texts: Normal maps in node editor cause a blue/black tinge

texts:
So, I'm guessing this ties into the Vertex paint? I created a mix shader node with two principled shaders, skinlike ya know? One being more red/pink than the other. ANYWAYS. I created a Col attribute with both shaders and painted where I wanted the more red areas to be (In this case it would be the lips and spots on the face). I continued to plug this attribute into the mix shader Fac input.

After doing this, no matter what, both displacement and normal maps are absolutely a pain in the ass because they leave this odd discoloration. If anyone can figure how I can get around this, I would be so happy


texts:
I'm working on some animation shots and suddenly everything was gone. Except one object.

I have tried to open the scene on other computers, reboot, unhide all,...

Any ideas?


texts: HDRI light the mesh in viewport render (shift + z) but not in final render

texts:
I use the add on easy HDRI, it work when I use the viewport render with shift Z, they add light to my mesh but when I make the final render they don't have any effect on the mesh.
My scene only contain a camera, a shpere and a light on the right of that shpere.

The environnement passe is checked:

as you can see on the render layer node, i try to see only the influence of the HDRI on the mesh
but It seems There is no light coming from the environnement.

Here I join the blender file, I would appreciate if someone can help


texts: Running a script via module vs script mode in the BGE

texts:
When a script is run via Script mode through the Python Controller there is no need to have import bge in the script.
Why does running a script via Module mode require importing bge?

Documentation on the blender wiki of the differences between script and module modes.


texts: How would I force a maximum angle between planes?

texts:
I'm creating a mesh made up of multiple intersecting curves for use in a Unity game. Due to the way the physics engine works with small rolling spheres, all transitions between faces need to be less than 5 degrees.

I have a decent workflow for straights (extrude, rotate five degrees or less, extrude, rotate, etc. then extrude everything sideways) and circles (same process, but rotate around the center at the end), but I'm having trouble figuring out a good way to accomplish this for multiple intersecting curves.

Is there a way to limit all angles in a mesh to five degrees or less? Maybe something involving converting bezier curves to a mesh or sculpting?

Here's a photo showing roughly what I'm trying to accomplish - a "crater" with a descending divot leading from the center to the outside.

Thanks.


texts:
I have a mesh (just 1 face) that was created in another program that tries to optimise the mesh when exporting.  I would like to subdivide it 1 x 1 square grid like pattern (which is basically how the program created it in the first place).

I tried subdivide, but that just adds more vertices to the edges.

Is there an easy / quick method instead of me cutting it up manually with the knife tool, as I will likely have more meshes like this to clean up and work with?

File added (different mesh):


texts: Is there colour picker in texture paint mode? similar to photoshop or gimp


texts: How can I make this airfoil/wing with the help of a Bezier curve without having to turn it into a mesh in Blender 2.79b?

texts:
Is there a way I can turn this airfoil here, into a wing?

I made the wing by converting the curve into a mesh, and then extruding it, but of course I lost the very useful handes of the curve.

How can I make the same wing, without having to convert the curve into a mesh?
I need to extrude the curve but, when I do it using the right hand side panel, it just extrudes it into uniformally, without giving me more handles alongside it to be able to change its shape along the way.

I know I can always turn it into a mesh, the way I did it for the wing in the image but keeping it a "curve" with its handles would be desirable in the long-run.


texts: I have modeled a simple folded carton box. When i UV unwrap the mesh i get a rotated UV. Why? Maybe i miss something?


texts: How to create a rotation in local space that is equivalent to the rotation in world space?

texts:
Say I have a quaternion rotation in the world space, and I need an object to rotate according to that rotation, however, that object has its own axis. What sort of operations would I need to perform to get the rotation in that objects space?
Asking because rotations when performing manual rotations with a path curve, and a bone, the bone rotations shows a different quaternion to the path, however I know the path is correct, so I assume it has to do with the bones axis or roll or local space.
Edit.
An image.

Edit 2.
Tried bone constraint.

Edit 3.
Desired result with bone constraint.

I basically need to get this result in script.
I've tried decomposing the matrix of the bone and multiplying an additional rotation matrix, however that didn't work. I'm not sure if I'm on the right track, but here's what I did:
rot_mat = Quaternion([0.8223, -0.0175, 0.4313, -0.3707]).to_matrix().to_4x4()
orig_loc, orig_rot, orig_scale = shoulder_bone.matrix.decompose()
orig_loc_mat = Matrix.Translation(orig_loc)
orig_rot_mat = orig_rot.to_matrix().to_4x4()
orig_scale_mat = Matrix.Scale(orig_scale[0],4,(1,0,0)) * Matrix.Scale(orig_scale[1],4,(0,1,0)) * Matrix.Scale(orig_scale[2],4,(0,0,1))
#Is this what it means to apply rotation before original?
shoulder_bone.matrix_world = orig_loc_mat * rot_mat * orig_rot_mat * orig_scale_mat


texts: Weight painted scalf not moving as expected

texts:
Good morning!
I'm having some issues with a character im creating (sorry for the bad topology and so, it's the first one). It has kind of a scalf around his torso.
After weight painting it, it clips into his torso when moving a spine bone.

I've weight painted this way (the whole scalf painted in weight 1 with the spine bone)and also separated for every bone, but it does the same. I tried to merge it with the rest of the mesh (it's the same object but not merged) but at least til I saw, it didn't work.

I wanted to know if you guys had any advice for a newbie like me. Thanks in advance, I will provide de Blender file.
https://drive.google.com/file/d/1uJz2W66lmq4ujqmwnWG2JYTkJjKRzcyQ/view?usp=sharing


texts: Adding materials to more than one object

texts: Is it possible to add a texture or material to more than one object at a time?


texts: texel density in Blender to Substance Painter

texts:
I want to increase the Texel Density for an object -in order to make painting sharper and high resolution- before exporting it to Substance Painter.

But when I unwrapped the object and created new image -in the UV/Image editor- with a resolution of 4K or even 8K I didn't see any gain in resolution in Substance Painter ,

while if I increased the UV map size -by pressing S in the image editor- I get a gain in resolution in Substance Painter, But the problem with this method is that the you can't paint the parts of the UV map outside the 0-1 range in Substance Painter .

Result in Substance Painter

Result in Substance Painter with scaled UV map


texts: I've been experimenting with tracking some footage. I've been advancing the video one frame at a time and setting each frame individually to get a really solid track. However it seems that after a while, previous frames that had my marker dead center in the tracker have begun to slide around. Any ideas what I'm doing wrong?


texts: I try modeling today but the views don't work how I can resolve that?


texts: I have created a hairstyle with the hair particle system. I can't render the exact style in final render, but I can render that in openGL.


texts:
When I join the the meshes, is there a way to create a new seam along where they join, to then remove the internal geometry and get an accurate volume estimation for the new mesh?
It's the diamond shape and the smaller cylinder. I can see a trace of where the two intersect but there doesn't seem to be an actual join as when I remove the lower vertices of the cylinder in the diamond after joining it removes the edges all the way up to the higher vertices.

Hope this is clear!


texts:
For some reason, my ground is not showing up. It appears in the 3d view mode, but disappears when I render it. My ground is set to render, but it won't show up.

Here is the file


texts: Black artifacts on white posts but no doubles to remove

texts:
As you watch the video, the first visible white post is
pure white. But the others that are seen next have black speckles. I have tried to remove all doubles but there weren't any to remove.

https://vimeo.com/345115243

So much is riding on me getting this video finished. Any help would be appreciated.

Thanks so much for your time!


texts: I don't know how to return to Pose Mode. I went to Edit mode and know the Pose Mode don't appear. I've made Ctrl + Tab but it doesn't work.


texts:
When I hit e without holding ctrl it extrudes by units. When I hit e holding ctrl it extrudes normally. How to swap that?

Sorry for my english and thank you for your help.


texts:
I've purchased an Addon called 'Bmesh Clean' which basically systematically cleans up any selected mesh.

I'm trying to write my own script that will automate a process, which will include using the Bmesh Clean function, however I have no idea how to actually call it from my script, and I keep getting 'Python script fail'.

My script is very simple currently, it just imports an FBX, selects all, and then tries to call the Bmesh Clean;

#import bpy

bpy.ops.import_scene.fbx(filepath="C:\\Users\\Work\\Desktop\\my_file.fbx")
bpy.ops.object.select_all(action='SELECT')

In the Bmesh Clean, there is a 'def bmesh_clean():'

However, I cannot figure out how to call this. Using
import bmesh_clean fails, I even tried the script name as import which fails too.
I assume that once I've imported it correctly, I only need to call 'bmesh_clean()' on my script.

Any advice? Thanks


texts: Exclude sides when using the DataTransfer modifier

texts:
How can the side faces be excluded when using the datatransfer modifier?

This is an addinitonal question following my previous question:
enter link description here


texts: Fragments / light splotches in gpu render but not cpu render

texts:
So I’m trying to render this glass full of liquid, it renders fine on CPU render but on GPU render I get wired fragments/splotches in the shadows. I already tried reloading the kernels and all that but, nothing has worked

Cpu Amd ryzen 7 2700x
Gpu rx 5700
blender: 2.82a / 2.81 (tried both)

GPU render did work on a different computer which was some old 700 GPU


texts: Animation Nodes - Multiple Particle Hair systems distribution, and mimic child particles

texts:
I followed a tutorial on how to distribute object with particle hair system:
https://www.youtube.com/watch?v=GahQXc8QQuc

I also add a few nodes from another tutorial to get the whole collection distributed.
Everything so far good. But know I'm stuck. I don't know, because I anyway don't know AN Nodes, on how to do a few other things, and hope someone can help Me.

How to distribute objects for a given particle system? So I can have few and add new ones. So basically the as with normal multiple particle systems.
How to distribute object on child particles (I already know, that this isn't implemented yet), or how to mimic it.

For now that's all. Attaching blend with the scene, and grass objects etc.

File: https://drive.google.com/open?id=1ask8lAGClZG0miUaC9aVIGIRaOOJQnQO

Animation result of grass on another test file:
https://drive.google.com/open?id=1wIarldHeq8w6AiKnmlH-1B3k85MJzQ5R

Node setup for actual result:


texts:
Is it possible for Blender to interface with other software and hardware?

I would like to create a robot and have it display feedback on motor positions, etc, in Blender.


texts: How to delete scene-datablock without opening it?

texts:
I appended a relatively big scene (~400mb) to a .blend file. Unfortunately, I cannot open the scene. If I try to do, blender freezes.
So I need to delete that scene again without opening it. Is there any possibility using the internal (or external?) file browser? Or a work-around?

