duplicate that collection, the newly created collection seems to be "linked" to the original one, anything i do to any of them effects the other.

what am i missing here ?

thanks


texts: Hidden parts appear again after switching from edit mode into object mode

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I'm modeling an Apple and I joined the apple and stem.
When I select the stem and hide it it disappears in the Edit mode, but when I switch the another view as Object or Texture pant mode the stem appears again.
When I go back to edit mode it disappears again.


texts: Importing numerical data into Blender's fluids simulation

texts:
I am an engineer that typically deals with explosive, fire, and compressible flow (supersonic) simulations. I have my own code that can calculate a realistic 3D fluid simulation for some of these extreme environments, but I want to see what I can do for fun in Blender to make these simulations look "nicer".
I found this question from a while ago that is almost exactly what I am trying to do:
https://www.blender.org/forum/viewtopic.php?t=18319
However, this was written a long time ago and a few of the links are no longer available. Any help would be great!


texts:
I am wondering how does exchanging a BabylonJS file between 3ds Max and Blender works.  When you receive a BabylonJS file you need to convert it in BabylonJS Sandbox to GLB
The BabylonJS file has a lot of assets.
As far as I know the Babylon > glb conversion does skip a lot of UV's slots when loading into Blender and the remaining location- and UV coordinates are also chanced.
I know location data is because of BJS R-hand system versus 3D Max/Blender L-hand but why are some of the original UV's in the Babylon file skipped at the conversion to GLB.
And how to fix that.


texts: Is it possible to use a slider toggle from FK to IK, in a armature?

texts:
I've seen in older Blender character rigs (such as Big Buck Bunny), character armatures had some floating slide toggles that affected whether a rig appendage was Forward-Kinematic or Inverse Kinematic (FK/IK), but newer rigs (such as Sintel) don't.

What is the current "best practice" way of creating an FK/IK toggle (is it part of the core application?), and what version of Blender did that become available?


texts:
How can I create a multi-sided geometric (geodesic) polyhedrons, specially a Icosahedron.  Using this for a tower frame construction.

friendly regards

Jos


texts: When I do an inward extrusion the walls of the cube remain, whats going on?

texts: I am trying to reduce the thickness of this cube.  When I select the face, extrude along the Z axis, the face of the rectangle goes up, but leaves the walls remaining.  Why is this happening and how can I fix it?  My normals seem to be pointing in the right direction.


texts:
I tried this method.
I am able to add "Add Mesh: Extra Objects", extras pop up but there is no sqorus.
In documentation, it says that it has an "Add Sqorus" function but I am unable to find it.

Please help :).


texts:
I'm new at blender so might be something stupid but couldn't find the answer anywhere.

I'm trying to apply a texture to only a face of an object but only part of it is applied. I'm using cycles and a simple node setup consisting of image texture passing into the diffuse. I've selected the face and UV unwrapped it. I've tried moving the face around in the UV editor and it doesn't make any difference. I've also tried re-calculating the normals but it didn't help either.

Thanks to anyone who's willing to help


texts: Is it possible to change the fractal value outside of the subdivide panel? (blender 2.9)

texts: I have a mesh that I subdivided, and increased the fractal amount on it.  Now I am later in the project, and I want to increase the fractal amount even more, but I don't want to subdivide it again.  Is there any way to change the fractal amount without subdividing the mesh again?  any help would be appreciated! :)


texts: Is there a Blender Python UI code to draw a horizontal line or vertical space?

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So that in a tool shelve you can either via a line or a and empty space indicate groups of buttons without having to use the class command to define sections in a panel?

The only two ways I see currently is either via a label

Or via the class


texts: Can't change world color. Cycles and blender render

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Im trying to brighten the world, but it does not change. What is the problem?

Video here: video


texts: My imported Character from Daz 3d appears black when rendered in cycles, but the materials are normal in look-dev mode

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I imported a character I designed in Daz 3d and when It came already Uv unwrapped, but when I add image textures from polygon onto the character it appears in look dev mode perfectly fine.

However when in render mode it appears completely black even with the light intensity maxxed out. Help please I'm very new to blender and have been trying to figure this out for days


texts: Export Blender Particle System Hair To Three.Js

texts: After several months of casual research on three.js as I worked on a model in Blender 2.7 I have yet to locate a method for exporting the blender particle system hair? By chance would anyone have any ideas how would I go about achieving this feat, would I need to perhaps export to OBJ or some other format? I have yet to see any three.js imported particle systems from any 3d system?..Any ideas would greatly appreciated !!


texts: Area lamps and emissive materials emit light rays that spread out. How do I make an emission shader that only emits light rays exactly perpendicular to the object's face normals? Is it also possible to adjust the amount of light spread?


texts: Blender wrongly thinks I clicks a scale-cage manipulator that closest to camera - which is not the closest to mouse

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I want to click the green manipulator, not the red one.

However, if two manipulator (red & green) appear moderately close together from the camera, Blender will think that I click the one that is near camera (red).
The below dot-gif image shows my clicks.
All of 3 scaling tests were done by clicking the green.

In the first two tests, Blender wrongly think I click the red manipulator.

In the last test, before I clicked, I rotated camera a bit and get the expected correct result.

How to reduce the distance threshold that Blender use?

^ To make testing convenient, I wish for an answer that works when I click the yellow zone.
Currently, if I click the yellow zone, Blender will wrongly think I click the red manipulator.
However, if I click the cyan zone, Blender will correctly think I click the green manipulator.
Environment :

Blender 2.81 & 2.83 & 2.90 & 2.91(experimental) in Windows 10.
Blender : switching because Industrial and Blender-default keymap doesn't help.
Windows : It can't be fixed by Display>Scale and layout>Advanced scaling settings> = 100%.

Environment that there is no issue:

Blender 2.81 in Windows 7.
Blender 2.81 in the problematic computer.  It needs factory reset.
The trick has no effect on Blender 2.90.

Bounty Reason (old)

HikariTW's answer is a good attempt, but sadly, for my case, it isn't useful at all.

Jachym Michal's is very insightful, but it
doesn't provide any solution except (bug) reporting.

Increality's provides a doable solution.  However, for me, it is (very) inconvenient.

Yudaka's argues that there is no such issue in his machine, and I confirm later that there is actually no issue in one of my computers.


texts: How to let people see message in add-on preference?

texts: I want to type some message for people to see when they just installed the add-on. I need a message to them in add-on preferences. How can I do it?


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I am having trouble with exporting a simple "map" from blender into unity. I have tried to export it as a .fbx file, but that doesn't help me that much as it gives me what looks like an incomplete mesh, but yet it is there. I used a plane mesh to make this asset, but I am not sure that the problem

I was wondering if anyone was having this problem as well and could help me quickly

Any help is very appreciated,

thank you.

(btw I am using blender 2.8)


texts:
i modeled a bigger ship and the hull part is too edgy. So i want to align this part and make the shape more rounded like 1 fluid line. Are there tools to do this or maybe a workflow.

The first is my reference. And like you can see in the render the hull is very edgy maybe i have to solve this whith a texture and the shader nodes?


texts: Can't render fire effect on transparent background

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I am trying to render a fire effect on a transparent background for a PNG sequence (Cycles). I'd like to add it to a video in After Effects.

2 problems I'm experiencing:

renders always on black background (Although I checked box 'Transparent' in 'Film' in Render Settings, and set to RGBA
I got the fire effect to render (I had to switch to CPU for it to work), but it appears almost not visible, with dots around it. Do you know why it appears so dull and where the dots are coming from? (screenshots attached) I added a light in the scene to make the fire more visible although I don't even know if that's necessary for rendering fire..

Any advice and feedback would be appreciated. I'm kinda stuck here :)

PS: i'm a total Blender newbie

cheers :)


texts: Scientific Illustration: Non-photorealistic rendering of sparse wireframe with dashed/dotted lines for backfacing areas - Blender 2.80

texts:
I'm interested in creating a material that gives this end result:

I'm studying the possibility to use Blender as a tool for scientific education in pure mathematics.

The idea is that the material should be:

transparent
wireframe visible on the viewing side
Wireframe dotted on back side
small border around the picture

In the long term, I would like to be able to draw small patches such as the "V" patch here.

Other examples:

Thanks!

Images from: Discrete Differential Geometry - Keenan Crane


texts: Better Kitbashing and Asset Management flow, with multiple kits? Organize and browse assets?

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I have 2 Kitbash3D kits, which are huge and contain thousands of assets, plus I'm getting smaller Mech parts kits from an artist from ArtStation.
I want to create a workflow in which I can open the kits and just drag and drop them quickly in Blender to concepting and sketching.
What am I looking for

A good asset browser, where I could see the 3D models by thumbails, tags and more. Cinema4D has "Content Browser" which is exactly this (example).
Due to some kits and scenes being very big (for example: https://kitbash3d.com/collections/kits/products/aftermath) I would like to have those scenes open in a separate Blender instance or even open in the "Content Browser" and then just selecting the objects I want and pasting/dragging into my main Blender scene.

Problems

When I try to open a Kitbash3D file (2.2GB+), it takes minutes upon minutes, every time I open the kit, being discouraging to work (computer specs: 64GB ram, GTX 1060 16GB, i7-7700HQ 2.80GHz). And then, if Blender doesn't crash, the scene is extremely slow, making it impossible to sketch with the kit itself.

As a test, I installed the trial of every major 3D software, and they all managed to load quickly and I could drag and drop individual parts of the kits. But I don't want to use commercial software, I want to use Blender.

No way to paste data in Blender, no way to navigate external assets. I know a kind of Asset Browser is coming in 2.93, but it still will take some time and will require me to convert every possible model and asset to the Blender Asset Browser format.

Questions

How does one work with Kitbashing in Blender, considering the problems I presented?

For example, I found this video which shows how to Kitbash in Blender. But it takes into consideration opening a small kitbash library .blend file and then sketching in the file itself, and not loading additional assets or kits.

How does one have an asset library with Blender composing of models, textures and more? And what is your workflow to work with this asset library?


texts: How to create light beam effect? (Alone in the Dark opening)

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How to make this light beam effect on any object, be it text, a cube, one or a single beam from which the beams of light emanates, and give it the movement similar to that in the image?

