texts: How do you write in a text box in the Game Engine within Blender?

texts: So when I was going to make a little game, I wanted the game's name, then created by Cool Guy (that's me!) underneath it, so I created a text box and tried to write in it, but it would not work. How do I write in the text box?


texts: How to setup scene for Isometric workflow? In order to import 2D ISO image to make it in 3D

texts:
You know we can make 2D isometric renders of 3D images, right? I want to do the reverse; I import an isometric image and want to use it to create the 3D model. An illustration of the work I'm trying to do, I've setup the camera (rotation xyz 60,0,45) and I've created some cubes to work with to see in wireframe:

My problem is, once the correct camera setup is done, the grid isn't set up correctly. I mean that the height of 1 is not corresponding with the grid and the closest I have is 0.81673, you can look the image below. The cubes aren't seized precisely and when I Ctrl+move the increment is 1 and not of the height of the cube;

My questions;

How to find the correct size for my cubes?
How to setup the world to work with that isometric height non equel to 1?
What is the best workflow to achieve the result I want, recreating in 3D a 2D isometric images (moreover if I'm going the wrong way) ?

Thanks in advance


texts:
I installed Blender in a 2011 Mac High Sierra for my son to learn it.
It had been running fine but when he began adding colors, the Mac started to freeze with the rainbow wheel (of death). It takes a good minute for the Mac to react again.
However, the color in the figure is not what was chosen. My son chose yellow and here you have all green with super strange green effect in the figurine's arms (photo).
Can you please help out?


texts: when rendering an image i get a white box

texts:
I am having an issue seeing my scene in the render view, every time I render a blank white box is rendered.

I created the model using the map addon and then added a hdr image for the surface of the background.

How can I get a rendered image?


texts: Weird mesh deformation for hollow object

texts:
I have a question, when I made a skull for a bird and made it hollow, it warps when I try to animate the thing, look-
Is there a way to animate it so the whole thing rotates when I move it in pose mode? I tried painting the whole skull with maximum weight painting and yet it still deforms, is there no way to fix this? Thankyou in advance for any help.


texts: How does one continuously draw straight lines in Grease Pencil 2.8?

texts: When I select the Line option in the Shapes pull-down menu inside Grease Pencil 2.8 I can only draw one line at a time at the moment.


texts: How can I move my arm without affecting the body?

texts: I´m new to blender, can anybody help me? (It should look like in the upper picture)


texts: Why do I have a single vertex connected to 2 edge loops?

texts:
In a UV Mesh I have a single Vertex connected to '2 Edge Loops'

One on the top of a cylinder, and one on the bottom.

I have to remove either the top or the bottom Edge Loop, Then I delete half of the other Edge Loop.

I can not determine where this lone Vertex is located, because "it moves"

Video demonstrating the problem


texts: How to make multiple displacements map node

texts:
thanks in advance for any help.
Sort of a beginner but also not. Just haven't tried doing this before.
So this is what I have done so far.
I took multiple images and put them in a rgb in photoshop. So now the 3 layers are over one another and I exported it as a TIFF file.
There are 4 of the TIFF files.
So now what I want to do is to paint the 4 textures in blender onto an object. Take the unwrapped object, export it as one tiff. Back into photoshop and separate the rgb layers again to have one tiff instead of 4.
So then once I have done that I will put it back into blender to have multiple layers to change the intensity as I would like it to be.

I truly hoped I explained it properly. My English sucks. So If you have any questions I would answer the best I can.

Thanks in advance for any help provided.

the displacement Im trying to replicate from texture xyz
https://texturing.xyz/pages/making-a-digital-face-sefki-ibrahim

1) Put images into rgb and crop the mouth forehead and nose part.

2) paint onto character

3) back to photoshop to seperate the pictures

4) use as displacement in blender

thats where I am now
test it with a cube and the method worked. Now I just want to know about nodes with multi displacement.

I havent baught the displacements yet. Im doing tests to see if its possible in blender because I havent found any tutorials on this. Only in other programs so Im trying to replicate. They are expensive so I dont wanna buy something I can do nothing with.

So there will end up being 3 different displacements. I know how to put 2 but not sure with 3


texts:
I have set up a simple rig with IKs and am not able to keyframe the bones properly.
Although I select all bones before keyframing it, it seems that I'm not able to animate any bone after frame 30. Is this a bug?
I currently use Blender 2.78 a.

This is my .blend file:


texts: Armor disassociated from the mesh, how to associate again correctly?

texts:
This happened after I had trouble importing such a character into the Unreal Engine 4.

The Unreal Engine 4 accused the following problem: Multiple roots are found in the bone hierarchy we only support single root bone

Following the answer to this question (https://answers.unrealengine.com/questions/109814/multiple-roots-are-found-in-the-bone-hierarchy-we.html), I was able to get the object imported correctly to Unreal Engine 4.

Transcript of the answer (I quoted the link)::

  First, unparent your mesh to the skeleton (or this may cause crashing later when importing) alt+p, clear parent. Now, go and create a root
  bone if you do not already have one you want to use as root. Join all
  your bones together into one armature by selecting them all in object
  mode and pressing ctrl+j. Select the armature and go to (usually
  tab)edit mode, select all the bones that you ARE NOT your root bone,
  then finally select the root bone and press ctrl+p (make parent), and
  select keep offset, (assuming you dont want to move your other bones
  onto the root bone). Export the armature as fbx as you where and it
  should work now.

Returning to Blender:

Note that it not only separated the mesh from the armature, as you can see that the bones are showing two poses at the same time (in object mode):

I would like you to tell me the correct way to put the 2 together again, so that after that I can import into the Unreal Engine 4.


texts: zoom and pan are not working on the mouse

texts:
Orbiting around objects with the  MMB, or ⎇ Alt LMB is working, and zooming is working with ⇧ Shift+/-,

However panning using ⇧ Shift LMB or ⎇ Alt LMB, and ⇧ Shift MMB are not functioning anymore. Neither is zooming in/out with scroll wheel. I've reset to factory defaults and restarted Blender several times.

My system:

  macOS Sierra
  Version 10.12.4

  MacBook Pro (Retina, Mid 2012)
  Processor 2.3 GHz Intel Core i7
  Memory 16 GB 1600 MHz DDR3
  Startup Disk Macintosh HD
  Graphics

  NVIDIA GeForce GT 650M 1024 MB
  Intel HD Grphics 4000 1536 MB

  Serial Number C02J71T5DKQ4

My storage and files are being accessed from an external drive.


texts: Many models sharing the same animation sequence?

texts:
I would like to share animations sequences between models (if possible).

There are currently several models and more will be added soon. All of the models need to execute the same animation sequences like walk, run, fight, etc. These animations will be seen from different camera angles since they will be used in an isometric game.

I would like to automate the build process. Is it possible to link an in-house 'standard' armature (set of bones) and make all of the artists bind different meshes to the same rig, and then animate the standard rig?

I know that it would limit the artists since they would be forced to fit the models they make to the rig, but I hope it would give us the ability create more animations quickly and at lower cost than using custom animations. Is this possible?


texts: How to figure out why object is not rendered after removing/add materials in Python API?

texts:
How to figure what is wrong here? Parts of planes are rendered, but the boat does not render at all.

This seems to happen when I join objects, remove materials, then add a new material manually:

bpy.ops.object.select_by_type(type='MESH')
bpy.context.scene.objects.active = bpy.context.selected_objects[0]
bpy.ops.object.join()
obj = bpy.context.object
obj.data.materials.clear()

What is interesting, removing materials by hand doesn't lead to the same issue:


texts: Is there a shortcut to keyframe an entire skeleton?

texts: I'm new to animation in blender and I'm trying to make some character animations for UE4. I was wondering if it were possible to keyframe every bone at once instead of having to hit 'I' over rotation for every bone in a new pose? It sure would save a lot of time.


texts: how to render PNG with transparent background (Netrender) Blender

texts: i can't find any option like transparent output in Net/Network renderer


texts: Why is Solidify modifier producing results I did not expect?

texts:
Solidify modifier is not working the way I expected. I have a simple extruded mesh and I want to give it a solid thickness with Solidify modifier. When the modifier is added it does not produce a perfect even mesh at the edges.

How can I give a solid thickness to my mesh?


texts: Adjust Background Transparency after Motion Tracking

texts:
I have done some motion tracking with some footage I imported and used the 'Set as Background' option so I can see this footage through the camera view. I now want to work on compositing a 3D model with the motion tracked footage, but my issue is that the footage is quite 'faded' and this makes it difficult to adjust the lighting on my model to match the footage. Is there a way to adjust the opacity of the background footage?

