texts: Importing FBX Created in 3ds Max Rearranges Individual Models

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I have been attempting to export a FBX file consisting of multiple models from 3ds Max 2019 and importing the FBX file into blender to make some changes.  Every time I have attempted this, the models looks something like what is shown in the image below:

I have attempted to perform the FBX export and the import in different ways and can never change the end result.  I could keep using 3ds Max 2019, but I would prefer to get it working with blender as well.  All the original models were done either in SolidWorks or Inventer, but I really need to use blender to alter them for my projects.

If anyone has experienced the same problem and found a solution, I would really appreciate any advice.


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I like to model a pinball light as you can see in the picture.
Modeling it is not the problem but how can you get the inner pattern modeled. I don't know how you call that.

(Using Blender Cycles)


texts: Is this a possible bug in Blender 2.78a?

texts: If you use Subdivision Set [Ctrl 0] it's seems to not be possible to undo this action using shortcut [Ctrl Z]


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Background: I wanted to try 3D-printing models from video games. So when I had some spare time I googled a bit, and managed to extract the model I wanted from the game. Unfortunately, it still had tons of nonmanifold edges (which break the printing process). Luckily i found a tool that was able to modify the model enough that it still looks pretty close to the original but has 0 nonmanifold-edges.

But now I have a problem: While converting, the second model lost its texture/UV map, which I need. It has obviously a different amount of verts and faces, so I can't just copy the original UV map and textures. And what Blender does with automatic unwrapping looks nothing like the original UV map at all. So, my question is:

Can I get Blender to try and create a UV map on my second model that is as close to the original UV map from another model as possible?

I'm willing to correct a couple of parts in a UV map manually, but I don't want to manually unwrap a UV map from a model with thousands of faces. Any hints appreciated.


texts: removing reflection in plastic for final rendering

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My boss wants it completely free of all reflections. I can get them off the top piece and I removed it to work on the power supply and the ethernet box. It is the reflections in the glass I need to remove. I added pictures of the lighting and the nodes I used for the transparent part.
I need to get the reflections of the stuff inside off the edges of the plastic. How can I do that?


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I have this wierd issue in blender 2.8,

im trying to render (with both cycles and eevee) this wolf

but when i try to render it does this.

I tried everything and i dont know what to do.
I dont have subdivision surface modifier.


texts: How to use FBX file into Blender using python script?

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I need to import FBX file to blender using a python script. Does anyone know how we can do that?

Thanks


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When I export FBX with default settings, I mean 'Smoothing' option on 'Geometry' tab, which by default reads 'Normals Only', this setup makes the whole mesh smooth-shaded and marks certain edges sharp.

When I change this option to 'Faces', I receive unmodified mesh.

Both meshes are identical visually, but first one, smoothed, has less vertices count because of that smoothing.

I tried looking at the code, but it is very complicated for me. The only thing that I understood, that 'Normals Only' represents switched off smoothing in exporter, so it appears to do nothing with smoothing, when this option is selected.

But exporter uses some mesh functions like calc_normals_split.

How this exporter does this thing with edges? What is that magic function?


texts: Images as emitters constantly come out dull. White emission not actually white. What am I doing wrong?

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I have been using Blender for a while but keep hitting this problem that I don't understand.  First of all, I don't understand why I white emission shader set to pure white is not actually white unless I blast up the strength to at least 10.

This is fine if something is just white, but if I want an image to show up, I cannot increase the strength without blasting out the image.  For example, I downloaded this smiley face and brought it into Blender, and then changed to an emitter.  How do I get it to look like the actual photo that I downloaded?

Help is much appreciated!!!


texts:
I saw tutorials on sculpting that showed the use of mirroring your brush on one of the axis. It's supposed to be as easy as selecting an axis and although it worked on a test it isn't working on the mesh I want.

The mesh I want to work on: https://www.dropbox.com/s/iprs2h62j0tf2m3/ghdsjf.png?dl=0

The test object I tried it on with the model I want to work on in the background: https://www.dropbox.com/s/e0ckohh8pun8thl/klhuyt.png?dl=0

I had the same default settings selected when I tried working on both meshes.

Since it worked on the test it probably has something to do with the mesh which I didn't make myself - I downloaded it.

It's really important that I get this to work because I need to add symmetrical details in the face but I don't want to use the mirror modifier because I already have made purposely uneven features in the nose.


texts: How to zoom in into an environment texture ?

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I chose cycles render as the render engine,
went into the world panel,
clicked in the surface part onto use nodes
and selected from color environment texture.

Now when I am in the rendered mode of viewport shading,
I can see the texture environment and it lights my glossy
cube as it should be, but when I scroll the mouse-wheel,
the size of the cube changes and the size of the environment texture
stays the same.

How can I achieve to move with a camera inside this environment texture and zoom into parts of it?


texts: I got a logo in blender and im trying to rotate it 360 degrees. But when i rotated it i realized it isnt centered. I found out that the logo got some invisible edge or something, because when i do "Origin to Geometry" it still isnt in the middle. (Sry for my bad english + second project in blender)


texts: Particles floating above procedural surface

texts: I am trying to add particles to a surface over which I have added a texture and they look like they are floating in the air. I know this is because they are sitting on the actual model but is there a way to get around this?


texts: blender to substance painter help (overlapping UVs)

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im new to both blender and substance painter. This will be my first texturing exersize so i wouldnt be surprised if I have missed something simple.
but basically my model is comprised of 5 different components. as you can see in the first screenshot I have the main part of the shuttle, the door, the rockets on the back ect. I have also colour Id'd many parts of the model as to easily seperate materials in substance painter.
each component of the model is UV unwrapped individually.
however my issue is that when i export my model as an FBX and import it to substance painter, all of the UV maps get combined with one another.
as you can see in the below screenshots, this causes an immediate problem. when i paint on one component of the model, my texture gets carried onto another component of the model.

if anyone could help find a solution to this, tell me some way to stop these components from overlapping on the UV it would be greatly appreciated.

-James


texts: Light an object with an inner light and volumetric world

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I have a set up where there's a box with holes (dice) with a point light inside it, with volumetric settings, so that the rays coming out of the cube are visible.

The problem is, you can't barely see the cube itself.

Is there a way to add another light that faces the cube which is not affected by the volumetric settings?

I thought of doing it in [two different passes][1], but I was curious if this is achievable, by say, setting that new light to ignore any volumetric effects.

Similar question:
Lighting specific objects in cycles with volumetric atmosphere


texts: So, I got a .ABC file and it has an animation already on it. How do I delete this animation?


texts: I am aware that Cycle materials do not work in real time engines like game engines but why is that? Is it because of the coding language of the shader being different from the one supported by the game engine? Or is there even an advanced problem  than just the coding language?


texts: Multiple Blender Threads (targetting CPU and GPU )

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I am using blender 2.77a on windows 10. I intend to do work in separate blender thread(modeling, texturing..small tweaks) while I put my finished frames to render. While rendering blender uses 100% GPU and only 30% CPU.

I am facing serious lag while running another blender process, however I can run other windows applications smoothly as I still  have like 70% CPU and enough memory.

I am sure there is possible solutions as I intend to run another blender process on CPU only. Any suggestions are welcome.


texts: Ive created a shadow catcher to suit an HDRI image. The shadow catcher is only basically doing ambient occlusion and there is no signs of shadows. There should be an entire shadow under the car.


texts: Blender Won't Render Transparent Images Properly

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So I'm new to blender, only been using it for a week. I've looked up a lot of tutorials and I'm trying to figure out how to make animations with it. Currently I have something set up like this:

The materials and texture have alpha turned on, and I went to render. I tried looking at it through F12 but this is what comes up:

Update: Turns out the light was making shadows, so I turned it off, but I still end up with this:


texts: How can I install a script into blender?

texts: I want to install this extension to my blender to get materials to save from blender render to cycles render. Anyways when I clicked on the installation link this is what appeared(picture). How do I use this to install the script to blender?


texts: When selecting, it is this weird select tool and I dont know how to make it select with a click

texts: When selecting, it is this weird select tool and I don't know how to make it select with a click. How would I fix this?


texts: Reading out all operators in a header's menu

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How is it possible to read out the menus of a header and the operators in the menus with Python?

Background:
I have an external hardware with some configurable keys, and I want to trigger the operators in Blender's menus with the keys. In the hardware's GUI is a dialog to assign functions to the keys. In this dialog is a list of available functions, and I try to fill this list with all of Blender's menu items. If possible the list should show up in the same hierarchical structure (menus and submenus) as in Blender and reflecting the actual state Blender is in.


texts: Blender screwing up normal maps from Substance Painter?

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I have been using blender for a bit and ran into some weird issues when using Normal maps from Substance Painter and have no idea why.

In software such as Sketchfab they show up perfectly fine with no visible deformations in the model

But in Blender the normal maps makes it look skewed and not flat per say.
Here are the nodes that I use with blender

And here are the export settings in Substance Painter if it helps

The normal map that I export from Substance Painter is in OpenGL format.
I use Blender version 2.79 and have had the same issue with Blender Eevee.

Otherwise is there a specific node setup that we should use in order to get the same results that we see in Substance painter?

Thank you for your time.

Edit 1: Here's all the Texture maps used


texts: Blender script concatenating names not replacing name

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I am trying to use blender script to replace the name of a mesh.
Instead of replacing the name it is concatenating them, for example

for meshObject in bpy.data.objects:
    if meshObject.type == 'MESH' and '.00' not in meshObject.name.lower() :
        meshObject.name = "footprint"

I would expect the result to be

BUILDING001 => footprint

but it is

BUILDING001 => footprint_BUILDING001

When I print(meshObject.name) the results are what I expect.

This is kind of blocking me now so any tips would be appreciated.

EDIT :

I am importing obj
Then I get the mesh
Rename it
Export as obj it

When I print the value, it shows as correct. However, once I launch blender and then import the obj again, the result is the same as above.

