texts: How to get perfect UV sphere Mercator projection?

texts: I'm trying to unwrap a UV Sphere and I can't seem to get a perfect Mercator projection. What process should I follow to get a perfect UV unwrap that looks like the black grid lines in this image?:


texts: is there a way to copy part of pose into another pose

texts: I have a not-perfect walkcykle, but in the proces I made a mistake on one bone. I do have a copy of each step I made, therefore I have a walkcykle, which have this bone seved corectly and the other bones are not. is there a way how to combine these two poses?


texts: Should I keyframe every bone in the rig at every instance, or just the bones moving?

texts:
I make simple animations and usually I try to key only the bones in a rig that I am using - yet a recent tutorial I read is telling me to key all bones at every pose change.

Which is correct for a proper animation of a person / animal?


texts: What tool can I use to explore a scene created with blender?

texts:
I want to use a generic tool/game/app (either on PC, or on Android, or as a web page) that loads a scene, and allows me to move around in that scene at eye level, and look around. It's not just for me, it's also for friends and family, so it has to be super easy to install and start.

15 years ago, I was exporting the scene as a Quake 3 map, then I would just "play" that map to explore it. That was perfect: easy to install, easy to load a custom map, nice feeling of walking around.

What would be the right tool today?


texts: Want to make this Split and Slide Effect achieved in After Effects in the VSE

texts:
I've been watching this tutorial on how to split your screen with a line that grows from nothing and bisects the screen. Letting you manipulate the two halves of the screen independently ; having one or the other move up and down, grow and colour change.

The tutorial is here:https://www.youtube.com/watch?v=oOZY7Yks6hI

He uses matte to determine the alpha channels of the two halves of the screen. He then parents the alpha channel to the matte.

I was hoping to do this process entirely in the VSE, however I don't know if theres the equivalent of the pen tool in Blender that AE has.
I think I could use masks to achieve this but 1. I don't know how to make or use masks in the VSE 2. I don't know if it'll produce the desired result.

Any help would really appreciated!


texts:
I'm trying to make a rock stick out of the sea, and want to blend from a wet rock to dry rock using cycles nodes.

I use a mix shader to blend between two shaders based on the Z position. The mix factor is obtained by calling smoothstep in an OSL script.

My node setup is like so:

However, for some reason I'm getting a sharp seam along Z positions where the blending ends:

Anyone know what might cause this, or how to fix it?

Thanks!


texts: Stencil image for texture painting shifted too far away from viewport center

texts:
Hello,
I am facing this issue where the image is not centered to the mouse, hence I can't paint. Do you have any idea how to reset this picture position to put it under mouse cursor while painting?


texts: How to make a procedural planet material with varied roughness of land and water in Cycles with Blender 2.8?

texts:
I am trying to make a Earth-like planet in Blender 2.8.
I will try to explain my question with details if possible.
Here is the shader I am using in text form:

[Noise Texture]|Fac|>|Fac|[Color Ramp]>|Base Color|[Principlied]|BSDF|>|surface|[Material Output]

There are green and blue colors in the Color Ramp.

The thing I want to do is:

low roughness on blue color

high roughness on green color

The water needs to be like this:

The ground needs to be like this:

If you still do not understand, I want my planet to have reflective water, and a solid ground that are made with noise texture and color ramp.


texts: Object won't show in render. None of the suggested solves I've found have helped

texts:
I've tried to render my scene but there's an object that won't show up. I've checked the camera, I've checked the visibility, it isn't hidden and it's showing in the viewport. I feel like I've opened every setting and have achieved nothing.
I’m trying to render a book with a cover, flipping pages and stacks of pages. I have no idea how to fix the fact that the book cover doesn’t render. If I create a plane and select both the book cover and the plane and join them with Ctrl+J, the render contains a book cover but it doesn’t turn as it’s rigged to do so because it’s now linked to the plane and loses all the animated properties.
As soon as I unjoin them the book cover stops rendering and everything appears as you see it there, a book with binding, pages, but no cover. For the life of me I cannot figure out what’s going on.
There's a link to the file here: https://drive.google.com/open?id=1Cfk05_-aZB1LpQat-6RGKB9IiDHZNffZ


texts: How to get the updated rotation of an object during soft body physics simulation?

texts:
I am trying to get the updated rotation of an object during simulation in Blender 2.92. However, I am not able to get what I want. I appreciate if someone can help me with this.
As you may know, you will always get the original object's location and rotation if you do bpy.context.object.rotation_euler or bpy.context.object.location for each frame. However, you can get the object location if you make a vertex group from the original object vertices and add an empty object to it. This has allowed me to track the object and get its updated location. However, this trick does not seem to work for getting the updated rotation of the object for each frame. Even the empty's rotation does not match with the original object rotation before I start the simulation. For each frame of the simulation also I get more or less completely random rotation vectors from the empty if I print its rotation.
Does anyone have a solution for this?
vertices_to_add = []
for vertex in bpy.data.objects['Cube'].vertices:
    vertices_to_add.append(vertex.index)

# add vertices to vertex group
group = self.obj.vertex_groups.new(name='Group')
group.add(vertices_to_add, 1.0, "ADD")

# create an empty
bpy.ops.object.empty_add(type='PLAIN_AXES')
bpy.context.object.rotation_euler =  bpy.data.objects['Cube'].rotation_euler

bpy.ops.object.constraint_add(type='COPY_LOCATION')
bpy.context.object.constraints["Copy Location"].target = self.obj
bpy.context.object.constraints["Copy Location"].subtarget = "Group"

bpy.ops.object.constraint_add(type='COPY_ROTATION')
bpy.context.object.constraints["Copy Rotation"].target = self.obj
bpy.context.object.constraints["Copy Rotation"].subtarget = "Group"

# Later on I do the followings to print the current rotation of the Empty
for frame in range(1, num_frames+1):
   bpy.context.scene.frame_set(frame)
   print(bpy.data.objects['Empty'].rotation_euler) # this always prints the original object rotation
   print(bpy.data.objects["Empty"].matrix_world.to_euler('XYZ')) # This gives me completely random rotation vectors


texts: How to simulate an Infrared light source model

texts: I want to simulate a real image captured by an infrared camera under an infrared light source illumination. The length  of infrared wavelength is 850nm. How does we do such experimentation on blender. Is it possible to do it?


texts: How do I get a transparent part of a image texture to show up as transparent instead of black?

texts:
I'm making a Minecraft Steve Rig that supports 1.8 skins (2 layers) and when I try to texture the second layer, the area of the 2nd layer's UV texture that is clear (has no texture) comes out black.
How do I get it so that the Clear part of the texture comes out clear so you can see the first layer?


texts:
I am trying to duplicate each side on an object. I have managed to mirror as per the image below, however I cannot work out how best to duplicate the other two sides where they're supposed to be (adjacent to the existing 2 sides)

The object itself is basically like a Greek pillar, where each side is the same. As I will be insetting each face, I want to duplicate each side so that the measurements are exactly the same

EDIT

Thanks for the response. However I've tried doing this but they aren't lining up properly? (see images below, also showing the settings applied)


texts:
Hey I created a plane and subdivided it several times till I got a nice grid. Now I want to draw an oasis. I already rounded out the outer shape. I might want to do it several times and I rounded it by hand. Is there an automatic way? I want to repeat it for the middle area now. I will have to do it for a much bigger area soon.

Is there a way to select only the green area? I can get the selection in the UV Editor as the "sand" area is on a yellow colour and the "gras" area is on a green area. Can I get the UV Editor selection to the object editor? Is there another way?


texts: When creating a new uvmap for an object the previous uvmaps are included. How do I start without them?

texts:
I'm having a hard time managing my uvmaps.  I keep getting artifacts from previous uvmaps showing up.  I unwrap only a portion of my object to place a decal.  I make a new uvmap and the previous one shows up and so on.  And I can't remove it.  I need help bad.  Either this is buggy or I'm doing something fundamentally wrong.

So I just made a new uvmap "UVMap" and it auto included the other uvmaps.  And I can't figure out how to get rid of them.  Why they appear.

Any help is greatly appreciated.


texts: I was pushing random buttons and all of the sudden my monkey was the camera. How do I undo this?


texts: Is my AMD Radeon R5 m335 able to render in Blender? Is this a GPU?

texts: Im using Blender 2.78c and where I have seen in many tutorials people can select their graphics card in the User Preferences>System by clicking CUDA. I only have the option to click OpenCL and when I do it says only Hanain under it.


texts:
I can only find two formats in import/export: Collada & Alembic.

I've checked the add-ons; all the add-ons like fbx, obj (wavefront) are turned on but still not showing in the import/export box. How do I get them to show up?


texts: How to build a six Colorchannel Grayscale Controler in the Compositor (Similar to Photoshop and alike)?

texts:
I try to recreate a Color to Black and White converter for the compositor that can handle six color channels, similar to those ones in Photoshop or Affinity. By now, i recreated the standard "RGB to BW" Node like shown below (marked as "a"):

But how can i add three more controls for yellow, cyan and magenta? In the image marked as "B" i tried to add another node tree, but the setup does not work. In the end, all values add up to 1, so that the resulting image ist pure white. What needs to be done on "B" and "C" to get a controler like this one?

Thank you in advance.


texts: Changing Materials On Multiple Copies Of Same Object (within cycles)

texts:
Is there a way with the material compositor to make it so that when I have multiple objects (duplicated) within a scene that their materials change just because of the simple fact that they are duplicated?

EG. I have 2000 AirSoft pellets in this scene (some are duplicated for precise positions, others are within a particle system. But all use the same exact material), I don't want them all to be red, I want them to be either of the three colors; red,blue,purple.

I want to also choose that a majority are red (50%) and blue & purple would be 25% each. So 1,000 red and 500 blue and 500 purple.


texts: Why won't my flames render when rendering or on viewport (2.8)

texts:
I'm making an animation with the sun having flares then collapsing causing a supernova followed by a black hole, however after baking the fire for hours I get nothing on the viewport or the render. I'm going to edit in the blender file.
Edit: Blender File https://blend-exchange.giantcowfilms.com/b/85qjL5NR


texts: My Apple mouse has only one button (a Left button). Normally I use                   ctrl + left mouse as a way to use the left mouse button but it doesn't work with blender. what do I have to do. Because I can't select anything.


texts: Motion tracking. The edges of undistorted footage are cropped, and so are the elements of the 3D scene

texts:
I'm working to implement CGI elements to a short film using an Anamorphic Lens.  The distortion off these lenses are quite beautiful but I am running into issues with cut-offs after implementing with Blender.