Here is a screenshot of the original clip in the Motion Tracking layout:

...and this is what I'm seeing in the Shading layout (notice the faded background):


texts: How can I hide tool overlays from some or all viewports?

texts:
Blender 2.82
I've got one 3d viewport where I manipulate an object, and two torn off floating 3d viewports in which I'm showing different camera views that I want to update in realtime from the main window:

The screenshot is during a rotation of the object in the main (right) window. Shown in green is the dotted line and double arrow cursor for the rotate tool. How can I hide this from the other viewports? I want the red arrowed/circled elements to go away. If I have to lose the green ones too I don't especially mind. I've hunted through the overlay controls and switched off everything but these things persist.


texts: Why does the viewport shading look way better then render view on both eevee and cycles

texts:
My model looks photorealistic in viewport shading, and cartoonish is render view how do I fix this from happening.

This is what it looks like in viewport shading

And this is what it looks like in render view on both Eevee and cycles


texts: Why are part of my model differently colored?

texts: I tried to redo normals, but this doesn't seem to be the issue here. When imported to Unreal the different colored items have missing polies.


texts: How to assign random numbers to phase value for all noise F-Curves modifiers?

texts:
I think that the question is pretty straightforward. I been trying to do it by my self for a while but I'm stuck.

This is the script I've made:

import bpy
import random

for i in bpy.data.objects:
    i.types.FModifiers.phase = random.random*5

... which of course fails.

Thanks in advance.


texts: Extract objects/points inside camera view frustum

texts:
I'm trying to extract objects/points (region of point cloud) inside a camera view frustum. In this case, i set up a proper camera position and rotation. And i'd like to have those partial objects which would be inside my camera view.

In other words, it's kind of like frustum culling in blender. I'll remove all points outside the camera view.

Could anyone give me some hints on doing this? Or apart of blender software, what other platform can do this work? Thanks a lot.


texts: Why does blender crash when my missile disapears in the BGE?

texts:
In the following scene, I have a camera parented to a missile. When the missile collides with any collision mesh, it disappears. The logic setup is pictured below.

However, when the missile disappears, blender crashes.
Why does this happen and how can I fix this?


texts:
I've been messing around with animation nodes to influence materials in an array of 1500 cubes, creating a simple motion graphic from a simple node tree.

I've attached the blend file for reference.

I started using an object instancer to create the array but the program became bogged down with too many instances (it seems to start afresh after each time i stopped execution to make an amendment, without deleting previous instances first) so i created the array first and modified the node tree to work on a Collection instead.

The problem i have is that animation nodes seems incredibly slow for a relatively simple node tree and modest collection of objects.  The simulation runs at over 4 seconds per iteration and the screen is incredibly laggy - it takes an age for Blender to recognise when i click 'auto execution' off to make a change.  It also takes a while to load the file in the first place.

In addition to the above, Blender crashes after rendering 15 to 20 frames meaning i had to render the whole 300 frames in small chunks.

I have a reasonably heavy-weight system - i have an i9-7900X, 32Gb RAM and 2 x Quadro P4000 GPUs.  The GPUs do all the heavy lifting on rendering but the processor hardly breaks sweat at about 18% utilisation, with memory peaking at just 150Mb.

My question is: why is Blender making such heavy weather of a simple node tree?  And if it does involve a lot of processing, why isn't the CPU used more intensively?

Any light you can shed would be appreciated as AN is almost unusable at the moment.


texts: Both pieces of code add light but what difference does it make if I use the first one and not the latter one?

texts:
bpy.ops.object.light_add(type='SPOT', location=(0,0,0))

######
light_data= bpy.data.lights.new(name="Spot_light", type= "SPOT")
light_data.energy= 10

light_object = bpy.data.objects.new(name="Spot_light", object_data=light_data)


texts: Mesh shrinking and expanding between shape keys

texts:
I'm trying to do a deformation with a mix of bones and shape keys. I created a bone first, attached it to the mesh with an Armature modifier and animated it (only 2 keys). I copied the modifier so that I have as many modifiers as keys. I applied the first key as shape key, the second modifier was not active.  I did the same with the second one then I keyed the shape keys as well.
I'd need your help in the following matter: When I apply the shape keys, the deformation doesn't follow the bone anymore, starting and end position are ok but the mesh shrinks in between the two keys (see 3rd picture).  It really destroys the whole animation...
I tried "preserve volume" when applying the armature modifier as it sounded good but it didn't do anything noticable. Do you have any idea how to keep the mesh the same size throughout the animation?
Your help would be much appreciated!


texts: Color Management used to be in the "Scene" tab. But now it's gone. Where did it go?


texts: How can I change a sphere's radius with a Python script?

texts:
I have been trying to write a script that generates pictures of sphere packing's given positions and radii's that are publication quality.  The most helpful post I found was here:
https://gskielian.wordpress.com/2012/11/29/creating-a-red-sphere-in-blender-with-python/  .

From this post I have been able to generate multiple spheres in blender with different coordinates for their centers.  What I haven't been able to do from this code is adjust their radii.  I thought that setting the radii for a sphere would be found in this portion of the code:

red = makeMaterial(‘Red’,(1,0,0),(1,1,1),1)
origin = (0,0,0)
bpy.ops.mesh.primitive_uv_sphere_add(location=origin)
bpy.ops.transform.translate(value=(1,0,0))
setMaterial(bpy.context.object, red)

But I've tried to adjust almost everything in that line of code with no use.  I'm hoping that someone can help me make adjustments to the linked code such that it generates a sphere of a specific radii, thanks!


texts: How to identify faces associated with a material?

texts:
I'm just wondering how one would go about viewing faces assigned to a particular material? In 3DS Max you can just, from my experience, do it pretty easily. It'll just highlight the faces associated with that material ID. So is there a way to, in the outliner, select the material and then have those faces highlight in the 3D view? I'm asking because I'm making custom LOD's for modular pieces and, as you can imagine, a lot of faces get deleted in the process and I accidentally delete the only face left using a material that the main model is using.
LOD's need to have the same materials and same number of materials applied to them. So I'm trying to work this out, for future reference, so I can identify which material has no geometry associated to it and then fix that.
Thanks!


texts:
I'm trying to run the LDR-Importer addon directly from a script but I don't know where to start.

I tried using the python command that was underlined in the addon bpy.ops.import_scene.ldraw() as seen in the image below.

I get the following error message:

[LDR Importer] (21:24:45.57) Standard-res primitives substitution selected
[LDR Importer] (21:24:45.57) Found LDraw installation at */ldraw/
[LDR Importer] (21:24:45.57) Preferences saved to
*/Blender/2.78/scripts/addons/io_scene_ldrimporter/prefs/LDR-Importer.json
[LDR Importer] (21:24:45.57) Attempting to import
[LDR Importer] (21:24:45.57) ERROR: Reason: Invalid File Type
Must be a .ldr or .dat
Error: Error: Invalid File Type
Must be a .ldr or .dat
Traceback (most recent call last):
  File "<blender_console>", line 1, in <module>
  File "/Applications/Blender.app/Contents/MacOS/../Resources/2.78/scripts/modules/bpy/ops.py", line 189, in __call__
    ret = op_call(self.idname_py(), None, kw)
RuntimeError: Error: Error: Invalid File Type
Must be a .ldr or .dat

I then tried my luck by puting directly the file I'm trying to open as an argument bpy.ops.import_scene.ldraw("model.ldr") and now I get the error message:

Traceback (most recent call last):
  File "<blender_console>", line 1, in <module>
  File "/Applications/Blender.app/Contents/MacOS/../Resources/2.78/scripts/modules/bpy/ops.py", line 187, in __call__
    ret = op_call(self.idname_py(), C_dict, kw, C_exec, C_undo)
TypeError: Calling operator "bpy.ops.import_scene.ldraw" error, expected a string enum in ('INVOKE_DEFAULT', 'INVOKE_REGION_WIN', 'INVOKE_REGION_CHANNELS', 'INVOKE_REGION_PREVIEW', 'INVOKE_AREA', 'INVOKE_SCREEN', 'EXEC_DEFAULT', 'EXEC_REGION_WIN', 'EXEC_REGION_CHANNELS', 'EXEC_REGION_PREVIEW', 'EXEC_AREA', 'EXEC_SCREEN')

Any idea on what I'm doing wrong and what I should be doing instead?


texts: how can I create a procedural circuit board texture

texts: Im curious If it's possible to create a fully procedural texture similar to this reference image using only material nodes


texts:
I am working on a scene that is about 500Mb memory peak on GPU rendering (Cycles Render). However the GPU load is about 2Go just for blender (and it's about 30mB when I don't render), as you can see on the picture below. So where does this vram leak come from ?

If I go in CPU rendering, my RAM consumption increases of about 600Mb, which is quite normal I think. Thus there seems to be a problem with GPU rendering.

It becomes even worse if I enable the experimental feature set (I need to render SSS): I get an "out of memory" error because blender fills all my 4Gb vram.

Does anyone have an idea of the origin of this problem, and how to solve it, that is to say how to have about 600Mb GPU load ?

Regards.

PS 1: I don't think this is a texture size problem since I only have a peak of 500Mb. The memory used for the textures is included in those 500Mb, or am I wrong ?