I add this image, I had an idea of how it was, but I have no experience with this area of FX, or light games

in this video everything is made with blender, in this part in particular it shows a beam of light similar to the effect of the letters, so if it can be achieved, I just don't know how to do it


texts: Associate extra scalar data field with mesh or pointcloud

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I work with scientific pointclouds and I often have extra columns of data in my .ply files. For example, I might have a column for "temperature" where there is a temperature value for each point or mesh triangle. In a 3D package called CloudCompare, it's easy to hide parts of a pointcloud or mesh based on the value of one of these "scalar fields."

Is there a similar feature in Blender? If I have a .ply with extra columns, is there any way for me to, say, color the mesh by the value of that column, or use that column as the input to a python script?


texts: Image textures 'wiggling' when the mesh moves?

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I'm making a short animated video in blender, and I have a model of a TV with an image texture on the screen. When the TV moves, the image texture does not move very smoothly, and wiggles.
here is a shot from the video demonstrating this.
EDIT:
EDIT2:
Rendering with updated shader
Edit3: .blend file of just the tv


texts: How to change the shortcut (F) to resize the brush in sculpt mode

texts: how can i change the shortcut to resize the brush in sculpt mode, i want to use the S Key instead of the F key.


texts: Render semi-transparent self-intersecting surface in cycles

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I am looking at mesh surfaces that intersect themselves and show both sides (inside/outside). It's easier to put one here than to explain. So far, I can not cycles render it with transparency. It renders completely opaque for me. I'm toggling alt-z and it changes from semi-transparent to opaque in normal view (object mode) but always opaque in render. It is interesting to watch when toggling backface culling.

I give the shape here, because there may be some strange thing due to the variety of surface normal directions.

I don't want glass or refraction, I just want to see the surfaces themselves in some way that I can see inside.

NOTE: it DOES render semi-transparent in blender render. Using 2.74. I think I will have to play with multiple lights and diffuseness before it looks excellent.

import bpy
import numpy as np

nth, nph = 101, 200
th  = np.linspace(-0.5*np.pi, 0.5*np.pi, nth)
phi = np.linspace(-np.pi, np.pi, nph)
y3 = np.sin(th) - 1.8*np.sin(th)**3
X = np.cos(phi)[None,:] * np.cos(th)[:,None]
Y = np.sin(phi)[None,:] * np.cos(th)[:,None]
Z = np.zeros_like(X)            + y3[:,None]

verts = [tuple(thing) for thing in zip(X.flatten(), Y.flatten(), Z.flatten())]
faces = []
for ith in range(nth-1):
    for iph in range(nph-1):
        v1 = nph*ith + iph
        v2 = v1 + 1
        v3 = v2 + nph
        v4 = v3 - 1
        faces.append((v1, v2, v3, v4))

purple = bpy.data.materials.new("transPurple")
purple.diffuse_color = (1.0, 0.0, 0.67)
purple.alpha = 0.2
purple.use_transparency = True

me = bpy.data.meshes.new('wow')
ob = bpy.data.objects.new('wow', me)

ob.location = (0.0, 0.0, 2.0)
bpy.context.scene.objects.link(ob)
me.from_pydata(verts,[],faces)
ob.active_material = purple
ob.show_transparent = True
bpy.data.objects['wow'].select = False
bpy.data.objects['wow'].select = True
bpy.ops.object.shade_smooth()


texts: How to put transparent images on to textures

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I'm trying to put a PNG image on top of another texture on my cube, I'm following along this tutorial https://www.youtube.com/watch?v=vqhZIHpPmq8
but I'm getting a different result, my nodes are set up as demonstrated using a image node and mix shader.
What am I doing incorrect?


texts: Bevel modifier not working on SVG converted to mesh

texts:
I'm running Blender Version 2.83.0 (2.83.0 2020-06-03) on mac 10.15.5.
I've been tinkering with modeling items and I can't make mesh modifier operations work for me.

I draw a path in Adobe Illustrator
It looks like like the outline of seahorse.
Export to SVG.
Go blender.
Import SVG
convert to mesh
extrude
Boolean two cylinders

The last item want to do is break the edge with a bevel. It won't bevel.
I've also tried to use the geometry tab to extrude the SVG curve and bevel it there before converting to mesh. However then it won't let me boolean the cylinders out.
Any direction would be appreciated.


texts: Why can't I see the light source directly?

texts: I don't understand why I don't see the direct light from light sources. Is there an option to show it? I can't find.


texts: Getting Color Values Produced by Dynamic Paint

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I am having trouble with the python code to get the colors of vertices when using Dynamic Paint. If I try painting a cube using the Vertex Paint mode I can get the rgb values of the vertices using the following code, however If I use Dynamic Paint to color the vertices I keep getting "None" for the color layer. Sorry if this is a newbie question but what am I doing wrong here? I thought the color data would be the same whether I used Dynamic Paint or Vertex Paint mode.

import bpy
import bmesh
context = bpy.context
scene = context.scene
mesh = context.object.data
bm = bmesh.new()

meshes = [o.data for o in scene.objects if o.type == 'MESH']
for mesh in meshes:
    bm.from_mesh(mesh)
    color_layer = bm.loops.layers.color.get("Col")
    print(color_layer)
    if color_layer is None:
        color_layer = bm.loops.layers.color.new("Col")
    for face in bm.faces:
        for loop in face.loops:
            print("Vert:", loop.vert.index)
            print(loop[color_layer])
bm.to_mesh(mesh)
mesh.update()
bm.clear()


texts:
How would i export cycles node maps and turn them into images?
I am trying to port a model into the Source engine and i want to have the same node maps. I looked everywhere and nobody has figured it out yet.


texts: What will be happens when "Open on mouse over" in preferences is active? How does it work can you give me an example please, Thanx


texts: subdivided/unsubdivided linked split screen

texts: Is there a way to split the viewport so I can view my unsubdivided model in edit mode and my subdivided model in object mode at the same time? I'd like to be able to edit my mesh and see it update on a subdivided version on a separate window. Thanks!


texts: How to make a F-curve with a constant and linear part?

texts:
As part of a problem I need to obtain a curve in the graph editor, that has a constant part , followed by a linear one.

for instance:

  for the interval [0,100] the curve is y=0

  for the interval [100,end] the curve is y=x-100

I tried under Add-Modifier>Generator,
but the closest curve I found was only a y=mx+n curve.
There is also the option of using python to shape the curve,
but I do not know how.
I assumed, that maybe it could be possible to draw the curve by hand, but it does not seem so.

How would you make a F-curve that looks like the white one in the picture ?


texts:
I have 2 footages. One for the left eye, and one for the right eye.

Is there any way to track the cameras from these footages and get the stereo camera from it? Or get 2 separate cameras from it, but at the same position if it was stereo camera?

I can track cameras separately, but I get separate solutions.


texts:
I am trying to make a reflection on the outer rim of letters, as if they were embossed in the paper they're printed on, or written with paint/glossy ink.

Such as this:

Credit Alex Trochut

or:

Goal: (answer to @LukeD's comment): The goal is to give a volume effect to a design (previously made in Illustrator for example, or based on glyphs from a font) to "flesh it out" with its reflections.

I usually start from a .svg, which gives problematic topology when converted to mesh... So beveling doesn't work, neither does subsurf.

Also, beveling isn't what I want, because the whole surface of the paint is round, not just the edges.

Maybe there's a way to fill a .svg path with a metaball-type mesh? Or a way to "inflate" it? (I think in 3ds Max there is a thing called "push" that is similar, but I couldn't find an equivalent for blender).
Ideally, one way to do it would be to be able to "inset" the upper faces; shrink or extrude it towards the offset "middle" of the shape as illustrator does:

Here's a .blend to experiment with:

Here is what I have tried so far:

Subdivision, then displacement modifier from the black and white flattened image (edgy reflection):

Subdivision, then displacement modifier then Corrective Smooth modifier (not too bad, but over 1M faces for just 1 letter):

Using a svg curve (inner) instead of outside path then extruding/depth (ok result, but I am trying to get this result from a svg path of the outside of the letter):

Using an offset path made in Illustrator and connecting the inside and the outside curves into one mesh, then subsurf (only possible for simple shapes):

Fluid simulation with extruded edge of the svg path as collision object and a plane beneath as second collision object (ok result, the best so far depending on resolution):

Things I haven't yet tried (still experimenting): shrinkwrap, cast modifier (would that work, if a shape other than sphere or cuboid was applied?), applying different effects to outside edges.


texts: If I zoom to far out everything dissapears

texts:
If I zoom out too far, all objects disappear, how can I adjust this so that I can see them from further away, so that the view is simply bigger?

Thx for our help


texts:
Why can't I apply scale to an object that has been instanced?
I mean: just apply it as the same to all the instances, no?
I forget to apply scale, then instanced the object 20 times, position it well and rotate it, and then I discover that it needs a small retouch that needs to be done in scale 1,1,1.


texts:
New fluid simulation in recent Blender versions (Mantaflow) does not have any setting for interaction with the obstacles.
In result, any fluids, no matter of viscosity, slips right off the surface of an obstacle and it looks quite unnatural.
I'm looking for a way to imitate fluid stickiness.
I've been experimenting with force fields, but so far haven't got any decent results.
Anyone got any ideas?


texts: Copy pasted Body and armature not rendering

texts:
I've copy pasted a rigged mannequin and it doesn't show in the Render window.

I've checked for the Render flag in the Outliner and the Render checkbox in the Object properties.
I cant seem to find the Duplication submenu in 2.8 which seemed to cause issues in the previous versions of Blender according to my research.


texts:
I want to become, and am in the process, of specializing my skills as a character modeller. What I want to know is, what software should I use to maximize my efficiency as a character modeller? Price is not a problem. I know Zbrush focuses specifically on sculpting, which I will undoubtedly need as a character modeller, and 3D coat is useful for retopology, but my main question is what would I use Blender for? I have been using it for 4 months now, and I know that it can do just about anything if you know how to navigate it and understand what blender offers, but what are its strong points?