After distorting the footage from found K1, K2, K3 values,  I am noticing that you lose alot of information on the sides of the footage when undistorting. Is there another approach to implementing CGI if you wanted to the elements to be at the edges of the frame without the shown cutoff?

Do you have any suggestions for this fix?

Initial Footage Before Undistortion

Footage and Undistortion

Adding CG Elements to Frame

End Result with Movie Distortion on CGI Layer

UPDATE:  I did the lens distortion values manually using a grid for alignment. This shouldn't effect the need for these edges being cut off.  The only way I can think of saving these edges is by putting a black border around the video, re calibrating the K1, K2, K3 and then undistorting, giving more room on the sides for edges. There must be a simpler way though.


texts: Bake textures in cycles and and used in Eevee vs Light Probes

texts:
I'm wondering what is the differences between these two approaches,
I managed to bake in cycles and used these textures in Eevee, and it looks almost the same, then what is the benefit of using Light Probes in Eevee? Only for animation? If my scene i static, does that mean they are exchangable?


texts: Hiding inner faces of transparent object in render

texts: I have an animation of an object in Alembic format. The object is a tetrahedral mesh. Thus it has inner faces. I want to render it as half transparent object. However I want to hide the inner faces in render. How can I do it?


texts: Curve Inner Edges of an Mesh (Not the outer edges which I can use bevel on)

texts:
I am quite new to blender and am trying to model a futuristic delta wing spacecraft/plane. I am having trouble creating a cockpit because I couldn't find how to curve edges. Please note I am not looking for how to bevel the edges but curve the side of an object.

I want to note that I started by making two curves then converting them to meshes. Then I joined the meshes. And last I connected the vertices. If there is a better way to do what I am doing please tell me.

Here are some reference images to help you understand what I am saying and the situation.

Unfortunately I don't have enough reputation to post more images. I hope you can understand what I am trying to ask. Thanks in advance.


texts: Move Object on Path through physical properties

texts:
I want to create a object the moves on a path or curve but its motion is determined by physics not keyframes.

So for example if the curve goes down the object would increase its speed or if the curve gets more steep it would decelerate.
I also want to create acceleration points that accerlerate the object articfially like a boost field in a racing game.

Any ideas?

Thank you


texts: How to create a cube from two united planes?

texts:
I just started with Blender

This image is a left view from a model made from extruded cubes. Normally, when I extrude a cube from its face, 4 new vertices are created and the other 4 are already existent.

How should I proceed if I only want to create 2 new vertices and use 6 already existent ones, that is, use 2 faces to extrude a cube?


texts: Texture Changes When Object Position Changes

texts:
I'm working on a procedural wood texture, and it's become clear that I don't understand cycles vectors at all :(  I'm hoping someone will see an obvious problem or at least point me to a good resource for learning about vectors in details.
I used this post's answer to create a wood texture node, and I'm using it to generate my rings.  The issue is that the texture doesn't move with the object.  Moving an object with this material applied is like cutting the object out of a different section of the same log.
Below is a picture of two objects sitting near center followed by a picture of the same two objects moved 5 units along the X axis.
Initial Positions
New Positions
I expect this issue is caused by one of the three vectors (or a combination of them) that are involved in the wood texture node.  Below is a picture of the noodle.  Any of the Less/More or PBR nodes can be ignored for this post.  They are convinence node groups I made by following the Blender Guru PBR tutorial.
In the main noodle, we care about the blue node and the two vectors feeding into it:

Entering that node, we can see how it works.  The distance node is used to calculate the distance between the center of the texture (core of the log the wood was cut from) and the surface of the object.

The third vector I mentioned is hidden inside the distance node, and I think it is intended to represent the objects 3D center or something like that.

Try It Yourself!
Here is a link to the full blend file.


texts: Is there a way to automatically add faces in proper places to this mesh?

texts:
I have this mesh (.blend below):

I want to add faces so that the object is a solid, but with holes (marked with red O's):

I know how to manually add faces by selecting vertices and hitting F. Is there a way to do this automatically, so I can tell Blender to turn this mesh into a solid object with holes in specific areas?


texts: The "register" class function (how to declare)

texts:
The documentation on bpy.utils.register_class states:

  If the class has a register class method it will be called before registration.

How should this method be declared? What arguments will it be given?


texts:
I tried to google a solution to this but had some trouble as I wasn't sure how to describe this problem exactly. I noticed that when I 'over' sculpt an area, the mesh starts to disappear/mess up as shown in this picture. Once this is done, I can't figure out how to fix it as the problem seems to just get worse the  more I play with it. Does anyone have a solution for me and an explanation as to why this is happening?

Thanks so much!


texts: Minimum number of samples for the Branched Path Tracing

texts:
If I turn on "Branched Path Tracing" in Cycles/Render Properties/Sampling, then I can set the number of diffuse, glossy, transmission, AO, mesh light, subsurface and volume samples. What bothers me is that the minimum number of samples is for each of them one, and not zero. As far as I understand it, this forces me to waste rays on things I am not interested in.

For example, if I have no subsurface and volume scattering in my scene, then I should set these values to zero, right?

EDIT WITH MORE EXPLANATION: Also note that the number of subsurf rays is multiplied with the number of AA rays (as you can see bellow the controls in the "Total Samples"), so if I have 64 primary AA rays, then (as far as I understand) I am forced to use at least 64 subsurf rays, 64 volume rays etc, which is not so little, especially because I am interested in animations. And even if I do have subsurf materials, I might want to temporarily set the subsurf rays to zero in order to better understand their contribution or to save time while doing non-final renders.


texts: Compositor spitting out inconsistent noise

texts:
So I have a scene that I'm playing around with, and it was working exactly how I wanted until I rendered an animation. About ten of the frames had some odd white blocks appear on a certain portion of the scene, so I re-rendered them and they went away. Guess my computer was dying or something. Then I was down to the last three frames I had to re-render, and the white blocks didn't go away - they started appearing in more places.

It's not consistent (which makes me even more confused), but for these few frames I couldn't get the original white blocks to go away. Images. It's actually kinda funny - I checked the color values in the image viewer, and every channel is in the trillions. Anybody know what could be wrong?


texts: [obj.keyframe_insert, bpy.data.particles["ParticleSettings"].lifetime]; how to insert keyframe to an existed particle setting, e.g lifetime

texts:
I am trying to randomize some values of selected objects in blender
How can I keyframe_instert of the active particle properties?
I can do it with clicking "I" of the desired area and it works (creates a keyframe)
I tried: (n
obj = bpy.context.active_object
obj.keyframe_insert(data_path='bpy.data.particles["ParticleSettings"].lifetime')
obj.keyframe_insert(data_path="lifetime")

gave type errors both
TypeError: bpy_struct.keyframe_insert() property "lifetime" not found


texts: I am trying to add couple objects in blender and make the same distance between them without using the array modifier. Here is the picture where I want the same distance between objects. And I would also like to align the edges on the side with other objects.


texts: How to make driver keep on adding constantly the same value

texts: As title says. I want to drive the Y location of 1st bone and drive 2nd bones Y location but keep on adding +3 to the move. When 1st bone moves lets say 2 units then 2nd bone goes 2+3=5. If the 1st bone moves by 6 units then the 2nd bones moves 9 units as 6+3=9


texts: Hi I have a Windows 10 and have Blender 2.78c installed on my computer but just recently downloaded blender -2.780-git.a372638 build dated for 8/1/2017. After I extract the file I don't see an installer or setup executable. How does a person use the builds for Blender?


texts: Make other controllers 'available' in pose mode?

texts:
I'm rigging a character in Blender 2.91.2, and it's my first time doing this in Blender (I have some prior experience with rigging in 3ds Max).
I pretty much rigged the whole character and it's working fine.
But for the facial animation I created shape keys, and then I created controllers that affect the shape keys via drivers. These controllers are meshes, not bones. They are working pretty well, but then I realized something a little annoying: to animate the body I have to go into pose mode, but in pose mode I can't animate the facial controllers (cause they are not actually part of the armature). I can animate the facial controllers in object mode, but not the armature. It's annoying, specially since things like the jaw and brows are actually part of the armature, but other mouth controllers are not. To animate that you would have to keep going back and forth between pose mode and object mode, so that's not ideal.
I realize now I should have created the facial controllers with bones inside the armature, but I didn't realize this before.
Is there some way I can make the controllers also 'available' for animating in pose mode without having to recreate all the facial controllers with bones in the armature?


texts:
i have a scene (scenefile link below) in which a ball (soft body) rolls down the stairs.
the camera is moving on a circle around the scene (which works) and i hoped that i could track the ball with the track to modifier, but the camera does not show the ball when it is moving.
Can somebody help me?
blend file: https://www.dropbox.com/s/1u6g2w854imemn9/camera_track_to.png?dl=0


texts: Where is the 'detail flood fill' option in blender 2.9?

texts: I wanted to try it out but I can't find it.


texts: Hello guys I need a little help, the Denoiser below Adaptive Sampling suddenly disappeared. How can I enable it back?


texts:
I'm having difficulties to understand what happens with textured models using alpha textures in Blender's viewport.

As exemple,I have a fence made of a grid (which is an alpha texture), or some trees with leaves, using as well obviously alpha textures. And all the time, I have edging around my models...

Unless I select my model ! Indeed if my model is selected, I don't see anymore these edgings around my leaves, grids and etc..

Why ? And how to solve it !?


texts:
I use mac and if I hit Shift + Two-Finger swipe, I pan, then after I'm done doing what I wanted to do the view is still 'panned'.

I can't do anything with the right angle.