Thanks and greetings,
OldPowel


texts:
I'm having this problem where objects look transparent but I don't know why. in the shader editor, they look like this.

And when I render it looks like an alpha mask? I don't know.

I don't know what to do, I've already reinstalled Blender.


texts: How to spawn and kill objects during animation to save memory?

texts:
I've been struggling with this project of mine for few a days now:
I have this scene with a car being modified and tuned as it drives down a tunnel. I have a small segment of a tunnel that needs to be few km long. Using array is not an option: the scene becomes too heavy for my PC (GTX1050 with 2 GB VRAM).
Is there a way spawn and kill moving segments of the tunnel so it's not heavy — that way it might be bearable for my machine.
Also, I might need to add some sort of effect to my camera that only lets it see about 20 meters in front of it before everything disappears into dark.
You can download the file here from OneDrive.


texts: How can I move an object on a plane of two axis like XY?

texts: Is it possible to move an object in the 3D View on a plane of two axis like XY, XZ, YZ?


texts: The brush in sculpt mode isn't sensitive enough

texts: I'm new to Blender and learning how to sculpt, and when I try to use my mouse to sculpt it takes multiple passes with the mouse to making any visible indent when the tutorial I'm following can do it in one clean motion. I'm using the default SculptDraw, and the only settings I've changed are setting radius to 25px and strength to 1.000.


texts: Unable to select more than one armature single bone in edit mode

texts:
I have created two armature single bone and I need to parent one of them to another. For doing this I am trying to select both of them in edit mode but in vein. I am able to select them in object mode but not in edit mode. The reason I am selecting this in edit mode is because both of the single bones has many extruded single bone meshes and I need to select only the master one from which all the other are extruded.

Thanks,

Varun


texts:
I have a bunch of vertices in row like the top of this image:

Is there a quick way to select them all and end up with something like the bottom edge/line?

Maybe even a bpy way of doing it?


texts: Volume emitter that is more intense towards the outside of the object

texts:
How do I create a volume emitter shader that is more intense towards the outside of the object? I would basically like to create tubes that look like the blue (not purple) tubes in this image:

(source: colorado.edu)
(Figure is by Steve Burrows and the Kapteyn–Murnane Group, JILA. From this article.)

But, I cannot figure out how to get the "depth" coordinate of the image in order to feed this to the intensity of the emitter.

Any ideas on how to do this in cycles?


texts: Why doesn't my parented smoke domain move with the parent object?

texts: I have parented a fireplace, the firewood (the smoke flow) and the smoke domain. Unfortunately, the smoke domain doesn't move along when I move my parent object. I can't move it separately either. It looks a bit weird to have a fire floating in the air. Does anybody have a solution?


texts: How to you scale, move or rotate outside blender window

texts: Trying to figure out how you can continue to move, scale or rotate once your cursor hits the edge of the program window.enter link description here


texts: I tried to collapes the screen by pulling the thing onto the new screen. However, it isn't doing anything? I don't know why not. I also can't open the properties tab. When I push "n" it doesn't open the right tab. (I want to open the particles tab)


texts: How to deform armature and keep its volume?

texts:
Is there a way to deform the mesh below, along the red guides? I want to preserve the full volume and shape of the original. At the moment it always is tapered, even if "Preserve Volume" is turned on.
Thanks!


texts: Latest nightly blender running in linux VM: "Unable to open display"

texts:
I've been rendering on a Linux VM for a while, using my own Blender build, built headless. Now I want to use a GPU VM, and I'm having trouble building my own CUDA build, so I tried the nightly (which isn't headless of course). When I start it up on my VM, I get an error "Unable to open a display" even though I'm running with --background.
root@fa2823c96639:/app# blender --debug --background -f 1 simple-test-scene.blend
Switching to fully guarded memory allocator.
Blender 2.91.0 Alpha
Build: 2020-08-23 23:11:51 Linux Release
argv[0] = blender
argv[1] = --debug
argv[2] = --background
argv[3] = -f
argv[4] = 1
argv[5] = simple-test-scene.blend
Blender 2.91.0 Alpha (hash e4932d1167f4 built 2020-08-23 23:11:51)
read file
  Version 280 sub 39 date unknown hash unknown
found bundled python: /app/blender/blender-2.91.0-e4932d1167f4-linux64/2.91/python
Blender startup at 2020-08-24 14:08:56.580353: 4 cores
Unable to open a display
Aborted (core dumped)

The blendfile I'm using is set up for Cycles with GPU Compute.
What am I doing wrong? Alternatively, is there a nightly headless blender build generated somewhere?


texts: How do I get crisp edges on Image Editor? (Get rid of fall off of stroke)

texts:
How can I get rid of the fall off and have sharp endings to my strokes when being in the Image Editor? I don't like how the brush kind of fades off the color at the edges, I want it to be crisp and one constant shade of the color I am using. Here is what I mean. Do you see towards the bottom the edges have those shades of black? I want that to be a straight black edge of one shade, similar to towards the top.
The way I was able to get it to be a straight black edge is by coloring over the edges with the same color as the background, that's really annoying so I was wondering if you guys have any idea of accomplishing the same with the strokes. I remember having done this at some point before but I can't seem to be able to get that same effect anymore. In conclusion, I want a stroke that doesn't fade out at the edges and has one constant shade of the color throughout it, sort of like pixel painting with the same color rather than having a strength/brush-like feel to the strokes. And I am using a constant fall off, so it doesn't make sense how this is happening still. Is it the spacing? I can't seem to make that less than 1%.
Thanks,
Best regards,
Idealist Developer


texts:
I am just wondering if there is any information on what will be available for later versions of blender, as 2.81 no longer has rock generator as standard which is very annoying.

Because many things are not updated for add-ons, how do I know what blender will include and not include?  In 2.81 the Eevee renderer works fine for me but not in 2.8, but 2.8 has more add-ons.

So is 2.82, 2.83, 2.84 going to become even more less useful unless I pay for everything? If even someone has the add-ons for the newer release that is?


texts:
I just finished modeling this small pillar which I would like to have the curved parts smooth in the final render.

This is the model in Xray.

I have tried the following modifiers to smooth it out.
Bevel
Subdivision or Multiresolution
Smooth.

but obtained this result.

The Best I could obtain is the following with an object / shade smooth.

The result is good but I would like to know why am I not managing it out with the subdivision and Bavel modifiers when many of the tutorials I see use them?

I have uploaded the file for anyone who wants to try it out.

Thanks in advance for and advise and help.


texts: How to change 'pose' of mesh without rigging?

texts:
I have a clothing that i want to fit onto my rigged character base mesh. Here is the sleeve, that i need to match the arm:

I've tried rotating it in Edit mode with Proportional Edit - kinda worked, but now it's stretched in some places, because it's not like rotating a bone. I guess the best solution will be to "pose" this sleeve to fit the arm, but is it possible without rigging whole clothing? The only thing i can think of is to create a single 'temporary' bone, rig the sleeve to it and then rotate & delete the bone... But maybe there is a better way to do it?


texts:
I have tried to map this simple object, but the uv mapping does not correspond to what i see in the textured object. It cuts the image a bit on top and a bit on the bottom of the faces. It does not fill the faces with the texture, even though i have mapped them correctly. Does anyone know what could be happening?
Thanks in advance.


texts: Wondering if there is a hotkey/group mechanism to quickly select a subset of bones from an armature

texts:
I've been learning rigging and animating etc and often find myself repeatedly selecting the same collection of bones, eg the 4 feet control bones and spine root bone for keyframing a walking animation. At the moment I am manually selecting the bones every keyframe,I was wondering if there was a quick way selecting them all with one/two clicks.
I have tried to use Bone Groups as described in the manual but right click -> selecting them in the outliner does not select anything. I added them by selecting bones in pose mode CTRL+G for bone group menu -> Assign to New Group, and a bone group dutifully appeared in the outliner.
Let me know if a .blend or screenshots would help illustrate the problem, and thanks for any assistance! (Perhaps it is of note I am running 2.8 under Ubuntu 22.04)


texts: Is it possible to get Vray like renders using Cycles?

texts:
I deal with architectural visualization. I have used Vray before and I have gotten excellent results. I am struggling to get the same or about the same results with cycles. So my question is...is it possible to get the same or about the same results with cycles as it is with vray?

Thank you


texts:
My first time here and am learning 2.9.  Can someone please assist with the issue of Blender file sizes and Blenderkit.  As soon as I open Blenderkit and add something as simple as a plain and choose a colour by dragging and dropping from the Blenderkit selection panel my file size goes from 1.5mb to 100mb.
I also see that all the Blenderkit preview jpg's etc end up in my Blender file as seen in the Outliner - Blender File list.
Am I missing a check box somewhere to say "Dont dump that in my file"?
Or am I using Blenderkit worng?
Thanks
Dean


texts: How should I remove the shade from that part of object?I've connected 2 edges, and that's how I got that part, but the shade annoys me, and I want it to delete. How can I do that?


texts: How do I bring back the orbit gizmo in the top right of the viewport?

texts: I've been looking this up for a while now, I'm new to blender. I've been working on a project for a while now in 2.8 and I'm pretty sure I hit some shortcut but in that specific save file in the layout workspace the orbit gizmo you use to easily swap orthographic perspectives disappeared, it seems like some random shortcut that I pressed when trying to recall a different one. ctrl-space is not working and load factory setting loses all my work the modeling workspace is unaffected so I could probably change that around to get a similar workspace without the problem but it would be better to know what's causing the problem so I don't do it again.


texts:
I have been using blender 2.79 and recently downloaded 2.8.
I was modelling a scene in blender 2.79 and when opening it up in 2.8 most of my objects are greyed out.
Everything is enabled in the viewport, nothing is hidden.
One object is still visible but the rest are not.

I have tried using the filters, changing the visibility in the collections to restore visibility.

The weird thing is, blender is saying that they aren't hidden but can't be seen in the renderer or in the viewport.

Can anyone help?

Thank you.


texts: How can I solve this .obj to .icn conversion problem?

texts:
I'm trying to create .icn models for homebrew PS2 save icons. Is there a way to export .icn files directly? or How do I approach this problem?

I prepare the simplest model I could in blender v2.92
Then I create a UV map and use a 128x128 px .tga file as a texture
image
Then I export finished model as .obj
Blender puts out a .obj and a .mtl file but there's no extra
texture file(I also don't have the copy texture file checkbox which
was shown in some of the videos online.)
When I open the .obj file(that I exported) in Win 10 3D viewer, it
shows the model fine with the texture and everything.
But then I convert the .obj model to a .icn model using some
homebrew tool and when I try to create the actual icon.sys file with the model; it shows the wireframe and/or a badly(full of holes) textured model.