As stated, Zbrush is good for sculpting, 3D coat is good for retopology, but how about blender? What does blender specialize in? Is it animation, rigging, texturing? What the bananas does it specialize in? I'm always going to keep blender, its community, but from one aspiring character modeller to another some advice would be fantastic.

thanks again!
Chris


texts: Is there more than one way to unwrap in Blender?

texts: What are the different ways to unwrap besides marking seams on everything and unwrapping?


texts: Glass cup + Water not rendering correctly, weird lines

texts: I'm just starting to learn Blender and am following Blender Guru's donut tutorial. I just "filled" the glass cup with water and everything looks correct as far as I know but when I render it, the water doesn't look right and there are some weird horizontal lines going on. As I said, I'm very new and don't really know what to look for.


texts: How to rename selected objects using python?

texts:
I want to rename a large number of items. Doing so manually could take quite some time. I want to use python to rename the object. To find out the python command for renaming I renamed an object manually and looked in the console for the echoed command. The command was:

bpy.ops.object.select_all(action='TOGGLE')

This command does not seem to be the correct command for renaming. It does not even contain the new name in the command. I also tried to look up the python command reference for the name, but the link was a dead end.

How can I rename an object using python?


texts:
I'm just starting with blender and I'm trying to find a way to move this window down here. Is there any way of doing that? I tried with multiple mouse buttons but it only toggles between opened and closed.
By the way, what is the name of that window?


texts: How to export fills on Freestyle SVG export?

texts:
I have a simple cube object with a blue diffuse color. I enable the freestyle svg plugin and check all the necessary boxes. Freestyle exports the edges to the .SVG but there are no colors present.
Do I have to do something specific to export the materials as fills?


texts: How to use a transparent material with mist in Blender Internal?

texts:
I have a leaf material that I want to use in the mist. (Blender Internal renderer) when choosing Z Transparency, the result looks incorrect. Look at the tree in the center, all the leaves looks too vivid compared to the correctly faded bark.

When I changed it to Raytrace, the mist occlusion of the tree at center looks correct, but the transparent part around the texture has a color which is pre-mist.

Actually, the mist seems to be in effect as when I turn off the mist the color became more vivid, but it looks like the mist behind them has no effect. (So leaves in the front of camera looks more bugged as more mist is behind them)

The leaf material consist of an image that affects color and another image that affects alpha.

More images to help debugging. In Z Transparency the part where leaves overlap looks more vivid.

In Raytrace, the part where leaves overlap is OK, but the transparent part around them uses only mist in front of them. It should not use any mist and became see through to be correct.

This is the scene without mist.

Another observation with Z Transparency, I use the viewer to view a mist pass. When I have Use Mist off the overlapping leaves does not get transparent.

But with Use Mist, it somehow adds strange transparency where they overlap.

And the scene does not use any AO, Indirect Lighting, or Environment Lighting. Thanks for your help.


texts:
I'm currently working on a project in which I have a cylinder object, and need to roll it across a box, so that the reverse of the seal is shown.

Basically, I need to roll it over the surface with the difference boolean, but I'm not sure how to do this. My first attempt led me to move and rotate the seal by hand, and resulted in seams from where I either moved it too far, or when the rotation didn't match up with what I had already taken the difference of. Does anyone know if it's possible to animate the seal to roll across the box, using the difference boolean as it goes? Or have any other ideas as to how I could do this?


texts: Possible to displace whole polygons only, not points

texts:
I want to have displacement to complete polygons, not single points. Rightnow displacement in Blender affects points.

I have the polygons separated inside the mesh and want them to move up and down depending on the displacement map, but each individual polygon should remain flat.

Is it possible to displace in "polygon mode"?

Thanks.


texts: Chroma key and a few images for background

texts:
I am making a movie using chroma key effect.
The foreground is a video taken in front of a green panel, filmed with 24 fps. Assume this video have 1000 frames.

The background is a sequence of 5 images.

generation with VSE:
I wonder if it is useful the have the following reasoning: since I need
only five images for my background I don't need to generate a background movie consisting of 1000 frames and where a lot of frames will be repeated.

So I generate the background movie with 1 fps (it's not the best optimization and the size of the background movie is much smaller). However since I want to "mix" these movies using chroma effect, it appears I need to have the same fps for both movies ?

generation with the compositor:
A sequence of image can be provided as an input in the compositor. However in this sequence of images, it appears that one image corresponds to  one frame so the problem is still there : I can't choose how long one image should last but I need to repeat a lot of times each images.

Is there a way to avoid repetitions of the background images ?


texts: How to get Global object location - Python

texts:
I'm trying to make script which will get object.location but it doesn't works: result of my script is:

Trawa.196 and its location is: Vector (0.0000, 0.0000, 0.0000)>

And every object in my scene has these values

ObjectName = "Grass."
ObjectNameNumber = 1

for i in range(1,200):
if(i<10):
    ObjectName = "Trawa.00" + str(ObjectNameNumber)

    objectTrawa = bpy.data.objects[str(ObjectName)]
    objectTrawa.select = True
    print(ObjectName, "and its location is: ", objectTrawa.location)
    bpy.ops.object.select_all(action='DESELECT')
    ObjectNameNumber+=1
if(i>=10 and i<100):
    ObjectName = "Trawa.0" + str(ObjectNameNumber)
    objectTrawa = bpy.data.objects[str(ObjectName)]
    objectTrawa.select = True
    print(ObjectName, "and its location is: ", objectTrawa.location)
    bpy.ops.object.select_all(action='DESELECT')
    ObjectNameNumber+=1
if(i>=100):
    ObjectName = "Trawa." + str(ObjectNameNumber)
    objectTrawa = bpy.data.objects[str(ObjectName)]
    objectTrawa.select = True
    print(ObjectName, "and its location is: ", objectTrawa.location)
    bpy.ops.object.select_all(action='DESELECT')
    ObjectNameNumber+=1


texts: How do I convert a bone to b-bone with Python and set the number of segments

texts:
I made a string of bones but want specific bones to be b-bones
I have:
bpy.ops.object.armature_add()

the python suggestion is:
bpy.data.armatures['Armature'].draw_type

how do I define b-bone from this?


texts: I have a class that extends bpy.types.Panel. When a combination of items are chosen in another panel, I want this panel to appear, but not otherwise. Right now the panel will always show after being registered. I browsed through the documentation and found nothing useful. What function can I call or flag can I set to show and hide a panel, say, on clicking a button?


texts: I just recently started using Blender and today I started an animatic with the regular pencil, with the sensibility and transparency but suddenly (I probably touched something without realizing it) all of the animatic was opaque and the lines were all of the same size. So can I make the drawings back to normal or do I have to entirely redo it? :/ and how can I switch back to the regular pencil pls? (the picture is how it looks like now and of course dumb as I am I forgot to save it before it happened ahah)


texts:
I'm trying to use Blender as my GUI content creator, and I'm writing plugins for it.

I have a brief look on the API document and noticed that Objects have three matrices: world, local and basis. It is pretty easy to understand world and local matrix, and they work as I expected. However, I don't get the concept of basis matrix, and it can be disturbed by Alt-O hotkey.

Although it seems local and world matrix is enough for me, I am still curious about the meaning of the basis matrix. So what does basis matrix stands for?


texts: Python Rotate object with non uniform scale on local axis

texts:
How can I rotate an object with non uniform scale on the local axis.
When the object has a random scale(5,23,12), the rotation is either way off or it slightly jitters.

When it has a uniform scale(1,1,1), I can just do:

import bpy
from math import floor,ceil,sqrt,log10,radians,degrees,cos,sin,pi
from mathutils import Vector, Matrix, Euler

object_x = bpy.context.active_object

rot_matrix = Euler((radians(25),0,0)).to_matrix().to_4x4()
object_x.matrix_local = object_x.matrix_local  * rot_matrix

# Trigger UI Update
bpy.context.scene.update()
object_x.location = object_x.location


texts: OSL component names for points, colors? (x, y, z, r, g, b)

texts:
The Open Shading Language spec says

Color variables may also have their components referenced using “named components” that look like accessing structure fields named r, g, and b, as synonyms for [0], [1], and [2], respectively:
float green = C.g; // get the green component
C.r = 0.5;         // set the red component

It says the same thing about points and x, y, z components. This is not working for me in Blender 2.8. I get errors like:

error: type 'point' does not have a member 'x'

Is this not implemented in Blender?


texts: Creating a path with differential equations

texts:
I'm currently trying to create a 3-D vector field based on an equation. Once I create a vector field, how to actually make the object move along the vector field when placed at a point?

My Approach:
Every vector field has an associated system of differential equations. For example, for a vector field, $$\vec A = x \hat{i}+y \hat{j}+z \hat{k}$$ the associated system differential equations are, $$\frac{dx}{dt}=x \\ \frac{dy}{dt} = y\\ \frac{dz}{dt}=z$$ and the corresponding solutions are $$x(t)=x_0 e^t\\ y(t)=y_0e^t \\ z(t)=z_0e^t$$

So now, we have path(i.e.) by varying t, we obtain a set of $(x,y,z)$.

Is there a way to solve this system of ODEs with blender. I found an answer, that was relevant, Can you animate objects using differential equations?, but I couldn't understand how to implement all those in this context.


texts:
I have a simple Chimney model, but when I bake AO it looks like one of the faces is upside down:

Shy is it happening and how can it be fixed?
Thank you in advance!


texts: Blender 2.91, Problem Exporting from Quixel Bridge, Shiny light artifacts

texts:
i have just installed the last official version of Blender 2.91 and try on Quixel Bridge.
I am exporting some test meshes to my scene. The export seems to work well but when I go into Material o Render View the textures are producing some very intense shiny light artifacts.

Is someone else having the same issue?


texts: Custom made menu hotkey problem, blender doesn't find it unless I run it form the text editor

texts:
I am new to scripting in blender, kinda new to python as well.
I followed a tutorial on how to make a custom menu in python, and then add it as an addon in blender. Now I installed it from file and it worked, I enabled it and assigned an hotkey, but unless I run it from the text editor I get this error:

Report: Error
Menu "gino" not found.
(gino is the bl_idname)

if I run the script from the text editor once, the hotkey start working and I don't receive any errors.
How do I fix this so that when I start Blender my addon work with that hotkey?