I think there could be a possibility that I need to do meshObject.data.name and meshObject.name. but i haven't had to do this in the past.


texts:
My bevel tool seems to be broken. It works normally on simple objects, but not on long objects. Look:

I want to know how to make the edge of the second image like the first image.
Ask for more details if needed


texts: Multiple smoke flows in one domain, with different colors

texts: So I want to mix smoke with different colors in one domain object, I've found tutorials about that topic with Blender render engine, but not how to do that effect in cycles. I can define the smoke color in the node setup of the domain, but how can i seperate between my different flow objects?


texts: Is there an Equivalent to the tool "To Sphere" but to Cube?

texts: I have a vertex based circle, and I want it to be a square. How do I accomplish that?


texts:
the glass is acting odd

the faces are oriented the right way

so i thought it was because of the odd geometry

and i dissolved those

so im stuck can someone help me


texts:
How to figure out where the UV shows on the Mesh?

I know that there is an option or button to find out what part of the UV mapping matches up with the mesh so that fixing problems is easier.

Does anyone know what that option is?


texts: Trying to set a Keyframe in the Curve Data tab using Python

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I've been attempting to set a keyframe for the Bevel Factor Start and End of a Curve.

I've tried using

bpy.ops.anim.keyframe_insert_button(
        'Curve.bevel_factor_start',
         index=-1,
         frame=bpy.context.scene.frame_current,
         group="")

But I really don't know where to go from here. Pressing "I" works just fine but I can't find the right command in the API to control this property


texts: How to evenly space vertices along an ellipsis-loop without changing its profile

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I have a number of loops that define the profile of sections of a fuselage (used a cylinder primitive). As you can imagine, these sections are varying sizes by design...most are slightly flattened along Z to follow the fuselages' design. There are then loops running along the Fuselage's Y axis. The problem is that all these Y oriented loops are not evenly spaced along the length of each of the Vertical fuselage sections, so the shading of fuselage (even after applying Smooth) along its length is not optimal.

How can I evenly space the Y axis loop vertices given that I know the end points for each sections, WHILE ALSO maintaining their overall section profiles (that's the really important part). ?

Using the Loop tool> Space tool on the section loops fundamentally changes the shape of the loop. I need to freeze the loop's shape -- just need to slide/distribute the Y loop vertices evenly along the length of each of the sections without distorting/changing their shape. I know I can do this manually with SHIFT V for each of the vertices on each of the sections, but that's really, really tedious and not very precise and I'm hoping to avoid needing to do that.

Ideas?
Thanks.

EDIT: And an addition to the blend file I've added below:  If I use Space I'm also getting this "rotation" of the vertices.. like:

to this:


texts: How to fade an object evenly into transparency to give it distance look in blender 2.82

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I'm trying to achieve this depth/distance look effect, where part of the object that is closest to the camera will be solid but farther the object is from the camera I need it to fade evenly into the distance. I'm going for like a UFO look. I can easily do this effect in 2.79 with the mist setting and render it in transparent but it's different in blender 2.82. What is the best option to achieve this effect in blender 2.82?

UPDATE, I figured out the look I'm going for, here is the image and my nodes setup but my new question is, is there any way of not using the Depth pass because the Depth pass is causing sharp and low resolution edge to my object.


texts: How to select last imported object with console?

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I'm writing a script for fast importing with CSV file. There's a lot of things, like location, scale and quaternion rotation. Problem with the location I've already solved, but scale and rotation are still. I'm importing FBX files. I can set rotation in while importing but there's XYZ rotation and scale is proportional.

UPD: Successfully solved scale problem by bpy.ops.transform.resize. Now I need to change rotation mode there.


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so I just started with Blender and wanted my adjust my render so it will use the GPU. At first it didnt work so I updated my drivers and everything was fine.
So now i just tried to render a full image and suddenly i get this kind of error message and in no scene i am now able to render with GPU.

OpenCL error: CL_MEM_OBJECT_ALLOCATION_FAILURE in clEnqueueWriteBuffer(cqCommandQueue, CL_MEM_PTR(mem.device_pointer), CL_TRUE, 0, size, (void*)mem.data_pointer, 0, NULL, NULL)

Between the time when it worked and it somehow gave me the error i didnt change anything important in my opinion. I just made the render use 100% of my resolution and more samples per pixel and now i always get this error.

I use:
Windows 10
AMD Radeon R9 280  ( driver 17.2.1 )
Blender 2.78

something else you need to know?

Thanks for the help.


texts: How to make character-mesh deform naturally when animating?

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I have created a character-model in Blender. After rigging and skinning it, I noticed that it deforms in a undesired way. Everything moves pretty much as expected, but the mesh around joints deforms weirdly(Screenshots below).

Why is this happening? Is it due to a low amount of vertices? What can I do to create smoother deformations that look natural?

Character in T-pose:

When his arm is rotated downwards. Look at how thin the upper part of his upper arm is:

Up close:

His upper arm is very thin at the shoulder area, but has normal width at his elbows.


texts: How to setup your system python for use with Blender

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I found lots of material on how to make Blender use the system version of python. Essentially: delete the python folder of the install, and Blender looks for a system version, where on some systems you need to supply the path yourself as:
PYTHONPATH=/usr/lib/python3.7 ./blender --python-use-system-env

Official information from Blender docs found here.
What I cannot find is how to set up the system python to correspond perfectly with that of a given Blender version. Prefferably, I would like to do this with virtualenv.
The workflow I am interested in woud look something like this:

make a virtualenv that corresponds exactly to that of the Blender bundled python + dependencies/modules.
make Blender use this system python, of this virtualenv (if I have to issue a command like workon Blender2_91_2 before I start Blender, thats ok)
modify my virtualenv as need arise. Any change I make, I know i am likely to break things, which hopefully would be only other addons, which will be ok (its all only a virtualenv that I can play around with, since i know the proper bundled one)


texts: Can not find unlink object data in Blender 2.8

texts: Currently using Blender 2.8 and I would normally hit "U" to unlink object data from  linked duplicates I can't seem to find it anymore. Searched the word "unlink" in the preferences but nothing comes up except for remove from linked collection.


texts: 2D Cursor in UV Editor has horizontal offset proportional to how far away I am from center line when using texture as background

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I'm in the UV Editing work space and trying to use the 2D cursor to assist with placement and pivot points for scaling and other transformations, following a tutorial that uses a non-power-of-two and non-square image.

If I Shift+Right click to activate moving the 2D cursor, as I move horizontally I get a horizontal offset from where my actual mouse is that is proportional to distance I am away from the center point of my 0 to 1 UV space.
Why is this offset produced when using an non-square image? There is no vertical offset, only horizontal. It pretty much makes the tool unusable. Is it trying to map from 0 to 1 space to this stretched space? And if so, why would that be default behavior?

I'm using Blender 2.81a at the moment.

Example of 2D cursor offset in a non-square uv space.


texts:
I've created some mist in my World settings using Volume Scatter in the Volume section.

Is it possible to quickly turn it on and off for rendering, so that I can create a render with mist, and then render one with a transparent background when I need it?

At present I have to delete the Volume Scatter, render the scene with the transparent background, then add the mist again.

Many thanks for your help,
Ian


texts:
I am trying to use a gobo in cycles but having no luck at all. Seems that the transparency is not working. What am I doing wrong? Is the PNG broken?

Thanks,
Douglas E Knapp


texts:
When do I choose when a rigid body activates? I don't want it do start on its default 1st frame.

Thanks in advance


texts: How to make an object emit light that also iluminates other objects?

texts: I have multiple problems. I wan the wing to emit light. But it doesn't iluminate the body at all. Also is there a way to make the colours visable when it emits light (or only make the parts that aren't black emit light)?


texts: How do I align multiple vertices between diagonal endppoints

texts:
I frequently have several vertices requiring alignment between non-axis aligned endpoints. I know you can create a custom orientation, then scale to zero, but for a lot of separate instances, is there a script or an addon which has this as a command? It would go something like

select endpoints,
select vertices  between those endpoints,
Go.

I couldn't see how to do it in Mesh Align Plus & a few others.


texts: How to quickly place text cursor in long 3D Text?

texts:
For a 3D text object, especially with many many characters in it, how can I place the cursor to the right position in order to edit the text around it?

Here is an example to show what I mean:


texts: What's the best way to export from Lego Digital designer to Blender

texts: The Question pretty much says it.  My purpose is animation. I want the ldd model to be exported as individual pieces.  I've exported from mlcad before, and it exported as several objects for each lego piece.  that's a mess for animation.  I think I will probably need a 3rd party program for it as ldd doesn't export to obj, fbx, or any other format.  Which program should I use?


texts:
I want to connect Combine RGB with Material output.

How can I convert the yellow dot to green dot?


texts: I've stumbled upon a nice assets of low poly rocks and I'd like to create a similar effect. The transition between faces for these rocks are very smooth, I wonder if there is a tool/plugin I can use to create a similar effect (image attached).


texts:
According to this video tutorial, on blender 2.71 to select just one of two objects that have previously been joined (with control + j), you hover your mouse over the object, and press L. ( Thats a lowercase L )

However, this does not do an island select, but instead pops up a menu, none of which do what is expected.

How do you do an island select on blender 2.7x?


texts: Why does my armature's bone rotate 360°, but the mesh only rotates 180°?

texts:
I've got a cube-shaped mesh and an armature. Both are aligned, and weight-painted properly. What's happening is that when I rotate the corresponding bone for the armature, the actual mesh rotates half the amount of the bone until I reach 180 degrees (of bone rotation), when the mesh jumps to the other side and continues its half-thing.

In short, the mesh is only rotating along the top 180 degrees of its full rotation cycle while the bone is able to move at its full 360 degree rotation. It's really acting as if I put an IK rotation constraint, but that's not the case. It's a full three bones of separation from the nearest IK bone, which is not connected to it in any way.


texts: Unexpected roughness in the rendering of a flat surface with Blender render

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I made the following object. I use the Blender render engine and the basic configuration of the cube material is given bellow.

As you can see, the top face of the cube is rendered rough, and I do not want this. Is it possible to make it appear as the front face, for instance?

Thank you in advance for your help.

Vincent


texts: How to fix an artifact affecting a bevel modifier

texts:
This is me yet again.

I am trying to work non destructively with the use of bevel modifier. I managed to bevel only by weight and adjust the weight of desired edges.

However, now when I try to place loopcuts for further knife projection of other planes, I get this weird artifact on my bevel modifier. Now, I know I could apply the bevel modifier and then do it, but I am trying to see if there is a way to do it non-destructively.

Ideas I have so far:

Block out the main bits and worry about the modifiers only in the end, but I don't see how that will improve the situation.


texts:
I’m doing a blendshape that shrinks a character and I need to shrink the armature too.