Although this homebrew tool works with some other .obj files, It doesn't seem to work with what blender puts out.
So is there a way to export .icn files directly with blender? or how do I approach this problem?


texts:
So I'm in a scenario where I made a mask, but I need another version of the same mask only inverted. Basic question: How do I duplicate the existing mask so I have different mask profiles of the same thing (from there I can set one as inverted easy enough)?

Its easy enough to make a 2nd mask, and then copy and pasting the old mask into it and inverting then saving. But that's assuming its a static mask with no keyframes/movement. Say I have a ton of keyframes, then I'd have to go back and forth and copy and paste the different movements and insert keyframes etc....really really time consuming, its redoing the entire original mask almost. I tried using dope sheet (mask) but when I copy and paste the original and its keyframes it always says you cant do that for masks or something.

Assuming there is no feature of this kind available: Is there a way to take the strip the mask is applied to and invert the mask just for the one strip it resides on? Like I need an inverted version to apply to a single strip, but I need the not inverted version applied to many other strips.


texts: cloth simulation lag, and lag in general

texts:
Hello :) hope you're good !

I have some lag in blender and I want to ask you if is it the fault of my computer or can i change it.
So i start a cloth simulation of a subdivided plane with 12300 vertices. And when i play the simulation it goes at like 0.5 FPS. the quality steps for the cloth is set to 5. Self collision enable.

And in general in find my blender slow at some point.

So my config is : Ryzen 7 3700x 3.6/4.4Ghz + RTX 2070 8Go VRam + 32Go Ram + SSD

Please tell me what is wrong with this.

Thank's for all :)


texts: Material Overrides for view layers (per object)

texts:
I've been a casual Blender user for some time now. Really enjoying the progress in 2.8, and use this now over maya for most modeling needs, and would love to ditch autodesk altogether, but there are some serious limitations.
First on the list to make this a viable replacement for a team such as ours are some questions related to the view layers.

Maya refers to these as render layers, and a core feature of a render layer is the ability to override ANY node, object, material, or light properties on a per render layer basis.

One common usage of this workflow would be to override the material to alter output (ie change it entirely, not just an aov, not a shadow catcher, and not overriding all materials on all objects at once).
I've seen nothing covering this kind of workflow in Blender.
This goes well beyond the holdout / indirect toggles allowed in the outliner, And the only way I can see to do this (since materials are linked to mesh or object data only) is to link to object, then duplicate the object (even if the mesh is instanced), and this is still far from ideal.

Thanks for any guidance.


texts: How to randomly offset rows in a Brick Texture?

texts:
I have a mapping node for a texture, and I want to change the X value's location based on B&W data. However, with mapping nodes, there is no input for X value location. Is there any way I could use a driver to do this, or do any of you have a different idea?
Picture explained:
I want to use the white noise texture I created (shown in viewport), to randomly offset a brick texture by shifting it on the X axis. However, there isn't a place to plug it in to the X location value of the mapping node. My question is how would I offset it? Is there a way to use drivers and retrieve the data and plug it in there? Or is there another way to do it?


texts:
I downloaded a texture and put it on my anvil. As expected, the texture stretched out acrost the whole anvil and looked ugly. Is there a way to repeat the texture on every vertex face or repeat a few times over the whole anvil?
Thanks :D


texts: Why are the highlights and specular gloss disappearing in this toon shader setup?

texts:
I've been rebuilding Irie's famous Toon Shader (a la this blendswap) because I have exactly zero skill is OSL and I don't know about you, but I can't even run the silly scripts.

The good news is, I recreated the 'toon' material - the bad news is, I've tried to recreate the 'edge' material, with not as much luck. I'll explain.

Using the basis of the shader's hackyness (what with the flipped normals of a solidify modifier, according to this stackoverflow reponse) I can get those crisp black lines. Problem is, for some reason, the transparency of the Transparent BDSF isn't... transparent. A picture is worth 1000 words, so here's what I mean.

The modifier set up. Let's pretend the 'flip normals' is selected, I was messing with things when I took a screenshot of this.

The node set up for the edge material, based on the suggestion on blendswap

And the output of said set up.

Those edges sure are beautiful aren't they? What could possibly be the problem, you ask. Well, the transparent BSDF (or maybe the backface cull, I'm not even sure) is eating my highlights and specular gloss shines. Without the solidifier, my 'toon' material looks like this:

If you look at Irie's original project, the glosses and highlights definitely are not supposed to be eaten up by the solidify modifier - just lay on top, all pretty like.

So to sum up - why the heck is my node setup eating all of my lighting? And how can I fix it?


texts: Emission Object is in front of every other object

texts:
Hello. I have 2 objects here, the dark cube is a diffuse black color, the white cube is an emission. I have these objects in different layers and have set the render layers up, so I can blur the white cube only.

I try to add these 2 render layers together and the cube is always in front of the black cube. I tried using the less than math node, but using it prevents me from blurring the emission cube.

I would love to know what I am doing wrong here. Any help would be greatly appreciated.


texts:
I'm still working on my Lego project and I want to add Eyes and Mouth to the character. But somehow only the Eyes are being rendered.
I've already watched a lot of tutorials where they showed me a few different ways to get to this.

I hope you can help me with this Problem because I can't move forward wihtout it.

Thanks a lot.
Greetings

W.Zayde


texts:
When I try to import a certain obj file, I get this error "Traceback (most recent call last):
  File "C:\Users\Zelor\OneDrive\Documents\blender-2.79-rc2-windows64\2.79\scripts\addons\io_scene_obj__init__.py", line 148, in execute
    return import_obj.load(context, **keywords)
  File "C:\Users\Zelor\OneDrive\Documents\blender-2.79-rc2-windows64\2.79\scripts\addons\io_scene_obj\import_obj.py", line 1258, in load
    unique_material_images, use_image_search, use_cycles, float_func)
  File "C:\Users\Zelor\OneDrive\Documents\blender-2.79-rc2-windows64\2.79\scripts\addons\io_scene_obj\import_obj.py", line 293, in create_materials
    mtl = open(mtlpath, 'rb')
PermissionError: [Errno 13] Permission denied: 'C:\Users\Zelor\Desktop\Halo 5 Textures Tga Format\Armors\Nightfall\Nightfall'

location: :-1"

And I cant seem to fix it. Its becoming quite frustrating. It happens in every version of blender that I have installed.
Even In administrator mode it still has this error.


texts:
Zbrush has a feature where multiple objects are merged together into one smooth collective shape with decent topology, called adaptive skin.

I tried Googling a way to do this in Blender, but no luck. Asking here in case I missed a key word or such.

A modifier would be best if possible, since it would be useful for simulating a morphing blob.


texts:
So, in Blender 2.8 avialable Gizmo Widgets(bpy.types.Gizmo, bpy.types.GizmoGroup).
i am tring to find out how to use different type of widgets(gizmos) but cant find any information about them.

Here is standart example:

# Example of a group that edits a single property
# using the predefined gizmo arrow.
#
# Usage: Select a light in the 3D view and drag the arrow at it's rear
# to change it's energy value.
#
import bpy
from bpy.types import (
    GizmoGroup,
)

class MyLightWidgetGroup(GizmoGroup):
    bl_idname = "OBJECT_GGT_light_test"
    bl_label = "Test Light Widget"
    bl_space_type = 'VIEW_3D'
    bl_region_type = 'WINDOW'
    bl_options = {'3D', 'PERSISTENT'}

    @classmethod
    def poll(cls, context):
        ob = context.object
        return (ob and ob.type == 'LIGHT')

    def setup(self, context):
        # Arrow gizmo has one 'offset' property we can assign to the light energy.
        ob = context.object
        mpr = self.gizmos.new("GIZMO_GT_arrow_3d")
        mpr.target_set_prop("offset", ob.data, "energy")
        mpr.matrix_basis = ob.matrix_world.normalized()
        mpr.draw_style = 'BOX'

        mpr.color = 1.0, 0.5, 0.0
        mpr.alpha = 0.5

        mpr.color_highlight = 1.0, 0.5, 1.0
        mpr.alpha_highlight = 0.5

        self.energy_widget = mpr

    def refresh(self, context):
        ob = context.object
        mpr = self.energy_widget
        mpr.matrix_basis = ob.matrix_world.normalized()

bpy.utils.register_class(MyLightWidgetGroup)

I want to find out wich types i can set to:

mpr = self.gizmos.new("GIZMO_GT_arrow_3d")

and what properties(and types of them) this gizmo will have.
Any ideas?


texts: Good day. I get the error "Can't edit driven number value, see graph editor for the driver setup." I have a leg that I will bend. To make it look good, I decided to follow this video (https://youtu.be/CaHomz6gPWY?list=PLRNEtMVoxM681OU2OEl5FDH-6O8CLlP8X). But after I follow it step by step and install the driver, my value is reset to zero, the transformation is not applied, and this error also appears. If I uncheck "Does F-Curve contribute to result" in the drivers editor, then the transformation is applied, but the error keeps coming out and the shape keys do not work correctly. I created a new file from scratch, and used a regular cylinder, but the error appears anyway. Rotation of the model in Video happens to be set to X and in my model also rotation is set to X. What am I doing wrong?


texts:
When I try to render an image operating in from the info menu, it will not make a still render, it seems to render the same still image over and over like an animation not stopping, it renders it then instantly start´s to render again. and it will not render it in the tmp on c: that it usually does, for some odd reason in cycles it render´s a still picture but in blender´s own render not !
i have set it to render from frame 1 to 1 but does not help . what could be a reason for this behavior ?


texts: Can Blend4Web Web Player be implemented with no UI?

texts:
I would like to put our 3d models on our website, so people can spin, pan and zoom the products to see from all angles.

But I do not want any UI elements.  Only want to see the object.

Is it possible in Blend4Web's Web Player?

This one is very nice, is it made with Blend4Web Web Player?

http://www.meisterschmuck.ch/shop/en/engagement-rings/engagement-rings-whitegold-111.2162.114-10.html

Thanks


texts: Composite two scenes for only a short period?

texts:
I have a scene with a particle emitter
and a second scene with the actual particles.

I separated them so I could have more control over motion blur.

When I try to render the animation, it renders both scenes on every single frame, but the particles are only in the  scene for a couple frames in the end.