This is the code:

bl_info = {"name" : "GinoMenu","category" : "3D View","author" : "Edo"}

import bpy

class customMenu(bpy.types.Menu):
    bl_label = "G I N O"
    bl_idname = "gino"

    def draw(self, context):
        layout = self.layout
        #pie = layout.menu_pie()

        layout.operator("mesh.primitive_cube_add")
        layout.operator("mesh.primitive_cone_add")
        layout.operator("mesh.primitive_circle_add")

        return{'None'}

def register():
    bpy.utils.register_class(customMenu)
    #bpy.ops.wm.call_menu(name = customMenu.bl_idname)

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

if __name__ == "__main__":
    register()


texts: "Drop Over" a higher channel in Video Sequence Editor

texts: Let's say I want to edit a video made of with 50 strips which replace each other with some fading between each strip. Because two consecutive strips will overlap, I put each next strip in a higher channel, use "Over Drop" and opacity (from 0. to 1., or the reverse) with keyframes, and it works fine. But Blender is limited to 32 channels and I do not know how to include the 33th strip. I guess it is possible to put it in channel 1 and not use "Over Drop", maybe "Alpha Under" or something? What should I do? What is the best practice?


texts: Random black line appearing on glass texture from interaction of noise & fresnel node

texts:
Removing noise makes it go away somehow.

Without noise

Glass nodes

The background is HDRI


texts: Where do the collections go in 2.8+ when you hit Ctrl-G to make a group?

texts:
When I press Ctrl-G, the manual says it creates a collection with the selected items.

The screenshot shows my experience: select some meshes, press Ctrl-G, and I get a dialog box at the lower left.... and no other obvious effect. I dug around in the raw blend file using python and found I appear to have been creating collections with these commands, but they don't appear in the outliner? How does one use the hotkey to create a  usable collection?


texts: Scaling (or rotation) object using two random points (helpers, vertexes for ex.)

texts:
The thing is there is an object. I wanna pick a first point anywhere on object to make it a pivot point for scale (or rotation), and pick another point (empty object or vertex of this object) which I will grab then, and by moving this second point in space the object will rotate and scale.
Some 3D-applications have this feature.

Here's another image with a task for better understading. For that task object should be rotated, positioned and scaled, while this points changes their destinations:


texts:
Having recently seen the Siggraph paper A Practical Extension to Microfacet Theory for the Modeling of Varying Iridescence, I of course said to myself "I have to have this in Blenderrrrr!" and started to experiment with a node setup to at least simulate it.

The paper, while not too long, is quite technical and mathy, and over my head. But I did glean some basic information from it (please point out any mistakes):

Iridescence is the result of a phase shift during refraction.

The colors of iridescence can be represented by drawing a spiral curve through a color space.

The color banding changes with the incident angle. So, of course the good ol' Fresnel effect is at play here. Seems logical to assume we need to have physically accurate Fresnel if we want to have physically accurate iridescence.

It seems all this complex math can be represented in approximation by a color ramp! Heyyyy, I use color ramps all the time. Maybe this won't be so hard after all.

I don't know what $\mathcal{D}_\text{inc}$ is though... (no dinc jokes in the comments, please). If you know what it means, please comment or answer.

Could this approximation be perhaps close enough for our practical rendering purposes?

Let's take our screen shot of the gradient and crop it:

Instead of painstakingly setting hundreds of gradient stops for the color bands we can plug in the cropped image of the gradient with the vector data from a Layer Weight node like this:

Now we have fake iridescent color!

From here I've been experimenting with PBR node setups and trying to plug this gradient color data in in some meaningful way. I've made some neat looking materials, but as far as physical accuracy goes, I can't say I've made much progress. Since my understanding of the paper is incomplete, I'm asking the community: Can we create an iridescence shader like the one described in this paper, in Cycles?


texts: Why curve modifier goes in different direction

texts:
I have a mesh and a curve modifier. I want that mesh to be coil on the curve. Sorry to say i never understood how the curve modifier works. When ever added it goes in different direction or away from the target. Can anybody explain me why my mesh going different direction other then the target curve.

Mesh getting narrow on top and getting mix with each other


texts: How to delete a mask in the movie clip editor?

texts: I can't find find a way to remove masking data in the Movie Clip Editor. How to get rid of it?


texts: I am just trying getting myself into sculpting and I have just created a metaball having kind of shape like a bust, because I have seen it once online some time ago but when I pick it I can't get into sculpt mode (Blender 2.77)


texts: Is it possible to lock one UV island and scale other (same) to be the same size as the locked one?

texts:
I have tried pinning the big island and Ctrl + A (averaging both of the islands), but that scales both of them down (making them the same size). I want the big one to not change its size and only the small one to scale up to match the big one. I hope it makes sense.
Thanks,


texts:
How can I tile normal map in Cycles?

I tried to use Texture Coordinates and Mapping nodes with different settings, it works with the texture, but doesn't work with the normal map.


texts: I have colored my model in Vertex Paint mode, but it loses all coloring once I switch to Render. How do I go about making the color show up when I render it?


texts: Every time I render my screen turns blue

texts: This is what my render screen looks like. The thing I am trying to render is a parallax or 2.5d animation


texts: Python lists gets overwritten when initialised

texts:
I am making a console simulator similar to cmd or Terminal.
To get input from the keyboard and append it in a list, this is my code:

#####INITIALISE########
import bge
cont=bge.logic.getCurrentController()
own=cont.owner
own['Text']=""
alltext=[""]
######## Write text to array #########
if own.sensors['ENTER'].positive:
    alltext[len(alltext)-1]=own['keyin']
    alltext.append("")
    own['keyin']=""
else:
    alltext[len(alltext)-1]=own['keyin']
own['text']=alltext
print(alltext)

Here, the alltext[]  gets erased every time the code is run.
is there a way to prevent that?

EDIT:I figured it out....


texts: Front Flip Animation Bones Rotate After A Certain Degree

texts:
I have this front flip animation that when I rotate it about the X axis as shown in the video linked below, the root and target bones flip all the way back around and then get to the finish pose.

This animation was originally a quaternion animation but has been since converted to XYZ euler

Video: https://streamable.com/w2wg3a


texts:
I have watched many Blender tutorials for various operations in Blender and they all seem to have lots of vertical tabs open that are customized for whatever they do most - see attached - but I can't find a tutorial on setting up these tabs or - for instance - where I can find the tissue dialog

Thanks


texts: Exporting to Unity - How do you get a single FBX to support multiple materials?

texts:
I was looking at some FBX's in Unity and noticed they support multiple materials, like this:

When modeling in Blender (I'm using Blender Render), how would I go about setting up a model to have multiple materials like that? My workflow currently is:

Select all the faces of the object
UV Unwrap
Open up a PNG in the UV/Image Editor window
Position the UVs
Export

This produces a FBX in Unity which handles only 1 material. What do I need to do differently in Blender to have a model support and offer up multiple material slots?


texts:
I'm trying to achive something really simple but I've got the annoying effect. I'm using Cycles for rendering. On some meshes I applied the solid color wihtout any special effects (just the Diffuse BSDF with the chosen RGB color). I have one point light and a surface shader set in World Properties. The area on which the strange effect appears doesn't have multiple faces, in which case some problems with normals might appear.
I even didn't know how to name this visible effect, so it was difficult to find the solution somewhere. It's something like a shades along the faces. If there is already an answer on this forum, sorry I didn't find it - please direct me to this answer.

Thank you in advance for any help. Probably it is something very simple. But I don't have much experience in Blender, especially in materials and rendering.

Mariusz


texts: Hair particle system as dynamic paint brush not working?

texts:
I am trying to create a moving paintbrush effect using dynamic paint (in Blender 2.79).  A particle system of "hair" type is the brush and a subdivided plane is the canvas.  The notion is to have each brush hair/bristle paint individually, so that using collision physics the brush shape will deform as it is dragged across the canvas, and the dynamic paint will reflect that.
However I'm darned if I can get the hair particle system to paint anything!  If I change the particle system to the "emitter" type it works as expected, so I think I have the basic dynamic paint setup correct.  But no matter how I modify the brush settings the canvas is unmarked when the particle system is set to hair (e.g. modifying the particle effect solid radius under "Dynamic Paint Source", checking/unchecking "use particle's radius").  This is even true if the hair system is rendering objects (little bristle strand objects) rather than paths.
Maybe this is a bug, maybe it's just not implemented, maybe I'm missing some necessary setting?  Would appreciate any guidance!
Note: although I have the collision / deformation working, I've turned it off while I'm trying to get the dynamic paint working.
UPDATE: well I have still had no luck with the hair particle system.  The best I've been able to do is convert the hairs to curves, then to a mesh, and use cloth physics to model the deformation.  Preliminarily it comes out something like I wanted, although getting the cloth physics right is a challenge.

Still: it would be much handier to do all this with the hair particle system!


texts: These Edges from Edit Mode are screwing up my Subdivide. What are they and how do I get rid of them?


texts: How do I calculate an angle of a surface?

texts:
I want to angle this cylinder to have the same angle as the top surface of this wedge.

How do I match the exact angle of the surface to the cylinder?


texts:
For some reason, the keyframes I think don't interpolate. It is impossible for me to create two keyframes with different opacity in the same clip but, the strangest thing is that, when trying, the values are reflected in the curve editor, with the line smoothed between the two values, but not in the timesheet, just as it is not reflected in the viewer. I can't even make a simple opacity fade...

Look at the capture as, the same keyframe has value 1.0 in the curves editor but 0.5 in the timesheet and the video editor. Does anyone know where the rays I have to look to solve this?

Thank you


texts: How to render static and animated objects separately to save render time?

texts:
I want to create an animation with 60 frames with two objects only one is moving. How to combine the rendered 60 frames of the moving object to
the only once needed rendered fixed object. In short : render only what is changing.


texts:
I created a character model and fully rigged it. I used the mirror modifier during modeling and the rig is (when in edit mode) exactly the same on both left and right. However, when I go to pose mode, the left hand is still rigged correctly, but the in the right hand, the rigs of the fingers are not aligned with the fingers anymore (see the image). Moving these bones cause the fingers to deform.