PS 2: I have all latest proprietary drivers installed

--

Setup:
Intel® Core™ i7-6700K CPU @ 4.00GHz × 8
GeForce GTX 980/PCIe/SSE2
RAM 15,6 Gio
Ubuntu 16.04.1 LTS 64 bits


texts: Compositing/Scripting: Disabling outputs based on time?

texts:
The ability to mute nodes is extremely useful, but there doesn't seem to be a way to animate it or automate it in any way from what I can tell. Am I missing something or is there actually a way to mute the compositing nodes at specific times and not waste time rendering anything out?
Currently I'm using multiple output nodes, one per each view layer. While I could switch my work flow to simply streamline and disable the rendering of different parts with NLA, it generates quite mess. This isn't a very desirable case, but it would allow me to go back and more easily render only sections that I want.
I just wish there was a time in/out property for compositing nodes. This would be so much more helpful and allow me to avoid using the NLA editor to adjust when some parts need to be shown or not.
To be clear, I wish to animate being able to mute both the layer node and the file output, if at all possible.


texts: How do you add a bevel modifier to this head

texts:
I want to add bevel to the head in this rig(a minecraft rig).
Whenever I try to add the bevel it has texture glitches and crashes when I move the mouth. The mouth is a boolean mouth and that is where most of the glitches are.


texts: I'm new to blender and I wonder what's the best way, with the least side effects, to add more detail to a model's face. It seems that the loop cut is the cleanest way of doing it but at the cost of adding unnecessary geometry. Subdivide seems like the obvious solution to a lot of problems but then you can't use a lot of features as it can create ngons. So when do you use it?


texts:
can you please help me? I need to fix this to make weapons for my game, I use boolean operators, and then active the smoothing, after activating the smoothing appears strange artifacts in my mesh, an example image - first image:

Then I add the Edge Split modifier or activate Auto Smooth, so the artifacts disappear, but when I add bevel, the artifacts appear again, only weaker or stronger,
example image - second and third image:

these artifacts are visible in unity, and in other programs, and this is very bad, is there any method that can fix this, please help me, can solve using flat shader, instead of smooth shader, it seems that the problem is smooth shader, but I need to use smooth shader.

sorry about my english, I'm from Brasil.


texts: Blender Mapping Strand/Particle in v2.76

texts: I was watching a tutorial and it came to mapping texture onto particle system. And under texture/Mapping/Cordinates: choose the Strand/Particle setting. But Blender 2.76 dosen't have that option. Is it somewhere else? Please help. Thanks


texts: Extending hair length in particle edit mode

texts:
Is there a way to extend hair in particle edit mode without expanding the entire strand of hair? The "length" tool in the brush menu makes the strand of hair longer, but it affects the entire strand. Here, I only need the end of the strand (the selected key) to extend outward. However, when I use the length tool, the entire strand of hair gets affected.

This is what happens when I use the length tool

This is what I want to achieve.

Another question: My plan is to extend the hair at the very end and then subdivide it to get the necessary keys for editing. Will the entire hair get subdivided? Or will only the selected keys get subdivided?


texts:
so i made this model of a shark and wanted to bake the high poly to the low poly but something isn't working properly. At least the normal map doesn't look right (look at the picture). And yes i lined them up before baking. I just moved them so it is easier to see.
Thanks in advance for the help.  [1]: https://i.stack.imgur.com/d50hA.jpg


texts:
Is it possible to change the color of the "Edge Slide" operator line?
Thx


texts: What exactly happens when Blender 'Synchronizes objects' at render time?

texts:
In effort to reduce render times between each frame (Eevee renderer), I've retopo-ed and made sure there are least amount of polygons possible, but I've reached the point where I can't sacrifice any more detail.

Now I'm tasked with finding out how to make blender 'Synchronize Objects' even faster after all of that (if possible).

Thing is, I don't know what Synchronizing Objects even means.
I'd really like to learn more about it but there is no information about it anywhere, so if anyone could explain to me what Synchronizing Objects means, I'd be very grateful.

Thank you!


texts: Subdividing causes details to "lift" off object

texts:
Still learning my way around Blender, so I apologize for the newbie question.

This is the piece I am trying to work with before applying the subdivision modifier.
[![Unaltered mesh][1]][1]

Here I have altered the mesh a bit by dividing some faces and using extrude region to add some detail. I go and use the subdivide modifier. I want sharp creases on the extruded area, so I crease the areas to 1. Once I do that the corners lift off the base mesh.

How do I fix this? Is there a better way (different method) to use to add the detail?

Example Blender file: https://blend-exchange.giantcowfilms.com/b/2501


texts:
Hi everyone ,
      I am having trouble parenting my armature to my actual character mesh. I select the mesh, shift right click on any bone in the armature and hit Ctrl P and add with automatic weights. My whole mesh is mirrored and only stretches and deforms on the mirrored side Hand but everything else is completely fine and functional. Any help would be appreciated thanks.

Blend:


texts: How to assign a color value to face (object) using python

texts:
I have the following two functions:

def get_random_color():
    ''' generate rgb using a list comprehension '''
    r, g, b = [random.random() for i in range(3)]
    return r, g, b, 1

def createMeshFromData(name, origin, verts, faces):
    # Create mesh and object
    me = bpy.data.meshes.new(name + 'Mesh')
    ob = bpy.data.objects.new(name, me)
    ob.location = origin
    ob.show_name = True

    # Link object to scene and make active
    scn = bpy.context.scene
    scn.objects.link(ob)
    scn.objects.active = ob
    ob.select = True
    ob.color = get_random_color()

    # Create mesh from given verts, faces.
    me.from_pydata(verts, [], faces)
    # Update mesh with new data
    me.update()
    return ob

createMeshFromData gets its data from a database for verts and faces. Later on it will also get a color value.

So far I am trying to assign a random color using the function get_random_color. I assign this color with ob.color = get_random_color() but this does not seem to work once I press F12 to render.

How to assign a color value to an object?

I am not familiar with blender (coming from matplotlib) and I would apprecite your help.


texts: Emission node in 2.81 not working iun Cycles

texts: I've got an standard material on a cylinder outside windows which I am using to emit a texture for light - unfortunately the material seems to take the colour from the emission within the material as opposed to from the emission node (which doesn't see it). I'm totally flummoxed. To illustrate the issue I've put a blue emission node on the material ouside the windows but as you can see it's taking the red colour from the emission within the material and refuses to see the blue node. Any help appreciated.


texts: How to align an object by one or two edges to xyz axes?

texts:
How can I align object edge to one of the axis? For example, if I have a cube rotated 'freely' in the scene with applied rotation -- how can I realign it along x y and z axes again?

using physics engine comes to mind, but it also sounds like an overkill


texts: Imported fbx with armature behaves weird in blender

texts:
I tried to import a posed model from dazstudio into blender but somehow the armatures are pretty messed up. Any help is appreciated! >.<

This is in dazstudio:

This one is in blender:

I tried to adjust some of the import settings in blender but none of them seems to work.
These are my current settings:


texts: Display object textured regardless of viewport display mode

texts:
I'm working on marine gun turret model and trying to use its drawing/blueprint image to make 3d model more accurate. Blender wireframe view mode is great for modelling but when I switching to it the plane mesh with brawing/blueprint texture also switches to wireframe and texture disappears of course:

And when I switch to wireframe I see the following:

I know about 'Maximum Draw Type' object settings and I probably can set Gun model to 'Wireframe' maximum draw type and don't touch viewport display mode. But somethimes it is better to see gun model in solid mode and sometimes in wireframe. So I need something like 'Minimum draw type' and apply it to gun image plane behind the gun model i'm modelling. Can I do it with Blender?
Thanks in advance.


texts: Is it possible to get the length of a ray inside an object with nodes?

texts:
Is it possible to get the distance a ray travels inside an object with cycles material nodes?

Then map it to a 0-1 range to create a map:

E.g. to adjust the color of a Glass node to make it more transparent where there is less volume between the camera and light:

How can I do this?

The example images above were rendered with the Layer weight node. This only works on spheres.


texts: How to create smooth surface (skin) for a model made of beams?

texts:
I need some help here.

I am interested in a model here:
https://www.cgtrader.com/3d-models/character/woman/ballerina-dancer-abstract-sculpture-6

This model is made of connected cubes and beams, but I need to use the model with smooth skin. May I ask what is the best approach to create smooth skin for this model?