So my question is: can I tell the compositor to render and combine two scenes for only a few frames at the end instead of rendering and combining both scenes for the entire clip? I imagine it would save render time.


texts: Stretch normal/displacement to give entire mesh one color

texts:
Basically, I'm trying to create a material that, when any part of the object is in light, the entire object will light up. I assume this is the easiest approach:
I made a simple material that creates a dot on top of a sphere when light is cast upon it. Now, I'm trying to stretching the dot to the rest of the sphere.
I tried messing around with the displacement, but I haven't been able to stretch it completely. It only goes about a third of the way down (I didn't include this in the photo).
Anyone knoe how to do this? Maybe another method? I have very limited knowledge about normals. I'd appreciate any help. Thanks!


texts: Emission material not showing in render EEVEE

texts: I don't know what's wrong with it but I have gave it a emission but it doesn't show up in the render view.


texts: How to enable shortcuts for the Node Wrangler add-on on macbook?

texts:
Having some troubles with activating Node Wrangler on mac,
seems like short cuts for the add-on are not functional.
I am sure there are users of mac who has already solved this problem,


texts:
I want to make some sort of arm accessory/ cover, but I don't know how I should approach it. Here is a reference picture.

All of them are a cylinder sculpted with multiresolution modifier. Here is what I have:
In the first picture it looks quite close to what I intended but I can't make the holes in it. (because of the sculpting, so I made another one).

In the 2nd attempt I deleted some faces, but forgot about the holes.

Here I could make the holes before sculpting the cylinder, but I destroyed them while making it closer to the object I had in mind ....

This is the raw cylinder with holes in it..
I've tried using the shrinkwrap modifier but it didn't do the trick for me


texts: Fluid Simulation particles appear and disappear randomly

texts:
I'm using the Mantaflow fluid simulation in Blender 2.8 and randomly some particles appear or disappear. Is there a way to tell Mantaflow that the particle count should always remain the same?

I'm simply talking about the FLIP particles, but I've had the same issue with the other particles.


texts:
I was working on a scene with a cylinder shaped object. It was freely movable and rotatable using Transform pane, but suddenly I couldn't move it using the Transform pane. It is now just movable and rotatable using shortcuts like G and R. And when I use shortcuts, the values in the Transform pane change. Please refer the attached video and blender file.

video

I need your help!


texts:
I downloaded ready-made models from the Internet and some of them are 4 MB. But these dimensions are too big for me. I need to reduce their size. What I don't understand is how the hat can be 4mb. A human model is about 482 kb. I know that corners increase the size of the model. but the difference is too much. there must be something else.

summary: I want to reduce the size of an object

hat
https://ibb.co/6PyC54Q
human
https://ibb.co/PgXnvKw


texts:
I am generating layered patterns using procedural textures. that is easy enough in a single material using mix shader nodes.

what I would like to achieve though is to be able to render this, with each pattern as a separate pass, so that I can make manual adjustments to each individual layer in photoshop afterwards.

so my first thought was to simply split up the node setup into two different materials:

as you can see, this does not work. I would like to understand why, and what the correct approach would be.

the only alternative I was able to came up with, is to write a script that renders the object several times, but only with one material assigned. afterwards I'd have to combine the separate output files in a layered photoshop file.

I'm using the blender 2.8 beta, by the way.


texts: There Is No Media Output In A Specific Folder After Finishing My Render

texts:
As an absolute beginner I am just figuring things out. I was working on a project, which I rendered, but there is no output file in my output folder.

The Render Scene And Options:

My Project In Rendered View:


texts: Why is the Viewport rendering completely different from the Camera rendering (Cycle, Transparent material with refraction)

texts:
I have a simple scene with an "Image as plane" and a full transmission "hyperbolic lens" looking at it (scene built from the indications given at https://arachnoid.com/blender_graphics/index.html).
When I look at the viewport, I get a nice rendering (cycle progressive view mode).

When I ask for a camera rendering I get a strange sphere in the middle of the rendering, with a very strong magnification.

Any idea of what causes this discrepency? I would like to have a rendering w/o this artefact (if it's one).


texts: Multiple small glitches when beveling complex meshes

texts:
I have a repeated problem with beveling complex meshes using the respective modifier, even if all what I do is to combine off-the-shelf geometric primitives with off-the-shelf modifiers, without any individual vertex-level manipulations. The effect looks often like that:

I tried to change the bevel modifier's many options, but the effect is that either the bevel is gone completely or the glitches become even larger.

Here is a link to the model

To work around this problem, I finally replaced the second bevel with a lattice and it even gave some more control on the shape.


texts:
As I had much fun with this (thx Chebhou) but gaussian functions are a bit too complex for me, i want my volume scatter cylinder to have simply a smaller cylinder emitting light inside it, from the same object/material. The same size all along, or why not being able to control the fading at one or both sides (why not asking :) )

It has to be done with math nodes, vectors and things like that (what I want to learn)

Something like this but in a single object

looks like a light saber :)


texts:
I am working on mesh for a window opening, but when I unwrap the mesh it is terribly deformed. I started rebuilding it and unwrapping each piece to see how they look before joining them all together. So here is my problem:

(It wouldn't let me post the pictures individually so I combined them into one image.)

Why is it deformed when I unwrap it? What have I done wrong?


texts: Multiple movie textures in scene (Cycles)

texts:
I have got a scene which consists of multiple objects with different movie textures.

It seems that only the movie texture of the last selected object (not objects) will update in the viewport and render.

How can I get it so that all movie textures update in both the viewport and more importantly; the render, please?

PS: My image-texture settings are: Frames: 96, Start Frame: 1, Offset: 1, Cyclic (yes) Auto Refresh (yes).

I am rendering with Cycles.


texts: Why does Blender create a new copy of a material when I duplicate an object?

texts:
For example, I add a circle shape, and give it a material named Material. When I duplicate it, it has a new material named Material.001.
That isn't helpful at all, and is something I've proven to be a cinch in cluttering my hard-earned material stash for, say, logo remakes.


texts: I can't get shadows to get into a CG project

texts:
I  am having trouble with getting the shadows to show up on the plane and be in the final image, or I have the shadows and I can't have anything in the background. I have tried moving the plane around the collections. I have deleted the background collection to see if that will work. I have tried both EEVEE and cycles.
This is what ended up being my result.
https://www.youtube.com/watch?v=Q_PSszoV3_I
What way should I do to get the shadows without that plane?
https://drive.google.com/file/d/1COFoLx5YzsNYIfw5tjFddOif4pJAHo6F/view?usp=sharing


texts:
I have been working with blender 2.82 but in my new laptop, blender 2.82 will NOT work.. something is causing an issue..   It was causing Blender and the computer to freeze up..  Microsoft checked the dump file and said I had a problem with the graphics card.. had me roll back the drivers to a previous one.. I did that.. now blender don't freeze anymore, BUT it will NOT stay open.. In 2 minutes after opening Blender, it just closes down...  I did an update on the NVIDIA GeForce MX250 graphics card to the newest one from NVIDIA and now as soon as I open Blender and try to add texture,  it freezes up Blender and the computer where I have to turn off the computer and reboot..
  Unless someone has a solution for me to run Blender 2.82,  I'm stuck only being able to use 2.79B ... it works...  I have a building I was creating in Blender 2.82 but I can't get it textured because of the problem.. I'd like to move it to 2.79B and just work in it
   Can I do that and how


texts: Is there any Fedora repository with Blender that is already build with ffmpeg support

texts:
By searching in web i didn't found any solution of how to install blender that is build within ffmpeg support (within H264, Matroska etc support) from one of existing Fedora repository so it will be able to auto update with all packages.

Way to use a prebuild RPM from official site is good for one time, but it's not solving a second trouble - autoupdate with all system packages.

Is there realy no repositories for Fedora with fine prebuild Blender?


texts: Python script performing boolean operations slowing down

texts:
I have a script which takes an SVG path, converts it to a mesh, joins all the edges together, extrudes it, and adds the missing faces. It then reads in a CNC drill file and drills holes in the mesh using a cylinder and the boolean DIFFERENCE operator.

As it stands, it works. However it starts out nice and quick, but rapidly each boolean operation starts to take longer and longer, ending up as a couple of seconds per operation.

The boolean section of the script I found somewhere online (I can't find where now), so I assume it's the right way to do it. But it may not be. So I'd like some pointers or ideas on how it can be sped up.

Here's the core of the script where the boolean work is done:

bpy.ops.mesh.primitive_cylinder_add()
bit = bpy.context.object
bit.name="Drill Bit"
bit.dimensions=[4,4,10]

def subtract(target, opObj):
   '''subtract opObj from the target'''

   # Deselect All
   bpy.ops.object.select_all(action='DESELECT')

   # Select the new object.
   target.select = True
   bpy.context.scene.objects.active = target

   # Add a modifier
   bpy.ops.object.modifier_add(type='BOOLEAN')

   mod = target.modifiers
   mod[0].name = "SubEmUp"
   mod[0].object = opObj
   mod[0].operation = 'DIFFERENCE'

   # Apply modifier - I assume this is the bit that is taking a long
   # time but I cannot be sure yet.
   bpy.ops.object.modifier_apply(apply_as='DATA', modifier=mod[0].name)

for line in content:
    if line == '%':
        inHeader = False
        continue
    if inHeader:
        # T61C0.300
        if line.startswith('T'):
            parts = line.split('C')
            drills[parts[0]] = float(parts[1])
    else:
        # T61
        if line.startswith('T'):
            drillWidth = drills[line]
            print("Selecting drill width " + str(drillWidth) + "mm")
            bit.dimensions=[drillWidth, drillWidth, 50]
            continue
        # X009050Y046150
        if line.startswith('X'):
            coords = line[1:].split('Y')
            x = float(coords[0])
            y = float(coords[1])
            x = x / 1000
            y = y / 1000
            print("Drilling at " + str(x) + "," + str(y))
            bit.location=[x, y, 0]
            subtract(pcb, bit)
            # I added this to see why the script was taking so long.
            bpy.ops.wm.redraw_timer(type='DRAW_WIN_SWAP', iterations=1)

bpy.ops.object.select_all(action='DESELECT')
bit.select = True
bpy.ops.object.delete()

pcb is the mesh generated earlier.