How can I fix this without having to re-rig the entire model?


texts: "Make Cyclic F Modifier" is making my animation cycle go out of sync

texts:
I'm trying to make an infinite cycle of a swimming cycle but and am using an f curves cyclic modifier to make the cycle. The cycle works for the first few minutes but then slowly falls out of sync. How can I fix this?
I'm also working with a lot of bones. Is there a way to just select all of the bone layers in the f curve window and change the cycles modifier settings instead of going layer by layer...


texts: I have python program that generates heightmap (matrix). Which way to generate landscape would be better? I'm new to blender, so I don't know where to start


texts: I'm new to blender, and I wanted that the face is smooth and round like the blue line.


texts: How to add a break in rendering animation after rendering 1 frame in blender

texts: my problem is that, i m running a low PC and it's cooling fan is also not works, and i want to render the image sequence, so my question is that, can we just stop the rendering for few minutes after each frame render, so that my PC can cool down and automatically  start rendering another frame after few time, yeh, we can do it manually, but it is very time consuming, as i want to run rendering at night when i go to bed, so i want automatic break of few minutes after each frame render, to prevent my PC from burning.


texts: Translate manipulator switched to blocks and does not work

texts: I think I accidentally hit a weird shortcut to make it like this but still can not find the shortcut, now instead of translating it transforms. I can not move anything around unless I just drag it. Does anyone know what to do to fix this?


texts: This particular blend file is messed up. I'm not sure what I did or pressed. If I open a new blend file everything works fine but in this one the materials tab is missing and the render properties is also missing some things. I don't want to start over my project. I have tried a day and a half to figure this out.


texts:
I am trying to export a mesh from some scientific experiment (in MATLAB) and load it in blender for rendering. I'd like to assign per-face colors (as opposed to per-vertex with interpolation over faces), and am willing to use any suggested solution (i.e., any file format, some trick with UV coordinates etc.).

What is the simplest way to go with this?


texts: In the picture I've selected the edge loop I would like to see "cut out" like a bevel, so like a kind of groove in the cube's surface. The Bevel Modifier only seems to work on edges that are at the cube's actual edges. I tried assigning the loop edge to a vertex group, and then select "vertex group" in the bevel modifier, but to no avail. Please advise


texts: Difference between the vortex and the wind force

texts:
In a recent answer, stacker stated that the vortex is better then the wind force for cloth simulations.
What is the difference between the vortex and the wind? How does each relate to cloth simulations?


texts: Getting Euler rotations for an object and exporting them

texts:
Currently I have add-on that gets rotations from an object, converts angles into a matrix and saves it in a particular format into a text file.

This is what code for that looks like:

rot = tuple(chain(*obj.matrix_world.to_3x3().normalized().transposed()))

dump += ['"rotation" "{}"'.format(" ".join(str(r) for r in rot)),]

self.write(self.filepath, "\n".join(dump))

I also need to have Euler angles written after "rotation" in the following format:

"angles" "Y Z X"

Where Y, Z and X are angles in degrees.

How would I do that, following analogy with rotation matrix ? Thanks.


texts: Wrapping a flat object around a cylinder and joining it

texts: I'm trying to make a nanotube model and while I can get the flat structure to loop around a circle, I'm not sure how to join the ends of it into a complete structure. I started with the flat structure and am now trying to revolve it.


texts: Boolean Operation fails when using a joined cutting object

texts:
I am trying to cut a slot into a flatten cubed. The slot was made with two cylinders and a cube which I joined. When I try to use the object as a cut piece it only seems to be using one of the cylinders and ignores the rest of the compound object.

On a side note my image clips when I zoom in.

Any ideas?

Screen shot


texts: I can't open my User Prefs -- get and X on the icon

texts:
I just activated some add ons that came with Blender -- and now I can't open the User Prefs any more. The User Prefs Icon has an X on it.

I'm on a Macbook air and am using Blender ver 2.79b 2018-03-22 -- I am also using a reg 3 button mouse.

Everything seemed to work fine until I activated the modeling add ons and a couple others like ant.

Do I need to uninstall Blender and re-install and how do I prevent this from happening again with add ons?

Thank you.


texts:
When I transform a bone in any way (on an imported SMD) in pose mode, it moves back to its original position when I return to the frame. This essentially means I can't do anything, since no transformations are permanent.

It's the same problem as the one here , but I tried his solution and many others without success.


texts: Can't add a Follow Path Constraint in Object Mode

texts:
For some reason I can't work out how to apply a Follow Path Constraint to my character in Object Mode. Something has gone a bit wrong in my outliner somewhere... The option to add a Bone Constraint appears in Pose Mode no problem, but selecting the rig in the hierarchy won't allow me to add a constraint. All the options are greyed out. I've tried selecting all my objects and grouping them, but that doesn't work either. I'm a bit stumped as to what to do.

Thanks


texts: Can't use Radeon GPU to render in cycles (R9 270)

texts:
In the settings I can't choose another device to render other than the CPU.

According to the blender wiki the GPUs "with a GCN Architecture superior or equal to 2.0 are supported".

And as I understand my GPU (R9 270) should be supported, according to this table from wikipedia(and has GCN 2.0 and up):

Or am I wrong and my GPU isn't actually supported? :(

GPU:    R9 270 (latest drivers)

OpenCL version: 22.19

Blender version: 2.79


texts: Two colors on one material on many objects with one blinking at a time

texts: I need a cycles material that has two colors, say red and blue. This material is assigned to many objects. While animating, only one random object can be red at a time, the rest must be blue. How would I go about doing this?


texts:
I have a rigged and animated mesh that I want to apply the pose of - for each frame. The desired result is an array-like row of slightly different meshes:

The left-most snake is the original rigged mesh. It deforms with each keyframe. The three others are duplicates whose Armature modifiers were applied while the frame was on the one that was to correspond with their pose. I then deleted their armatures and redistributed them along the X axis.

For just three duplicates this is not too tedious. But I have 90 frames of animation, so I think this is going to require scripting in order to be practical.

I found some info about running a script for each frame, but I'm not sure what to do next. I don't know much about Python scripting.

Any help appreciated.

Edit: Never mind! While we're on the topic of duplicates... it turns out this is a duplicate question. See the existing question and answer here. I'm going to close this.


texts:
Is there a command port in Blender?
In Maya or Max you can use a server that runs in the background of the application and evaluates a command if it receives any, It does not freeze the application but just stays there and waits for something to do.

Is there something like this in Blender?
regards.


texts: I have a bunch of stl files that I want to import into Blender. I wanted to animate them, for example one stl file in each frame so that overall it turns into an animation. I was wondering what the best way to do this is. I have a large number of stl files, so I'd prefer not to manually do it. Is there a script that exists to allow this?


texts: What happened to my straight lines in 2.8?

texts:
I modeled these letters in 2.7 no problem. I just brought them into 2.80 and the straight lines have this "back forth" look along the geometry.

The normals are all outside, I tried to re-do the sharpening (to 100%) and I can't figure out what else could be wrong.

I'm guessing it could be something about the new subsurf options, but increasing the quality doesn't seem to help.


texts:
I'm trying to apply a normal map on a plane with two textures painted on it,
but in a way that it's only applied to the second one. It's a really simple
scene of a crossroad going through a field (for testing the normal map).

The thing is that I can't figure out how to apply the normal map so that
it uses only the road texture and not the whole plane. I have done my researches
about this problem with no luck, so I'd really appreciate any help.

Not sure if I'm using correct terms to describe this but here's a figure and
link to the .blend file to give you a better idea what I mean.

.blend: https://drive.google.com/folderview?id=0B4NHszZHPR_1TFlfdThBMjF6MzA&usp=sharing


texts: So, I have a weak computer so while playing the animation in the viewport, I am able to achieve 12 fps on average. I am using time remapping, so what value should I set in the 'New' section of time remapping, so that I get a 24 fps movie while it is rendered. BTW I am using 2.83 cycles.


texts:
I am an new blender user. But can someone tell how to get 2 objects together. I want those object in UV mapping on an single file. This model is imported from sketch up and loaded in blender. I Did that becasue texturing is easier in blender I heard.

Thanks for the help already!


texts: Indirect Only filter for Collections not supported in EEVEE?

texts:
does anyone know if the indirect only button is unsupported in EEVEE? It works perfect in Cycles to bypass rendering a collection except for reflections, but in EEVEE it appears to do nothing.

Thanks!

-Adam

Cycles with "indirect only" on collection:

EEVEE with "indirect only" on collection:


texts: How can an angle be put into a window on-screen on BGE?

texts:
I'm lost, not a clue...
I have an alarm box sitting on the dash of my crane (see below).
The left window and knob are the settings for the Low Alarm, which squeals if the angle of the boom goes below a set angle. The High Alarm on the right side squeals if the angle goes above the set angle. The window in the middle shows the actual angle of the boom.
In the Logic Bricks (in BGE), the boom is limited to 600 ticks (debug) for travel up and down. This equates to 0 degrees, horizontal, where it is right now, and 85 degrees, on the vertical travel. (The boom is the elongated cube above the alarm box, pivoting on the right end, just for testing purposes.) When the low and hi angle knobs are turned, the set angle needs to show in the appropriate window. Equally, when the boom changes angle, that number needs to appear in the center window. (For info, the switch on the bottom right corner is to turn the audible warning on, up, and down to turn it off. This works, just added for the curious.)
Can somebody please give me a clue how to do this?


texts: What do i need to change in order to view my DXF

texts:
I am exporting my drawing from autocad into blender. The drawing is in 1:1. When i import the DXF into blender i get this cut off view of my drawing. How can i fix this?

Heres how this appears http://recordit.co/VrQ6eHOpNO


texts: How do cycles' emission strength values relate to real-world units?

texts: If I wanted to accurately reproduce the brightness of a real-world object in Cycles to see how Cycles rendered it, how would I convert the real-world units (like lux) into strength values?


texts:
Hi I'm new to Blender.
After I used the rip tool(v), it left an outline in my model and I cannot remove it. I tried highlighting using "b", deleted the whole object, it's still there


texts: How can I export or print coordinates of each selected vertex?

texts:
I am pretty new to Blender. I need to get coordinates of each selected vertex somehow. I don't really want to manually copy coordinates of each and single vertex that would just take a lot of time. I need them either printed somewhere or save them into some kind of text file.
Again I need only those vertexes I have selected, not the entire model.


texts: How to create a low poly model from a high poly model

texts:
I have a high poly model and I want to shift the resolution down.