Many thanks!!!


texts: How to draw a text using the bge module I

texts:
I´m trying to draw a text using the bge module.
This is my code:

# import game engine modules
from bge import render
from bge import logic
# import stand alone modules
import bgl
import blf

def init():
    """init function - runs once"""
    # create a new font object, use external ttf file
    font_path = logic.expandPath('//Zeyada.ttf')
    # store the font indice - to use later
    logic.font_id = blf.load(font_path)

    # set the font drawing routine to run every frame
    scene = logic.getCurrentScene()
    scene.post_draw = [write]

def write():
    """write on screen"""
    width = render.getWindowWidth()
    height = render.getWindowHeight()

    # OpenGL setup
    bgl.glMatrixMode(bgl.GL_PROJECTION)
    bgl.glLoadIdentity()
    bgl.gluOrtho2D(0, width, 0, height)
    bgl.glMatrixMode(bgl.GL_MODELVIEW)
    bgl.glLoadIdentity()

    # BLF drawing routine
    font_id = logic.font_id
    blf.position(font_id, (width * 0.2), (height * 0.3), 0)
    blf.size(font_id, 50, 72)
    blf.draw(font_id, "Hello World")

I add an object, a sensor and a controller as you can see in the next picture:

But, when I pulse "p" on the 3D viewer screen and it´s suppose my game runs I only see this:

I´ve tried to change the text´s size and the frequency of the sensor.
Any idea about something that may be failing?


texts: Enabling OpenCL GPU rendering for Cycles on Linux?

texts:
I followed the answer on this question for blender 2.7x, but I still don't see the option to enable GPU rendering for cycles, as shown in this screenshot:

I'm using an RX 560 on Debian 11

contrib non-free enabled in my sources.list
CYCLES_OPENCL_SPLIT_KERNEL_TEST=1 inside /etc/environment
ocl-icd-opencl-dev installed

How do I enable GPU Cycles rendering?


texts:
Is there any addons or tricks that I can use to turn my object into a CT Scan result? meaning they looks like this from all angles:

Greatly appreciate your help!


texts: Can't get the environment texture to emit light. I as usual enabled camera, diffused and glossy settings on World Background, set the background color as always to environment texture HDR, but the object with a non-black diffuse material shows up black unless AO is anabled (in-design render works fine and the object is not excluded from render by being placed in an exluded layer, its ray visibility is also fully on). The object is not excluded from rendering, all of its cycles settings are enabled (camera, diffuse, glossy, etc.). Checked nodes for background and composing - all is good. Rendered fine before. Even appended all model's key items into a fresh blender file - to no avail. No clue what's happenning.


texts: Can not intersect duplicated loopcuts into model

texts:
Hi,

I can't intersect the duplicated loop cuts into the model.
I first made horizontal loop cuts, then i made some vertical loop cuts and duplicated those,
it would be a quick way to repeat the cuts for putting in the windows.
The problem is that the vertical loop cuts do not intersect with the horizontal loop cuts.
I tried intersecting them, cleaning, removing doubles, joining, boolean,  etc. etc,..

Need some help here!
Using Blender 2.70a


texts: How do I stop my texture from stretching when I pose my character?

texts: Quite simply, I've applied a simple image texture and matching normal map to a character and rigged him. When I pose my character (i.e. bend his knee) the texture becomes undesirably skewed and deformed. Is there a way to have the texture scale or move when the mesh deforms as to retain the quality?


texts: How to display triangle count of visible meshes in scene?

texts:
Is there a way to display the triangle count of just the visible meshes in the scene and exclude the objects that are hidden? I understand you can go into edit mode on a single mesh to see the triangle count for that mesh, but that's no good for multiple meshes.

any ideas?

cheers


texts: Blender is only adding about half of a video?

texts:
The weirdest thing seems to be happening, I am trying to add 3 videos to blender VSE, for this sake we'll call them 1.mp4 2.mp4 and 3.mp4.

Each of these videos is exactly 14 seconds long and within 150 kB of each other in size. They are all the same frame rate.

No matter what I do 1.mp4 is only about half of the video when I add it to the video-sequence editor, the rest work fine.

I've tried messing with the start and end frames and the frame rate but changing these doesn't appear to affect anything with 1.mp4's length.

I have also simply tried extending 1.mp4's length in blender but obviously there's no video on the second half.

I have played all 3 videos in VLC and they play just fine so I know it's not a corrupted file.


texts: Arrays objects duplicated and positioned at different rates

texts:
I use a sphere and a cylinder, both relative offset of 3.
But they both are moving at different rates. And yes, both of them are scaled at 1.0.
How do I get them to both be duplicated at the same rate? All spheres should be on all cylinders.


texts: Everything in pinkish in cycles or "Scene World"

texts:
I've been looking back at my blender projects and now all of them are completely pinkish when rendering with cycles (including in the live preview mode)

Also if I'm in LookDev mode and tick "Scene World" under "Shading/Lighting" everything also goes pinkish.

In the World area I am using a HDR file but there doesn't seem to be anything pink there.


texts: In the attached Blend File, I have a representation of a airplane/jet fighter (cube scaled at one end to indicate direction of flight). I am using torque to steer, and adding Linear Velocity along a local axis for thrust/brakes. What I want to know is how to clamp the velocity along the plane's local axis so when the plane steers, it does not simply keep flying in the direction that is was before it turned. I would prefer a solution with logic bricks, but if that is not possible, python would be acceptable. (it just needs to keep a speed relative to how long the thrust/breaks have been held no mater which direction it is pointing.)


texts: Blender 2.79 smoke simulation, domain rendering as solid cube

texts:
I'm creating new file by reloading Blender Start-Up file (Ctrl+ N) moving default cube a little higher, then apply Object > Quick Effect > Quick Smoke. I can start simulation and see smoke generating, I can also see smoke using Blender Render, but when i change renderer to Cycles this happens:

What may be interesting is that in Blender 2.8 alpha I can see smoke in Cycles (But there's lots of bugs). Maybe I have to do something with domain material nodes but I just started learning Cycles and I'm really don't know how to fix it, please help.


texts: Edge dissolve impossible - How to get the same error message by script than by the original Blender operator?

texts:
I try to perform a edge dissolve by script. Some dissolve operations are impossible. And then you get a error message. The problem is that i get a big error message with all the bells and whistles when i do this by script. But when i use the edge dissolve from the Blender delete menu then i just get a short string that this operation is impossible.

How can i stop the big error message, and display the short string instead?


texts: Edge smoothing problem with solidify + bevel + subsurf

texts:
I have started learning blender and I have run into a problem when using solidify, bevel and subsurf together.

The problem is that the inner edges of the windows in my object have artifacts:

I want to create an object that is curved, so I am using the subsurf modifier. In the curved face I want to have a square window as shown. I am also using solidify to simplify modelling and bevel because no object has sharp edges. I am using the 'angle' option in the bevel modifier so that the bevels only go on the sharp edges.

I can fix the artifacts by adding more edge loops or applying the solidify modifier and setting edge weights, but I'd like to know if there's a way to fix it without doing that, because adding edge loops and applying solid makes my model more complicated and hard to edit the curved face (this is a simplified model to demonstrate the problem).

Blend file


texts:
I have struggles with Importing my Blend to Unity with the Colors i mapped it in Blender.
In Blender the Colors are the way I want them.
I can get the Object in to Unity, as an Object,
in Unity I either  get a Blank Object or complettly misscolored Object.
My Object in Blender

This is the Method I used to color my Objects,
using the UV Editing.

When Imported to unity the UV colors are wrong.

I have Tryd the Folowing things:
Creating a New Simple Cube With same UV Editing method to see if problem persists.
With the ressult being exact the same Problem that was in Unity as with my Modell.
Tryd editing the Material Tilt and Offset in Unity to correct the Colors
wich only changed colors without finding the Color arrangement I was searching for
Importing the .blend File trough Drag and Drop to Unity
Importing the .fbx file and tryng to add the Material after adding the empty Modells
I also tryd messing with diffrent setting whilst exporting
Restarting everything
When I open the exported .fbx file in windows everything is normal as it shoud be.
These are some atempts I tryd, I woud realy Appriciate help,
for I have been tryng to find a sloution over the last 6 Houres,
reading all over the Internet and looking up tutorials for a solution.
Thx in Addvance
-Josh
(Sorry for bad Grammar)


texts: I'm trying to have one of my character fire a ki blast from his palm (anime style). Now in terms of the effects would i do that while animating my models or would i model and animate the blast itself during the composite phase of my project?


texts: I go into Blender, and under File > User preferences > Addons > Install from file and select io_smd_tools-1.8.5. Then I'm trying to find an Import/Export menu item but I can't find it. Please help.


texts:
so I'm new enough to blender and I'm trying to teach myself a few things, I have flipped the normals on an object and I know I have to go into view port overlays to activate display normals but I am having trouble with getting the face displays to show. I've adjusted the size of the blue lines and I still cant get them to display. I feel like there's a setting or something that I'm missing any help would be appreciated.
as you can see I have it activated and the slider is up full but the blue lines wont show on the selected object. and as a side note I have made a post about this a while ago but forgot my log in so I couldn't reply to the comments


texts: Blender Blendshape meshes, UVs, and textures

texts:
Here is what I want to achieve

Input: Three face models that are correctly UV mapped different textures.

Goal: Create a blendshape and animate between them.

Say A is a face with mouth and eyes closed, B is a face with eyes open, and C is a face with mouth open.