How to undo a pan?
Even if I pan and get really close to where it was originally, it is still not perfect, so my animals faces are sideways.


texts: IK Solver Chain Length reverts back to 0 when changing between pose and object mode

texts:
So I've been working on rigging a model for animation and I've set up IK chain links between a few different body parts.
For some reason, the left leg of my character model won't maintain it's IK settings. Specifically, "Chain Length", which I set to 2, keeps reverting back to 0, causing my model to act in a variety of weird ways.
I have even gone as far as to delete the IK chain completely, and start again, but the issue continued.
I have also saved and closed the .blend whilst the issue was no present, but after reloading it, the issue came back very shortly.
This is seriously slowing down progress and if anyone has a solution to this issue I would be extremely grateful.
Thanks


texts:
Is it possible?
I'm talking about this scaling method from Unity, where you press T and then you can grab the edge of the object and drag it.


texts:
I was sculpting a model with the sculptdraw tool and I accidentally pressed the "2" under the icon (circled in green in image). I figured this out by pressing it several more times so I have 4 scupltdraw tools (Circled in red in picture). Now when I try and use the tool nothing happens. All other tools are working fine. I am guessing all I need to do is delete the duplicates but I don't know how to do that and which tool is the original.

Thanks in advance


texts: UV live unwrap not "updating" automatically

texts:
I'm not sure if I have the right "UV Live unwrap" user expectation, but it sure would help if it is
To begin, I have a simple 1 dimensional, flat square. I've unwrapped it. It shows in the UV editor.
Next I have to map this square to a specific spot in a texture that contains the word FOO. To do this I can place the UV over the word FOO in my texture ... now I have FOO mapped to the right place on the texture. Alls well
I now have another word on that texture -- Machinery. As you can see the word is longer than the 3 letter FOO. I dupe the FOO mesh and create a new P object for Machinery, move the Machinery object in the UV editor over to the machinery word location in the texture. As expected, the new machinery object/uv is too small for the larger machinery word-space on the texture.
Well I expected that since I duplicated/created its part from the smaller word FOO. So I need to resize the machinery object. OK, BUT...(and here's the question) ... I'm expecting that because I have live unwrap on, that if I take 2 of the right-side vertices of my machinery-word square object and move them in X make the Machinery object longer (so as to fit the longer word) the object gets longer, BUT the UV stays the original smaller size.  Shouldn't the UV also become longer to sync and match the changed size of its now-longer Object??
I have UV live unwrap, and UV sync selection (vertices) sync on. I can add a seam and the UV DOES unwrap live if I do that, so Live seems to be working  ... but shouldn't the UV also change its shape Live to stay synced with any changes made to the object?? Yes, I can "U" it again, and then the UV will now reflect the changed size of the object, but I have many, many of these mappings to do, and a lot of them will require size changes, and having to U every time, rotate, resize, grab, move to the right orientation/size is going to be super time consuming!
Is it incorrect to expect a UV to sync to an objects geometry changes in a Live way in the UV editor?? How do I get the UV and object to stay synced as described above please?


texts: Is there a fluid simulation update/re-write on the horizon?

texts: Blender's fluid simulation has seen very little love or significant advancement in recent times.  So, with the particle re-write and the 'nodifying' of simulations, will there be attention given to updating the code and algorithms for fluids?  Maybe even using GPU computational power?  There's a lot of much needed change coming to Blender, so I had to ask on this front.


texts: Why the displacement option in the material panel is missing?

texts: I have seen this option (in displacement - bump only) in a youtube video but I can't find it under my settings panel:


texts:
Currently this is my method to get nice hard and soft shaded edges in Blender.
I "shade smooth the whole object. I then go ti it's object data, activate Auto Smooth and set a desired angle." This works for most cases but sometimes I want specific control over how some of my edges shade. Can I select a few edges and mark them to be hard?
Will that information be transfered seamlessly through OBJ and FBX exports?


texts: I have a problem i cant select edge loops. I have already reinstalled Blender and restored factory settings.  Alt+RMB and Select->Edge Loops dont work. Any idea why?(i am running it on Win10)


texts:
I usually don't bake normal maps often so I might be doing something completely wrong.

I want to bake the normals from a high poly mesh to low poly but I always get these triangles when I bake using 'selected to active' in the resulting normal map.

I've gone from a high poly mesh and simply made a new low poly by outlining/tracing the high poly with way less polygons. I have also separated the uv-island so no overlapping is done as I heard that could be a problem.

I've tried with diffrent ray distance settings

Is the distance to between the meshes to large?
Do the mesh has to bear more resemblens to the high poly?
Do the low poly mesh have to originate from the high poly in some way?
Does it matter if the low poly is underneath or over the high poly?

Any help would be appreciated


texts: Save rendered image before compositing without re-rendering

texts:
I have rendered an image. It took a long time to render it.

I also have compositing nodes. For clarity let's call the image after rendering "image A", and the final image after compositing "image B". I would like to tweak the compositing nodes without re-rendering. Now I can do it, because Blender is still running, but if I close and start Blender, image A will disappear, and I have to render again.

So I would like to save Image A now (in openexr multilayer format, with all the render passes), so that the next time I can put it into an Image input node, and tweak the compositing nodes without re-rendering.

I can save image B from the UV/Image Editor with F3, but I found no way to save image A - although it is still in Blender now. How can I do it?


texts: Is there a way to set the vertex color by selecting vertex or faces rather than painting? I know there is a way in maya, but I can't seem to find a way to do it in blender.


texts: Depth of Field - Visible Lines on Distance Change

texts:
As the distance of my Depth of Field effect changes (EEVEE), visible lines are drawn across the objects on which the effect is happening. These lines are the 'thresholds', I presume, between different levels of blurriness.
Focus on the 'Komsomol' as the camera starts moving. Lines are only visible in motion, not paused.
https://youtu.be/Vqxnez8iq_0
Is there a way I can stop this happening and smooth out this effect for Eevee?


texts: I am trying to get an orthographic render out of Blender with precise accuracy. The scale that I would like is 1"=1'. To prepare my scene, I have changed units to Imperial with separate values. I then changed the output dimensions to 7200x5400 - so that I can get an 24"x18" output at 300ppi. My problem now is setting the orthographic scale. I have tried 12 (for 12 inches in a foot), but the resulting render is too small. After fiddling with the scale manually, I figure that I'd need something less than 7.4, but I don't know how to get a precise scale for my use case.


texts: Make smooth texture transition animation in BGE

texts: I have a skydome model to use in my game and 2 sky materials for it I want to have it fade between during an animation, like a day-night cycle with a smooth transition between day and night skies.  I have the placements of all of my keyframes ready for the animation, but I need to know what property(s) of my materials I need to change to achieve this.


texts: Is it possible to add a modifier that is not active? I mean, when having a few stacked modifiers already, adding e.g. a Bevel modifier, Blender always calculates for some seconds before that modifier is finally showing up.


texts: Obtain normal map from specific camera and transformation

texts:
This may be a long shot, but after researching fruitlessly for about two weeks, I wanted to ask here in the hopes that someone who is a bit more knowledgeable about Blender and computer vision can assist me or at least point me in the right direction. The problem is, I would like to know how I can acquire the normal map specific to a camera and then transform it based on another camera.

The scenario is, let's say we have stereo cameras; Camera A and Camera B. We would then want to obtain the normal map A' that comes from transforming the normal map of a view point A (Camera A) to another view point B (Camera B). Then perform matching in two normal maps: A' and B, similar to SURF or SIFT for finding the correspondences between these two normal maps.

The limitations I have encountered are:
1) How to acquire the normal map (camera specific) without baking?
2) How to transform that normal map (once acquired) to Camera B?

I assume using opencv to find the correspondences between the two normal maps would be the easiest part, so these two questions are most important for me at the moment. Also tips on how to apply this in cycles/Sverchok would also be very much appreciated.


texts: Breaking an environment into multiple objects

texts:
I'm completely new to Blender and wanted to gain some experience with the software. As my first project I decided to recreate an entrance to a underpass that's close to where I live.

The walls from the structure are mostly continuous so I'm not sure on how (or if) should I break them into multiple objects. I tried leaving it as a single giant object but I don't know if it would give problems when adding modifiers (as I'm looking forward to round the wall edges a bit).

I also thought about breaking it down it like so:

But it still feels like the objects are too big, and since everything is a single scenario I don't know if it's really a good idea to break it down to multiple pieces. What should I do, and if there's no concrete answer, what are the pros and cons of each method?


texts: Blender how to make save game in exact directory?

texts: I want to make a nice game, but I need a function, so player can save all his game data. I want to know, how to make it so it saves all game data to the same folder, as the executable Standalone Runtime game file is located. Of course in another folder called Saves, which is located in Game File's folder. Plus, I want to know how to make multiple saves and how to make player able to delete some save files in-game. Please, help me.


texts:
I have imported an OBJ file into Blender and it just won't display.

I can see the UV'sin UV editing

And I can see how many has faces, verts and edges it has in Modeling

I have tried moving it, scaling it, switching view ports..... Just can't see the model itself anywhere. Any ideas?


texts: Particle emitter / initial velocity of emitted particles

texts:
I've created a pendulum that emits particles, which fall on a moving board.
The problem is that the particles inherit the speed of the pendulum, which is physically correct.
But I would prefer the particles to have no initial velocity or only z-initial velocity to get a more sine wave like pattern on the ground. Is this possible?
Here is a link to the original .blend: Blender File


texts: Run Python code from blank file every time

texts:
I am wondering whether it is possible to run a Python script in Blender 2.82 from the text editor, such that each time the script is run, it reverses everything that was done in the previous run. In other words, if I first run the script from the default home file, then each time I run the code, the result will be the exactly same as if I had manually created a new Blender document and run the code there.

A minimum working example is as follows:

import bpy
#Some code here to delete everything
bpy.ops.mesh.primitive_cylinder_add(vertices = 360, radius = 1, depth = 1)
bpy.ops.curve.primitive_bezier_circle_add(radius = 2)

I have tried putting the following codes in the commented line, but none of these solutions are satisfactory:

Nothing — A new mesh and Bézier curve is generated each time the code is run.
bpy.ops.wm.read_homefile(use_empty=True) — This closes the Blender window without running the code.
The following code:

for o in bpy.data.objects:
    bpy.ops.object.delete()

— A new mesh for the cylinder and a curve for the Bézier circle are still generated each time the code is run.

Same as above, with the following additional lines:

for o in bpy.data.curves:
    bpy.ops.curve.delete()

— This leads to an runtime error: ‘Operator bpy.ops.curve.delete.poll() failed, context is incorrect’. In any event, if possible, it would be preferable to have a solution that is not specific to a particular kind of object (eg curves), but works regardless of what might happen to be in the scene.

bpy.ops.scene.new() — This runs the script in a blank scene, which is the desired effect. However, I have been struggling to find a method to delete all other scenes with their content.