I know about baking textures, but I was wondering wheter this is the best solution.

I don't need to capture all the details.

There is a function in zbrush that does this (you can choose how many percent of the polys that you want to keep), that shifts the resolution down but keeps most of the forms. It only tweeks it a little.


texts: Object created by joining several objects doesn't rotate uniformly consistently

texts:
Aloha.

I'm experiencing a similar problem I had with a prior posting Joined spin dupli objects don't rotate together with another object I created by joining 3 objects that doesn't rotate uniformly consistently.

I tried clearing and applying rotation of individual objects and joined objects to no avail.

I have screen cast of defective object as well as object by itself in blend file if you need to see them

Any ideas?  Thanks.


texts: What is the difference between Unwrap and Smart uv project?

texts:
I'm trying to baking my high poly onto my low poly mesh. Should i use Unwrap or Smart uv project?
What's the difference between them??


texts: Use a custom texture in material nodes in Cycles?

texts:
So, I created this procedural grid texture using nodes in Blender, which I plan on using as a Bump map for normals.

But I have no clue how to use this texture I made in the material node editor. It does not show up as an option on the image texture node. How do I use a texture I made in the material node editor?


texts: Random face color in Cycles NOT based on normal direction

texts:
I'd like to have random (different) color for each face of object. Objects has different shapes, but there are mostly flat so solution should be not based on normal direction. I tried various ways including vector transform without any luck. Is there any OSL solution for that?

edit: looking for node (material) solution for that.


texts: How can I position bones in a model easily and precisely?

texts: I tried to position the hand bones of my rig / armature, but it was SO difficult to get all those little bones to align in 3D space accurately, even when I was using Quad View. After working on it for quite a while, I was SO frustrated I was ready to give up because I just couldn't get the bones positioned at all. Is there any way to do this quickly and easily?


texts: Why are there fewer objects when I use “dyntopo” to sculpt small objects?

texts:
I don't press CTRL.
The little object gradually disappeared.


texts:
i'm having trouble understanding what is happening to my rig because i have a whole duplicate of my rigg that i cant select and is always selected
the one that i can move is ok but the other one i don't understand what it is and is giving me problems when i add new bones like the ones in the jaw since i can't select them


texts: i am trying to put a transparent PNG image onto a video clip in the video editor. I have tried to mark them as alpha over, but it did not work. How do i do this?


texts: Video made from rotating the initial cube

texts:
I would like to create a video which would show the rotating cube as I rotated it with my mouse (I know how to rotate it by now!).
And a hint from where I can start creating it and also replay it.


texts: How to add background image on rendered image on python script

texts:
I have a script in which I have a moving camera, the objective is to render multiple views of some objects. Now I want to add a random background image to each rendered image.
I found other threads on the matter, but their solutions do not work with Blender 2.80.
I tried this function:

def add_background(filepath):
    img = bpy.data.images.load(filepath)
    for area in bpy.context.screen.areas:
        if area.type == 'VIEW_3D':
            space_data = area.spaces.active
            bg = space_data.background_images.new()
            bg.image = img
            space_data.show_background_images = True
            break

    texture = bpy.data.textures.new("Texture.001", 'IMAGE')
    texture.image = img
    bpy.data.worlds['World'].active_texture = texture
    bpy.context.scene.world.texture_slots[0].use_map_horizon = True

But I get AttributeError: 'SpaceView3D' object has no attribute 'background_images'. I guess something changed on Blender API.

How could I do that or fix this function?


texts: How to improve animation quality of rigid body simulation

texts:
https://en.wikipedia.org/wiki/The_Method_of_Mechanical_Theorems?wprov=sfla1
I posted a Blender animation on wikipedia which I think could do with some improvement but I am not good with graphics.  Please could you let me know how to embed the video more effectively and improve its quality.  I rendered in OGG but the resulting video has a lot of blurring.
Here's the simulation:

Improvements welcome for the wikipedia post as a I'm a newbie to Blender and video editing.


texts: Is it possible to both GPU and CPU render in the same Blender instance?

texts:
I have a Quad core CPU, that renders 4 chunks at a time. I also have a GTX 1060, which renders one chunk at a time, but renders chunks about 4x faster than the CPU. Can I use these both in the same instance of Blender for rendering? So I would be rendering 5 Chunks at a time. Or maybe the GPU would assist CPU somehow? I know you can just open blender twice and do skip framing, but I want something more convenient.

Note that I want to use this for rendering with Cycles.


texts: Custom script folder without editing files?

texts:
I'm trying to get Blender to launch with a custom script folder, is it possible without editing the preferences or files?

I'm in a company considering making a very slow phase out of Autodesk products, so I can't go editing program files, and I would prefer not writing to appdata.

The only way I've got automatically working is doing something like this (blender.exe --python script.py), but it requires a reload before the paths work correctly, and I can only force it to quit.

if bpy.context.user_preferences.filepaths.script_directory != os.environ['BLENDER_PIPELINE_PATH']:
    bpy.context.user_preferences.filepaths.script_directory = os.environ['BLENDER_PIPELINE_PATH']
    bpy.ops.wm.save_userpref()
    bpy.ops.wm.quit_blender()

I'm running sitecustomize.py to set bits up so I could potentially copy a master preferences file, but I don't really like the idea of doing that if there's a better alternative. Anyone have any tips?

Edit: I've kinda cheated a little. I launch the it with the --python and --background flags, save the prefs, then make a subprocess call to a new Blender, which resets the prefs back to normal once it's loaded. Super messy but kinda gets around the issue for the time being, would still appreciate hearing a better solution.

#NOTE: This file also needs to be launched with Blender as a background process
import os
import sys
import bpy

#Second launch (set script dir back to original value)
if 'BLENDER_ORIGINAL_SCRIPT_DIRECTORY' in os.environ:
    bpy.context.user_preferences.filepaths.script_directory = os.environ['BLENDER_ORIGINAL_SCRIPT_DIRECTORY']
    bpy.ops.wm.save_userpref()

#First launch (set script dir to pipeline and save, then launch a new Blender)
else:
    #Set the pipeline path
    os.environ['BLENDER_ORIGINAL_SCRIPT_DIRECTORY'] = bpy.context.user_preferences.filepaths.script_directory
    bpy.context.user_preferences.filepaths.script_directory = os.environ['BLENDER_PIPELINE_PATH']
    bpy.ops.wm.save_userpref()

    #Launch second process of Blender before this one is initialized
    import subprocess

    #Add this script to the path
    cmd_path = sys.executable
    for i, arg in enumerate(sys.argv):
        if arg == '--python':
            cmd_path += ' --python ' + sys.argv[i+1]
            break

    cmd = subprocess.Popen(cmd_path, env=os.environ)
    cmd.communicate()

    #Close this version of Blender after the other has closed
    bpy.ops.wm.quit_blender()


texts: Does anyone know how to make reflective planes? I'm following the duck tutorial by Ianhubert and I can't figure out how to make a glossy plane. Can someone please help?


texts:
I need a number of shading properties that are unique per object, so I can control the strength of a couple of effects in the shader. The color property in the Object info node is a perfect example of what I'm looking for, but I need a few more properties than just the color.

Is there any way to access custom properties, or something equivalent, in a similar manner? And preferably in a way so that objects that don't have that custom property added don't break the shader?


texts: Blender as python module, 'Context' object has no attribute 'object'

texts:
I understand that running blender without a GUI does not provide bpy.context for the 3d View. Can anyone help me with a work around. This results in a 'Context' object has no attribute 'object' error.

for scene in bpy.data.scenes:
    for object in scene.objects:
        if bpy.context.mode == 'OBJECT':
            if object.name != 'Lamp':
                if object.name != 'Camera':
                    print("deleting " + object.name)
                    bpy.ops.object.delete(use_global=False)
                    bpy.ops.mesh.primitive_cone_add({'scene': scene, 'active_object': object})
                    print(bpy.context.object)


texts: Can I use something similar to "Slide Vertices" to create new vertices and edges?

texts:
I use Slide Vertices (hotkey Shift-V) to slide multiple vertices along a face. I also use the tool in edge mode to slide edges along a face. Does Blender have a tool that does the same function but leaves the original vertices/edges and also creates new vertices/edges that slide along existing faces?
Here is an example workflow to clarify what I mean:

I select multiple vertices that make up an edge or edges (call these original_verts)
Use some tool/shortcut that I hope exists in Blender
Use mouse to slide the selected edges along adjacent faces
Release mouse, where new vertices/edges will be created on where I released, but original_verts remain in their original positions.


texts:
After seeing the results obtained with LuxRender on this page, I was curious to try and reproduce beautiful caustics in Cycles such as these:

I created a scene and added some lights, following the advice given in this video to create the materials, and also trying out other materials.

I find it hard to find much documentation on caustics within Cycles; some people advise to use Sun Lamps, some other recommend emitter planes. Sometimes large emitter planes seem to work, sometimes people recommend smaller emitter planes.
Besides from this confusion, in my various tests, the light that goes through the objects and hits the ground plane is usually very diffuse, of an evenly brightness, and doesn't have many sharp areas.

Here's an example of what I get the closest I get being the shape on the left):

Moreover, in the example given above, caustics appear on two sides of the object, probably due to the light bouncing inside the object and being projected out on both sides.

How should I set up materials and lights for sharp and realistic caustics, in Cycles?

File:


texts:
I am experiencing issues while following an introduction to fluid simulation. When I try to bake my simulation, either Blender crashes with the error "Error: EXCEPTION_ACCESS_VIOLATION" after a few frames (21), either the baking continues after the frame 21 but the top surface of the mesh disappears (photo).

Do you have an idea to fix it ?

I already tried to uninstall Blender 2.79 and install other versions instead but it didn't help.

Config :
- i5 7400
- Gtx 1060 6GB
- driver 391.1
- Windows 10


texts: Backface culling problem on textures with alpha

texts:
i was experimenting with NPR rendering recently and found this issue in the method i use for outlines, i just can't get my head round it.
So, what i did was to use the solidify modifier with flipped normals along with a material that has backface culling on to get a nice real time outline on my model.