Is it possible to do this in blender? How is it done?


texts:
How do i set my MMB + Ctrl to orbit. What is the hotkey term in keymap settings?
Very much grateful for any suggestions, Stewart


texts: How can I add "trim" to a curved surface?

texts:
Very new to blender, so I am hoping this is an easy task that I just dont know the name of the function for.
I have a curved surface on an object that I am trying to add some raised trim around the edging (imagine a curved panel of armour on a knight).  To make the curved panel I uses a subsurface modifier.
I have tried selecting the faces towards the edge of he panel and extruding them along the normal but because of the curve of the plate the trim is not a uniform width in from the edge of the armour panel.
Any suggestions on how I could achieve this?
Edit:
Image added.
As you can see the trim on the armour panels is not uniform in width from the edge.  On the very curved panels when I use a loop cut they are not even, I was hoping there was a quicker way than having to adjust all the points by eye.


texts: How to do GPU rendering on MacBook Pro 2016 (AMD Radeon Pro 460)

texts:
I'd really like to do GPU render on my new MacBook Pro 2016 with AMD Radeon Pro 460, but I get the dreaded Loading render kernels (may take a few minutes the first time) problem.

I don't see my GPU on the list of supported Open CL devices but the list says it's from May 2015. Is there anyone working on getting these devices to work?

However, it shows up fine in Blender settings, and the computer also has Intel HD Graphics 530, and I tried either or both with the same result. Is there perhaps a way to download a render kernel and put it in a folder or anything, or is this computer simply not supported?


texts: Control Instance Color with Geometry Nodes

texts:
I'm excitedly playing with the new Geometry Nodes system, but I've run into a limitation.
I would like to control the color of object instances created with the Point Instance node, but I can't seem to find a way to do this. Is it at all possible?
I've created the image below using a workaround of deciding the color in the shader graph depending on the object position, but this is very hard to make position-independent and does not give me the same control I would have in the Geometry Nodes graph.


texts:
I'm using dynamic paint to simulate a marker on a paper using true-to-life dimensions. The brush is set to use proximity (distance 0.001) and I notice that the resultant paint is offset a couple vertices to the xy direction.
(1) Is this something that can be fixed? I have tried adjusting it to use mesh for paint, I have adjusted falloff, projection, the brush geometry (cone and sphere), and subdivided the canvas and nothing corrected it.
(2) If this is not something that can be fixed, how can I compensate with the shader? The vertex color node does not have any inputs that I could do a transform on.
Here's a demo of the issue:


texts: How let the Liquid Domain disappear, but keep the mesh of the fluid visible?

texts:
I have a problem with the Fluids. I have render water around 1000 frames for a half day now. But the whole animation is 4780 frames long. After the 1000 Frames i don't need more moving Water, but i still need the water mesh in background. Sadly ever new render after 1000 frames have now a big fat cube in the view.
I know i can deactivate the Domain with "Show in Renders". Sadly this deactivate the water mesh from the last frame, too. Is there a way to keep the mesh, but make the domain invisible? Can i somehow copy the last mesh, deactivate domain after frame 1000 and use the mesh for the next 3780 frames as an object?


texts: I didn't know how to title this, but there is an effect video games generally have that I would like to achieve. If you have, for example, a turret in your vision, a healthbar will appear on it. if you are far away from the turret, the health bar will not be smaller. Also, the healthbar is right above the turret. How can I achieve this effect? Thanks!


texts:
I am trying to create Motion-Capture rig using blender, copying the rig from this video: https://www.youtube.com/watch?v=1UPZtS5LVvw

Everything is set up and supposed to be working fine, the only problem is that almost all of the bones rotate as soon as I switch the rig from rest mode to pose mode, causing the models torso to twist, the feet to be upside down and overall preventing me from using it for animation. Does anyone know why the bones rotate like this and how I can prevent it from happening?

Heres the link to the file:

Thanks in advance and goodbye


texts: How to make a varnish transparent effect?

texts:
I'm working for a company and I have to create something in 3D with a varnish effect on it. I can't show you the product but I can show you what I want to do thanks to my business card:

I have a layer of varnish on my "glasses". I want to do that. I tried different things, transparency, alpha, transmission... I just can't get it right. It came up too dark for most of the time. Sure, I tried to just pop the image texture on it again, but it's a lot of work and I have like 15 different products with differents varnishes to put on it.
Can someone help me?
Thank you!
P.-S. I'm not a native english. Sorry.


texts: How to rename Animation Node's Invoke Subprogram;s Generator Output?

texts:
I use a loop to modify the (1) points, (2) left handles, and (3) right handles of a spline. I then produce 3 Vector lists and use them to create a new spline.
The following pictures shows how the x-coord of points are modified. The actual node tree has more complex logic for the points and handles.

There may be better way to I achieve the task. My question is not necessary about the best approach. The problem I have is that the 3 output lists are all named 'Vector List'. I have no way to tell which list is which when I am working them inside the Input Loop (because the actual layout of the nodes for manipulating the 3 Vector lists is not as neat as the attached picture). Is there a way to rename the 3 output lists so they can be descriptive. In this case I want them to match the input lists.

Thanks for any help.


texts:
Every time I unwrap my mesh, the texture jumps around!

Before Unwrap (look at the label):

After Unwrap:

As you can see, the label on the bottle has jumped around. I can't bake it like this. When I try to move vertices around and get the label back in the right place, I destroy the arrangement of the UV map.

What can I do to keep all the textures in place after unwrap? I tried both the smart unwrap and the lightmap pack unwrap, and the position of the label jumped on both.


texts: Is there a way to restrict the mode of armature object only for pose mode? Because once you created bones on Edit Bone and finished tweaking setting on Object Mode, It's unnecessary to go into those other modes but Pose Mode And I sometimes accidentally go into Edit Bone mode by pressing Tab. So I wondered whether there is such an option just like disabling option to select the object on Outliner or Locking Location / Rotation / Scale.


texts: How to find active brush in Image Editor context?

texts: At the minute I use bpy.data.brushes['TexDraw'] in an operator, but can I find the currently active brush in UV/Image Editor?


texts: After selecting a face , the bevel modifier works automatically , and can not quit it

texts:
In edit mode, after selecting a face, blender automatically enters Bevel
and can not quit it. So I could not do anything else.
I reinstalled blender 2.81, the problem still happened.
Why?


texts: how would I change the camera viewpoint or scene object and output the image at the runtime

texts:
I have done a 3D parking modeling,  I tried some python code to output the image of the rendering parking, .

output the image

  filepath = self.output_dir + '/images/' + str(i + 1) + '.png'
  bpy.context.scene.render.filepath = filepath

change the viewpoint

bpy.data.objects['Camera'].location = [20,1,0]
bpy.data.objects['Camera'].rotation_euler = [20,30,40) ]

My objective is to let python program collect the images in all camera perspective,  what I can do at the current time is to use the render function during the for loop

  for i in range(0,  car_num):
    self.changeCameraPerspective()
    self.saveLocalImage(i)
    bpy.ops.render.render(write_still = True)

however each new rendering take 2 minutes to load everything from the beginning.

so my question is how to program to make the scene change the camera perspective or modify the object at the runtime (without loading and rendering 2 minutes every time when a small change occurs) , like what we do in the game or 3d modeling?


texts: How to fix the stretching in my Normal Map?

texts:
I was following along this anvil tutorial, and I was to make a normal map of the mesh I made. I had sculpted it, and was ready to bake the sculpted, hi-res mesh with the low res mesh. When I followed the directions and baked, the normal map came out strange. The blue is there, but in the center are these weird stretches, and a lot of purple in the bottom.
Shown here:

I am not sure as to what I have to do to fix this. I went back to sculpting and smoothed out some stuff, and it did fix half of it, but the stretching was still there. I flattened the middle of the anvil, near the base. I am not sure if it is because of my sculpting. Maybe I sculpted too deep or too much. Any help is appreciated. Thank you

Here is the link for my blend file.
http://www.mediafire.com/file/9k4836p9maf0uei/Anvil1.blend1/file


texts:
Is there an easy way to remove overlapping faces? In the example remove doubles doesn't work

You might be able to do the following: A to select all faces. X > Only Faces. F to create faces, but after deleting the faces I'm left with something like this.

If I press A to select all and then press F to create faces then there are still overlapping.
Blend file


texts: How to import blending animations into Blender?

texts:
I'm trying to import a js file with blending animations into Blender(v2.65) using the three.js(r66) importer, but it seems that the importer plug-in is not working properly, because nothing is shown in the scene. I tried to convert the js into an obj file and then import it into Blender, but only the mesh was imported, the blending animations were not imported. Can someone help me please?

Three.js (r69) importer/exporter for Blender: link


texts: Key to switch between vertex, edge and face in Maya bindings

texts:
Is there a keyboard map to switch between vertex, edge and faces in Edit mode using the Maya key bindings?

I'm also on a laptop with Emulate Numpad set.

It's documented that "Ctrl-Tab" should work with Blender keybindings but this switchers to Weight Paint Mode instead. (So I can't use that to search the key bindings to find/switch to something useful.)

In Maya, the keys are F9, F10 and F11, but these do something else, regardless of what key bindings are selected.

(If someone knows a good way to find Maya bindings in Blender that would be good too)

In Blender 2.78a.


texts: Best graphics card for Blender Cycles rendering

texts: I want to build a system with a graphics card that can render scenes fast. I have heard people saying gtx 780 ti is great because of its high cuda cores. Im not sure what I should go for. Also what would be a good processor to handle such graphics card?


texts: Can't Insert Keyframes while in Pose mode or pullup any menu with shortcut keys in 2.92?

texts:
Like the title says I can't insert key frames or even any menu through shortcut keys while in pose mode, I don't know why, I've tried messing around but nothing. I installed a fresh copy, with a different path, and now I can but in the original I can't. So clearly it's an add-on or setting, but I don't know what could stop me from doing this cause this only happened recently. If anyone knows anything please help.
I'm in 2.92.
Edit: I looked into it and in my key binds, when I search "key" something called pose is missing in mine but not the fresh install. Does anyone know how to get them back?


texts:
I am developing a simple ball game, where the sole objective is "Survive as long as you can from the enemy balls". So I gave my ball controls and set the enemy ball's AI to "path following". It seemed to work flawlessly, but now I am facing a problem where the enemy balls get stuck behind a wall and. You can understand the problem better by seeing this image,

Note: Red ball - Player, White balls - enemies

I tried to changing the game environment, set the enemy AI to "seek". But none of them worked.