Then for, A(0%), B(50%), C(50%), I want eyes and mouth half open, and this can be achieved by simply using shape key. Morphing 3 textures are also possible by changing the balance of diffuse of 3 materials.

But the problem here is that it uses the UV coordinates of A, not blending of B and C, so now the morphed texture doesn't make sense.

Is there any way to solve this? eg. something like shape key for UVs?


texts:
I watched a tutorial on PBR (Physically Based Rendering (I guess)) - http://www.cgmasters.net/free-tutorials/realtime-pbr-in-blender/ and when I downloaded the file some setting were kinda different.
 I couldn't put reflection maps on the objects because the tab "Mapping" is missing. Also, there's Real-time HDR Image which blew me away since nobody did it (youtube videos). I replicated the world setup from Cycles since some nodes from Cycles seem to work in Real-time - GLSL (which is awesome), but it didn't work (the texture wasn't 360 like in the blendfile from cgmasters).
In the nodes for the sphere whatever texture I click the specular map doesn't change in the Material Preview.

Is the code manipulated specifically for PBR or am I missing something obvious?

Also, I really need real-time HDRI so please help!

Update:
I realized it's a test build version (2.78), it doesn't work with 2.77a, but the sphere texture still puzzles me (It doesn't update when I change it from the nodes), but it's a complicated setup so I should probably make a good study of it.

I almost forgot - I still can't aply an HDR image in the viewport (make it 360) and if it works from the cgmasters file, then it's possible. Please help!

The issue

Blend File is here:


texts: How to turn off computer after rendering?

texts:
What is the easy way to turn off the computer automatically after blender completed a render* and saving that render?

My computer is not a monster, that would be helpfull so i can render at night


texts: Is there a way to add hair texture to 2d?

texts: Same as the title. I want to know a good way to get some hyper-realistic hair for 2d. Is this possible, or do I have to make a completely new 3d scene and add hair to that; if so, how?


texts: Grease Pencil with Pressure makes lines disappear

texts:
https://imgur.com/gEHfyn8
Hi
I wanna draw with Grease pencil, but when I turn on the Radius Pressure, the lines disappear immediately.
and if I turn on the Strength Pressure, it draws nothing.
Not only the Wacom pen but also Mouse does too.
But in a new project file, it works correctly.
(I have already tried to Append the objects to new project, then it has the same issue.)

I set Tablet API - Wintab.
Blender version is 2.83

Anybody know about this issue?
Thank you in advance for your help.


texts: HDRI and Image in Background only in one color

texts: I want to put a HDRI Image in background of my scene, and in this project the HDRI and Images will be shown only in 1 color. Creating a new blender file and adding the HDRI works fine. Only in this project not. I'm wondering if somebody knows why. Thanks a lot


texts: Rendering large amount of short videos with different generated "animation"?

texts:
I have a very specific and probably strange question to which I couldn't find any answers.

I'm a computer vision researcher and I need some data for a "small" side project, I want to know if it's possible to create this data with blender (or any other software for that matter).

The data I need consists of many ( >> 1000) short videos (3-5 sec) simulating a licence plate moving through the frame, with tracking and zoom on the license plate.
It's easier to understand with a simple example - I need something very similar to the right window in this video between 0:16-0:20. The difference between  videos is in different paths/angles in which the licence plate will move through the frame.

Edit: forgot to mention the important part, the different videos should have different number plates.

If anyone from this great community understood my strange request and can give some insights it could help me immensely.

Furthermore, if anyone is up for collaboration, I could explain my motivations, goals, and possible payoff in more details.


texts: Fastest way copying from bgl.Buffer() to numpy array

texts:
I have some rendered or processed pixel data in a bgl.Buffer() object and need it in a numpy array but that proccess seems to take very long. Here is what I have tried so far:
buffer = bgl.Buffer(bgl.GL_BYTE, WIDTH * HEIGHT * 4)
# render something into it
imageDataNp = np.empty(WIDTH * HEIGHT * 4, dtype=np.float32)

# now some benchmarks
imageDataNp = np.array(buffer, dtype=np.float32) # 7.05s
imageDataNp = np.asarray(buffer, dtype=np.float32) # 7.00s
imageDataNp = np.fromiter(buffer, dtype=np.float32) # 3.29s

imageDataNp = np.array(buffer.to_list(), dtype=np.float32) # 4.69s
imageDataNp = np.asarray(buffer.to_list(), dtype=np.float32) # 4.71s
imageDataNp = np.fromiter(buffer.to_list(), dtype=np.float32) # 2.80s

# create an image datablock as secondary buffer
if not IMAGE_NAME in bpy.data.images:
    bpy.data.images.new(IMAGE_NAME, WIDTH, HEIGHT, float_buffer=True)
image = bpy.data.images[IMAGE_NAME]
image.scale(WIDTH, HEIGHT)

image.pixels.foreach_set(buffer)
image.pixels.foreach_get(imageDataNp) # both lines together take only 2.05s

# answer from stackexchange by Sanoronas
buffer_list = bytes(buffer.to_list())
imageDataNp = np.frombuffer(buffer_list, dtype=np.float32) # both lines together take 1.28s

It appears like even setting and getting to and from a Blender image datablock as a "secondary" buffer ist faster than going directly from bgl.Buffer() to a numpy array.
One possible reason I can think about is that bgl.Buffer() is at the time of 2.92 still not supporting the numpy buffer proctocol as described in this post.
Is there a way to achieve something similar using only Python? I see that the Cookie Cutter addon by CG Cookie ships with an file bgl_ext.py which includes a function def np_array_as_bgl_Buffer(array) which appears to do exactly the complement to what I am trying to achieve.
An example file with the full code from above can be found here.


texts:
I have been searching on Internet for a while and I only have found this piece of code (from this site)

import bpy

scene = bpy.context.scene
for o in scene.objects:
    if o.type == 'MESH':
    for m in o.modifiers:
        bpy.ops.object.modifier_remove(modifier="Smoke")

But it didn´t work for me. It only removes the modifier from the active object, not for all the objects in the scene.

What am I doing wrong?

Thanks pals.


texts:
This is the background image that i want to use

But when i open it into the world panel, the preview and the rendered background are different. I've tried several options to scale it: adding mapping, image texture and texture coordinate nodes, scaling in the mapping node or in the texture panel, also tried to resize the image... and nothing works. I don't know how to put the whole image as background.

I've tried window texture coordinates, but now the background is pixeled. Any idea?

How it's seen through the camera


texts:
What is the best way to manage handlers in an add-on?

I am making an add-on that uses the scene_update_pre handler. In the register() function, I have added this line:

bpy.app.handlers.scene_update_pre.append(my_handler)

The issue is how do I setup the unregister() function to remove the handler if the add-on is disabled? I can't use pop because it might mess up another add-on, correct?

Whats the best practice when making an Add-on?


texts: What is the name of the vertex relax algorithm? "slide relax"

texts:
Is there a relax algorithm that would slide vertices from flat areas to sharp ones while maintaining the shape of the loop?
If something like that exists, what is the name of such an addon or algorithm, perhaps there are similar tools in other software?
please, do not suggest solutions like "make subdivide and then limited dissolve"
This is necessary to quickly optimize many loops for low poly geometry, the mesh should be preserved.


texts: How do I fix bpy.ops.object.mode_set.poll() failed, context is incorrect?

texts:
I am trying to convert a metaball object to a mesh, but I cant pass this stage. I am basically stuck. I checked out all the bpy.context and context override and bpy.ops  posts and documents and i still can't make these 2 ops work :( I do not understand why they need special context.

Traceback (most recent call last):

  File "C:\Users\USER\AppData\Roaming\Blender Foundation\Blender\2.80\scripts\addons\Dupper\__init__.py", line 95, in dupper
    bpy.ops.object.mode_set(mode='OBJECT', toggle=False)
  File "C:\BLENDER_28\2.80\scripts\modules\bpy\ops.py", line 200, in __call__
    ret = op_call(self.idname_py(), None, kw)
RuntimeError: Operator bpy.ops.object.mode_set.poll() failed, context is incorrect

location: <unknown location>:-1

location: <unknown location>:-1

def makedup(obj):

    object=obj

    bpy.ops.object.select_all(action='DESELECT')
    bpy.context.view_layer.objects.active = object
    object.select_set(True)

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

class Dupper(bpy.types.Operator):
    bl_idname = "object.dupper"
    bl_label = "dupper"

    @classmethod
    def poll(cls, context):
        return True

    def execute(self, context):

        bpy.ops.wm.open_mainfile(filepath=str(FILE))

        object=bpy.data.objects["mball"]

        makedup(object)

        return {'FINISHED'}


texts:
I use Cycles renderer and nodes to output the image, normals and UVs at the same time. Here is what it looks light.

The preview in the RenderLayers node is what I expect (world positions).

However, when I press F12, in the Image file (Image0000.exr for the frame 0, etc), I get this :

instead of the expected result :

(I think that in the first image the cubes are here, they're just the same colour as the plane).