Any help would be much appreciated.


texts: Does the Blender Game Engine support mobile platforms?

texts: Can BGE games be built for mobile platforms? (Android/iOS)? If not, is support planned?


texts:
I've been looking around a little but could not find a definitive answer for this:
Can I setup my nodes in a way that allows for randomly selecting one out of multiple image textures using an array?

I am modeling a race track and would like to randomly choose different ads for the hoardings.


texts: Why keyframed animation of linked object is not saved?

texts:
I've Objects I linked from one file to another. When I make keyframes, save, then revert, the keyframes are gone.
So I copied the Objects to a fresh project.(I used two blender windows, that's considered appending still?) Then linked to a new project and it worked.
Can anyone tell me the difference between these files?
Broken File
https://drive.google.com/file/d/15WJkl-9PXkAo9BYnJF6GqM5l9vsFl4OR/view?usp=sharing
Working File
https://drive.google.com/file/d/1gy5Eo0AJcIGgfwd-CFvrwWk1HopLAUjX/view?usp=sharing
A video to help understand.
https://drive.google.com/file/d/1QGfcNyjZzMhZYZW2YmG5dKUAsSdK8pzF/view?usp=sharing


texts: Mesh only visible as an outline with In Front mode?

texts: So I am attempting my first proper retopology of a sculpted head I created, and I am attempting to set my plane to "In front" in the viewport display settings, but then whenever I'm in solid mode in the viewport, it has this outline instead of a solid view. Anyone know how to fix?


texts: Displaying each Asian characters in their own fonts?

texts:
Suppose I have these two texts:

고양이
学ぶ猫

(1) is Korean, and (2) is Japanese, but the first character is a Japanese-simplified Chinese, the second character is Hiragana (Japanese's own character), and the third is traditional Chinese. In Japan, Chinese letters are used, and many of them are the same as traditional Chinese like "猫" and some of them are simplified like "学".

Anyway, if I use them in an application like Krita (for layers), they are displayed correctly.

If I use them in Blender (for objects), by default they look like this:

If I change the interface font in the settings to a Japanese font like "Meiryo", it looks like below. The Japanese text is displayed correctly, but the Korean text is still boxes.

If I change the interface font in the settings to a Korean font like "Malgun gothic", it looks like below. The Korean text is displayed correctly, but the Japanese-simplified Chinese is a box. This is because Japanese-simplified Chinese is not usually used in Korea and probably the font does not contain them. Hiragana (the second letter, ぶ) is displayed, but is ugly. For some reason, the Korean code contains Japanese Kana's as special characters, but usually the Kana in Korean fonts are ugly and disproportionate. I do not want to see Kanas in a Korean font. The third letter 猫 is displayed correctly because Korean also uses traditional Chinese, but in my opinion, Japanese fonts usually have better-looking tradiontional Chinese letters than Korean fonts.

So, the ideal result for me is that the whole Japanese text is displayed in a Japanese font like Meiryo, and the the Korean font is displayed in a Korean font like Malgun Gothic like below (this is not a screen capture; I composited the two screen captures above). Is this possible with Blender?


texts: Everything Disappears When I Come Out of Camera View

texts: I'm using Blender 2.83 on a Mac (OS Catalina 10.15.5) Every time I try to navigate out of camera view, everything disappears. I have "Orbit Around Selection" checked in my preferences, I've repeatedly tried frame all in view and the other navigation shortcuts to reset the view and nothing helps. When I go back to camera view, everything is there but the second I try to navigate around the model, the same thing happens. Am I forgetting to do something I was remembering to do yesterday?!


texts:
For Blender python scripting, I understand how to, for the "poll" function of an operator, identify whether a selected object is mesh.  You could do

context.object.type=='MESH'

Still, how could you create a boolean statement to determine whether a selected mesh object (if it is known that it is mesh) is a cube?

Thanks.


texts:
do you know how I can make this unfolding anime?
Should I do with shape keys or armature?
The mesh is imported from 3D max, so it is not clean. Please see the attachment below.
Thanks for your time!
There is a video. https://imgur.com/a/JSTH2fL


texts: Can you rotate bones within an IK Chain and allow the IK Target bone to move along with it?

texts:
I have a robot arm rigged with an IK and down the chain of the IK there is a joint specifically for rotating on the bone's Y Axis that allows the entire lower arm to rotate. However once I move the arm into position with the target bone and then try to manually adjust that joints rotation it locks up because the target bone is stuck in place and won't adjust itself automatically. I know this is normal but is there a way to allow the target bone to move freely if another bone is pulling against it?

For those curious or if it helps at all I am trying to make the robot wave but the only way I can get that to happen is if the lower arm rotates. And I don't mean with a pole target either. Imagine bending your elbow to 90 degrees and rotating your hand.

Thank you!


texts: So I've got two problems with my armature

texts:
Please, keep in mind that I'm quite new to this whole world of rigging.

The first problem is that I've got a bone that is moving my model in a way that it shouldn't. No it's not a weight problem, Please take a look.

Here's one of bones that is working properly

As you can see, it bends model properly (or maybe not, I'll improve weights soon)

However, this little guy right here, whenever I move him.

The whole model moves along, and I seriously have no idea why?

And second issue is related to face. I also have no idea on why is this happening?

When I turn my model's face around, eyes and teeth just sort of pop out for some reason.

I've tried using Ctrl + J but it didn't help much.


texts:
My OS (WIN7) uses non ASCII characters in the file system. Doesn't have to, but does.

I know in general it's not a great idea, but some of my directories have names which use these characters.

Blender shows it all non-readable gibberish, which makes it pretty difficult to understand what directory I'm looking at.

Is there some kind of UTF-8 patch, or update to help out here?


texts:
I want to know how i can makemy characters face a bit smoother.

Here is a picture of the object

mesh in edit mode


texts:
After applying vertex paint to my object the displacement is somehow stretched. I dont know if this is really the reason though. Because it is still stretched when i remove the vertex colors. Does anyone have an idea how i can fix this?

The displacement is achieved with a noise node on the displacement value of the material, nothing fancy.


texts: Why there's no tool to move origin point in edit mode?

texts:
Why there's no straight tool to move the origin in edit mode? The tool is only available in Object mode, like that handy ctrl+ . or cmd+.  .
I'm just curious , there must be some good reasons for this. Can someone explain ? it's been a question for me for quite long. I think this tool shold be applicable for both edit and object mode.


texts: The region_3d.view_matrix of an area returns the perpective projection matrix. How to get the orthographic projection matrix for the same view?


texts: I was wondering if I could autorun my script as soon as I opened the blender file?


texts:
After look to a couple of tutorials about import .bvh files on Blender I came across with a weird thing on my imports.

I've captured some movements with a motion capture system, It exports a .bvh file as usual but whenever I import them on Blender, it creates a enormous bone and the 19 points of motion capture along it.

Here's a screenshot. In it, you can see the T-position (the points, and the big bone)

BVH added: http://www.pasteall.org/66043/c (as c for whatever)

Thanks


texts: Issue un-extruding flat bottom of an object

texts: I am extremely new to blender so sorry if there is an obvious solution here. Essentially I extruded the bottom of this object more than I like, so I'm trying to un-extrude it a bit. But when I un-extrude it, the edges seem to stay for some reason and not un-extrude as well. Is there a simple solution to this that I'm missing?


texts:
When attempting Generate Rig with Rigify I get:
Generation has thrown an exception 'bpy_prop_collection[key]: key "brow.T.R." not found

The debugging diagram below shows the armatures for the face, head and neck that I put there, and four others that do not appear in the project. There's a large bone laying horizontal over the model, and three small ones in front of the face.
None of these four is visible or in the project at any time. Nothing for them appears in Collections. One brow bone had been disconnected somehow, but I parented and connected it back up. No other disconnects in the brow.


texts:
I've been following Blender Guru's Anvil tutorial Link and after finishing the anvil, I've noticed that the top, as well as the rounded part, look blocky. Anyone knows why that's happened and how it can be fixed? I'm thinking that it could be a texture baking problem. However, I've only been using Blender for two months and don't have the necessary experience yet to hazard a guess.
Also, I've noticed that my model has straight lines which look rather unnatural on its sides. This become apparent after doing texture painting. Could it be shoddy brushwork from my end, or is it related to something else?
I'd appreciate a lot your help! If need be, I can supply more information or images to explain myself better. Thank you.


texts: why does it in texture paint mode paint on each face at the same time?

texts: When I texture paint somewhere, it copies itself on each other face of my mesh too. How can I disable this? I don't know why that happens, it didn't earlier.


texts:
beginner here.

I'm currently modeling my wristwatch and I'm running into some issues making the holes in the strap. I attempted to use the boolean modifier with a cylinder to get the holes out, and while the holes came out great in edit mode, the object itself is looking messed up, probably due to the subsurf:

I've tried edge loops, making a crease, hell, even bevels and nothing is fixing it. Does anyone have an idea as to what could be done to get this working?

Thanks so much!


texts: Rebuilding checkbox indicators as in quick favourites

texts:
In the Viewport Overlays there is an option to show / hide all bones.
I added this toggle to my quick favourites.

I would like to re-build the same behaviour inside my own 'quick favourite like' menu.

How can I do something like that on my own menu?


texts:
Using multiresolution modifier and subdividing causes "wrinkles" to appear

My .blend file


texts: I'm new to blender, so I have one question, might sound lame but here it goes, I use denoiser on low samples while test rendering my scenes, but once I am done I render in  2160*2700 resolution at 4096 samples, my question is should I edit this raw image in photoshop to correct the colors and stuff or should I directly upload on instagram, I believe uploading directly might compress the image but editing in photoshop will probably make the image lose its UHD look.


texts:
I'm working on an animation and I ran into a new issue... When I scale the animation key frames to make the animation shorter/longer, the objects main key frames don't scale, but all the bones do, resulting in some object distortion... Here is a gif of my issue... any help is greatly appreciated!