So, How do I rectify this problem? Also, is there a way not to make the enemy balls come together as in the image?


texts: Smoothen, close and simply surface in very complex objects

texts:
I am trying to create a model of wrist bones from a CT scan. The individual bones all have quite a number of holes and an interior structure (bone marrow) that is not relevant, but very hard to remove.
I am now trying to create a smooth surface model from it. Running the smooting modifier will create an acceptable image for most parts, but the many holes are really ugly. I would like to simply the surface (reduce the number of vertices, currently about 33,000) and close the holes.
I tried fixing the holes manually by adding faces, but this doesn't really work well. Since the surface is in continuity with the inside of the bone, finding the boundaries of the holes also does not really work.

Thanks so much for any suggestion.

Best,

Kai


texts: Remesh modifier hits cpu instead gpu and crashes

texts:
Adding the remesh modifier and increasing the voxel amount first triggers the cpu going up to 100% and then crashes blender. I've set CUDA in preferences and GPU for cycles, which otherwise work.
How can I set the GPU for just everything in blender and rule out the cpu?


texts: How do I enable motion blur for Mantaflow fluids? I'm using 2.82


texts: Import STL and smoothing, creating addon, two operations in one button?

texts:
I want make simple addon.
User have one button, and this button, have two very simple operations, import stl and smooth object. Of course my button is'nt working. What I'm doing wrong ?

import bpy

def item_type_lst(self,context):
    types={obj.type:obj.type for obj in context.scene.objects}
    return [(obj,obj,"")for obj in types]

def item_type_obj(self,context):
    return[(obj.name,obj.name,"") for obj in context.scene.objects if obj.type==context.scene.myEnumitem]

class SimpleOperator(bpy.types.Operator):
    bl_idname="dh.simple_opt"
    bl_label="Simple Operator"

    def draw(self,context):
        bpy.ops.import_mesh.stl()
        bpy.ops.object.shade_smooth()

Thank You for Your help.

Greets


texts:
How to create a new window with a certain dimensions (for example 40% of screen size) using Python API?

Functionality-wise similar to File > User Preferences — a new window shows up with User Preferences area type.


texts: my model as a problem and as far as my knowledge goes, I can't think of a reason for this to be happening. Whenever I apply a bump/normal map, I can see the quads in the mesh after rendering. I've shaded the object smooth, texture is set to non color data, uv is properly unwrapped. It just doesn't seem to work.


texts: Unwanted lines showing up on rendered cube

texts:
So I have a "twisted" cube that I rendered an image from, as shown below:

I was wondering if there is a way to smooth out the diagonal lines on the cubes faces.


texts: How can I make this weaved pattern more realistic?

texts:
First I apologize for making a kind of similar question to the one asked 6 hours ago. I still feel the need to ask another question because I've successfully modeled the weaved pattern and now I would like to ask about the node setups in Blender to make it more bamboo like.

After apply some color to it, the pattern looks like this:

Needless to say, it looks completely fake, although I tweaked some settings in the Principled BSDF node. I have three questions:

1- Why does my texture look very fake? I can clearly see it looks fake, but can't explain why.

2- Can we use some node setups only in Blender to achieve the bamboo texture? Or must we use some bamboo texture image?

3- If we can use node setups only, what is it? I'm experimenting with noise texture to add roughness on the surface, but achieve no significant result.

I would like to achieve this texture:

My blend file: Chair.blend. The pattern is on layer 2.


texts: Is there a way to add ao to the red circle?  use eevee


texts: How do I get blender to stop creating so many files?

texts:
I have a problem naming files. I tend to name them crazy things because I don't feel like naming them properly when in a hurry.

Anyways, I am very used to photoshop, and just about every other program out there when it comes to saving things. With blender, I save a file, and choose to overwrite the blend file, but for some reason it creates a blend1, or a blend11, or some other crazy combination of blend.blend1.blend, etc.

All I want is to be able to save my file with one name. If I want to save that file as a different name to make a copy, I'd like to just do a "Save As" to save it with an alternative name.

My desktop is FILLED with orange blender icons! If anyone could help me get this working the way I described I'd really appreciate it. I'm very new to blender.


texts: Where can the stats at the main bar be changed?

texts:
I would like to hide some of the "mesh info stats". Looked into space_info.py, but it only contains the menu items.

Thanks.


texts: I am creating an Optimus Prime, based around the model from the movie,but not exact. I have just run into the problem of setting up a facial rig. I mostly need to know what the best approach would be to creating a rig for his mouth.


texts: I'm following the blenderella tutorial and I'm at the point where she closes the gap. But I'm copying the tutorial but somehow the mouth gap is still open. How can I close it?


texts: Can't set major radius of a torus to anything larger than 1 meter

texts:
I am modelling in Metric mode. I added a torus in Edit mode and it will not allow me set set the Major radius to anything larger than 1 meter. If I type in a value greater than 1m, it just changes back to 1m and clicking the arrows on the size control will not increase it past 1m.

This is probably stupid, but is there some setting that I might have activated to prevent larger sizes? I've double checked that snapping is off, so I'm stumped.

What could I be doing wrong?

Additional info: I have the scale of the metric units set to 0.01 and this seems to be the cause, but why?

Steps to Reproduce:

Create new project
Delete default cube
Set scene to Metric units with scale of 0.01
Add a torus

At this point the Major radius of the torus cannot be made larger than 1 meter.

More information:

If I change to metric units but do not set the scale, then the major radius of the torus is capped at 100m.

If I do not change to metric unit but instead stay with Blender units, then the major radius is capped a 100bu.

This seems to be an arbitrary limit.  Is there any reason for this limit?


texts:
Here is a very simple leg.

Leg.lower.L has an ik constraint applied, of chain length 2.

Foot.L has no ik applied but copies its rotation from IK_Foot.L
As discussed here here  this enables the Inverse Kinematics fields of Leg.lower.L & Leg.upper.L
I want to limit the rotations of the upper leg hat may be caused by ik. To test the extreme case, suppose I attempt to prohibit rotations of Leg.upper.L completely. I have applied Lock IK for X, Y & Z.

However, as you can see, those locks are ignored.

Why are the locks having no effect?
Blender v2.83.0 on Linux


texts: Modifiers: add and set "live" parameters then apply via python

texts:
Here is my question: I have a single object and 5 modifiers to be applied to it. I would like to:

Add all of them together
Allow the user to change a set of parameters with some GUI, maybe a bar scrolling from a minimum to a maximum value
Allow the user to apply the modifiers (all together) when he is satisfied with the result.

Let's keep it simple for now and let's say I consider

DECIMATE MODIFIER with the ratio parameter to be set
WIREFRAME MODIFIER with the thickness parameter to be set

Point 1.

I was thinking to something simple

Code:

class AddModifiers(bpy.types.Operator):
    bl_idname = "modifiers.add"
    bl_label = "Adding Modifiers"
    bl_options = {"UNDO"}

    def execute(self,context):
        obj = bpy.context.active_object
        bpy.ops.object.modifier_add(type='DECIMATE')
        bpy.context.object.modifiers["Decimate"].ratio=0.5 # parameter inizialization
        bpy.ops.object.modifier_add(type='WIREFRAME')
        bpy.context.object.modifiers["Wireframe"].thickness=2 # parameter initialization

        return {'FINISHED'}

class Panel(bpy.types.Panel):
    bl_space_type = "VIEW_3D"
    bl_region_type = "TOOLS"
    bl_context = "objectmode"
    bl_category = "Modifiers"
    bl_label = "Add Modifiers"

    def draw(self, context):
        layout = self.layout
        # ALLINEAMENTO
        row = layout.row(align=True)
        row.alignment = 'EXPAND'
        row.operator("modifiers.add", text="Adding Modifiers")

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

register()

Point 2.

Really don't know how to do that... class and gui...

Point 3.

Adding a class like that (with its own button in the gui of course)

Code:

class ApplyModifiers(bpy.types.Operator):
    bl_idname = "modifiers.apply"
    bl_label = "Applying Modifiers"
    bl_options = {"UNDO"}

    bpy.ops.object.modifier_apply(apply_as='DATA', modifier="Decimate")
    bpy.ops.object.modifier_apply(apply_as='DATA', modifier="Wireframe")
    return {'FINISHED'}


texts: Can you see any material on a mesh without rendering?

texts: I have an eyeball material with two blend type textures and one cloud type texture but I can't see it unless I render. Is there a way to view it in the 3D view without rendering?


texts:
I have a Blender project which won't allow me to use object operators (in this case bpy.ops.object.parent_clear(type='CLEAR')), without crashing.
I have tried it on different objects in my scene and get the same result. I have tried adding a cube object and trying to clear its parent and it also causes a crash. Running Blender from the command line doesn't help as Blender stops responding before printing anything to the command line. The same thing happens when I try any object operator. Trying to execute the operation from the console also causes the crash.
I've never had this problem with any other projects, but something about the way this Blender project is set up is causing Blender to crash. I try to avoid operators in general, but I need to run a script to set the object origin to a certain point and have not found a way to do so without using an object operator.
I wish I could give more information but I have no idea what's causing this.
Here's the first few lines of my code (which run fine until the dreaded operator must be used):

def origin_to_bottom(obj):
    ''' obj is a Blender object containing a mesh'''

    # pedantically make sure that I don't affect the wrong object
    for selected in bpy.context.selected_objects:
        selected.select_set(False)
    obj.select_set(True)
    bpy.context.view_layer.objects.active = obj

    # get parent and clear parent
    parent = obj.parent
    bpy.ops.object.parent_clear(type='CLEAR')


texts: Problem mixing 2 transparent shaders as two different layers

texts:
I’m trying to create a sun disk with a halo in the same shader. However, mixing the two shaders has been a failure. At the edge of the sun disk, where the opacity decreases gradually, we can see the background behind the sun halo in red. Yet, that part of the halo at that position is completely opaque. I know the cause of the problem, but I don’t figure out a solution to replace any transparent value from the sun disk by the value of the halo. It appears that blending the two shaders that way takes a part of the opacity from the sun disk and blends it with the background instead of replacing it with the other shader.
Here’s the shader below for the problematic version.