The preview gives me the correct image but the output is wrong. And if I press the Animation button, the result is correct in the files 0000.exr, etc, but wrong in Image0000.exr, etc.

Am I missing something? Is there a problem in my nodes ?

Thank you for your help!

Thanks for the advice for using backdrop to debug, I figured out that it is the alpha node that was problematic :

Could someone explain to me how this alpha node works ? Apparently I got it completely wrong.


texts: Loosing curves on an object when exporting to STL

texts:
My goal is to create a vase, that will be painted by KUKA robot. So I need to export it from blender in STL format for robo software to understand.
I made a vase, and I make curves, which will be a trajectory for the robot to paint on. I used Bézier curves, then use curves modifier and srinkwrap to place those curve around the vase. I applied modifiers.
But when I select my vase, with curves on it, and try to export it to STL it only exports vase, without the curves. There be something simple I am missing. Any help will be appreciated.
Thanx, Max.
I am on blender 2.8


texts: Particles collide with first object then die on second collision

texts:
I want particles to collide off one surface (hard object) then die on the second (colliding with water). Both are easy on their own but I can't seem to figure out how to accomplish doing both in one particle system. is this possible!?

Thank you


texts: How to export specular and gloss from blender?

texts: I've learning blender for a while and doing some reverse "learning" on how do they make mockups. I wonder how can I extract gloss and specular from the scene even before rendering?


texts: So I’m using Eevee and I finished creating a game asset. Now I would like to render the final look. However I would like to know what are some things I should change to make my object look decent (some decent lighting, gray background) and any thing else I should consider turning on/off or tuning.


texts: How can I use greek letters for text in Blender 2.71 OSX? I need to use a lower case delta for a partial charge symbol in a chemistry reaction animation.


texts: Eevee rendering images in a higher resolution than 1980 x 1080

texts:
I have been trying to render a JPEG image higher than my standard monitor resolution which is 1980 x 1080. I succeeded in the following resolution 5400x3600 but could not go any larger since blender crashed.
Am I doing something wrong?


texts:
i lost half part of my character which was mirrored earlier? How can i bring it back?

i have done quite well in modelling of head and arms and some parts of legs too.Yet when i m proceeding with the hands and merging the wrist of the hand with the arm....half part of my character's body is found to be lost
so, how should i proceed further


texts: Can't select or interact with downloaded objects unless in edit mode

texts:
need some help.
I downloaded this free car model, and everything worked great until i tried to move it around.

It is made of many parts so I selected everything with A and tried to rotate the whole thing.

Problem is, 4 objects (namely the 4 rims of the wheels) stayed put and didn't do a thing.

I can see the meshes, but I cant select/box select them. I discovered that pressing "A" does not select them at all, and when selecting them from the collections (blender 2.8), i still can't move them.

I also tried Parenting them to other objects but with no result.

The only thing I can apparently do, is go into Edit mode which actually highlights the mesh normally.

I tried merging the mesh with other objects, duplicating and splitting it into another mesh, but nothing has worked so far.

Am i missing some obscure setting that prohibits me from interacting or is it an actual issue with the mesh/file?

Thanks in advance for the help!


texts:
I want the UIList to not show the filter options (inkl. the plus button).

I've use following flag:

self.use_filter_show = False

The flag disables the filters but not the plus button. I thought it's a bug and created following issue, but it's not.

https://developer.blender.org/T43455

So my question is how it's done correctly? To hide the filter with the button in a UIList.

Here my list code:

class SCENE_UL_ds_effect_collection(bpy.types.UIList):

    def draw_item(self, context, layout, data, item, icon, active_data, active_propname):
        self.use_filter_show = False
        ob = data
        if self.layout_type in {'DEFAULT', 'COMPACT'}:
            if item:
                layout.prop(item, "name", text="", emboss=False)
            else:
                layout.label(text="", translate=False)
        elif self.layout_type in {'GRID'}:
            layout.alignment = 'CENTER'
            layout.label(text="", icon_value=icon)


texts: How do i make shape key driver only show up when it rotates backwards in the x axis

texts: I created a corrective shape key for a quadruped leg, for when i move it backwards. I want the shape key only to appear when the leg rotates backwards in the X axis, but it shows when i rotate the leg frontwards too. i tried limits and restrict frame range, but i didn't get any results.


texts: how do i remove that small dot offset thingy that acts like the coordinate center

texts: I'm trying to move this center piece onto the center of the base but this little dot is what goes to the coords i type in the box


texts:
So as you can see there is some very weird lighting on the body of my model. My initial thought was that it was the normals, however after recalcualting and checking manually that they were facing the correct direction, still nothing changed.

Thoughts? Also, sorry if it's an obvious answer, i'm new to blender


texts: Weird Gray Blotches Showing Up During Render

texts:
Hi I am trying to render a model of Sintel. While using the render view port shading in the 3d view the eyes looks perfectly fine:

But when I actually render it, these grey splotches show up under her eyes:

Does anyone know what may be causing this? For reference, I downloaded this model from here: https://www.blendswap.com/blends/view/66558.


texts: Blender Cycles - Crash while synchronizing objects, Not even close to running out of memory

texts:
I am trying to render a scene with 265,189 faces, using 4K textures. Half the time I try and render a frame, blender will suddenly close without an error message or crash log. I am rendering on GPU, but this error occurs on CPU as well.

Blender will close while "synchronizing objects"

here is what my task manager says while rendering:

Specs:

8 Gigabytes of ram

GTX 970 graphics card

Any help would be greatly appreciated!

EDIT: Here is what my command prompt says. This was after it successfully rendered 2 frames.


texts: How to use root motion with inverse kinematics?

texts:
I have created a simple attack animation using inverse kinematics to animate the arms and legs of a character. Now, I want the animation to use root motion to export it to Unreal Engine 4.

I have watched multiple tutorials that explain how to do this with a Mixamo animation. I understand that I have to copy the location keyframes of the hips to my root bone and then remove them from the hips.

This would work perfectly if not for the fact that I am using inverse kinematics. If my IK bones have no parents, the animation looks great, but I can't export the fbx since Unreal will detect multiple root bones. However, if I parent the IK bones to the root bone, it will offset the limbs' positions and mess up the animation.

I'm wondering if there is a way to remove the IK bones without affecting the position of the limbs, so I can export the animation correctly.


texts: Unable to edit the meshes for shape keys

texts: Unable to edit any meshes when applying a shape key. Any sort of transformation is does not show any when I use the value slide the only thing which transforms is the scale . I've tried to follow tutorials but the mesh never changes for me when I am in edit mode and this only happens when I start using the Shape keys


texts: Cycles having trouble calculating light from multiple emission objects

texts:
I'm working on a lamp scene following a tutorial (kind of like the Pixar intro). However, I've noticed a problem with the lighting. I have a large weak light (plane) that lights the scene, but when I have it active the light from the lamp object doesn't show up on the background plane hardly at all, unless I really crank up the samples (I've gone up to 4000 and it still looks not great).

Pictures for reference (rendered with 100 samples):

Here the lamp is the only light source.

Here the secondary light source is also rendered. As you can see, this makes the light from the lamp really grainy... hardly even visible.

I understand that it's harder to compute for multiple light sources, but in the past I haven't had these problems with Cycles. Then again I've never had to use such a harsh light. Is there any way I can fix this?

Thanks!


texts:
I try to render mineral water bottle filled with water in Cycles. For testing purposes I use super simple model with absolute flat lighting filled with white color.

What is bothering me are the black spots on the render. I mean, I know there should be some strange curves generated by IOR, but in the complete white environment black patches should`nt appear.

What should I do, to avoid them? I`m attaching images with the render result.

I know that lighting and model are dull, but I use them to exclude any unnecesarry factors. My render settings are:

This is my latest bottle atempt with photo lighting. It looks better, but on the top of the bottle strange curves appeared. I think that it is caused by plastic rings on the bottle, but it look unnatural. I think that I`m missing something, because I still dont have control on this render behavior.


texts: is it possible to make a setting enabled by default?

texts:
I would like to make Smoke Adaptive Domain enabled by default whenever I create a Smoke Domain.
However, when I tried creating a smoke domain, enabling Adaptive (and setting the Margin to 2) deleting the domain, and saving the startup.blend,  it only remembered that the Smoke Adaptive Domain settings were expanded, rather than hidden as they are by default.

Is this possible? (it seems that it should be, as I was able to make both the Border setting enabled and make the preview samples value 0 by default.)


texts:
I was trying to add a texture to a cube in Cycles render. I added the texture, it showed up, and could render as well. However, there were some faces which I needed to edit. So, I unwrapped the object and went to the UV/Image Editor. But when I tried to scale or rotate my map, didn't affect to the texture. I'm using Blender 2.77.

In some projects it works and some it doesn't.

I described the issue in a video.


texts: is the AMD Radeon HD 5700 card supported?

texts:
I have a graphic card AMD Radeon HD 5700.