Link to gif


texts: When I try to join meshes they mess up or turn transparent

texts: I am trying to make a hair mesh for sims and every time I join the meshes , it deletes parts or turns transparent


texts: I am making a game and I want to have the player travel forward and high speeds (turbo) when the player presses E but I want there to be a cooldown timer so you can't rapidly press E and go way too fast. I don't know python and I don't plan on learning it anytime soon. A solution with python would work, but I would really prefer one with logic bricks.


texts: Alpha over node is including unwanted objects in the image?

texts:
In this space animation that I'm working on, I would like to composite a blurry version of the planet into the background to create an atmosphere effect. So far I've added a cryptomatte node to cut out and blur the planet only and added an alpha over node to place the blurred planet on top of the black background. For some reason when I view the alpha over node, it also shows asteroids which are not included in the cryptomatte.
The first image shows the environment layer that is attached to the alpha over node.
The second image shows the blurred cryptomatte image that should be placed over the background.
The third image shows the output of the alpha over node which for some reason includes the asteroids.
Am I missing something or is this a bug?
I've tried reopening the scene, and recreating the node setup.
An alternative to the cryptomatte would be multiple render layers but for the sake of render time, I would prefer to not go that route.
(Using 2.83)
Here is the blend file: io.blend


texts: Is it possible to exclude a bone from automatic keyframing?

texts:
I have a bone I use as a switch but I don't want it to keyframe while in automatic keyframing mode, in my case in visual LocRot.

Is there a way to disable keyframes for this bone to eliminate it from automatic keying?


texts: Issues texture painting an asset in cycles after applying Texture Atlas

texts:
I've working off a tutorial where I've created a texture atlas for a helmet and now the next step is to start texture painting. When I swap over to texture paint mode, I cant apply paint and I cant figure out whats going on. Image link is posted below. I'm working in Cycles. Would appreciate any help, this is driving me mad

http://imgur.com/a/WTpIU


texts:
I just installed Blender 2.80. Went well, new version looks good. BUT... it wiped out my existing 2.79 exe and won't let me reinstall 2.79.  I need 2.79 to do scenery development for Xplane 11.  What must I do to get back to Blender 2.79?  Would be nice to have both 2.79 and 2.80 installed, but MUST have 2.79!
Please help.


texts:
I have an arm rig shown below.  C stands for control, and D stands for deform.

I'm having a problem where when I try to move C_Hand in order to move the forearm, it does move, but it spins around wildly.  Impossible to animate!

Here's a picture of the C_D_forearm's IK constraint:

Does anybody know the solution?  If I haven't given enough information, please let me know.  If this is a duplicate, I apologize.

Edit:

I figured out that by unparenting C_Hand from C_D_forearm, the problem would be solved.  However, I'm almost positive that it should still be parented to C_D_forearm.  Can anybody clue me in?


texts:
I've been having a lot of trouble with doing custom shapes for my bones. I think I know where the issue stems from: I had to change the size of my armature because I switched unit types and wanted my mesh to be measured in metric/centimeters to reflect real life size. Thus changing something? I had to make the armature bigger to accommodate the real life size.
Does anyone know how I could fix this without having to edit the small plane (the plane) until it is in the position and size that I want? (Plane is an example I set up not indicative of the shape I want)
Thank you very much for any help you attempt to provide.

Image is of after I orient custom shape. Before I do the custom shape (plane) is just as the wireframe.


texts: I am getting this error(importMesh of undefined from undefined version: undefined, exporter version: undefinedimportMesh has failed JSON parse) while trying to load the .babylon file in BabylonJS application.


texts: png texture with transparent background not properly blending with glass

texts:
I’ve been working on this for the past few days and it’s almost ready. But I’ve noticed that when applying a transparent png texture over a glass material and alpha blending it, it is not quite looking good. There is a clear cut edge between the glass and the texture and it doesn’t look good when rendering it. By the way I'm using Cycles. I’ve attached a screenshot below.

here is my .blend file - https://pasteall.org/blend/9b226cf130ab456fbd355b21b16a6e93


texts: Why does Render Preview work but actually rendering crashes everything?

texts:
I have a somewhat complex test scene (not really that complex just a little demanding)

Here's the render preview:

The render preview works fine but when I press render everything just crashes, so the question is what is the difference between the Render Preview and actually rendering the scene?
Is it just because actually rendering a scene takes more computing power? if so are there a way to slow it down and use less computing power?

So far the only thing I got to render was the default cube

Also, a little more information. My setup for this is kinda weird, so there is no hardware acceleration for GPU compute, so I am using CPU for rendering. I'm also doing this just for fun so i don't expect and good performance from this setup


texts: cloth simulation, cloth(plane) collide at center of of the cube instead of at the surface

texts:
so I have been playing around with cloth simulation, and was doing a low-poly bend and made a blanket on top. and then used cloth simulation on the plane and collision on the cube. first, I had a subdivision surface modifier on the cube and when I played the simulation, the cloth would go inside the cube and rest in the middle of the cube, then I used a cube of similar proportion but did not subdivide it, and the result was the same. then I made a new plane way bigger than the cube, applied the cloth physics property but the result was the same.

note: when I try this in a new file all the result is normal but only on this file, there is a problem.


texts: cycles bake seems to have lost some UV data

texts:
I have modelled and textured a simple object using separate materials on the different parts of the object.  I then created a separate texture and baked diffuse AO and normal all saved as separate textures using a 2nd UV map.
This all worked fine.  I then deleted all the materials and the original UV map.
I created a new material with just one texture (the baked diffuse of all the sub materials) This material only seems to map to the UVs of the last sub material I deleted the rocks and grass. In edit mode I can see the UV mapping seems to include all faces.
here is the object in edit mode with all faces selected......

Have I missed something obvious with assigning the UVs ??
As you can see in the top rendered view only the rocks and grass on the ground  show the texture . In the lower image all faces appear to have correct uvs so why is the texture not appearing on all faces in the rendered view ?


texts: Sapling Tree Gen is putting leaves on every branch and looks incredibly unrealistic

texts:
I have a problem with the Sapling Tree generator that seemingly shouldn't be happening. When I make a tree, if I make 3 levels, the leaves don't stay at the final level, they cover every branch towards the trunk and it looks terrible. I've started with a Sapling preset and made my tree from there, but even with the preset, when I add 3 levels and leaves, the leaves cover the whole tree.
I want few branches coming from the trunk, but lots of branches splitting off from those few branches and the leaves only to grow from there. Everywhere I've read or watched, the leaves are only supposed to grow from the final level, but that's not happening here.
I've tried installing the latest 2.835 to see if it was a problem with 2.82, but the problem persists.
I don't remember this ever being a problem before, it may be a setting, but as I mentioned, I even start with a preset and the leaves still grow on every level.
Can anyone help?
The file - https://www.dropbox.com/s/wm9wumt26xj30bb/Leaves%20PRoblem.py?dl=0


texts: Curvature combs/ curve and surface evaluation tools

texts: I have just started learning about blender and came from the world of Alias Auto Studio.  As I try to play with the Nurbs curve tools, I couldn’t find any tools to help evaluate curve and connection quality.  I used to use tools like curvature combs to help gauge surface sections and curves in other 3D softwares, is there something similar in blender?  Realizing each software is designed with different philosophy, I am hoping to find some tools to soften my seemingly steep learning curve... Thanks all for reading and grateful for any inputs.


texts: Why does my glossy object look flat in render? (Cycles)

texts:
I've been playing around with cycles, and got a nice glossy material, and it looks good when multiple objects lie next to each other on the ground. But when the objects are in the air, they look flat, so the shape is not distinct and they look thinner than they are, if comparing to the non-rendered part of the screen. They have no shadows beneath them, so they look kind of flat.

I fiddled with the light, and now my white nice background is grey and dull..

In a previous render (image 3), they looked much better, but I'm not sure what I changed. How can I make it look more like this again? Or will it only look like this when on the ground?

Simple glossy material setup.

Also looks different and flat on the ground.

This old render a while back looked much better. What did I mess up?


texts: Get angle of a face relative to object origin?

texts:
So, I was hoping there was a way to get very specific information but I seem unable to find it.
I'm planning on assembling various parts of an object (a tree) generated in Blender using code. To assemble these parts I need the XYZ angles of each face relative to the original rotation as it transitions from part to part.
I have assembled, from various answers and the Blender API reference, the following code block:
import bpy
from mathutils import Matrix, Vector
import bmesh
context = bpy.context
obj = context.edit_object
mw = obj.matrix_world.copy()
bm = bmesh.from_edit_mesh(obj.data)
# for this example jmake a face active
face = bm.select_history.active
o = face.calc_center_median()
# calculate the axis dif in local coords

axis_src = face.normal
# local z-axis
axis_dst = Vector((-1, 0, 0))

matrix_rotate = mw.to_3x3()
matrix_rotate = matrix_rotate @ axis_src.rotation_difference(axis_dst).to_matrix()
matrix_translation = Matrix.Translation(mw @ o) #

obj2 = context.scene.objects.get("Branch_New")
obj2.matrix_world = matrix_translation @ matrix_rotate.to_4x4()

This takes the 'inner part' in this picture:

And attaches it at the appropriate location with the appropriate rotation.

This means that what I'm looking for is in here somewhere.
What I need is a way to duplicate this functionality in Unity without hand-recording a 3x3 matrix for each joint I create. And then being able to keep it all proportional in code if the objects change size. I could do this, I think with a quaternion and an angle for each joint?
So I guess my question is how I get matrix_rotate (in its final form) to represent one more simple part of that quaternion, since matrix_translation is the 3-d coordinates of the other part. I think.
Now that I have the code working I can probably get through the rest on my own, and will provide an answer within a few days.  But if someone else has faced this problem before and can help I would definitely appreciate it.


texts: My car's topology is messing up as soon as I attempt to move a group of vertices along the y-axis

texts: I am modelling a car and am using edit mode to position the trunk. Whenever I move my string of vertices along the y-axis, the topology gets really strange, and it looks like one of the edges (with one of its vertices selected), is not being affected by the movement of that vertex. I do not know why this is happening. I removed the only modifier (mirror) I had on the car, and tried removing doubles. It told me it "Removed 0 vertices", and the problem is still there. Please help me!


texts: How to use lattice modifier to deform a mesh without the texture/UV map deforming

texts: I am trying to create a replication of a vehicle. How can I manipulate the lattice so the texture doesn't deform? The image below is without a texture map.


texts: How to define states for window/operator base class?

texts:
Is it possible to create any type of non-property variables for operator window types? I'm trying to define a base class for all operator windows, and would like to define some common states in the base class. I believe the typical Python workflow would be to define some normal variables in the base class, but this doesn't seem possible with Blender.