Here are two renders. The first one is the problematic version with the shader mentioned above. The second version is the desired result. I can get the desired result if I create two planes close to each other. I have to use the halo shader alone on the plane behind and the sun disk shader alone on the plane at the front.
The goal is to reproduce the same blending process with opacity, but in the same shader (or material).
I placed a checker board behind the sun in the render test to clarify the problem at the edge of the sun disk.
Problematic version:

Desired result:

How would you mix the two shaders in one material to achieve the result of the second screenshot? In other words, to replicate the same result as the blend result of two planes with transparency.


texts: How can I set my own width percentages for 5 items on a row (like col.prop())


texts: Multiple objects or multiple meshes per object

texts:
I don't think this particular question has been asked / answered as I have been unable to find it.

After following both the beginner and intermediate tutorials from BlenderGuru, I decided I'd try a few things of my own. And I'm having a lot of fun failing and learning from those failures to try again and encounter a new problem.

The thing I have been wondering however, what is the better practice; Keep 1 object with multiple meshes, or multiple objects each with a mesh? So, for example, I made something like a spaceship. Do I keep the hull of the ship one object and create another object for the cockpit windows? Or do I create a new mesh within one object and try to work with that and then intersect them?

I am just modelling for fun, I am not going to export it to a game or whatever. Just want to see where this goes.


texts: Enabling cloth physics for an object moves its transform position

texts:
I've been following this tutorial about how to model and animate a scroll, and I've only deviated from the steps by decreasing the number of cuts when subdividing the "paper" and decreasing the vertices on the "handle", in order to make it low-poly (I also have followed the tutorial without these changes and also have had the same problem).
Whenever I apply the cloth physics modifier, however, the paper of the scroll acts weirdly. The only way I can describe it is that the paper doesn't stick to the handle and instead, it deforms, and its transform position decreases significantly in the Z-axis.
Below is what I see before the cloth modifier was applied:

And this is what I see after the modifier has been applied:

Thank you for your help!


texts: Blender is crashing my whole system when i try to render big image

texts:
I'm trying to render scene of a simple image with about 60 geosets, that has in total 70k vertices and 90k edges

There are
- no lights
- extra modifiers ( except armature in static position )
- water
- particles
- nothing but mere static meshes

So I'm able to render scene without a problem at a resolution of 1920x1080.  But I need it to have 19200x10800, so its 20k or at least 18k+
When ever I try to do so, it renders the whole image, and once image is done blender will crash. I have used the console method for such task, which was like 50 times faster or so. Now instead of just blender, my whole system is crashing and I got blue screen ...

I have 4tb of space on HDD
16 gb ram
GPU GTX 1060 MSI 6gb
CPU FX6300 (6x3,5ghz)

Exporting option is set to PNG, but somewhere I have read that for more safety its better to render into openEXR, so i did it and render was successful, but I can't open this format since it for photoshop I guess ? and i don't have one

anytips how to move on ?


texts: Importing image with original asspect ratio without cropping

texts:
At the end of a video (resolution 1080x720) I wanted to display the 'credits'. I thought the most simple way way was making an image file (with GIMP) with all the text that I could import to blender and move (scroll) via keyframes. The file is of size 1080x5000px. This was getting cropped when transforming (after checking the 'image offset' box), which is what I want to avoid.

Here in detail what I did so far:

When I import it, it is automatically stretched to the size of the video:

For getting the original aspect ratio I read that I should check the option 'image offset, which looked promising:

But when I tried to make the image smaller and move it (via effect strip>transform) the rest of the 'credits' image was cropped/not visible anymore.

As you can see, this only shows the last line of the credits, the rest is cropped away and I have no idea why.
So can anyone tell me how to make the rest of the image visible again? Is there maybe another way of importing it?


texts:
I'm having a problem with the bones in my arms, in that the connection between the upper arm and forearm does not deform the mesh properly when I manipulate it, as if the joint never existed.

Can someone provide some insight as to why this is happening, and tell me what I can do to solve it?


texts:
Even though there are other questions related to the same error scattered around the web, I'm either being really myopic (in which case I profusely apologise) or my problem is unique.

I'm attempting to modify Jean-Francois Gallant neural network add-on, for a project. I am taking the 'hands-on' approach to this and I have learnt a lot along the way. I have changed the names of the variables and I am almost certain the error I am getting is as a result of that.

I keep getting a 'AttributeError' message from the console whenever I run my script from the Blender Game Engine:

  Traceback (most recent call last):
    File "main", line 112, in
  AttributeError: 'module' object has no attribute 'DnpolymeraseNum'

Here is the code I believe is relevant. The code in asterisks is the line with the error:

import bge
import math
import mathutils
import nnetga
from random import random
from time import clock
#¸¸♫·¯·♪¸¸♩·¯·♬¸¸¸¸♫·¯·♪¸¸♩·¯·♬¸¸¸¸♫·¯·♪¸¸♩·¯·♬¸¸¸¸♫·¯·♪¸¸♩·¯·♬¸¸¸¸♫·¯·♪¸¸♩·¯·♬`

input = []
for i in range(2):
    input.append([])
    **for ii in range(bge.logic.DnpolymeraseNum):**
        if i == 1:
            input[i].append([0,0,0,0,0,0])
        if i == 0:
            input[i].append([0,0,0,0,0,0,0,0])`

From what I understand the module I've imported is simply not attributed in the module nnetga that is imported. Is there anyway to ensure this happens so I can get rid of this error?

Again, I'm pretty scared to post this question up in case I annoy anyone. If I do I'm sorry, but I'm exhausted.


texts: How to bevel only one end of a cylinder?

texts: I'm trying to make a cylinder with one end beveled and the other end sharp edged, like a bullet shape. But whatever I do blender alway bevels both ends. I tried creating a vertex group with all the edges around one end, no dice, blender still bevels the other end.


texts: Assign multiple pre-made textures on a model

texts:
I've very simple floor + doorway block made in Blender.

Now I would like to add two different textures (as texture from file), one  to both sides of wall part and another one to floor part.

How I can do that? It doesn't matter if it's blender or cycles renderer just which one is easier to do with.


texts: Render only an object and its shadow in Cycles

texts:
I am trying to create a an image of an object (say a cube) and its shadow, with any other pixel except for the object and shadow being transparent, in Blender 2.7. I need this since I will place the resulting images next to several others in Photoshop later, and also as standalones, in a scientific paper which requires that all images have a transparent background.

I know this question has been asked many times before, but all the answers I found are lacking, namely:
this question is similar, but the answer uses a "shadow" output of the layer which I couldn't find (I assume it doesn't exist in 2.7?). On the other hand, this video gives a nice solution in case you are trying to place your objects + shadows on top of an existing image by multiplying outputs, but does not produce an image with a transparent background, and I don't see a way to modify it easily.


texts: Is there any way to get shadow from plane without a gap in Eevee?

texts:
When I try to get shadow from a plane, I always get some gap between the plane and the shadow. If I disable contact shadows the gap is full:

When I enable contact shadow it seems like I can get rid of this gap, but no. In some view angles I still see the gap.

And even if I set contact shadows values too high, I cannot fully get rid of the gap but also I get many unnecessary artifacts.

This does not happen in Cycles.

So what should I do to get perfect shadow from plane without any gap and artifacts in Eevee?


texts:
Trying to get a feeling for the timing of Modal Operators I did some experiments and need some advice on how to interpret them
I experimented with this script
import bpy
import time

class ModalTimerOperator(bpy.types.Operator):
    """Operator which runs its self from a timer"""
    bl_idname = "wm.modal_timer_operator"
    bl_label = "Modal Timer Operator"

    _timer = None

    def modal(self, context, event):
        if event.type in {'RIGHTMOUSE', 'ESC'}:
            self.cancel(context)
            return {'CANCELLED'}

        if event.type == 'TIMER':
            print((time.time_ns() - self.old_time)/1.0e9)
            while self.i < 10:
                self.i += 1
            self.i = 0
            self.old_time = time.time_ns()
        return {'PASS_THROUGH'}

    def execute(self, context):
        wm = context.window_manager
        self._timer = wm.event_timer_add(0.01, window=context.window)
        wm.modal_handler_add(self)
        self.old_time = time.time_ns()
        self.i = 0

        return {'RUNNING_MODAL'}

    def cancel(self, context):
        wm = context.window_manager
        wm.event_timer_remove(self._timer)

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

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

if __name__ == "__main__":
    register()

# test call
bpy.ops.wm.modal_timer_operator()

on my machine the minimum timing for the timer is 10ms
I then timed the while loop in the execute method of the operator
8s    for counting to 1 000 000
0.8   for               100 000
0.1   for                10 000
0.01  for                 1 000
0.002 for                   100
0.001 for                    10
OK, consistent
then I put the while loop in the modal method (as in the script above)
as long as the execution time of the while loop is less than the frequency of the timer everything is fine.
But as soon as the execution time is larger than the frequency the print statement starts to print additional 0.0!
WHY?
What is the scheduler doing?
THX
Martin


texts: Multiple Armature Tips to single Armature Root?

texts:
Is it possible to take 2 armature TIPS

and connect them to a third armature ROOT?

BLENDER 2.77 (If possible in previous version I'd like to know)

If not possible, anything that mimics that result would be appreciated.


texts: I have a scene that I want to fade to complete transparency on the outside. The blue object in the picture (continues in the larger red/white object) should gradually no longer be visible from the beginning of the red towards the white. If possible, the whole thing should also work in eevee.


texts: Is there a way to add motion blur to a text object animated via the animation-nodes addon?

texts:
I've made a "timer" with animation nodes:convert frame rate + current frame to seconds, trim number and display it in a text object. The goal is to have flexible timer for high-speed video footage and scientific simulation.

This works nicely, but for smaller digits 1/100 or 1/1000 I miss some motion blur. The result looks too crisp. The faster "moving" digits should carry a certain amount of blur to give a more realistic effect. Can this be achieved with animation nodes? Is there a different way to do a timer like this?