Is this card is supported in Blender 2.81?

I cant find the answer.


texts:
I have a chessboard object that I've appended to the file. However, no matter what I do I can't edit the behavior of the texture coordinates. 3d Texture view and UV window clearly show the appropriate coordinates, but the render clearly has old coordinates.

I tried deleting the textures and making new ones by selecting the same images in the file browser pop-up(switch-up). No change. I also duplicated the object and deleted the original; 'no change (not sure if all this is silly).

I'll add a link to the file tonight, as soon as I can connect to the internet with the other machine/have access to thumb drive.


texts: Is there a way union two separate meshes with two separate material

texts: I used the skin wrap modifier to create gloves and added material to them, and then added a different material to the second mesh. However, when I try to use the union tool, one of the materials disappears and it just defaults to the other material or the object just disappears too. Is there a way to fix this?


texts: How to match material properties to physical reality?

texts:
I'm trying to make a realistic gold shader. I would like to know what is the right way to match the information found on refractiveindex.info (for gold:  http://refractiveindex.info/?shelf=3d&book=metals&page=gold) to my cycles shader. The page is in a section for "information for 3D artist" but I'm wondering what parts of the information can be integrated in a cycles material and where it should be plugged.

In this tutorial (in the section "Basic metallic shader" at the end) : http://www.chocofur.com/6-shadersamptextures.html is mentioned a technique for the reflection information. Even though this is a very-well written and complete tutorial, I'm not 100% sure about the accuracy of the information because the author claims that the red, blue and green curves match RGB curves (which I doubt because they are labeled as being for polarization) and in the author's example for gold, the curves to not actually match what is found on refractiveindex.info, as exemplified here :

I understand very few people are BOTH 3D artists and physicists, maybe explaining the difficulty of finding accurate information on the subject. As you can see, I have very little knowledge of optics myself.

Is there any other information on refractiveindex.info that I could plug in? Like wavelengths and absorption information for exact colors, for instance. Any information would be appreciated, suggestions of documentation on the subject as well.


texts: Why does nothing show up in the Compositing tab?

texts:
I am trying to follow Blender Guru's beginner tutorial.
He went to the Compositor tab and was using it to Denoise an image but when I got there, no nodes show up.
Can you guys help?


texts: Load and Retarget via bpy (Blender python)

texts:
I successfully retargeted a makehuman mesh (mhx) with a bvh file in blender using the python script.

bpy.ops.mcp.load_and_retarget

Is there a way to specify the number of frames to be retargeted?
By default, it retargets only 250 frames.

My bvh has 880 animated frames. I edited the default value in props.py from 250 to 880 and it works fine. But this is not an authentic solution.

Could you please suggest a better solution.


texts:
When importing a model from Madehuman, the render is always blurry.
I try to understand why as the viewport is clear (see file).

I played with the camera settings, increase the light, I tried importing OJB, DEA files, changes materials, added subsurf, smooth shading, yet the render is  always blurry.
I don't understand why.
When I put other objects in the scene the render is just fine.

Any advise as to what I'm missing/doing wrong?

blend file


texts: Is there a way Blender can export to PDF(.U3D)?

texts: I'd like to export my 3D models in Blender to .U3D file format so that I can place them inside PDFs. I could use this at work when I send reports to clients, in my resume, etc. There is an old plugin that does this, but it doesn't work anymore. Has anyone out there made a plugin/fixed the old one?


texts: Makehuman 1.0.2 Blender tools issues in Blender 2.72b

texts:
Makehuman Blender tools from Makehuman v1.0.2 aren't showing after "install from file" in user preferences in stable version of Blender 2.72b.
Python console highlights green that the mhBlender tools have been placed in the correct folders for Blender to find them, but they don't show up in user prefs.

Another user had the same problems on the Makehuman.org forum, and a workaround was offered that worked for this guy, but it doesn't for me.

No problems with Makehuman working, only getting the Blender tools into Blender's user preferences. Same issue with Windows 7.


texts: My armature is not effecting the right arm of my mesh

texts: I had a problem last night with my armature having a very weird deform which was answered by having to apply pose at rest pose. before knowing that i was tweaking around with some of the settings and now i have no idea what i did to get it back to normal. my right


texts: Timeline: advancing time without evaluating time

texts:
While placing keyframes in the timeline it is possible to move the time marker (green vertical line) without evaluating the animation?

On my object, I have some keyframes values that I want to be exactly the same, some keyframes later. This is to hold the position of my object before moving it after a certain amount of time.

Coming from Maya this was possible. Is this possible too in Blender?


texts: STL File Exporting with Incorrect Origin Point

texts:
I'm trying to set a new origin of rotation of a STL file using Blender. I've imported the STL file into Blender and changed the origin (using Origin to 3D Cursor), which allows me to rotate the object around my preferred point. When I try to export the object to a STL file again, the origin reverts back to the original point prior to me changing it.
Does anyone know why this would be happening?


texts: I need to add finger rig to a model that is already rigged

texts: I am reusing a rigged model I got from Blendswap. It is fully rigged (by rigify it seems) with the exception of the fingers. The rig comes with controls and shows no actual bones (which I judge would be easily extendable). It also has a complete armature ref bones that is already scaled to the model in a different layer. I took this armature's hand bones and skinned them to the model. The finger then seemed to work/pose ohk but the problem is that I cannot get them to follow when posing the model using the main rig controls (which yield weird deformation when posing the fingers after). I Googled and tried out what seemed to be solutions (like Child of bone constrains, Ctrl + J, ...) to no proper avail. Any assistance will be appreciated. Happy to provide more info that may be deemed needful toward offering the desired assistance.


texts: "Loop Cut and Slide in blender 2.80 beta?

texts:
https://www.oreilly.com/library/view/learning-blender-a/9780133886283/ch06lev2sec21.html

Ctrl+R command exists, I have also found this command in Preferences.

But where is it and its panel in the general window? It seems all the screens and tutorials are too old


texts: Why is my model flickering when rendering?

texts:
I created a model in SketchUp and exported it as a .dae file.

Then I imported the .dae file into Blender and created an animation with it.

However, when I render the video, the model looks like it is flickering (as can be seen in the top-left window below).
Does anybody have any suggestions on how to fix this? Your help is greatly appreciated!


texts:
I am trying to extrude some face inwards (the opposite of extruding outwards).
In this screenshot you can see that I have selected the faces:

In the next screenshot can you see that I was actually able to intrude the faces, but the outer vertices stay where they are:

Does anybody know why this happens and how to avoid it?
Thank you!


texts:
I'm a beginner and I have a problem with one of my models. I can't seem to add a texture to it. When I try to apply a texture, it applies only the general color of it. Every texture paint I do on it only applies in the "texture paint" tab but not in the shading one. My nodes seem to be connected correctly, I unwrapped my model so i can't seem to understand what's the problem.

I already tried different UV unwraps as well different textures and flipping the normals. I'm quite stuck here

Here are some screencaps

(update in the comments)


texts: as you see it only shows user preferences icon but do not open it


texts: how do i make a seven segment digit clock animation?

texts:
I was modelling a sci-fi style digital clock, and when finished, I realized that I had no idea how to make the animation.
I made the numbers, but I cannot figure out a simple way to make it work.

I thought I could make all the ten numbers and then hide and unhide them every second, but takes too long.
Does someone have any idea? can someone suggest me a easier way to do it?
Thank you


texts: Screen distorts after enlarging/opening new windows

texts:
This distortion occurs upon opening new windows inside blender, such that I can not save, save rendered image, open project, virtually anything. I'd really appreciate an answer on how to fix this issue, since it disables me from working in the app as a whole.

Also, when I open the app in full screen mode, the same distortion happens and after quitting full screen I am only able to work in the 3D viewport


texts: Why do I get a 'missing DNA' error when trying to open projects?

texts: When I try and open recent projects to my computer I can't. It just comes up with a red flag at the bottom and says that it can't be opened and must have some missing DNA.


texts: Problem with planes intersecting in veiwport

texts:
Using Cycles in Material Preview mode and planes that intersect each other display oddly - one plane displays fully and ignores the fact part of the other plane should be showing. Better explained in the image below.

How do I get them to act how they do in Solid view where they appear how I would expect them to:

Couldn't find an existing question for this, expect it's something obvious I'm missing.


texts: I have two objects-Head and eyes. I have set up the rigging for head movement and rotation. How to make the eyes move with the head movements. I tried rigging my head bones both to head and eyes. It kinda worked. But the eye lid movements got weird as eyes were also affected now.


texts: Is Static / Dynamic BVH still present in recent builds of 2.79?

texts:
There still is Static / Dynamic BVH dropdown in official 2.79 build:

That dropdown to choose between them isn't present in recent builds of 2.79 or 2.8 anymore.