Is there some way I can "batch up" all the boolean modifiers and perform them all in one operation? Would it be better to make one "drill bit" per hole and locate them all, then join them into one big drill object and subtract that from the main mesh? (would that even work?)


texts: Smooth shadows between two close objects

texts: Is it possible to avoid this shadow break without merging objects and their meshes? I really don't want to, because it's much easier to work with parts, than one big mesh.


texts:
I'm modeling a GoPro camera, and am using circular n-gons to make a set of nested depressions for the lens. The model without subsurf looks like this:

(n-gons in question are around the outer edge of the outer circle and in the center of the len)

When I try to apply a subsurf modifier to any degree, I get crazy distortion like this:

My only thought as to what could be causing this is that the mesh isn't all quads, so I tried using a remesh modifier, but only got high-enough quality results at around octree 9 or 10, far higher of a resolution than I want to deal with when render time comes along.

Is there any way short of manual retopo that I can stop the subsurf from freaking out over the n-gons?

Any and all help is appreciated. Thanks in advance for your time.

EDIT 1: I'm running Blender 2.8 Beta, so if all else fails I'm prepared to accept that this might just be a bug, in which case I'll start over in 2.79.

EDIT 2: So I fixed the problem through manual retopology, but I'm still interested in hearing if anybody knows a faster way to do this for future projects. Thanks!


texts:
I want to show an Image in my UI

I found the same question here but It didn't work for me
I haven't any error but It didn't show an Image in UI
import bpy

class ADDONNAME_PT_main_panel(bpy.types.Panel):
    bl_label = "Main Panel"
    bl_idname = "ADDONNAME_PT_main_panel"
    bl_space_type = 'VIEW_3D'
    bl_region_type = 'UI'
    bl_category = "New Tab"

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

        obj = context.object

        row = layout.row()
        image = bpy.data.images.load("C:/Users/Kamali/Desktop/Test.png")

        row.template_ID_preview(image, "image", open="image.open")
        row.operator("addonname.myop_operator")
        row = layout.row()

class ADDONNAME_OT_my_op(bpy.types.Operator):
    bl_label = "Operator"
    bl_idname = "addonname.myop_operator"

    def execute(self, context):
        scene = context.scene
        return {'FINISHED'}

classes = [ADDONNAME_PT_main_panel, ADDONNAME_OT_my_op]

def register():
    for cls in classes:
        bpy.utils.register_class(cls)

def unregister():
    for cls in classes:
        bpy.utils.unregister_class(cls)
        del bpy.types.Scene.my_tool

if __name__ == "__main__":
    register()

but I can't see any texture in my panel?

I'm sure that my image loaded correctly


texts: Error shows when trying to apply a shader from Renderman 21 materials library to a model!

texts: I've installed Rendeman21 to Blender today and I found out that this render engine has its own library of materials, but when I try to add a material to one of my models, this pops up!


texts: I'm working on animations of characters performing different activities, and several of these include a Theraband.  If you aren't familiar, it is a length of stretchy elastic.  The basic shape is simply a flat strip, but I am having trouble making the physics right.  I also need to attach it to the hands of a character to stretch and demonstrate the activity.  Help please?  I am very new to Blender and I know there is an answer for this challenge out there, and am looking forward to having it figured out.  Thanks!!


texts: Best Version for my iMac - Recommended Version for Mac OS X 10.5.8

texts:
My system:

iMac - Late 2012 version
32 gigabyte RAM
3.4 GHz quad-core Intel i7
NVIDIA GeForce GTX 680MX 2GB

Blender doesn't run correctly.  Lots of long pauses with a spinning icon.


texts: enhanced 3d cursor. ''..blender redraws itself..''

texts:
This addon can show/hide the 3d cursor. When you mouse over on the button it says:

Does that mean that it takes a lot of CPU usage to compute the addon and in general slows down the application ? Asking this because I have a really turtle computer.


texts: Face color from distance to object, regardless of origin?

texts:
I'm using the node setup from this answer:

Particle color distance to empty in Eeevee?

Is there a way of having this to work without needing the origins of the affected object to be at the center of the world?


texts: can i bake cloth simulation results to an animation drive by armature?

texts:
I have read some tutorial about cloth simulation,and i know how to use cloth simulation with a mesh drive by armature.Then,i what to do something like this:
(1) i have a character mesh with armature,and this mesh has several parts like body,cloth....
(2) i create cloth simulation with cloth part in my mesh,and its works well
(3) i want to bake the cloth simulation result(vertices deformation) to bones transformation,then i could use skeletal animation to reproduce the results of cloth simulation
(4) export only skeletion animation
I want to know if blender provides the above function and how to use it if so


texts: UV Mapping a face that has Subdivision modifier on it?

texts:
Here is a UV Map of the face:

You see that the letters come all the way to the edge of the hexagon.

Here is what it looks like, OK?

Ah, but that’s with “Display modifier in Edit mode” turned OFF.  Here is what it really looks like, thanks to the Subdivision Surface modifier:

How can I get the map to fill the face, when it has Subdivision?  I’m using version 2.8 daily build, if it matters.


texts: Lets assume that i have a complex texture not just single image, it has  noise texture nodes i have a complex image output so here's the problem how do i get that complex image from nodes.


texts: Can anybody tell me why this occurs frequently or is it my system graphics card issue....I am a newbie and any fix would be appreciated..thanks


texts: No active image found in material even though there is an image texture in the material

texts: I've tried replacing the image texture node. I've tried removing it and re-adding it but it still gives me the error that there is no active image found in material. Is there something I'm missing?


texts:
Still looking for some answers, reposting a question from blenderartists.

A while back we had our animations created in fbx. Playing these back now in blender is extremely slow. This doesn't seem normal at all. What's the workaround here, what does everyone do? We've tried opencollada importer/export. It was the artist who converted his source file in max to opencollada. Importing it for him worked fine, except in blender, it was all spaghetti monster once imported. Same thing with .x format. Everything default blender-wise seems broken. File is around 10MB, 1K polys, 700 verts, around 6000 frames of animation, 17 bones. Much obliged any info on this.

The files came from 3dsmax 2016, rig and animations were combined in one file. Other source viewers like open3mod and our custom engine using Assimp are able to load the model just fine (fast import and playback).

computer specs i5 4460, 16GB ram, gtx1060

Slow import and playback process:
https://www.youtube.com/watch?v=L1tXsoPBfBI


texts: Export ocean waves simulation to Unreal?

texts:
I'm trying to create a photorealistic scene: a lighthouse on a small rocky island, surrounded by ocean in Blender. My ultimate goal is to export my ocean  into Unreal so I can have realistic waves that also crash into the island.

Can I make an ocean plane that surrounds my lighthouse rock with waves and seafoam crashing into the rocks? Can I then tile my ocean seamlessly with more ocean going into the distance? Will ocean modifiers and simulations tile?

I attached my file as well as a screenshot.
What would be the best way to achieve this effect?


texts: Game engine's tic delay in python - how to do?

texts: The GE has a simple feature that allows you to execute logic bricks at a given time (tics). For example, I can have my object move every 5 tics: Always (5 frequency) > and > Motion. How can I have tic delays of the GE in python? Thanks.


texts: Fluid simulation : sometimes not properly baking?

texts:
I'm playing with fluid simulations (Blender 2.78b).
There is something quite odd.
When I bake my fluid, sometimes it works, sometimes it acts as if some parameters (inflow velocity ? speed ?) were ignored when baking.

normal baking

broken baking

I didn't change anything between those two versions, the only difference could be that I did animate the "Enabled" checkbox (Fluid tab from the Physics panel), but I'm not even sure I did; I think this is a bug.

Has anyone experienced the same thing / does someone knows why I got this ?

Thanks !


texts: alternatives for operator's report() function?

texts:
it seems that the report() function of Operator type lets all other routines finish  before it actually reports. this makes it useless in many instances: for example, when reporting progress on baking (I have abandoned the idea of a progress bar and merely want to show a message: 'baking ith map out of n maps'). However, this message would always come at the end. Are there ways to supress this behavior and output a message instantaneously?
In Excel VBA, there's DoEvents() built-in function. It lets all processes freeze until the ongoing processes finish


texts: How to Keyframing and Posing Bones based on Head and Tail Data

texts:
I am trying to create a custom armature that fits motion capture data. The data gives me head and tail coordinates for bones across a number of frames.
For example, in Frame 1, bone1.head = Vector(1.0, 2.0, 3.0) and bone1.tail = Vector(1.5, 2.0, 3.0)
in Frame 2, bone1.head = Vector(0.0, 2.0, 3.0) and bone1.tail = Vector(0.5, 2.0, 3.0)
I can set the frames properly, but when I use keyframe_insert(data_path="rotation_quaternion" or keyframe_insert(data_path="location"), the animation never changes. Perhaps this is because I don't change anything in the POSE mode, all my edits are made in EDIT mode, since I have to changehead and tail.
To fix this, I've tried calculating the rotation quaternion difference between the vectors and changing that in POSE mode, but I got stuck there as well.
Given bone data structured by head and tail coordinates, what is the best way to keyframe_insert so that the rotation and translation changes are captured?


texts:
I not only need to change a bone's roll, I also need to change the axis along the bone.
In other words, instead of Y-axis in the pic below, I need the X-axis.

This is feasible in Maya - what about Blender? need to do it to align a skeleton with another skeleton in Unreal engine. They must be completely same for animations to work, however: in Unreal, the x axis is along the bone direction, and in blender it is y axis. Any ways to change this?


texts:
im trying to set up my material library with Material Library VX addon.
It works fine but when i apply a material in a new scene it packs the textures in to
the blendfile. Is there a way that the textures are not packed, so i dont need to
click “Use file in original location” every time?


texts: Boolean on curved face with smooth shader

texts:
I've started modelling my first car ever just for practice on Blender. I modelled the rims (maybe not the best topology but for now I think it's almost good.)
Now I need to model the flat circled faces where the bolts are fixed, for that purpose I've choose to use a boolean with an array of a cylinder, but with a smooth shader I have the problem of weird shades, I know that it's caused by cylinder's faces that doesn't match the convex mesh of the rim but I've tried to fixed it without any success.
I've tried to use a boolean with an UV sphere with alot amount of faces and rings but even if the shades are smaller they're still there, I've tried to add more loop cuts but the problem persist and the convex face is not smooth anymore.
It's three days that I'm on it and I don't know how to do that, in C4D I use boolean with no problems why in Blender if you don't have a perfect topology you have all this problems?
I'm using blender 2.9 on a new mac book pro 16''


texts: How do I fix the Problem With Half my Object disappearing?

texts:
I am having a slight problem with a moon rover I am creating for a game. When I try to render it (in Blender Game) half the object disappears, or becomes hollow.
Here is a picture from camera perspective of the Object in editor:

Here is a picture when I press P to start the Engine:

I am currently using Blender Version 2.74
How can I fix this Error?


texts: I got this blank window I did'nt see any node anyone how to show it ??


texts: (Blender 2.8) Control + RMB doesn't create new vertex

texts:
First off, I want to tell that I'm a complete beginner to Blender.