Just to clarify: the text object is not moving it just sits there and displays a new number every frame. I can provide a test render video (~85kB) and a test blend file (~600kB) if that helps.


texts: Changed textures inside blender aren't updating when rendering

texts: When I create a new texture in blender everything works fine, I put it on an object and I'm able to render (shift+z render) it even if I have painted it, the problem comes when I reopen the project, every texture loads correctly and I'm able to paint them, but I have to save the texture for being able to see it when rendering, otherwise it just renders like if I haven't made any change (like if I just was reloading the image)


texts: How to create a curved surface for Savonius VAWT?

texts:
I recently saw this .gif on wikimedia commons.
I have now decided to try 3d modelling the Savonius VAWT, but my question is, how can one create such curved surfaces? They aren't possible to be recreated using the primitive objects already available, so the question is how to add this quirky curve?I am a beginner and have learned a lot from the Blender Stack Exchange Community, so I'm requesting further assistance.


texts: Low roughness shows weird outlines in cycles

texts:
So basically, I am making a model with about 0.3 roughness. I noticed though when rendering, that this weird pyramid thing appeared

I played with the values and discovered the only way to make it disappear was

Switch to Eevee (So this is maybe a lighting thing?)
Max out roughness, I can't even max it out then apply a gloss

Not exactly sure what's causing this, thanks to those who help!


texts:
UV Squares addon not working anymore on my blender 2.79 version
How i can turn selected uv layout into square without that addon?

I wanna make uv layout into square because i can't transer uv from other object as they had diffrent geometry


texts:
I have been searching about this but haven't found any information on this topic, and Blender docs are not very explanatory for bpy.types.Object.matrix_world:

Worldspace transformation matrix
Type
float multi-dimensional array of 4 * 4 items in [-inf, inf], default ((1.0, 0.0, 0.0, 0.0), (0.0, 1.0, 0.0, 0.0), (0.0, 0.0, 1.0, 0.0), (0.0, 0.0, 0.0, 1.0))

My question is: how does Blender calculate this matrix? I can understand the translation part of the matrix, so if I have a camera at (2, 2, 2), the 4th column of the matrix will be (2, 2, 2, 1). But what about the rotation part?
Thanks!


texts: Offset appearing between particles and mesh

texts: I checked the scaling,vertex paint,origin etc everything seems fine but there is huge offset between the particles and the mesh when i render particles as a whole collection. Can anyone please help me solve the problem...im just a newbie to blender.


texts: Find the color at a particular surface point on a mesh

texts:
Is there a way to sample the color at a particular point on the mesh's surface?

Let's take this cube for example. It has a procedural texture applied on an emission material in cycles (but I'm open to solutions in BI or regardless of the rendering engine).

If I would simplify this question, how would I iterate over surface points and then check if each is black or white?

Is there a way to access the RGB value of a surface point prior to or after rendering? Even a vertex would do if there's no way to access the color at a surface point, but I'm looking for a more flexible solution.

It would be best if this can be achieved without baking to a UV mapped image, but if there's no other way, how would one go about accessing the data then?


texts:
I am making 3D models for Unreal Engine in blender. I think it can be important becaus I have a world scale set to 0.01. I have a building image, and I would like to move loop cuts, but it creates some weird UV distortions. On the image there is just a simple plane with 4 verticies, and I am trying to add and move a loop cut. What may be the problem? Thanks
Here's how to (possibly) reproduce it.

I set Unit Scale to 0.01, and units to metric.
I change Clip start and clip end values to 1 cm and 1 km (but I do not think it actualy matters)
I create a plane and apply a texture
I scale the plane in edit mode 10 times (when it is small, the problem usualy does not occur)
I add a loop cut, and move it around


texts: "Vertex paint" or Cycles "Mix node" problem?

texts:
I sure I should see blue texture in place of this blue/green jitter.
Why this happens?


texts: Quadrilaterals and objects with higher than four vertices

texts: I know textures cannot work on triangles and I know they work on quads so can they work on faces with higher than 4 vertices


texts:
In my game I have a script that when I press W on the keyboard, the camera's rotation is set to my character's rotation. That works fine, but is there a way I can sort of "tween" the camera's rotation? Right now it's instant and doesn't look very good.

The script:

import GameLogic

cont = GameLogic.getCurrentController()
own = cont.owner # Camera
scene = GameLogic.getCurrentScene()

target = scene.objects['CharacterCollision']
up = cont.sensors['PressUp'] # Keyboard sensor

if up.positive:

     own.worldOrientation = target.worldOrientation


texts:
I wanted to add a Isocam into my scene so I searched for it online
and what I found out is here:https://archive.blender.org/wiki/index.php/Extensions:2.6/Py/Scripts/Add_Mesh/Create_IsoCam/
But It says to install it from prefrences but when I open the given link I find out that it show a script
That is here: https://www.reinerstilesets.de/blender/createisocam.py
But I don't know how to apply into it?
Can someone give me direction?
here Isocam tool also not shows up and it shows blender 2.8x required when I have 2.90.2


texts: How do I limit particles to move only on certain axis?

texts:
I have a turbulence force field that moves some particles around, but I don't want the particles to move on the Y axis but only on the X or XZ axis. Is there any way to achieve it?

I already tried using wind force fields with no strength and some noise, the effect it's not really the same of a turbulence.


texts:
I have a bezier curve I want to decimate but I get this error: "Only bezier curves are supported".

To reproduce, open blender, shift-a, Curve > Bezier. Subdivide 20 times just for fun.
Convert to mesh.
Convert to Curve.
Select that curve, go to edit mode, press right mouse click and choose decimate curve. Error message.

How to get it to work? Alternatively how to ubsubdivide or decimate that curve while keeping its curvature? Basically I just want a lot less control points.
edit nevermind, figured out the Convert to converts to poly curve. So the solution here is to set spline type to bezier and then the tool works.


texts: How does Color Mix (Difference) node work?

texts: How does the above node setup work, and what will happen when I change the Fac value (0-1)?  What calculation is the mix node doing here when set to Difference?


texts: Can Blender be used to design 2D clothing patterns?

texts:
Can Blender be used to make 2D clothing patterns?

There is this tutorial on how to use the shrinkwrap modifier to clothe a figurine, but are there any tutorials on how one could use Blender to design dresses and other clothes in 3D and project these 3D designs onto a 2D surface (make 2D "slices") for creating and editing 2D clothing patterns in, say, Inkscape?


texts: Whenever I render the project in Evee as png files, they're all the same frames

texts:
So I made a project where I had motion captured my face and have applied the movements through tracking and bones on my Head Object. I had followed this tutorial :  https://youtu.be/uNK8S19OSmA

Now whenever I play the animation in my viewport, it works perfectly, but when I hit Ctrl f12, it renders the animation as png images in the folder I had specified, but all the png files seem to be exactly the same.
I also made sure that the Render Step in the output menu was set to 1, but it did not help.
Here's the mediafire link to my project :
 https://www.mediafire.com/folder/ixo913oiuelm6/

Can anyone suggest a solution??

Thanks


texts: How do I make normals visible on both sides of a model?

texts: I am making a first person shooter. I am making assets in Blender and importing them to Unity. I made a building with an entrance and imported it. When I walked around it, the walls started disappearing. To solve this,I re-calculated the normals, but then when I walked inside the building the walls disappeared. When I flipped the normals, I could only see the walls inside and not outside. Is there a way I can have the normals visible from the inside and outside of the model?


texts: How can i download/install the Motion Trail-addon (svn-download)?

texts:
I tried to download it on this page, but after clicking on the link next to SVN Download i was redirected to another page with 3 other links. After clicking them i was redirected to a new page with a whole bunch of new links. So i realized that i needed to install SVN (Subversion) for my Mac, but after i've done it successfully, i still don't know what to do.

How can i install this addon using Subversion or is there another way to do it?


texts:
I'm currently writing a Java parser for reading FBX binary files and rendering them in OpenGL using the LWJGL (Light-Weight Java Games Library). I have pretty much managed to parse everything thanks to a couple of blog posts by the Blender Foundation, but there is one more challenge remaining. I thought I'd try posting here given that the Blender guys are the only ones who have tried to outline the format in full.

As, hopefully, you already know, the file consists of a series of nodes which are in turn comprised of nested nodes. These nested nodes (you guessed it), also can contain nested nodes.

My question is how do I detected when a nested node belongs to the node above, and isn't a separate nested node? For example:

Node: Objects

Nested Node: Model

Nested Node: Properties60

Nested Node: Property

[Series of data types]

Nested Node: Property

[Series of data types]

Nested Node: [NULL]

Nested Node: [NULL]

End of Objects

In this situation, Model contains within itself another nested node called Properties60, which in turn contains several nested nodes, one for each property. You then have two null Nested Nodes representing the end of that particular node (like a closing bracket I guess).

My question is how do I detect the "opening" bracket? So I know by looking at the above that each "Property" nested node belongs to Properties60 and not to Model, but only because it makes sense to me as a human. How do I automatically detect that? I've tried examining each unicode value for each byte and cannot find a consistent character that is used to denote a change in scope. I've also checked and there doesn't appear to be an end offset value for nested nodes to tell you how big it is like you have with Nodes.

Have I missed something? I would much appreciate any help you can offer as it's the last piece of the puzzle for me :) Without it, I can't reliably tell when, for example, one model definition ends and another begins.


texts:
I am a beginner in the use of blender and in this community, so I do not know if this is the appropriate place to make these comments. I'm trying to make blender the landscape that is shown on the next page Landscape construction, since I think blender can do it in a faster way, but I still do not know how to do it, if someone knows how to do it would be a great help, on the page mentioned above, show each step of the construction of the landscape in detail. Any help is welcome. Thanks in advance

Following the advice of @cegaton this image is the result that I want to achieve,following the steps indicated in the web page of the hyperlink shared by me.


texts: How to get the truly width and height of frame when rendering? (It would be good if I can render without saving images)

texts:
I would like to know the width and height of frame when rendering.

And I found that someone has ask the familiar question, "How to access Render Result pixels from python script? "(see here)

So, I added some codes in the codes answered by wsfax (see original codes) , like this script(*).

import bpy

path_name = ''
file_name = 'test_2017'
file_path_name = path_name + file_name + '.blend'
bpy.ops.wm.open_mainfile(filepath = file_path_name)

# switch on nodes
bpy.context.scene.use_nodes = True
tree = bpy.context.scene.node_tree
links = tree.links

# clear default nodes
for n in tree.nodes:
    tree.nodes.remove(n)

# create input render layer node
rl = tree.nodes.new('CompositorNodeRLayers')
rl.location = 185,285

# create output node
v = tree.nodes.new('CompositorNodeViewer')
v.location = 750,210
v.use_alpha = False

# Links
links.new(rl.outputs[0], v.inputs[0])  # link Image output to Viewer input

# Render and save image
bpy.ops.render.render()

# get width and height
width_of_render = bpy.data.images['Viewer Node'].size[0]
height_of_render = bpy.data.images['Viewer Node'].size[1]
print("width: ", width_of_render, "height: ", height_of_render)

# get viewer pixels
pixels = bpy.data.images['Viewer Node'].pixels
print(len(pixels)) # size is always width * height * 4 (rgba)

What I mainly did is using bpy.data.images['Viewer Node'].size[0] and bpy.data.images['Viewer Node'].size[1] to get the width and height.