Anyone tried this before?


texts: Why do my objects disappear from certain angles when played in the BGE

texts:
I am new to blender and I was wanting to make a FPS game using the BGE.
I have my character and rig setup with the right arm a different object so it can move freely while aiming.
    I set up my camera in front of the seprate arm and when I played the game, the arm disappeared. When i viewed the arm from different angles and played the game, the arm appeared as normal. Does anyone know why this happened? I have some screenshots to help explain the problem.

The first image is the Normal view.
The second image is Viewed from first person.

Thanks in advance.


texts: Does anyone know if blender 2.8 has a zbrush clip brush?

texts: In ZBrush you are able to clip a mesh clean off instantly, no trimming that creates rough meshes everywhere. Is that possible in blender too?


texts: I am trying to make a YouTube intro. I have it all done I just need to find the encoding tab in 2.79 but I can't.


texts:
Beginning with Blender, I would like to create a stadium dome like the following one:

This is how it looks when textured:

This is the texture used:

This is the UV mapping:

Now you may ask why I don't reuse that model? It's because I'd like to assign a texture with different dimensions so the original UV mapping wouldn't be right. So while I'm on it, I'd rather learn the entire process on how to do it.
Edit:
For instance, I'd like to map it to a texture like the following:

In this case, I would like to map the lower half, so the mountains and a little above to the straightened part of the dome, and map the rest to the spherical part.
Question:
How could I recreate more or less the same dome in Blender?


texts: Images that I mapped to an object won't show up when I render the image

texts: I'm using blender game engine and I noticed recently that when I have any object, let's use a plane for this example and I map an image to it using the UV image editor, it won't show up when I play the game. This is also when I just render an image. I set the view mode to textured and it comes up but when I render it, it doesn't, can anyone help?


texts: Adding Edge Loops to Meshes created with Skin

texts:
This is my first time using skin in Blender (I'm following a tutorial). I'm stuck at a point where the tutorial suggests creating an edge loop with Ctrl+R on the mesh in Edit Mode, running down the middle of the character.

However, the "skin" mesh is not selectable, so when I try to create my loop I only get a single vertex showing up as selected and it creates a loop around the character instead of down the middle.

This is the tutorial I am following under "How to Do It". My character is below - I'm trying to create an loop vertically from tip to tip. Any feedback is appreciated!


texts:
I'm using the Laplacian Lightning Generator, and have figured out how to make the generated lightning renderable in Blender Internal. While I (probably?) could use this, there's a few issues with me using BI, such as the quality of Cycles (e.g., really detailed shadows) not being available with BI.

I read in the Lightning addon comments that you can convert it to a curve, or use wire material. Is wire material available in Cycles?
I tried converting it to a curve, but I can't figure out how to make it visible in render from there. I could extrude it, but then it'd be a 2D plane of lightning, as the lightning itself is just edges (wouldn't it?)

I'm wanting it to be similar to the video showcase it has; glowing, bright, etc. I also need to be able to animate this rather easily, I'm still new around here. :P

I apologize if these are really dumb questions. Thank you in advance! :D


texts:
Is there a way to ignore mapped network drives in Blender when saving/loading? I am using Blender at work and my work laptop has multiple drives mapped. When I disconnect from the corporate network (so that the network drives are essentially disconnected but still mapped) I get long pauses, sometimes up to 30 seconds, when saving/loading as Blender is presumably waiting for each network drive connection to timeout.

This is what I see in my System pane:

I need to ignore everything except C drive. I could disconnect those drives in Windows but then I would need to remap them again.

Appreciate any insight. Thanks!


texts: Add-On Dev: Default of PointerProperty changes based on type?

texts:
I'm trying to make sense of something I've noticed while debugging.

When I add a property of bpy.props.PointerProperty with type=bpy.types.Object, the automatic default value (if nothing is specified for default) always seems to be None. Edit note: apparently there is no way to specify a default for pointers.

However, if I add bpy.props.PointerProperty with type=MyPropertyGroup where MyPropertyGroup is a custom class I derived from bpy.types.PropertyGroup, the automatic default is not None. Instead, it seems to be an allocated instance of the property group.

Is this normal behavior? As a programmer new to Python, I would expect the default to be None for all pointers, regardless of the type. I'm assuming the default is a valid instance for convenience?

If this is normal behavior, then is the instance of the property group some type of allocation that I need to delete? Or does that happen automatically?

Lastly, is there any way to define a pointer to a property group that defaults to None? Something that can be used to reference variable property groups? When I try to use the default= keyword, it reports it as invalid.

Appreciate any information on this


texts: How to model a fluid like object without particle system or fluid simulation

texts:
What I had in mind is something like this:

Now I know it probably can be done with particle system and metaballs (something like this ) or fluid simulation.

Thing is that in order to do it with metaballs you need a quite powerful PC to handle all the polygons and same thing with fluid simulation ( and I also have 0 experience when it comes to fluids sim). Is there a way to make object like in images with bend modifier or even maybe sculpting, any idea?


texts: How to combine circular two shapes and subdivision surface properly and curved cylinder cap?

texts:
I can't find a way to combine the two circular shapes, and then subdivision surface properly.
The bottom circle is curved so the face has to be made out of horizontal quads.

Subsurf a curved cylinder cap???


texts: I'm trying to use an array to do this where I can make adjustments to the curvature by changing the angle between the cubes. Is there any way of doing this with the array modifier to control that angle? I have tried several of the Array tutorials without any real success, thanks for any suggestions.


texts: Can't show collections after migrating from 2.7

texts:
I've been working on a large model in Blender 2.7, and I split it into layers to manage it better. Now I've updated to 2.83, and I've learnt about layers being replaced by collections. However, when I open my file in 2.83, I get this in the Outliner:

Even though all collections have the open eye, only the first one is visible, and the View submen only shows the first one:

Is this something related to my file being migrated to 2.83? How do I get all my objects back again?


texts: Playing Animation before Rendering neccessary?

texts:
Do I have to play my animation from beginning to end (starting at frame 0)before rendering it?
Because if I do not the simulation I use (cloth) doesn't work.


texts: How do uninstall every single trace of Blender?

texts:
When I start Blender, the console pops up and the Blender windows goes into full screen, but the UI is not loading and the whole screen is gray.

I recently switched my AMD card for an NVIDIA card. I deleted all AMD drivers with Display Driver Uninstall. I installed the latest driver from NVIDIA and Blender could start. But it always crashed when I clicked on the UserPreferences->SystemTab. I deleted the config files in User/AppData/Roaming/BlenderFoundation and I could access the tabs I mentioned above with the internal render. When I switched to cycles, it was working, but clicking on UserPreferences->SystemTab OR the Render tab crashed Blender again. Then I tried to remove every trace of Blender, I deleted Blender with windows remove tool, deleted everything in AppData and also deleted everything in ProgramFiles/Blender. I also tried to delete some Blender keys in the registry and even used CCleaner Registry Cleaner. However, when I try to install Blender again and try to open the program with or without admin rights, I always end up with a gray screen. What else do I need to remove to go back to the settings before I installed Blender the first time, where it was working?


texts: How to assign which UV map when multiple are available to use in 2.8+?

texts:
I read this question about having two different UV mappings on a model.
Can I have two different UV unwrappings of the same object?

I have two versions of UV map for a mesh and I want to pick which UV gets used on which material in 2.8 but I do not see where to do that. How can this be done in 2.8?


texts: Multiple animations and rotations on a grouped object

texts:
Still trying to learn Blender here so be gentle. I need to do an animation of a propeller aircraft where the plane travels down the runway, the tail lifts up and the plane takes off.

The propellers must, of course, turn the whole time. I have the propeller set up with a looping animation. My issue is that as soon as I put a rotation keyframe on the group for the tail to lift up, my propeller rotation stops.

I am using a model that I got from CG Trader or someplace like that. I tried using an empty and parenting the group to that, but when I do that the model explodes.

I did a similar animation for a nose wheel aircraft and had no issues with the rotation or the parenting. Different model of course.

I am using Blender 2.77. This animation is being done in Cycles, the other one was done in Blender Render.

Is there a way to make a permanent group? In 3ds (I know they are not the same), when you make a group it stays grouped until you un-group it.

Thanks in advance for the help.


texts: Setting initial size of an object when added to a scene

texts:
I am using Blender 2.93 alpha on Linux.
My world settings for measurement are in meter (metric), the unit scale is set to 1, so 1 meter is one blender unit (which should remain that way).
I am handling objects in the size up to some centimeters.
An added cube (for example) has an initial size of 2 meters.
This size often occupies my the screen and is much too big for my purpose. Additionally
some functions cannot be applied anymore, if the added object has been scaled.
Is there any way to modify the initial size of an object in a way, that added object
appear in a smaller size right from the beginning?


texts: Smoothing/blending a joint between two meshes

texts:
I'm modeling a car, but I don't want to add any polygons. I don't need to (I'm trying to have a nicer mesh) so I've got two separate pieces here. Unfortunately this doesn't give me the curved effect, as in the picture below.

I was thinking to fix this in a normal map, but I'm sure I've seen tools for doing this specific thing, and I just can't recall how I saw it done (whether it was in a texture map or not).

I wasn't really big on the solutions, I did find for this here.

Here's a picture of the wireframe.

I could model this, I just don't want to do it that way, I'm sure there's an alternate way.


texts: The only way to export shaders is by creating different maps ?(normal,roughness, mmetalic etc.)I want to sell a 3d model and i want to sell also the materials.Is possible?


texts: How can I create a realistic floor water fountain

texts:
I am trying to create a water fountain (as shown in the image). But for some reason after baking, all my inflows (UV sphere) are being interacted with each other ending up in a mess just like shown in the image.

the inflow velocity used was z 100m/s and I have used a plane as an obstacle.