I'm following a modelling tutorial on YouTube. Not only is the interface different, but the shortcuts are too. The person making the tutorial tells you to create a new vertix with Ctrl + LMB. However this has changed in Blender 2.8. Websites tell me to use Ctrl + RMB instead. But nothing happens when I press Ctrl + RMB. All help is appreciated. (I do not like people telling me that I'm stupid or stuff like that, since that doesn't help me.)

Thanks in advance,
Nofontnl


texts: Modelling in blender without mouse wheel. How to completely move mouse wheel modal functionality to custom keyboard shortcuts?

texts:
How to edit modelling operator modal\contextual hotkeys?
I'm using blender with a tablet since the beginning. And it doesn't have mouse wheel. I'm really fond of blender shortcut system, and how it is largely utilize buttons under left hand for frequently used commands. But some times you can't go without mouse wheel. In particular with modal hotkeys for adding beveling loop cut and slide and other. For example with beveling 1 to 9 numerical buttons change bevel offset and not segments.

Not only chained to mouse wheel but M for offset and P for profile
I want to know how to rebing mouse wheel modal functionality to some buttons. Stretching hand everytime to page up\down or numpad+- is not an option.
 I was able to rebind proportional editing influence to q\w under left hand with transform modal map in input settings.

But there are no other modal hotkeys in input settings. For beveling. loop cut count  etc.


texts: Which action should take newly created keyframes?

texts:
I created a new action named BladeAction and keyframed the influence slider of a Shape Key I couldn't use the action in the Logic Nodes / Action Actuator. Then I examined the action in the NLA and Action Editor it looks like that:

A KeyAction strip has been created by Blender and is not accessible from the Action Editor the BladeAction has no keyframes and cannot be frozen (snowflake icon). I can use the KeyAction from Action Actuator but I'm somewhat confused why this behaves like that.

Why are no keyframes in the Action created by me? Why does Blender create an Action Strip* which cannot be edited?

[.blend] is already linked here: Can gravity be disabled for a single object in the BGE?


texts:
I have imported a .svg of a logo that's pretty complex. When extruding it looks quite good but I want more than the outlines to be filled.
When switching to 2D and fill both sides it does not fill inside the curve (yellow on left picture) but rather randomly (right picture).
What am I doing wrong? Is there a better way to make the logo solid?
Best regards,
Daniel


texts:
Can you guys take a look at the blend file and help me out?The mesh doesn't follow the armature and I tried to make it work all day.

https://www.dropbox.com/s/x2jzizxan8kilbl/Boxer.blend?dl=0

Thanks


texts: How do I force objects to follow another object?

texts: I'm trying to add a ring of diamonds to a character's wristwatch in a game, and it all works well until I get to testing it in-game, where the diamonds don't really follow the path of the watch at all. I've tried various forms of placement and functions I thought would solve my problem, but nothing has worked so far. Is there a specific blender function that let's me pin and object to another object so that it moves in tandem with it?


texts:
I been having this problem for years and been looking up tutorials and videos and can see people painting away seams super easily. I some times get seams that i can clone brush or texture over without any problems but in the same model i will have seams that will never go away. Pixel bleed has no effect on these seams.

The answer here doesn't work on my models. I also have that same potato file and my texture will paint over the potato seams but not the models i made.

How to remove/blur the texture seam?

Or in some of my other projects, i can't paint away a single seam using the clone brush or texture paint method (blending).

Doesn't matter how many times i re-mark and unwrap (i even tried smart uv unwrap). The normals of my object are all facing out, it's smoothed. The model textures i work on are 1024x1024 or bigger. Even smeared black, grey and white colors can't cover these seams, pixel bleed does nothing. I tried re-calculating normals and it didn't help either.

I make the model, apply a single material and generate a blank uv texture. I then mark seams as efficiently as possible and then unwrap. I go into texture paint and set the bleed to 2,4 or 6 but it rarely works. I have tried setting it higher but the results are the same.

I use seamless textures and paint over it, works on the potato file but a lot of my models refuse to let me clone brush over the seams. Some of my models have mixed results but ultimately they all have seams.

I can upload some pictures if needed.

 (This last one is rare for me, even with basic objects)


texts: How to change the position of a Linked Object?

texts:
I've made multiple blendfiles with objects, curves and materials. Now I want to place these 'element'-blendfiles in one 'parent'-blendfile; building one scene to render. Because I am going to build multiple 'parent'-blendfiles I thought of linking the element-files onto the parent-files. But now I noticed I cannot move the objects around in the 'parent'-files; because they're linked and cannot be edited.

Is there a way to give the linked objects a custom position in these 'parent'-files?


texts: Is it possible to scale a set of adjacent faces to a middle point on a single axis?

texts: I'm selecting a rounded edge of adjacent faces, and I want to scale them all to the same flat value in Y-axis. I'm new to Blender, but I was able to do this in Maya.


texts: How do render times for greenscreen/compositing compare to other Pro Editing Software times (Adobe PP or AE)?

texts:
And what times are actually reasonable?
My situation: I edit videos using Blender for a Youtuber that has just purchased a greenscreen.  I like Blender because I already know how to do all the things I need to do, and have zero experience with any other similar programs.
However, for the newest video, rendering to PNG in RGBa is going to take about 10 days for a 10 minute greenscreen video (~35000 frames).  Many of our videos are longer than this.
This seems like an absurd amount of time, so I rented an AWS server thinking it would be a magic speed solution.  So far though I have been unable to be approved for a multiple GPU server, so my home computer (1080ti with 16GB memory) is still faster at about 20 seconds per frame.
So I guess my question is two-fold:

Are these times normal/reasonable for this type of compositing/rendering?
Is this a Blender problem?  The video creator often balks at my blender "it takes this long" stories and is convinced that if only I would pay for a better program, then everything would be amazing and fast.  Is he right?  Please tell me he's not right.  Unless he is.  I guess.

Extra info:  I did try a few scripts for forcing Blender to utilize all of the cores of my PC, and one of them finally worked.  However, the relevant add-on sidebar doesn't seem to be available for the Compositor, only for the VSE.  In the compositor I have to use the normal Render-> Render Animation option.  Also, I'm not sure if I should even be using the core script add-on, or if I should just be using my GPU normally, since I do have it set to CUDA in the options and have a decent GPU.
Task details:  I am sent a split screen 3840x1080 .mkv with webcam/greenscreen on one side, and screen output on the other.  I split off the webcam side as a 1920x1080, make the greenscreen disappear using the compositor, then spit it out as PNG frames so I can overlay the creator/webcam footage over his screen output footage.  (This is my first time doing this and I just did it the only way I could figure out how, feel free to tell me I'm doing something wrong and stupid.)
Also:  Wooot! Finally just got the email that AWS approved me for the 8 GPU instance.  Really curious to see how much faster it goes.  Question part 3:  Is it weird to rent something like that for projects like this?  I just couldn't see taking 10 days every time I need to edit a video.  It's like $7/hr though, which the creator is okay with paying assuming times are reasonable.  EDIT:  Turns out 8 GPUs on a P2.x8large instance gets it down to 8s per frame, compared to about 18s per frame with my 1080ti at home.  Def an improvement but it will still take 3 days, and @7/hr.  This can't be standard, right?  This video is under 10 minutes long.


texts: BGE How to change a music loop in the middle of a game?

texts: I'm trying to create my first maze game. I have a "looping" music  triggered by an Always sensor and I would like to change this music for another one once the player goes through a door. How can I do that? I've tried with different logic  controllers (Xor, Nor, Or, etc) but to no avail.


texts: Batch rename objects with number sequence?

texts:
Is there a way to batch rename objects in a sequence similar to: object1, object2, object3...? Where 'object' would be any custom name?

I found the batch rename datablocks script and it was really helpful for renaming a group of objects but gives a sequence like: object.001, object.002, object.003

Is there any way to use this script to give the first kind of sequence?


texts: How do I line up views and transformations for objects that are a little off kilter?

texts:
I'd like to be able to have the global directions, ((views (top, right, left) as well as transformations (location, scale)), match the orientation of a selected object or face.

As a simple example:

I have this cube that is rotated.

I know how to make the orientation local, but that seems to be only useful when using the handles to make adjustments.  When I use G,S,R,E, ...they follow the global plane.

Now, I'd like to line up another object.

Yes, there are addons and scripts to do that, but I'd like to do it on the fly, by switching orthographic views, relative to the rotation of my original object.

This is as close as I can get with my Navigator mouse.  I think I just found that Shift-numpad is the answer, but I've had varying results.

If I use G,S,R to transform that cylinder, the transformations always revert to the default global axis.
Is there something that I'm missing?

I guess I've asked two questions in one mess.  Sorry if I didn't know the right terminology to google a simple answer.  I tried many times.

Another example of my issue.  I'm working on this twisted object, with the new faces set to normal orientation.  The transform arrows are going in the direction I need, but if I use the regular (G,S,R) controls, it still reverts to global directions.  I can view the selected faces properly now, by holding Shift-numpad.

Now that I'm in the right view, relative to the selected faces, I would like to be able to flatten them by keying S,Z,0.  I think I understand why this doesn't work, but I'm hoping for a workaround.  (This image is after I scaled all of the faces to zero)


texts: Understanding Memory Usage Whilst Rendering in Cycles

texts:
I am trying to understand memory usage whilst rendering in Cycles with a view to making good upgrade option decisions.
I have a large scene which for my system is very heavy to render. I have 32 Gb of RAM but have had to increase the swap file to 90 GB (yes 90Gb!) in order to fit the scene in without crashing Blender. And that's after optimisations and turning off everything I don't absolutely need. Compositing is not really an option (it partially is) - but for the purposes of this question it isn't relevant anyway.
So my system is using 82 Gbs of RAM to render the scene, but the render screen shows a peak of just over 14 Gbs of Memory, whilst the scene information in the lower right hand corner is showing memory of around 48 Gbs, VRAM 1.4/6.0 Gb (that would be the viewport).
What do they refer to? The render pane is showing a peak of 14.5 Gb of Memory, bottom right hand corner 48 Gbs, and the system 82 Gbs.

The system using 82 Gbs; that is surely all the objects assets and textures loaded and ready to be accessed.
48 Gbs, is that what is currently being accessed in order to render the scene?
14.5 Gbs peak, is that the memory required to render the scene (lighting, samples, etc)?