I tested a simple blender file (test_2017.blend) only containing a cube and executed it in command line, and got 262144(pixels), width = 256(pixels), and height = 256(pixels) in command line.

However, When I opened blender file (test_2017.blend) and executed script(*)(without line 3 to line 6) in blender, I got 2073600(pixels), width = 960(pixels), and height = 540(pixels) in console window.

I have no idea why they are different?

And then I saved image when rendering, the width and the height of the image were 960(pixels) and 540(pixels).

How can I get the truly width and height? (It would be good if I can render without saving images)


texts: Export only part of a project into .dae?

texts:
When I simply go to File > Export > Collada (Default) (dae) then the whole project is exported as a single .dae file, telling me helpfully that they exported all the objects:

Blender doesn't care if an item is visible, or selected. it exports everything. The only workaround I found on my own was to save the file (exporting seems to at times crash), then delete all but the part I wish to export, then revert the deletion. But that appears tedious.
Is there a way to only export a single object and not everything in a blender file?


texts: Able to change dimensions, but not scale

texts:
I am new to scripting in Blender and I have a set of commands that work to create my object when pasted into the command line, but not when run as a script. The first major issue I've run into is that the dimensions and location change on a selected object, but the scale does not. How can I resolve this?
import bpy
import bmesh
from bpy_extras.object_utils import AddObjectHelper
from bpy import context

bpy.ops.mesh.primitive_cube_add(size=16, enter_editmode=False, align='WORLD', location=(0, 0, 0))

bpy.context.view_layer.objects.active = bpy.data.objects['6']

bpy.context.object.location[0] = 0
bpy.context.object.location[1] = 0
bpy.context.object.location[2] = 8.6
bpy.context.object.scale[0] = 1250
bpy.context.object.scale[1] = 1250
bpy.context.object.dimensions[2] = 2

The dimensions and location change when I run this, but the scale does not. I appreciate all your help and insights. Thanks very much!


texts:
I have experimented with Blender before making some simple low poly landscapes.

I found this example online:

The scene I am trying to animate is very similar to the example above but a low poly mountain range. How can I achieve this effect?


texts: How to UV unwrap a christmas tree cookie

texts:
Thank you for getting back to me.... Here is the cookie. I agree it is bad topology. I am not sure how to proceed with making a Christmas cookie any other way yet. I would again appreciate any advice. Here it is: enter link description here

Can anyone think of a better way to do this? I want this shape for a cookie. I thought about using it as an outside for a plane and shape it that way but I cannot figure out how to do it. Thank you for your help if any one could please let me know how to do this I would appreciate it


texts:
I have a helicopter model and I have it flying above a desert.  It is stationary but with the blades moving over a desert with an ocean mod.
How do I create a realistic dust and wind vortex on the sand under the helicopter?  I'm open to any method as long as the end result looks realistic.  The best solution for this project is an animation that loops.


texts:
Here is a selected face loop. I want to rotate all of the faces to be more flat or less flat; along something like a Y-Normal.

Edge Loop in normal position:

What a more flat rotation might look like (achieved with Z-Scaling):


texts: Keying node in compositor. How can I associate the alpha channel so that it works with the Alpha Over Node?

texts:
(As a follow-up to this question)
I'm trying to overlay a a green-screen plate over a 3D background.
I create the key with a Keying node and the overlay with an Alpha Over node.
I can get a clean key by enabling Convert to Premultiplied.

Whereas if I leave the Convert to Premultiplied off, the key does not work.

The reason for this, as explained on this anwser:

The Alpha over node actually assumes associated alpha and performs the correct over operation, which is FG+(1-FG.a)BG.RGB.
Unassociated alpha can do none of these things.
[...] it is prudent to manually associate your alpha and control the merging to prevent data loss in the RGB channels. I still stand by the advice, however; always try to maintain a consistent state of alpha, and when you deviate, do so under scrutiny.

So the question is: what is the correct way to associate the Alpha Channel crated by the keying node, so that it works with the Alpha over node without resorting to the convert to premultiply option?

green screen element can be downloaded from the mango project https://download.blender.org/mango/first-footage.zip


texts: We're a small studio using Blender for VFX work.  I have a large simulation of a building on fire and noticed that the smoke is banding in the upper left corner as seen in the attached picture.  The bake alone took 3 days, so I would like to avoid re-baking if possible.  Does anyone know if there is a render setting that might fix this?


texts:
I'm a new user of the blender, I try to render in the white background but that's not possible, background doesn't plane white like amazon product, and if I increase the contrast of background on cycle engine but that's an effect on product texture, texture go shine and white light
I get this,
and i'm looking for this


texts: I'm trying to bridge/loft these 3 shapes and I can't see what I'm doing wrong. Thank you.


texts:
I did the following:

Imported my character from make human.
Added a plane. Moved it to center.
Split it in half. Removed the left half.
Enabled mirror.
In view display enabled in front.
Enabled snap to face.
Added a shrinkwrap modifier.
Extruded the t-shirt along the character.
Now when I disable "in front" in view display, the t-shirt seems to be below the character mesh.

I thought with snapping to face and the shrinkwrap modifier it would be over the character.

Now what are the options I have other than manually pulling out all the vertices?


texts: When I activate the shading Rendered in the viewport, the number for path tracing sample keeps going with a single number. The number of the last sample is usually listed but it is not the case in the file I imported from a site. I checked the render settings and the number of samples for the preview is set to 0, the one for the render is set to 55. But the render keeps going for an hour and more. I wonder why.


texts:
Does any one know why when I change the view to cycles render,
The emitting object appear grey here?

The second image is not in cycles, and it is working fine. The cycles render output is also grayed out


texts: 2.8 Beta - Save all images "invalid path"?

texts: After texture painting, there is a button "save all images" below the texture slots. However when I click it I get an error "Invalid Path" is there something I need to set up?


texts: In camera mode, my objects keep getting engulfed by the background and I do not understand what is going on...


texts: How to bridge edge loops with a twist of .5?

texts:
I'm trying to make a 3D model of a twist-cut torus, like this one:

https://youtu.be/3_VydFQmtZ8?t=3m39s

The current version of the model costs about $50 in Shapeways.
I'm trying to get that down by cutting both of the half-tori into two hollow pieces, so 4 pieces total. Then I would make them tight fitting so I can assemble it later.

The problem is that the 'Bridge Edge Loops' -tool pairs the vertices up wrong,

and I can't cut the tori straight:

How would I go about making this possible?


texts: How would you animate a particle system to start dispersed, converge to fill a mesh, then explode?

texts: Right now I am faking it by filling a mesh's volume with particles and dissolving it twice with different turbulence setting, then flipping the animation of one to join the two clips together. It's a huge hassle and it would be great if I could do it all in a single pass, I just don’t know if it's possible or how.


texts: It's quite often that I am selecting a bunch of polygons and want to add seams only on the borders of my selection (rather than on every edge that I have selected) any chance to do that?


texts:
All I seem to be able to find when I search is the ability to lock an axis and move on the other 2 freely but I want to move along those 2 axis equally, so if I lock the Y and I move on the X and Z I want it to move the same distance on both the X and Z axis.

Picture:

So as you can likely guess, I want to duplicate the nut and move it on an axis of 45°.


texts: Join all faces in a mesh together at once

texts: I imported a model from somewhere and all of the faces on it are separated from each other. It's not noticeable when just using the armature, but I'm trying to do a cloth simulation for part of it so it all just falls apart. Is there a way to join everything together at the edges? If there is, how would I do it? Thanks!


texts:
Can we change the Text Effect(Video editing) font as of 2.79 version?

If not, how can a text created by Text Editor be pulled into the Video Timeline Editor?

Thanks,
Anand


texts: How to move an object over a deformed surface and make in follow the surface?

texts:
So I modelled this boat and a lake using ocean modifier.

As you can see when it moves, it intersects with the water. Sometimes it's under water and sometimes over it.
Anyone knows how to make it move over the surface such that it adjusts itself on Z axis and only a part of it is underwater at  all times(Like real boats).
Apart from keyframing it to move properly, I have tried everything
Any help is greatly appreciated
Thanks in advance
Blend File: https://pasteall.org/blend/963dfcbdfd6b468a9f2712981165494d


texts: Frame _ Current property cannot be animated 2

texts:
I asked this question before and somehow it got closed. so I will try again. I was following along with this youtube video https://www.youtube.com/watch?v=juXVkgguQGo .
at about 11:30 he click "I" and make an key but when I do the same thing I get an error saying  Frame _ Current property cannot be animated . My question is why? it works for him.

Is there any other information you need to help just asked. but IDK what he is during differently than me.

I just want the Cylinder to chance color, like the guys does in the video ...
I do not know why this question was close before...


texts: So, I am working on this simple animation, and need to mass copy and paste some buildings: each building is 7 units away from the last one horizontally. Is there any quick way to do this?


texts:
I don't want or need Blender to open a rendered image in a fullscreen window, and I cannot find a setting that allows me to change that.

Anyone have any help on this? I just want it like a 1/4 of the size of the render.


texts:
I cannot render a animation with CUDA. This is my script and the commandline order:

import bpy

bpy.context.user_preferences.addons['cycles'].preferences.compute_device_type = 'CUDA' bpy.context.user_preferences.addons['cycles'].preferences.devices[1].use = False bpy.context.scene.cycles.device = 'GPU'
bpy.context.scene.render.tile_x = 256 bpy.context.scene.render.tile_y = 256
bpy.ops.render.render(write_still=True)

This is the command:

blender -b mainfile.blend -E CYCLES -t -a //file -P script.py

Sometimes says "error there is no //file " and sometimes begin the render but using the cpu..