I tried a few possibilities by increasing the size of the cube(domain) or by setting the parameters such as subdivision and generate particles to different values (I'm not sure if they really play a role in this part), but it didn't really work out. May I ask for suggestions on how to overcome it.

enter image description here


texts: Transparent/Invisible Mesh in Blender 2.8

texts:
Got back into Blender after a break but running into an issue where normal created mesh is invisible or takes the material of the colors surrounding it. I have XRay and such turned off. Any ideas what it might be? Here is a clip of the issue:
https://streamable.com/pf6nr7
Thank you for any help.


texts: Import a bvh file and export it to be the same

texts:
I have a bvh file found here and I want to import it to blender, then export it again so that both the original (imported) and exported bvh files are identical. I'm not sure what options I should choose to import and export the bvh files so if anyone could please advise.

When I keep the default options to import and export, then open the bvh files, they are totally different, this is the resulted bvh file.

So if anyone could please advise.


texts:
My Skill level: Beginner
I am sure this issue is due to my skill level and it is easily achievable.
I was able to do this in Parametric modeling software like Solidworks.

I was wondering if it was possible to do the following in an easier fashion:

Think of the formation like "Coastal Columnar Basalt".

I had a large amount of patterned objects I wanted to displace to a curved surface.

What I tried:

Shrinkwrap
Particles on surface (Hair): The issue here is since the surface is curved, the vertices and faces in orthogonal view are not evenly spaced. This causes a lot of gaps between the objects.

What I am doing currently:
I have the tiled objects and the surface in the scene and I am manually moving each object up till it touches the surface.
I have close to 80000 objects :(


texts: UVs looking weird when using the solidify modifier

texts:
I'm working on an animation of paper sheets.
I want to keep things very simple since I'll have to animate a lot of them and don't want to complexify things if I don't need to.
So my mesh is just a subdivised rectangle :

But when I use a solidify modifier (to give the sheet some thickness), the edges of my paper are getting weird :

which is not the case without the modifier:

Does anyone knows what causes this and how could I avoid it ?

Thanks a lot


texts: Can I use the the animation/action from one bone on another bone on a later time?

texts:
I have a animated bone : translation on Y with ipo keys,

can I use this exact data (linked) with another bone - starting on a later frame?

and how?

Or how is a proper workflow for this...?

maybe nla?


texts: I am trying to make an explosion out of legos like you see in the lego movies, I have seen a bunch of tutorials for houdini but none for blender. I tried adding a remesh modifier to a smoke simulation but it did not work.


texts: Re-Centering the Camera view after Shift Drag?

texts:
This seems like something obvious, but I just don't know where to find this.

I'm using blender for projection mapping applications, and have set up my camera to emulate the base position and FOV of my playback environment.

Using Shift+Numpad-Enter to get the view into a 1:1 mode works just fine. My problem is that if I accidentally hold Shift and Middle-click-drag, the camera view frame gets moved within the viewport.

Is there a simple way to reset this back to the center. "Eyeballing" it back to the middle just isn't precise enough for me. I'd rather just be able to hit a keystroke combo and not have to worry about it.


texts:
I have a game I am making, but I have run into a brick wall.  My player is not receiving any messages.  It uses Dynamic physics type and it is set to receive any message.  I want it to receive a message from a child circle below it.  They are both in the same scene.  I want the circle to tell the player that it is on the ground so the player can know when to jump.

The circle's script:

The player's script:


texts: How do I make cartographic maps with relief and color?

texts: I am trying to make a cartographic map like this, I have the qgis software, base layers, and Dem available. What will be the workflow which I need to proceed to make maps like this?


texts: How can I transfer UVs from a source to a target using Animation Nodes?

texts:
I'm trying to manipulate mesh data of an object using animation nodes. While the manipulation of the data works just fine, I always lose the UV maps when generating the output object. I've provided a simplified Blend file here:

This is a screenshot from it:

So basically, all I want to do is preserve the already existing UVs from the source object, and add them to the target. Even the Data Transfer modifier does not provide a solution here, as AN constantly rebuilds the Target object.

A solution where I could easily generate new UV coordinates on the target would also fit my needs.


texts:
I'm trying to texture paint a donut for a beginner's blender tutorial but for some reason the donut stays black when I try and paint. I've made a texture so I'm not sure what I've done wrong.
https://gofile.io/d/Qy2O5F


texts: Removing animation keyframes outside of a specified range

texts:
I have over 1000 animation files that I want to "crop" off keyframes outside of a specified range.
Keyframes all start at frame 1 instead of frame 0, as such I want to shift all keyframes by one frame such that the animations start at frame 0.
I have an int variable named "framelength" which stores the framenumber of the last good frame. I want to remove every keyframe after this value.
The most similar code I was able to find online was:
How to remove all only rotation keyframes from current action with Python?
and Editing fcurve.keyframe points in FAST mode?
Both were written by BatFINGER.
I tried using a combination of the two to achieve what I want, but am struggling with deleting only certain keyframes.
ob = context.object
ad = ob.animation_data
action = ad.action if ad else None
if action:
    for fc in action.fcurves:
        sel = list(bool(i > int(framelength)) for i in range(len(fc.keyframe_points)))
        for i in range(len(fc.keyframe_points)):
            if i>35:
                fc.pop()

Above is my attempt at solving the problem.


texts: How to get transparent iridescence using Cycles?

texts:
I've succeeded getting iridescent with this Cycles node setup:

Physical iridescence in Cycles?

This did the job, however I need a transparent/clear iridescence like this

So I tried plugging the final output into a mix shader between Glass BDSF and transparent. However this still produces a black, barely iridescent material.

How can I get the results below from what I have? I don't want to use code but rather stay with nodes


texts:
Newbie here.
I'm following Andrew Price's donut tutorial and here's my problem (one of them):
Sometimes, when I press middle click to navigate, my object disappears. This happens sporadically, completely unexpected. I'd appreciate if you can tell me why this happens and how I can fix it, slowly, so I can easily follow.


texts: Better to add extra bones before or after generate rig

texts: Im using rigify addon and plan to add some shape keys and some drivers later on like for facial expressions and talking. Is it a good idea to add those driver bones to the metarig before I click generate rig or should I generate the rig and then later on edit the new rig by adding more bones?


texts: Project multiple textures during a DynoTopo sculpt?

texts:
I've been messing with the UV Project modifier. This appears to require a UV map to be present for a mesh.  Unfortunately, sculpting with dynamic topology activated removes vertex data such as UV maps.

Is there some way to project (perhaps in world or generated space) one or more images onto a mesh during DynoTopo sculpting?  Optimally, I'd like to be able to project multiple images a la UV Project but I'll take what I can get.


texts: How to scale along the local axis of an object?

texts: I have an object which is rotated and not parallel to any axis. The picture shows how it looks if I scale four vertices along the y-axis. How can I extend the vertices along the local axis of the object?


texts: Need some help baking, "No active image found in material"

texts:
I followed the guide here: How do I bake a texture using Cycles bake

I unwrapped my UV, created a new image, created an Image Texture node and selected my new image with that, and hit bake. I then receive the error in the title. Here is a screenshot of my view:

I'm definitely doing something wrong, hopefully one of you can point out what that is.


texts: How to display and use Vertex Color from OBJ model


texts: Pictures are deleted after a certain time

texts:
Sometimes, depending on blenders mood I guess, some images are deleted after a while... without the user doing anything, not even touching blender's interface.

People have already suggested to save during the process, but sometimes I just wish to try things out in the image editor and make a collection of availbale images.

Set render mode to Cycles.
Create a plane, go into edit mode and unwrap.
Go to the image editor, create a new image, call it '1' (default resolution 1024), don't draw anything yet.
Do this five times, so the images are named 1, 2, 3, 4 and 5 .
Create another image and name it 'collection'.
Add a last image with a resolution of 128 by 128 and call it 'logo' (we will use this as a brush).
Now draw the corresponding number on each image (for simplicity's sake), so draw a number 1 in image number 1, 2 in image number 2 etc.
Draw a figure in the image called 'logo' (adjust the resolution of the brush).
Now go to the image called 'collection' and go to the texture tab (on the right) for brush settings and select new image 'logo'. We will use this as a brush to draw into the image 'collection'.
Draw something in this image.
Now go to the node editor, create an image input node, connect it to the shader colour input.
Create input, texture coordinate node and route uv out to the input of the image texture node, select an image from the texture node dropdown list.

After a while, some images are simply erased from memory.

If someone can give me a reasonable explanation as to why this happens, I would be thankful and grateful.

This happens both in blender 2.7 and 2.8


texts: Why does my render have a gamma value different from the viewport?

texts:
Blender seems to be changing the movie clip gamma after rendering. What causes it and how can I fix it?

View Port:

Render:

Here is my .blend file (including 10 frames of the clip).


texts: Fluid simulation does not follow animation

texts:
I've been working on a project where I try to release some water (shown in blue) inclosed in some object (shown in purple) by opening a gate (pink-ish). The water first fills up the purple container object, then the gate opens by some kind of animation, and finally the water is supposed to flow out. However, under most settings, the water is stuck inside the object and appears to be blocked by some invisible wall (see the screenshot, the water is supposed to fall down). I got the water to move out of the object under a specific set of settings, but those were quite problematic (i.e. not the right gate opening timing, a very low fluid resolution). The relevant properties of the scene objects are:

The purple container object is set to fluid obstacle, volume initialization type shell, slip type is set to free slip (made the whole thing work once) and it has some thickness.
The gate shares the properties of the container object (although changing the volume initialization type to volume made it work once), but it's thickness is made through a modifier. The gate is animated by a simple deform>bend modifier, which uses shape keys somewhere internally I think (at least I saw an error message stating this).
I don't think the domain settings are that interesting, but lowering the resolution sometimes made the whole thing work.

Does anybody have any idea what I should be paying attention to? I'm confident the problem is due to the animation of the gate (which starts in a closed position, and then opens), as removing the animation and making it's initial state open lets the water flow through.

Update: The fluid does seem to follow the animation when using shape keys, which might be helpful to someone (I cannot achieve the animation I like with shape keys I think however, as applying my bend modifier as a shape key results in an unwanted animation).