If I upgraded and dual-linked GPUs via NVlink, so I had a pool of 16 Gbs for GPU rendering, would I be able to render via GPU? My biggest bottleneck to achieve what I am looking to do in blender is render times/VRAM. RTX 2060 Supers NVlinked on optix would give me 16 Gb VRAM and really good rendering performance for a reasonable price. It means I could prioritise fast processors instead of multiple cores.
Can anyone help with this?


texts:
I've designed a Formula 1 steering wheel. At the back of the real thing, there are screw holes which I want to add.

The steering wheel object has got a Subdivision Surface Modifier turned on. When I make those holes using a cilinder object and Boolean Modifier (Difference Mode), the Subdivision Surface Modifier of course rounds off these holes too. And I don't want that.

Pic 1: Subdivision Surface Modifier gives unwanted results

Pic 2: Subdivision Surface Modifier turned off, these are the holes I want. But I don't want to lose the smoothness of the steering wheel

What am I to do to prevent the Subdivision Surface Modifier to round off these holes?

Thanks for your help!

Rob


texts: Cant find "Texture Coordination" on Blender 2.79

texts:
I searched here previously and one of the answers were saying that you should be on Cycles Render to appear. But even on cycles render it doesn't show.

Any ideas why this is happening?


texts: How do I replace the player with a rigid body object? BGE

texts:
I have a character who's like a snail with legs in a hard metal ball. He's animated to run, stand still, and curl up inside the ball. For my game-play, I would like the ball to roll off like a completely normal rigid-body object. Unfortunately, it is parented to the armature. once the snail is curled, it remains where it is, no physics.
How can I have my snail curl up into his ball and roll away? I feel like this could be done by ending the object and adding a rigid body ball, but then how do I get the snail back when it's time to uncurl? It present yet another problem if you parent the snails armature to the rigid body ball: where does the ball go when the snail unfolds? how can I guarantee that proper rotation will be kept on the snails body?
I don't need a "solution", but I do need more ideas on what to try in order for this to work. I've tried literally all day, spent every idea I’ve had, and now i just need more things to test before I give up.

Okay, heres my most recent test.

Space-bar switches mode. its pretty easy to see the problem.


texts: How can I transform one end of a cylindrical extrusion to create a cone or needle-like structure?

texts:
I have a mesh with a cylindrical extrusion and I would like to make this extrusion appear like a cone or needle.  I have tried scaling the end faces/edges/verts of the cylinder, but this scales the entire mesh.  I do not want to scale the entire mesh.

Before:

+================+
|                |
|                +=============================+
|                                              |
|                           cylinder           |
|                                              |
|    (mesh)      +=============================+
|                |
+================+

Desired result:

+================+
|                |
|                +=============+
|                               ========+
|                   needle/cone          ======
|                               ========+
|    (mesh)      +=============+
|                |
+================+

Yes, I'm in Edit Mode and, yes, pivot center is set to Median Point.

Here's a screencast of what is happening.


texts: Imported Obj and MTL files do not display correctly

texts:
I am a bit of a noob at blender.
I have an Obj file and a Mtl file, which Windows' default model viewer can put the two together with no issue, so I know they're linked.
When I import the Obj file, they both import in the list, but the model appears black with 0 light source, and white with one. I've tried fiddling with the diffuse, but no avail. The block-white colour does change if I change the light source.
I've done my best to try and sort the issue by looking at the forums, but now I've come unstuck despite my best efforts.


texts: Is there a way to cache the video in the sequence editor?

texts: In the sequence editor, when you load an image strip, it can be slow.  You have to play the video twice to "cache" the video.  Is there a way i can just click a button to do this, like how you bake a smoke simulation?


texts: Installing Blender on windows 10 pro reduces UI size

texts:
I have been using Blender for few years on Linux Ubuntu on my Thinkpad and I never faced problem in Blender installation and running smoothly even in my 2 GB ram Linux laptop.
Recently, I tried to install blender latest version 2.79 from blender.org in my new Dell xps 15 16 GB ram with Windows 10 pro. I am facing terrible lagging problems,

If I install old version like 2.77 or 2.78 or 2.76 there is problem like I cannot see the tabs anymore. They are so small that I cannot see them.

I cannot understand where is exactly the problem. I have all the pythons installed properly.
Can anybody tell me the solution. Is it problem with blender and windows 10 compatibility?
I have attached the screen shot,  please have a look and tell me the solution.


texts: Need detailed instructions on how to make a football image rotate using Blender 2.83

texts:
I am a newbie with Blender (Version 2.83) on Windows 10.
I want to make a simple 3D animation for rotating a football. Now I have one footabll image in the Blender IDE.
But I can't find any good step-by-step guide. What I want is: to rotate the footall image for 360 degress within 60 seconds, I don't know which axis, I think Z-axis should be OK.
I read some documents, but it didn't help me, just made me more confused.


texts:
I'm relly new to Blender, so I must be missing something basic here.
What I'm trying to do is import a model and its skeleton previously exported from 3DSMax in a custom format (json serialized).

I've got pretty far, but I'm getting some weird effects on the vertices weights (I guess...)

As you can see below, the models and its skeleton is built correctly. The bones are correctly set in the skeleton hierarchy. Also, the vertex groups and its modifiers looks right.

But when I rotate the upper arm some non weighted vertices move too.

The movement of the head and some other parts are perfect, however

Thanks


texts:
I found a good brush set that i have downloaded for sculpting, however in order to use it I have to activate the import brush set but i cannot find that add-on when I search for it in blender preferences.

You can see in the first image that its installed but it does sayupgrade to 2.8 required, I dont know why.

In the second image import > brush doesn't exist.


texts: Saving multiple poses to Pose Library via Python

texts:
I'm trying to create a Python program by which a user could look at randomly generated poses of 3D model and choose if it to be saved in Pose Library until certain number of poses will be added. This is mentioned part of my code at the moment:

scene = bpy.context.scene
fp = os.path.join(bpy.path.abspath("//"), 'Poses')
scene.render.image_settings.file_format = 'PNG'

num_poses = 0

while num_poses < 10:
    # Randomly generate pose
    # Missing as not important

    # Saving image of current pose to file so user can see it
    scene.render.filepath = os.path.join(fp, 'New Pose')
    bpy.ops.render.render(write_still=True)

    # User chooses if it wants to save pose to Pose Library
    answer = input('Do you want to save this pose(y,n)? ')

    if answer == 'y':
        bpy.ops.poselib.pose_add(name=str(num_poses))
        num_poses += 1

The problem is that only the last pose is saved. If I understand correctly it should have something to do with frame number but when I tried to use

bpy.ops.poselib.pose_add(frame = 1+num_poses, name=str(num_poses))

only part of armature was changing when saved pose was selected.

I would be very thankful if somebody could help me or at least point me in the right direction.


texts: Object is deformed with spiky artifacts when rendering in Blender cycles 2.8

texts:
I have been noodling around with the blender 2.8 Beta because I just want to get up on the new stuff. I have tried to render this simple model of a sofa I’ve been building and I get these crazy spiky artifacts!
When I export an OBJ and render it in an old version, 2.79 the sofa looks just fine,  no crazy spiky artifacts. Has anybody else dealt with this in blender 2.8 beta, and what causes it?
I am using cycles.


texts: Offset by transform of child (or any other object)

texts:
I couldn't find anything so I decided to ask here. Is there a way to offset an object by a child transform or any other transform?
In my case, I have a gun for a game. This gun has an Empty to mark the position where the gun attaches to the character hand. Now I need to make hand positions for this gun and I need to have the gun in the exact position it is going to be in the game, so I need to offset the gun model by its empty transform (the grip position).
Any way to do this? I would highly appreciate any ideas for this :)
Thanks!


texts: The old Blender had a shortcut T that displays a menu on the left side and I can't find it in newer versions (it is just rotate, scale, move options). I need it because I want to set some add-on preferences or is there another way to do it?


texts:
Given below is the code. First I make a cone(frustum), then I go through all the faces and select the faces with more than 4 vertices, that will be the 2 circular faces on the top and bottom. The ones on the sides are of 4 vertices. Then I delete the selected faces. This doesn't seem to be working and I am getting a single vertex at the origin as the output. I am new to blender and am not able to find the error.
import bpy

bpy.ops.mesh.primitive_cone_add(
        vertices=32,
        radius1=10,
        radius2=5,
        depth=10,
        location=(0,0,0),
        rotation=(0,0,0)
)

bpy.ops.object.select_all(action='SELECT')
bpy.ops.object.join()

obj = bpy.context.active_object
me = obj.data

# must be in object mode, to refresh face selections and data
bpy.ops.object.mode_set(mode = 'OBJECT')

faces = me.polygons
for f in faces:
    f.select = (len(f.vertices) != 4)

# to remove using this method we switch to edit mode, and back after removal.

bpy.ops.object.mode_set(mode = 'EDIT')
bpy.ops.mesh.delete(type='FACE')
bpy.ops.object.mode_set(mode = 'OBJECT')


texts: Possible Bug - My material color won't change

texts:
This is in Material Preview shading mode. As you can see the colors chosen in the nodes do not correspond the one showing in the viewport for the sphere. Same thing for the Object Properties/Viewport Display. If I apply a 2 nodes material then it’s ok. But there is something with these set of nodes that won’t pass the color chosen in the nodes to the object. It did belong to a more complex set of nodes. This one is a simplified iteration (for troubleshooting).

This is in Solid shading mode:

Can someone pls inspect the .blend file?
badmaterial.blend (833.8 KB)

Thanks guys!


texts: How do I emit light from inside a object?

texts: I need to know how to make the buttons in my blender project look the same as in this photo. Mine all look pale, even with the emission material. Is there anyway I can get my buttons like this?


texts: Blender smoke cache saved but won't load as should after Blender is closed

texts:
Can you please advise me on how to restore cached smoke simulation in Blender? I tried this with and without checking external.

The problem is that I am calculating this for several hours to finally appear in my scene and can't effort doing this every time I start working on my project.

I wonder if the problem may be either me not starting at frame 1 with the animation and/or the smoke simulation not matching the starting frame. But the reason I did start my smoke simulation at frame -200 is that I would like the fire to be already present and visible when the rendering starts.


texts: pro lighting skies does not work properly on blender 2.81

texts:
I hope this is the right place to put my problem.
Perhaps due to the new node mapping, the advanced features of this addon do not work on blender 2.81. For example it is impossible to change the horizon level.
I bought a copy a few years ago and have already written to Blenderguru twice without getting an answer. Do you have any advice?
thanks


texts: How to decrease the poly count in blender?

texts:
I dont have a really powerful operation system so is there any way through which I could decrease the polycount?
I have already removed doubles from my meshes and un subdivided.


texts: Why texts/bevelled curves not showing up just untill converting to mesh in Eevee?

texts:
Why are texts/bevelled curves not showing up until converted to mesh in Eevee? I have this happen only on my new PC.
Also to be able to work in Eevee I have to enable High Quality Normals, which is weird for me, and I feel that it may not be the proper way.


texts:
I have several faces selected below. However when I CTRL + S and choose "cursor to selected", it doesn't snap to the exact center of the selected faces - it's just slightly off?