HELP


texts:
I read the original Reset OpenGL lights, I understand, but I don't do Python.
How would I "reset" my settings as shown?
I've had trouble with these forever, so my Solid lighting as I work is bizarre. Even with a new startup they're kaflooey.

Added bonus: How to "put back" the settings I have now if I screw up?


texts: How can I set edges to a specific length with the keyboard?

texts:
For a long time I've been trying to find a way to set selected edges to a specific length.

Since I can only find old posts from years ago and "only measure tools", I need to ask this: Is there a way to set an edge/or multiple selected edges to a fixed length inserted via keyboard? I use version 2.78 and it would help me a great deal, because I can't get past the basic setup for my objects without this.

Of course, edges and faces can be drawn to a certain length and it will get shown by "Mesh Display", but the numbers are never accurate, so now I want to set those edges to have a very specific length. How do I do this, because I can't find any useful videos or posts that would show this?


texts: 3D modeling- is it possible to map image to 3d mesh

texts:
im a new  to blender as well as 3d modeling....
i have 3d model that i make from other 3d photogrammetry software such as remake..
but the model is not nice... so i want to ask .... is it possible if i want to export the model into blender then map the image onto it.. but the problem is the triangular mesh is too many ( because the model is tree model capture from sequence of photos).. or any solution ..as next i need to export the model into unity to build vr..
thanks..


texts: Exporting character with multiple equipable armor parts and animations from blender to unity (Blender 2.78)

texts:
I have a problem with a character i created in blender: he has multiple equipable armor parts and multiple animations as well as additional bones for hands (for weapons). When i try to import it to Unity, however, it imports numerous empty animations for armor parts, that are not even in my animation list in blender as well as skipping the primary animations from it. The only option that worked differently, was when i exported as fbx with the option "all actions" disabled, but then it only imported 3 animations "Run" "Walk" and "Grip right" for some reason.

Also, in NLA editor, it shows me only 1 animation.
PS: I also have 3 instances of empty walk animations below with no users, that i can't get rid of even with shift+x and reloading.

There's also a problem with character just hovering frozen even with applied animations in Unity, but i think that's just Unity linking problem somewhere and unrelated to this issue.

PS: The warning message in unity is about activating translation DOF for improved animation retargeting which doesn't fix the issue either.


texts: Is it possible to render a panorama in perspectives other than full 360°x180°?

texts:
Update
This is now possibly natively as of 2.74. See my answer below.

Is it possible to render a panorama in cycles that is not a full 360x180 view?
E.g. 360° x 30°?
How can I achieve this?


texts: Cannot delete paint brush nor texture in texture slots

texts: I accidentally duplicated the default paint brush multiple times while exploring the tool panel, and now I cannot get rid of them. I'm using MAC, latest version of Blender, I tried shift+ X +left click/right click, or control + X + left click/right click, but it doesn't work. I searched for shortcuts in preference key map and no keys are connected to such actions, and I cannot find the place in the tool panel to delete it without shortcut. Also I cannot find my brush folder( or any other presets folder) in file finder, help, the situation is desperate...


texts:
actually I know how to take the 3d and 2d (UV) vertex data.... I'm using this code with a little modifications

Now I'm trying to find the 3d vertex.index equivalent in UV 2d. that in order to know the uv vertex cordinates of especific 3d vertex index.

I have the same len(3d vertices) and the len(uv 2d vertices), and the 3d vertex only have 1 representation in UV 2d view.

but after run the code I have this:

in the example image I have  3d vertex.index #11 selected  and only one UV 2d vertex selected too with his 2d vertex cordinates (366,839)

in order to know that specific cordinates  I have:

if ob.data.uv_layers.active.data[v.index].select:
                     print("vertice selected: ", v.index, " cor: ", uv[0]*x, uv[1]*y)

but as you see in console I have crazy results

UPDATE
I have the same result without UV synch

UPDATE:
if I select all the verts and in UV editor select 1 point... the result is crazy too...   but I want to know the index relation between 3d vertice index and 2d point index and with this method is imposible:

do you have some ideas please?


texts:
I was following along with Blender Guru's tutorial on this Chair here, and I got to the point where he begins the UV unwrapping section. I was doing fine until I noticed that once I applied the material, the back of the chair leg now has this overlapping of the material. I heard it is called Z-fighting. I moved the vertices over each other, and away from each other, but no luck. Merging doesn't do anything. When I alt-click, both vertices are selected.

The line goes across the whole leg here.

I have tried moving the seams, adding more, removing some, but the problem persists. Also tried to merge by distance, which does work, but not entirely. Some parts of the leg do no overlap, but the rest of the mesh, such as the bottom half of the leg, still has the problem, except this time it is warped.

Here is where it overlaps.

There is this thing over here as well.

I've looked online, and didn't find much of what I was looking for. There were either different solutions for different shapes, or none at all. I was really invested in the tutorials and had fun moving along, but this wall is starting to bug me, and I would like to figure this out
EDIT: Here is the file: http://www.mediafire.com/file/6ulfx6lrcwbisaa/chaircopy.blend/file

Thank you


texts: Blender 2.8 PNG image for material not showing transparency

texts:
I know this has been asked a ton, but i cannot seem to find the answer. Basically, I am importing an OBJ with an mtl file. The colors of my model all show up correctly, however, I have an logo (.png w/ transparent bg i made in photoshop), but blender is coloring the transparent background with black. I cannot seem to find a way to fix this. Anyone have any ideas?

I'm using principled bsdf with image texture, alpha set to 1.0, and blend set to Alpha Blend. Messing with those settings did not produce any effects, except decreasing alpha fades the entire image out.
Thanks


texts: How to import fbx file of custom model into mixamo with textures?

texts:
I'm having trouble importing an fbx file with textures into Mixamo auto-rigging. I followed the instructions in the FAQ but still didn't work.
So far, what I've been doing is exporting it as obj, auto-rig with mixamo, lose textures then back to Blender to bring back the textures.
Is there a correct way to import fbx file into Mixamo? Please share a tutorial if you happen to know one.
Thanks!


texts: How do I make my textured plane into a cylinder?

texts:
I want to make a tunnel with a texture on inner walls.

How can I make my plane into a cylinder?


texts: How can I make triangle using mapping nodes?

texts: I have a custom texture and need it to appear in triangle shape I know that I can use few Mapper nodes to make triangle or circle or any other shape but I don't know what other nodes I need to use to make a formula for triangle. Can anyone help me?


texts: An individual model in an animation, which isn't effected by compositing and lighting of the animation

texts:
I'm trying to create an animation, everything is set up in the animation, including the composition. However since creating it, I wanted to add a logo at the end. I've created the logo and put it into the scene. However when it's on it's own and has it's own personal lighting it looks much better. In the scene the lighting which is needed for the rest of the animation to look good ruins it. Is it possible to fix this?

The compositor nodes, the logo in the scene and the logo before it goes into the scene is as follows:

As you can see the quality of the initial image (even though all settings are the same) is bad when it's placed into the new environment. It no longer looks metallic or shiny.

Ideally i'd like the stars (which are caused by another scene and added in the compositing section) to not shine through the Logo either. So it essentially blocks out the light from behind it.

The light at the moment is coming from two sources, One placed just above and behind the camera at an angle, and one just behind and below the text.

Just for context in case it's needed: The logo spins in from the background to the foreground landing just behind the text which is placed right up against the "lens".

Thank you for any help :)

Edit: Thank you cegaton, the link you posted solved my problem with the stars and already it looks MILES better. Thank you so much for that.

Still struggling to make the D Logo look Darker and more metallic. Going to have a mess around with angles and moving the lights to see what I can come up with. Thank you though cegaton. Big Help!


texts:
I made a model of Harry Potter. but when  I render the model it's just a black screen.Duplication is on none. Seams to be nothing wrong with the node setup and render icon is checked on all the objects except the hair which I don't need to render. Thank you for taking the time to read this. Please help.

link to the file


texts:
When I duplicate an object with Shift+D and then change color it also change the color on the original object. Same if I duplicate with Alt+D.
I use Mac if that would matter. Would be happy for any help here since it is very enoying. /Peter


texts: Blender Cycles Viewport Preview taking too long

texts:
I am a user about 6 months into blender. Earlier I was doing my work on an i5 6200U with Intel HD 520, and now I have moved to a i5 7200U with Intel HD 620 graphics.
My cycles viewport rendering (you know, the noisy rendering if you move around the scene with cycles on) was pretty average on the i5 6200u, but now as I have moved to the new one, I am getting much slower viewport renders, although there is nothing to complain about the final image renders.
Viewport renders themselves, even on a simple scene, takes around 50 seconds to completely denoise! I have turned out viewport samples, but it doesn't seem to help.


texts:
I try too call a Import-Function from Command-Line or Python Script.
(Addon: https://github.com/neverhood311/Stop-motion-OBJ)
However, with
bpy.ops.ms.import_sequence

i see that this Addon has the following structure:
bpy.ops.ms.import_sequence(filepath="", importSettings={"name":"", "obj_use_edges":True, "obj_use_smooth_groups":True, "obj_use_groups_as_vgroups":False, "obj_use_image_search":True, "obj_global_clight_size":0, "stl_global_scale":1, "stl_use_scene_unit":False, "stl_use_facet_normal":False, "axis_forward":"-Z", "axis_up":"Y"}, sequenceSettings={"name":"", "fileNamePrefix":"", "perFrameMaterial":False, "cacheMode":'cached', "fileFormat":'obj', "dirPathIsRelative":True}, filter_glob="*.stl;*.obj;*.mtl;*.ply", directory="", axis_forward='-Z', axis_up='Y')

So i wrote a Call according to this, with the aim to make the import via cmd and safe it then as frame.blend.
My Code for this is :
bpy.ops.ms.import_sequence(filepath="C:/Users/Tom/Desktop/obj", importSettings={"name":"frame"}, sequenceSettings={"name":"frame", "fileNamePrefix":"frame"}, directory="")

But this produces the following error :
Traceback (most recent call last):

File "<blender_console>", line 1, in <module> File "C:\Program Files\Blender Foundation\Blender 2.91\2.91\scripts\modules\bpy\ops.py", line 132, in __call__ ret = _op_call(self.idname_py(), None, kw) TypeError: Converting py args to operator properties:  MS_OT_import_sequence.importSettings expected a MeshImporter type, not dict
I am not sure why this is happening since i think that i am passing my data correctly.
Can anyone help me with this?
Thanks already!