However this caused the backfaces of the flat geometry used for eyeline and eyebrow stuff to get completely filled with the outline material.
I tried using vertex groups to exclude those vertices from the effect of the modifier but it doesn't appear to work, the modifier still creates another layer of geometry with the outline material, just not as thick.
I also tried to use the knife tool to cut out only the important parts of the texture but that ridiculously breaks completely the shape keys of the whole face.
I don't know what to try anymore, how can i NOT get the eyeline affected by the modifier like this?


texts: Exported .obj has some transparent parts

texts:
I exported a tshirt model in .obj format with its uv map. When i load the model with threejs, the tshirt interior is transparent.

I tried all the methods i found in other posts like recalculate normals or change uv seems but the result is always the same.

How can i make visible these parts? Any ideas?

Thanks!


texts: send instructions to blender from external application

texts:
I need to send instructions to blender trough an external application.

for example: import model to current scene

Is this possible? Can someone point me in the right direction based on previous experience.

Thanks in advance

Ghus


texts: Artifact when using Transparent BSDF mixed with gradient-like material

texts:
I have a specific material that is a red-ish gradient. I want to use this mixed with an transparency option to show a slight hint of red. This object with this material is sitting above another very dark blue material that should represent the soil.
I also have a composition node that would look at this red color and create some glow effect.

Those arrows show the part that somehow is a reflection inside the material (similar to glass?!). Here is the setup and the node:

When I now change the transparency custom property of this instance, I can mix in more or less of this Transparent BSDF and the artifact effect increases. I have no idea how to disable this? This seems like the light is trapped inside this and it creates this kind of "inset shadows".
Any idea what this is and how to change it?


texts:
I can only use versión 2.63a due to system limitations. I'm following a tutorial and noticed that in 2.66 there's an option for texture bump in the nodes section. How can I manage a bump in nodes in version 2.63a that mimics or equals that of 2.66?

thanks in advance!
Cam


texts:
I've been working on this robot character and I'm trying to animate so that all the body parts float, similar to that of rayman.

The problem I'm having is I can't get the floating head to track an empty, it comes up with a red box when i try.

How can I rig up this figure properly and get it to move around like it is floating?

Blend file here for reference:
https://www.dropbox.com/sh/h0gc9837wnutcoc/AACIO3YAgyFSY7MviS15yyI1a?dl=0

Any help would be greatly appreciated


texts: Transmission not working as expected in cycles Blender Guru donut tutorial

texts: I am brand new to Blender an was following Blender Guru's 2.8 Donut tutorial. He said that one way to get a material to look like glass is to turn transmission up to 1.00. This worked for the most part, but the glass on the main frame of the cup has this weird texture to it in some places. When I move the camera around, the place where the glass is clear shifts so that it is always on the other end of the glass, which leads me to believe that because the light is going through two pieces of glass, it gets distorted. Any way I can fix this?


texts: UVs overlapping by 87% when exporting for unreal engine 4

texts:
Thank you for taking the time to look into this. I am having a couple of issues exporting for use inside of Unreal Engine 4. The problem the engine is giving me is that 87% of my UVs are overlapping. This causes the lighting to look extremely off and casting shadows in strange place, such as on a roof shingle's face in sunlight.

So far to fix this problem, I have applied all modifiers, selected all objects, and then SMART UV unwrapping all objects together to create a single UV. This still results in an error. I then decided to join objects before doing so, nothing so far. After that, I went row by row and boolean modified the roof shingles together. This also doesn't help. Next, the island margins for the UVs were increased to an absurdly large amount just to see if it fixed anything. The UVs overlapping drastically decreased to 5.7% but the problem persisted. I have also attempted to repack the islands multiple times, also trying cube and cylinder methods.
This is the image of the UV mapping (Warning it looks monstrous):

The extreme amount of mapping is due to the repetition of rooftop shingles which each have their own mapping. I do not know how to fix this either. The problem I am prioritizing right now is the overlapping UVs. A closer look at the UV will also reveal this:

I would think it is safe to assume that the small white triangles are showing the overlapping UV areas. Knowing this, I am still not sure what to do to fix it. Thank you for you time ' >'

EDIT: I should add that deleting the roof shingles entirely fixes the problem. It seems that the roof shingles is the root cause.


texts:
I have a model with a smooth curve, and on the front of the model, I extruded the faces inwards, I trying to make the edges less curved, so they look like a rectangle. So I added support loops, which minimise the smoothness on the edges, but it alters the smoothness of the curved mesh. Is there a method to get the edges more harder?

Thank you.


texts: How is adaptive subdivision different from dynamic topology?

texts:
I love adaptive subdivision. For those that don't know, its a really cool feature that lowers subdivisions to meaningless values as an object increases its distance from the camera and increases it as the object gets closer. This saves up to 90% RAM usage and can slash rendering time in half!

While this feature is cool and all, I use dynamic topology a lot while sculpting, and I was wondering if anyone could explain to me the difference on both a mesh/code/render level?

For reference (i.e. the research I've done):

Adaptive subdivision

Micropolygon displacement

Dyntopo


texts: I have a model in blender that has two uv maps on it. The thing is only one will show up in viewport/render. It only allows me to render one, the other one wont show up anywhere. How do i make it so i can render and see both maps?


texts: I would like to use the flat textures on TextureMate in Blender but am not sure how to convert to 3D textures or even if this is possible. Are there any detailed guides on how to do this? I also have CrazyBump but am not familiar with it yet though this should help hopefully with converting those flat images to normal/bump maps.


texts: I currently have the Blender 2.80 release candidate, and now that the official 2.80 is out, I was wondering if I need to download it again to stay up to date or if the release candidate is the same as the current 2.80.


texts:
I have this rig Rigify made for me and this model I made, but when Im weight painting, the rig is hidden for some reason. Heres some pictures to explain my predicament.

Thats what the rig is supposed to be, but in weight painting it's gone:

Where has it gone? :o


texts:
My pebble has small bumps where creases are if the shading is flat.

If it is on smooth shading, it has dips.

Edit

I figured out its only happening when they are on different shading modes (smooth and flat)

Now it only shows very visible creases when I back away from it.

Close:

Far:

I really hope someone can help me, thanks again!

Edit

System settings:


texts: How can I get the scene polycount in python?

texts:
Is there any access in the python API to get the total scene (or object) polygon count?
This info is already displayed in the status bar, but is this info exposed in the python API or do I need to manually loop through all objects and count the faces?


texts:
Whenever I apply mirror modifier to my mesh the mirrored part becomes deformed and wrinkled as shown in the image. I exported the mesh as obj and opened it in another window and tried to mirror it again but the same thing still happens. How can I fix this?
Thanks in advance

.blend file:


texts: How can I get the shading from Solid shading mode into Rendered shading mode?

texts: I was trying to do some hard surface modelling, but when I finished, and started to set materials in the material preview mode, I noticed that solid mode has a much better look than my materials, which is clearly because of the shading which appears in solid mode but not in the material preview. So is there a way to get this type of shading in the rendered view?


texts: Why can't I access Blender Kit Accessories?

texts:
First of all let it be known I have enabled blender kit in preferences. I'm running Blender 2.8. On the right side of the screen next to "scene collection" is a small arrow, usually that opens the blender kit. For some reason it isn't functioning. Just yesterday it was.
Any thoughts as to why this is happening?


texts: Adding Subdivision Surface Messes Up Geometry

texts:
So I'm working on this geometric shape that looks like this:

I've converted to tris and then all my tris to quads. So there shouldn't be any ngons left in the geometry. I've also recalculated all my face normals from the outside.
Then I add my subdivision surface modifier and I get quite a few distortions/pinchings/crumplings:

and here is a view where I add more levels:

How do I go about making the geometry smooth out better? Do I need to do some topology type stuff? Or is my geometry all messed up and needs to be remade?
Edit:
here is the blend file -


texts: Why My Hair Strand Render Doesn't Reflect On The Water? [Internal Render]

texts:
I'm trying to make a model of the pond terrain with hair particle as a grass, and I enabled the strand render setting... But when I render it, the hair particle (Grass) doesn't reflect on the water

Does anybody have a solution for this? Or is it a bug from Blender?

With Strand Render:

Without Strand Render:


texts: Blend4Webs m_trans.set_matrix does not respect linear algebra

texts:
I tried to scale an object alongside a specific dimension with the set_matrix function from the transform module in Blend4Web.

Phenomenon

Here is an example matrix applied by set_matrix

a 0 0 0
0 1 0 0
0 0 1 0
0 0 0 1

Let a be 0.1

Expectation: It should be scaled to 0.1 on X.

Result: It was scaled down approximately 0.8 on X, Y and Z.

Left is the original cube, the right is transformed with the matrix as defined above.

then I assigned different values to a, and find many anomalies, the two most noticeable:

The  transformation is not linear,
and happens on all 3D axes. (it should be carried out only on X)

The funniest case when a is zero, because in this setting the transformation matrix spans only to 2 dimensions, which should collapse the cube to a square... well it makes it a slightly smaller cube, but at least it collapsed my mind to the null space.

Reproduction

I made a self contained example in a project, you can extract it into your project folder. This reproduces what I described, the only difference that it changes 2 basis vectors to null vector instead of one.

Blender file

I changed two things on the default Blend4Web starter file:

Reseted the cube transformation to  the identity. (it is translated on Z by 1 on default scene )
turned on the physics on the cube object, so it can be transformed.

Code

The following code was written into the default Blend4Web JavaScript scaffolding, under the place your code here comment

var cube = m_scenes.get_object_by_name("cube");
// The cube object on default b4w scene is transformed by the identity.
var mat = m_trans.get_matrix(cube);
// Create a global function to update the cube transformation matrix
// from the inspector.
updateMatfromWindow(mat, cube);

console.log("identity: ");
mat4_pprint(mat);
mat[0] = 0;
mat[5] = 0;
console.log('collapsing to one dimension');
mat4_pprint(mat);
/**
* after this the cube should disaper. since it transformed by a matrix with a
* zero determinant.
*/
m_trans.set_matrix(cube, mat);

I also added some extra features for testing, so you can update the transformation matrix of the cube from the inspector, using the updateMat(ind, val), function, for example:

updateMat(12, 1) // will translate the cube 1 unit on x.

and a matrix pretty printer function.