See below


texts: Problem with Hair Particles in the donut Tutorial

texts:
So my girlfriend was following the "Part 1, Level 2: Particles" section of the Donut Tutorial by Blender Guru.
And while using the hair particle option to use as sprinkles, she was facing this problem, where the hair particles were coming out from the below of the icing instead of top of the icing. Thus, any sprinkle particle she makes, it appears below the icing instead of top.
Why is that happening? Is there any way to fix it?


texts: How would I go about making water shoot out of a pipe rather than just flow out?

texts:
I am working on a project that requires the water to shoot out of the end of the pipe rather than what it is doing right. Now, I have played with some of the settings but am kinda afraid to mess with it too much since I am new to blender, and it does not play well when I mindlessly click.

Would I generate more fluid particles? Or would I change some property about the inflow animation? I added a cylinder object to the top of the pipe as well, I think that will help keep all the water inside of the pipe.

Thank you once again and have a great day!


texts: Why ALT + Click does not work when you need to return the checkmarks to all objects in the Visibility parameter?

texts: these parameters cannot be returned to all selected objects using the Alt + Click method. It turns out only to uncheck everyone, but not to return it back. What is the problem, how to fix it?


texts: Struggling with file types for animation render

texts:
I'd like to render an animation I've designed in F360. The file type is avi which Blender doesn't support ( I don't think)!
I've followed a tutorial and converted the file to mp4 but still can't get it to work.
Is there a way around this?
Any help much appreciated.

Philip.
p.s Bear in mind I'm new to all this so might struggle a bit with trade jargon.


texts: Weird geometry is being Generated when i use multi res modifier

texts: This is the Screen Shot of my model and the extra geometry. This artifact happens because of my multi res modifier. But when I try to delete the multi res modifier and add a new one all of the sculpting i did is gone. Is there any way to fix this without losing all of my sculpting . I am in Blender version 2.79b.


texts: How do I keep the bricks in my texture the same size over an object with increasing size?

texts:
I have modeled the column and unwrapped it like so:

The question I have is regarding the top curved portion that splays out. I was simply thinking of doing this:

Then it renders out like this:

Are there any other ways to deal with applying flat textures to curved trapezoidal surfaces such as this?


texts: Cycles, Using Ambient Occlusion as a Factor in Material Node Editor

texts: I'm trying to give cavities a different shader in between adjacent objects "Dirt Map", I tried using Geometry Node, linking the Pointiness to Color Ramp to the Factor in a Mix Shader, as per the image above. The problem is, this works just fine within the mesh itself, but it wont capture cavities between different objects, I tried merging the meshes into one object using Ctrl+J, but that didn't change the result. Logically I tried to use Ambient Occlusion as a Factor for the Mix Shader, but Ambient Occlusion is a Shader, not a value provider node, is there a way to capture the value from AO shader to use it for Factor, or is there a completely different way to achieve this?


texts:
When I render an image, the texture that is on my road plane changes. It doesn't show anywhere near as much detail as the texture 3D view suggests. I must have forgotten to check a box somewhere but I can't work out what I did wrong. Any ideas?

screenshots to show the difference:

As you can see I've put very low res stones in the dirt and a very basic grass texture, hopefully the picture size is enough to see it.

The stones are gone and the grass is missing its other shade.

There is also a strange green blend in the distance which isn't meant to be there, but I think that is probably another question.

Thank you :)


texts: A Hollow Hole Around The Equator Of A UVSphere

texts:
Could someone help me make a straight hole into the center of my sphere. Like this but into the center of my Sphere. https://i.ibb.co/gj8Xg2h/Image4.jpg
My Sphere - https://i.ibb.co/nmxr92K/Image1.jpg
Wireframe Version Of My Sphere - https://i.ibb.co/9YKyp8S/Image3.jpg


texts: I am using Blender 2.77. I imported a .3ds of a snake to save time while exploring spline IK. Parenting to an armature fails and I suspect this is because the model's vertices are not all linked. I have attached a screen print. I hover over the verts and hit L and as you can see, not all of the verts are linked. When I select with L it should select all the verts. Is there a way to join them?


texts: Is there a way to see render progress when rendering from the command line?

texts: I'm using google colab to render my projects, and, due to not being able to set up x via ssh (or ssh at all), I'm stuck to rendering with command-line. I do get updates on how much was rendered already, but I can't see the preview of the render as if I'm rendering locally, so to make sure I don't have to adjust samples etc. I have to wait. Is there a way to make blender save the file once every tile/sample/minute etc. (preferrably without progressive rendering)?


texts: scripting: Modifying an object in edit mode

texts:
I need to modify an object (for example rotate it) in edit mode, thanks to a script:

from math import pi
import bpy

obj = bpy.data.objects['my_object']
# go into edit mode
bpy.context.scene.objects.active = obj
bpy.ops.object.mode_set(mode='EDIT', toggle=False)

bpy.ops.transform.rotate(value=pi/2, axis=(False, False, True))

bpy.ops.object.mode_set(mode='OBJECT', toggle=False)

but no rotation is done. If I comment out :

# go into edit mode
#bpy.context.scene.objects.active = obj
#bpy.ops.object.mode_set(mode='EDIT', toggle=False)

bpy.ops.transform.rotate(value=pi/2, axis=(False, False, True))

#bpy.ops.object.mode_set(mode='OBJECT', toggle=False)

it's working but I want a modified object in edit mode, not in object mode.

(like you do in toggling "tab", pressing "r" than the axis you want and rotate the object).


texts: Projection painting from images sequences/movies

texts:
I have a shot where the camera is moving around an object. The scene was tracked and a digital object was modeled over the real one. I want to use the image  information from the movie clip to paint over the recreated object (on a texture) by stepping through the frames and using the current frame as my projection. (Hopefully my explanation makes sense)

So far I noticed that in the source clone image options from the clone brush in texture paint mode, I can use the viewer node. Maybe that could do it?? So far I wasn't successful.

How can I make this work?


texts:
In this 3d model space multiple camera are placed.

One camera is desired for portrait shot (1200 X 1800 pixels)while other in landscape (1800 X 1200 pixels) shot.

But in blender when one camera setting is changed to the landscape proportion the other automatically changes to landscape (which is not desired).

However there is some workaround that to change the orientation of second camera so that other camera remains undisturbed (but this is annoying to look at).
Is there any proper method to resolve the Orientation Issue.


texts:
I'm looking for a way to blend these two meshes by replacing the steep cliffs of the terrain with the displaced cliffs. (this image is a GIF showing the two meshes)

But I'd need to subtract the displaced cliffs from the terrain, this creates a seam.

Which I don't know how to fix.
As to why I want to achieve this, the way I'm generating the displaced cliffs I'm using a remesh modifier to get a uniform polygon density, but I want the rest of the terrain to keep the same polygon as the original mesh because of a water mesh which fits perfectly onto the terrain to make rivers and lakes.


texts: How to have video play at same time as animation?

texts:
If I have a moving picture/video that I want to implement into blender while I have an animation playing how would I do so? I tried making the video the background image, I put it as a material for the world and everything.

At frame 179 I want the cube to catch on fire. Which it does in the editor... but then I render it and nothing! Here is my set up:

And here is where I put my video:

Thank you so much in advanced.


texts: correct horizon in 360 rectilinear video

texts:
I recently got a 360 camera (samsung gear 360) with 2 fisheye lenses, wich are stitched together pretty good in the propriatary Samsung video editor to rectiliniar video. What does not work is a straight horizon :( i know adobe premiere can fix this called roll pan tilt of a 360 video, but i cant afford that, cause student + closed source windows only. So is there a way to correct this in Blender? i've used blender before to cut videos and that works pretty good, but i don't have any idea on this. I know similar things have been asked before, but those answers are over 2 years old and don't quite fit my use case.

tl:dr correct horizon in 360 video to be orthogonal to player

thx in advance


texts:
I am trying to skin my creature and I can skin one side. However, the other side doesn't have the vertices and I am not sure how to get them or what when wrong. I parented the bones to the creature and then hit box mode to select the areas where need skinned, but I cannot select one entire side. I attached an image for it to be seen.

Thanks in advance!


texts:
This is how I do it in maya

refresh -su true;
    string $startFrame = `playbackOptions -q -min`;
    string $endFrame = `playbackOptions -q -max`;
    bakeResults -t (($startFrame) + ":" + ($endFrame)) -sm true -sr false -sb 1.0 -pok true -dl "bakedTRANS";
    refresh -su false;

Wonder if someone can do it in blender. I want to select a bone and bake the selected range that I assign in the viewport exp frame 0 to 30 and he bakes that range but if I change the range he would bake 0-40f


texts:
As you can see the picture below, if you change the rotation value by rotating the parent object (box), the rotation value of the child object (monkey) is retained. Child objects have their own local coordinate system, depending on the parent axis of the coordinates.

But today I found something strange when I tested the action constraint.
To control the action, I have targeted a bone connected to the IK bone and set the action constraint's space option to local.

At first I thought this setting would not work properly. Because the value of the target bone is always connected to IK bone and has a rotation value of zero, like child objects that depend on the parent object. But unexpectedly, this setting worked just like the GIF below.

When I test the root bone by rotating it, the local space works well.

Why does the action constraint's local space option work correctly when the rotation value of the target bone doesn't change?
I want to solve this problem and understand Blender's coordinate space clearly.

Here, I also attach the blend file I used for the test.

Thank you in advance.


texts:
I am trying to make a chess set in Blender

I have made chess pieces blueprints as 2d bezier curves in Adobe Illustrator. Now I would like to import them to Blender and then using Lathe-like operation create 3d shapes from them.

It appars that if I export/import SVG files, there's tonnes of problems, like wrong pivot point etc.

Is there a quick and easy way to make what I intend to do?
Thank you


texts: How to make complex connections across spheres

texts:
I have this mesh here, I'm making it for a game. My question is, how I can make every sphere connect to each other like the three center ones. I've tried so many ways already, but everytime the topology just makes it impossible.

(This post doesn't resolve my problem)