Update 2: I've included my testing file in this question, it already contains the modifier based opening/bending animation of the gate.


texts: Tried Everything, Can't Generate a Correct Normal Map

texts: I have been working on making a normal map where I project it from a high poly to a low poly mesh.  I have tried cages, adjusting margins, adjusting ray distances, basically everything and I'm still stumped.  The best I can get my normal map to come out to is attached below.  What're your guys' thoughts?


texts: The model in Blender shows the mesh double faced and good looking but when exported into game looks like this. How can I fix it?


texts: How to set Textbody value with Python-Script (Adding a text and editing the body)?

texts:
I like to create a text:

How do I set the Text value?(Not the naming in the object-tree)

import bpy
def create():
    bpy.ops.object.text_add(location=(0, 0, 0), rotation=(45,0,0))
    #print("test")
    text_obj = bpy.context.object
    text_obj.name = "Text" #Objectname
    text_obj.rotation_euler.x = radians(90) # Rotate text by 90 degrees along X axis
    text_obj.data.extrude     = 0.05        # Add depth to the text
    text_obj.data.bevel_depth = 0.01        # Add a nice bevel effect to smooth the text's edges
    text_obj.data.body        = "Digital"        # Set the text to be the current row's date

    #'Emission material'
    glow_material = D.materials["font"]
    #mat = makeMaterial("font", (1,1,1), 1.8)
    text_obj.active_material = glow_material

My goal is to set text values automated by just setting the name of the text.
Then animating the text e.g. moving into camera view. Therefore  I am also looking for location, rotation and how to change the extrude value of a text_object. Anyone can help me and give me a short example on this? The shown code seems to be using the right function, but the result is not (Material not assigned and none of the attributes are set like "Digital" as body. Anyone can run the code and help me understand how Blender Python scripting actually works?

I am quite new to bpy library ;)

:) Thanks!


texts: Eevee. Grass in the distance looks white-grey

texts: I use a handpainted-grass for a Scene. In the Near, the colour is right, but in the distance the colour becomes white-grey.


texts: What physics make an object not pass through another, if it's the "Child Of"?

texts:
I am trying to add physics to the Lego Figure I have modeled.
The body of the figure, has holes on each side for the arm, just like real Lego Figures do.

I know I can attach the arm to the body, by using the "Child Of" Constraint.
If I do so, I can only rotate the arm in one direction, or else it would pass through the mesh/body.

How can I add physics, so that I can rotate the arm also to the side, or even let it pop out, without one object passing through the other one.

Does anyone know how to do so?
Maybe what physics I should add to make it work that way?

And different question, how can I let my figure pick something up, can that also be controlled by physics?


texts:
How do you copy and paste keyframes from one Rig to another?

I opened a walk cycle on a loop that I made.  I tried to copy and paste the walk cycle to sevral characters that I have, but I'm stuck at how to do it.  Any advise or suggestions?  Thanks in advance!

Rick


texts: I am not quite sure what non-manifold geometry is. I thought non-manifold geometry was just floating vertices and hole in a mesh. From my experience this is not always the case however. What is non-manifold geometry and what are the types of it and how do I avoid it? Is there a case where it is acceptable?


texts: Trackpad with Surface Book cannot navigate 3D View

texts: I can use blender fine with a mouse, however when using just the built in trackpad of my laptop, I cannot navigate the 3d View at all. No panning, no zooming, no rotating. Is this normal?


texts:
I have a mesh, which in edit mode looks as follows

But when I go to object mode, it becomes this

Could someone help me with this? Here's the .blend file


texts: How do I convert a MTL file to a OBJ file?

texts: I was trying to make a snowman from scratch and when I tried to import the file into blender it showed the xyz axis thing but no object, so I checked the format and it was a .MTL file. I've been trying to find a .MTL to .OBJ converter to fix this problem because .OBJ files have worked in the past. I've found none and was wondering if there was a solution at all.


texts: Strange Parent motion.missing dope sheet

texts:
Teddy Bear 5Walk3.blend

Teddy Bear 5Walk3.blend1

I'm trying to get this teddy bear to look around, get up and walk away. I see two problems: the EYE & NOSE rotate around the face as it's moving and I can't find any keyframes in the dope sheet. Any Ideas? Thanks.


texts: How do I make a round cornered rectangular box with a domed top - for 3D printing

texts: The item I am finding impossible to model is a rectangular box with rounded vertical corners, and a top which is convex in the short direction, flat in the long direction, and which transitions in a smooth round curve to meet the vertical sides. I would really appreciate some assistance.


texts: UV unwrapping a cube that is convert to shere

texts: I have a question, after converting a cube to a sphere via subsurface modifier and then apply the "to sphere tool", what would be the best way to unwrap it to apply like a moon or earth texture on to it?


texts: How to render from Eevee in Blender 2.8?

texts:
I have the Blender 2.8 version from the 21st Sep 2018
I was looking forward to render a test sequence but cannot find a render button anywhere?
Does anyone know where to find it?


texts:
Ok. I'm a bit stuck on this. I accept defeat and am asking for advice. Here is a portion of the larger addon. The purpose of this snippet is to show the area user is working on. Basically, user inputs index of an objects face, which gets highlighted using bgl. While I managed to highlight a face, I can't seem to get the panel to work, it gets locked during the modal operation. Here is the script:

import bpy
import bgl
import bmesh
from bpy.props import *
from bpy_extras.view3d_utils import location_3d_to_region_2d as loc3d2d

def initialise():
    scene = bpy.context.scene
    ob = bpy.context.active_object
    bm = bmesh.from_edit_mesh(ob.data)
    mw = ob.matrix_world
    face_count = len([face for face in bm.faces])-1
    bpy.types.WindowManager.face_index = bpy.props.IntProperty(name="Ind", default=0, max=face_count)
    face = bpy.types.WindowManager.face_index
    return(scene, ob, bm, mw, face)

def draw_overlay(bm, context):
    wm = context.window_manager
    idx = wm.face_index
    ob = context.active_object
    mw = ob.matrix_world
    region = context.region
    rv3d = context.space_data.region_3d
    verts = [v.co for v in bm.faces[idx].verts]

    bgl.glEnable(bgl.GL_BLEND)
    bgl.glBegin(bgl.GL_QUADS)
    bgl.glColor4f(0.2, 0.9, 0.2, 0.2)

    for coord in verts:
        vector3d = mw * coord
        vector2d = loc3d2d(region, rv3d, vector3d) # returns a 2-tuple
        bgl.glVertex2f(*vector2d) # needs a 2d vector to draw to 2d screen
    bgl.glEnd()

    bgl.glDisable(bgl.GL_BLEND)
    bgl.glDisable(bgl.GL_QUADS)
    return

class visualizeFace(bpy.types.Operator):
    """Visualize selected face. Face select by index."""
    bl_idname = "view3d.visualise_face"
    bl_label = "Show Face"

    index = IntProperty(name="IDX", default=0)

    def modal(self, context, event):
        context.area.tag_redraw()
        if event.type in {'MIDDLEMOUSE', 'WHEELUPMOUSE', 'WHEELDOWNMOUSE'}:
            # allow navigation
            return {'PASS_THROUGH'}
        if event.type == 'LEFTMOUSE':
            return {'FINISHED'}
        if event.type == 'MOUSEMOVE':
            return {'RUNNING_MODAL'}
        elif event.type in ('RIGHTMOUSE', 'ESC'):
            bpy.types.SpaceView3D.draw_handler_remove(self._handle, 'WINDOW')
            return {'CANCELLED'}

        return {'RUNNING_MODAL'}

    def invoke(self, context, event):
        scene, ob, bm, mw, face = initialise()

        if context.area.type == 'VIEW_3D':
            context.window_manager.modal_handler_add(self)
            args = (bm, context)
            self._handle = bpy.types.SpaceView3D.draw_handler_add(draw_overlay, args, 'WINDOW', 'POST_PIXEL')
            return {'RUNNING_MODAL'}
        else:
            self.report({'WARNING'},
            "View3D not found, cannot run operator")

            return {'CANCELLED'}

class IndexFace(bpy.types.Panel):
    bl_space_type = 'VIEW_3D'
    bl_region_type = 'TOOL_PROPS'
    bl_label = "Visualize Face"

    def draw(self, context):
        wm = context.window_manager
        layout = self.layout
        row = layout.row()
        row.prop(wm, "face_index")
        row.operator(visualizeFace.bl_idname, text="RUN")

def register():
    bpy.types.WindowManager.face_index = bpy.props.IntProperty(name="Ind", default=0)
    bpy.utils.register_class(visualizeFace)
    bpy.utils.register_class(IndexFace)

def unregister():
    bpy.utils.unregister_class(visualizeFace)
    bpy.utils.unregister_class(IndexFace)
    del bpy.types.WindowManager.face_index

if __name__ == "__main__":
    register()


texts: What is the sense of utilising Local Camera

texts: I have some misunderstanding about usage Local camera. Referring to the Blender manual it overrides Global (or said differently Scene) camera for the View (I suspect View means View Layer). Okey this option do override Active camera from a Scene camera to any other camera I want to set but I can't set up different Local cameras for different View Layers. If I am changing Local camera for either one View layer this camera at once will be set for all other View Layers, accordingly wait is scene of Local Camera if I can set different cameras for different View layers?


texts: Problem with the installation of AMD ProRender in Blender 2.8

texts:
Good day, I'm new in this community but I'm using Blender since two years.
I have tried to install the AMD ProRender in Blender 2.8 because on Mac it is the only way to use an AMD card.
When I active the add-on in the add-on list Blender give this error.

Traceback (most recent call)
File "/private/var/folder/2w/_npvfg1n7f55sw55vdlh2t4c0000gn/T/AppTranslocation/D64D4A5A-5BD4-42E2_a4D4_CA17F82F1D45/d/Blender 2.8.app/Resources/2.80/scriptes/modules/addon_utiles.py", line 384, in enable mod.register()
FIle "/Users/Usernname/Library/Application Support/Blender/2.80/scripts/addons/rprblender/_init_.py", line 111, inn register
bpy.utils.register_class(RPREngine)
ValueError: expected RenderEngine, RPREngine class "view_update" function to have 3 args, found 2

Can someone help me please?

I searched only but nothing helped me


texts: shadow catcher + diffuse indirect to have color in the shadows

texts:
How can I make a red sphere on a shadow catcher plane being visible?
I mean: the final image is a red sphere laid on a background image with a shadow, BUT in this shadow I wish to get a bit of red.(from the diffuse indirect)
Hope someone can understand what I looking for. I found some tuto on this but without the shadow catcher…

thanks for any help.
G.