My environment:

NixOS 17.09 “Hummingbird” (GNU/Linux)
Blender  2.79a
Blend4Web 17.12.0


texts: how to make the Curve shape and join it with the another mesh

texts:
I am new to the blender and aiming to make the below model for practice which i picked from google images. But i am having difficulty in making the curve part.

I tried making the curve using another cylinder mesh and solidfy modifier and then used boolean modifier to make the curved hole but how do i make that extruded curve and add it to the mesh.

In the below image i made the curve hole using semi cylinder and boolean modifier. But i dont know how to do the extruded curve and the slant shape.

And in the next image i tried to make the extruded curve but i dont know how to add it to the rest of the mesh. Do I need to make loop cuts in the square below and fill each face or is there any other method.

sorry for the late reply.


texts:
I stole a a pretty sweet hydraulic rig off the internet, and I added a massive saw blade. The saw blade moves with the rest of the rig using an armature, but, now I want it to rotate.

What is the easiest way to control the rotation of the saw blade with keyframes? (I'm a bit new with the whole armature thing, so don't judge me too harshly)

Blend file here: https://drive.google.com/file/d/0Bxf7lERLL3TlRXZkQm1kLWNuRWM/view?usp=sharing

Small version: https://drive.google.com/file/d/0Bxf7lERLL3TlX1NwMDVzbUdzSTg/view?usp=sharing

Here is the obligatory GIF for all the upvotes:


texts: How to get a list of edges of current face in bpy

texts:
Blender Python question:

I have a list of faces and I need do something with some edges of the current face in a for-loop.

Actually, I need something like this, but with edges.
Thanks in advance.


texts: Can't see the bounding box in quick smoke simulator in blender 2.76 instead a black box

texts: As I start to animate the quick smoke simulator I can't see the bounding box around the mesh instead a black box around the mesh But in other simulators I can see it such as in explosion, only in frame zero I can see it but in next frame can't.


texts: I get a "Width not divisible by 2" error when I render

texts:
I can't seem to figure out what this is talking about. I've tried to change my settings, but nothing works.

This is what it says.

These are my settings. I can't find anything that is 1171x658.


texts: How to Export 3D Model with current materials

texts:
How would I go about exporting my 3D model and including the shaders I've made and have applied to the objects?

Edit: I've spent a lot of time working on a 3D model which uses shaders for materials, I would like to know how I can now export this model with the materials so I can import it into another program and it be pretextured


texts: Particle system don't follow force field

texts:
I'm struggling with particles. Completely new file. blender 2.82a. saved it.
Crated circle, made face, applied quick smoke, baked it, Added particles system to same emitter as smoke, Added force field "smoke flow". Domain object - smoke domain. saved it.
Reduced gravity in particles field weights. Added strength to field "smoke flow", but particles refusing go upper some height, and seams to be not following smoke at all.
Also tried a lot of different changes in emitter, force field, smoke domain. Can't simply figure out what's wrong. Googling doesn't help, everyone make it work with those steps. All sizes default.


texts:
For the life of me I cannot figure this out. I am trying to get the view in the UV editor to pan when the MMB is clicked, like it normally does. But nothing I do works. I already made a post about this :

How do I remap pan hotkey in UV image editor?

But still I cannot find the right shortcut key. Here are my current settings:

I have been trying for so long to get this to work. If anyone can help I would be eternally grateful.


texts: cycles material displacement based on gradient texture

texts:
I have a simple cycles material displacement setup where the mesh is being displaced by a texture, using nodes (NOT the displacement modifier). Everything's working great except I the mesh I'm making is a landscape mesh with a mountain and a desert surrounding it; I only want the displacement on the mountain, but (possibly a different or) no displacement on the rest of the mesh.

For change of materials, I have a simple gradient texture (set to spherical) setup to change the value of "Mix Shaders" to get only the mountain material around the mountain area, and the rest a different material, but I also need the displacement for the mountain and the rest of the mesh to be different.

Is there any way to map the displacement to the same gradient texture that I have now, or constrain the displacement in some other way?


texts: Access image pixel data WITH color management settings

texts:
When accessing pixel data of a bpy.types.Image object, I only get the color information of the image before the color management settings are applied. This is regardless of whether the "View as Render" option is enabled or not. If I choose this option in the image editor, however, the image is displayed with the color management applied. So, the pixel data must exist somewhere in memory.
Is there a way to get the pixel data AFTER the color management settings have been applied via python?
Or alternatively: Is there a way to apply the color management settings to the pixel data manually? (maybe via OpenColorIO?)


texts: CUDA error at cuCtxCreate: illegal address | CUDA error: illegal address in cuCtxSynchronize(),line 1683

texts:
Hi everyone!
I have a problem with the latest daily builds

As far as I remember last working build was 24.10.18.
On this build everything works

on all the following I get an error

also I have a video card rtx and I added files to the folder with cycles
(Blender\2.79\scripts\addons\cycles\lib)

> (filter_sm_72.cabin,  filter_sm_75.cabin,  kernel_sm_72.cabin,
> kernel_sm_75.cabin)

for solving problems

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

but I think the problem is not in these files, as before everything worked

again, up to ~ 24.10.18 everything worked. the following daily builds started showing an error

latest drivers installed

I would be very grateful if you help to solve the problem , thank you


texts:
Is filmic blender already included in Blender 2.8?  I'm referring to the filmic blender from sobotka.github.io/filmic-blender/.  The blender guru had a tutorial on lighting.  In which, he mentioned downloading this for blender 2.79.

Thank you.


texts: Blender 2.8 Viewport Render Image is dark and different to actual viewport

texts:
When I render the viewport from "View > Viewport Render Image" it appears different and far darker.

Images are darkened in wireframe and solid mode but not in material preview or rendered preview (cycles / evee).

HOWEVER, if any other render passes beside "Combined" is chosen then it then starts to appear darkened if viewport rendered.

Viewport shot here is darkened

Viewport shot in combined mode is completely fine, however, there is no color in the X & Y grid, likely darkened like the rest.

Unsure if this is related to the same problem, but the little preview window in the materials panel has also been darkened.

to clarify, this problem is only happening in this specific blender file. A new blend file does not exhibit any of these problems. Restarting the computer and or blend file does not fix anything, and I am unsure as to when this started happening.


texts: Why is the result of this GLSL shader asymetric when rendering with stereo "Side-By-Side"?

texts:
I am trying to achieve an inverse lens ditortion for the Oculus Rift during Side-By-Side stereo in the game engine. I am using a custom Filter2D with this GLSL shader.

The distortion can be achieved as described here. Another fragment shader for that cause can be found in the OpenHMD examples.

The distortion looks good without stereo, but is asymmetric when I render it with Side-By-Side. For other stereo options, the output is not correct, but symmetric. Where is the problem here?

uniform sampler2D bgl_RenderedTexture;

const vec4 kappa = vec4(1.0,1.7,0.7,15.0);

uniform float screen_width;
uniform float screen_height;

const float scaleFactor = 0.9;

const vec2 leftCenter = vec2(0.25, 0.5);
const vec2 rightCenter = vec2(0.75, 0.5);

// Scales input texture coordinates for distortion.
vec2 hmdWarp(vec2 LensCenter, vec2 texCoord, vec2 Scale, vec2 ScaleIn) {
    vec2 theta = (texCoord - LensCenter) * ScaleIn;
    float rSq = theta.x * theta.x + theta.y * theta.y;
    vec2 rvector = theta * (kappa.x + kappa.y * rSq + kappa.z * rSq * rSq + kappa.w * rSq * rSq * rSq);
    vec2 tc = LensCenter + Scale * rvector;
    return tc;
}

bool validate(vec2 tc, int left_eye) {
    //keep within bounds of texture
    if ((left_eye == 1 && (tc.x < 0.0 || tc.x > 0.5)) ||
        (left_eye == 0 && (tc.x < 0.5 || tc.x > 1.0)) ||
        tc.y < 0.0 || tc.y > 1.0) {
        return false;
    }
    return true;
}

void main() {
    vec2 screen = vec2(screen_width, screen_height);

    float as = float(screen.x / 2.0) / float(screen.y);
    vec2 Scale = vec2(0.5, as);
    vec2 ScaleIn = vec2(2.0 * scaleFactor, 1.0 / as * scaleFactor);

    vec2 texCoord = gl_TexCoord[0].st;

    vec2 tc = vec2(0);
    vec4 color = vec4(0);

    if (texCoord.x < 0.5) {
        tc = hmdWarp(leftCenter, texCoord, Scale, ScaleIn );
        color = texture2D(bgl_RenderedTexture, tc);
        if (!validate(tc, 1))
            color = vec4(0);
    } else {
        tc = hmdWarp(rightCenter, texCoord, Scale, ScaleIn);
        color = texture2D(bgl_RenderedTexture, tc);
        if (!validate(tc, 0))
            color = vec4(0);
    }
    gl_FragColor = color;
}

These are my render results.

First Image: Rendered with Above-Below, the result is at least symmetric.

Second Image: Rendered with no stereo, looking good, but unusable for the glasses.

Third Image: Asymmetric Side-By-Side rendering cropped.

Fourth Image: Aysmmetric Side-By-Side rendering without crop (validate function commented out)

The relevant stereo code is in RAS_OpenGLRasterizer.cpp, but I couldn't find the cause of the asymmetry.

Edit: A blend file with this issue can be downloaded here


texts:
I'm quite new to this but as I move the light around, it's not illuminating anything.

The light is shown as below. As you can see it's all dark.

The file is https://drive.google.com/drive/u/0/folders/1gUYerWWGkvm6UbAs4rW070Er9fzo4c-Y

Thanks you guys in advance!


texts: Beginner here, How do i re-enable transform handle dots? Version 2.8

texts: The little dots attached to the handle lines are gone completely. The dots in node editor are missing also, I'm sure I've hotkeyed them away by mistake. Can anyone help me get them back? Thank you.