Viewport resolution only seems to be somewhat related though it changes quality of render which is not what I'm looking for.
Here is information about BVH What does static/dynamic BVH do?. Practically it allowed to make faster viewport preview renders if no geometry changes were in place (materials setup for example).
Is it still possible to choose between these types of BVH or are options substituted with shown above?


texts: Ok I really do not like the camera part of rendering. I can easily line up a good looking model without the camera but I keep realizing you need the camera to render into an image file. Is there anyway I can render without the camera and then download into a image?


texts: transparency issue in blender render with shading?

texts:
Unsure how to fix this problem, just a generic fire in a fireplace, but the transparency isn't working correctly for some reason.

I'm in Blender Render. Not sure exactly what to search for to find the answer to this so I'm just asking.

Thanks, and I'm sorry if this is a repost of a previously asked question.


texts: When I go to render my animation, I get a glitched square group of pixels

texts:
Im thinking the glass material is causing these artifacts but I'm not sure and I don't know where to begin to fix.  Please assist.  I've provided a link to my blend file.
Also a note,
It looks great all the way until the very last second of the rendering.  I've tried increasing my sample size and light paths.
blend file
https://drive.google.com/file/d/1ijLczaE_jHWRV4IM7a37v1aZ0QI5S1pZ/view?usp=sharing


texts: How to remove the selected part of this mesh?


texts: How can I composite Eevee and Cycles together in one animation sequence?

texts:
I have a character model that I’d like to render in Cycles only and the rest of the scene in Eevee.
This was suggested to me by someone I had contacted sometime ago.  He said to speed up render times, they’d render their characters in cycles and the rest in Eevee but I cannot remember where I spoke with the guy, otherwise I would ask him how he does it.
I’ve searched the internet but all I’m finding is that it’s not possible to composite Eevee and cycles together.
There must be someway to achieve this!
Does anyone have an ideas how this might be done?


texts: Part of my brick texture that is using a normal map, is showing artifacts when I raised the Normal Map Strength above 0.3. I'm using Blender v2.82 and Cycles rendering, Nvidia 1070.


texts: Hey i clicked something and now, in Edit mode, I have my mouse cursor as a cirles and it selects multiple vertices at once. How do I set the default one back please?


texts: Share custom compositor nodes among blend files

texts:
I feel there are some basic nodes currently missing from the node repertoire of the compositor and material editor. One such node (for me at least) is a "vector" node. This would be the 3D equivalent of the 1D "Value" node. Such node would takes 3 inputs X, Y, Z and have one vector output. Why the need for such a node? Some nodes take a vector as input (e.g. "offset" or "scale" etc), but you cannot connect a single value output of a node to the individual values of a 3 valued input. My solution was to create a "vector" group node in which I have XYZ single value inputs and use a "Combine RGBA" node to combine the XYZ values into one 3D (vector) value output. This works fine, however I want to have this custom node available to any of my blend files without having to always use append to grab this custom node any time i need it.

My question is: Is it possible to make a custom (compositor or material) node that is shared among blend files without explicitly importing that node by appending it from another file? .. perhaps via an add-on script that automatically creates these custom (group) nodes using the python node API?


texts: Is there a way to colour meta objects without turning them into meshes?

texts: Reason being I want to animate them as blobs - once they’re meshed they lose their blobbine nature. I'm interested in creating this sort of dripping effect, applying it to this character made out of metaobjects - the intention to have certain meta objects running through the rest to create ooze effect. Ideally I'd like it coloured but doesn't work unless they're meshes.


texts: Visual Sequence Editor Imports Movie Strip as Too Long

texts:
I am trying to add a 21 minute, 58 second MP4 file as a movie strip. When Blender imports it, the file shows as being 3 hours, 28 minutes and 20 seconds. What should I do to correct this?

The file runs fine in Windows Live Movie Maker, VLC, and Windows Media Player.

I tried it in both Blender 2.75 and Blender 2.72 on Windows 7 Home Premium (x64), with both versions giving the same results. I'm not sure why this is happening, though it is worth mentioning that the video has an odd floating-point frame rate of 19.195170 FPS. Rounding this to 20 FPS means that the video should be ~79,080 frames long. Instead, it's hit Blender's absolute maximum length of 300,000 frames long since the full length is apparently 331,120 frames (26.4896 FPS). The pop-up box says this is "The final length after handles are applied," what does that mean? Could it be causing the problem?

The video was created using Mobizen screen recorder on Android, and I managed to process it through WLMM and upload it to YouTube with no issues.

I'm just wondering what could make Blender miscount the frames and video length by such a large margin.


texts: How to export fluid animation 100% prebaked and import to UE4

texts:
I want to have a object lift out of water and have the water drop(drips) from the object, and doesn't need to be interact with, so it may be 100% pre-baked.
I made the animation in blender, but I can't seem to correctly export the fluid animation to UE4.8.
steps I did:

(Blender 2.74) make simple fluid simulation and bake it (using the Bake button in the Fluid domain Physics tab)
(maybe I need to bake it another way after that?)

(Blender 2.74) Export it to FBX, well here are a lot of options, first im not sure wich version to use FBX 7.4 Binary or 6.1 ASCII Mainly I select version 7.4 and enable Apply Modifiers, Baked Animation, NLA Strips and All actions. (I tried many different options)

(UE4.8) Import FBX, and enable Import morph targets, import animations, import local transform. same goes here I tried a lot of different options.
I hope someone can help me with this and put me in the right direction.


texts: Nodes and vector colours of a 2D picture in Blender

texts:
I have a jpg picture as given below and I wanna have it entirely red with the red color having
the density which would follow the original picture. A .blend file using Nodes postcomposition would help.


texts:
so i closed the menu on the right of the screen, the left is opened with "T" is there a shortcut to open the right one? And no not the one opened with "N".

See here :


texts: Why can't I delete the vertices and faces in the legs?

texts: I wanna redo the legs of my mesh. I extruded them too early. Does anyone know why I can't delete them? I tried using alt+H to make sure everything was unhiden.


texts: How to create a kinetic depth effect illusion?

texts: I am trying to create a 3D object with a texture of white dots on a black field (like stars). I also want the background to have the same texture such that, when static, the object appears invisible (the kinetic depth effect). How would you recommedn doing that?


texts: Is there a way to mass-rename an object's suffix?

texts:
I like to bake my models in Substance Painter. It bakes by mesh name so I don't have to explode the mesh. I have to end the name of each object with _low or _high.

renaming 30 or 40 objects gets tedious. Is there a way to grab everything that is .00# and change it to _high?


texts: Weird deformation with fingers (automatic weights)

texts:
Hello i was rigging an arm for my game and there's this bug if i rotate my fingers this deformation happens, How can i fix this? This is using automatic weights
I tried using other types but it didn't work, I tried redoing the rig but still same bug.
What i'm trying to do is not to make the hand move but the fingers, The fingers should move the fingers, not the hand.
https://i.stack.imgur.com/eXSjV.jpg


texts: Can you move the left toolbar in viewport?

texts:
I'll be honest, I'm coming from using 3dsmax. So the fact that the tools are spread/copied in multiple locations is confusing. (and change sucks yaddayadda)
Been trying to emulate max more to make my transition a bit smoother, and had wanted to move the left tool bar so that it's horizontal instead of off to the side. Or even change the top bar from a drop down menu to tabs. I've always found drop down menus really annoying to work with, have a hard time selecting what I want to select without the menu disappearing. I like to be able to see my options instead of having to dig for them. :I
any help is appreciated, thanks for readin'.


texts:
Could someone explain to me why this happened?
Create an animation using 'Scale' and put the animation on the other object on the left and look what happened.


texts: Make arrayed object properly follow/fit curve

texts:
For my arch viz projects I regularly need to place curbstones in various ways along streets, driveways, etc. Right now I have to place them all by hand and can only use the array (and curve) modifier for straight stretches or very wide bends. You can see in the first image below how Blender handles arrayed objects on shorter stretches and smaller bends (afaik).
So my question is if there's a way/modifier/addon/etc for blender to handle this kind of operation smarter. I know increasing the geometry of the curbstone partly solves this, but it still results in weird shapes and corners etc because Blender insists on using the whole model (see image 2). Ideally I want to be able to draw 1 continuous path and then have blender "logically" place and cut the curbstones along it.
Thanks!


texts:
Blender version 2.83
I need create dialog window with User. Now i'm using context.wm.invoke_popup
but problem that This dialog window close when cursor to far from it and not resible.
Can i create GUI with Blender python API ?
Or give some info What do I need to do to prevent the dialog window from closing
context.wm.invoke_props_dialog is bad because there button 'ok' i don't need this.
My operator:
class EXAMPLE_OT_window(Operator):
    bl_idname = 'example.window'
    bl_label = 'Example'
    bl_options = {'REGISTER', }
    bl_description = 'example_description'

    def invoke(self, context, event):
        return context.window_manager.invoke_popup(self, width=300)

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

    def draw(self, context):
        layout = self.layout
        layout.separator()
        layout.label(text=self.bl_label)
        layout.separator()


texts: Blender shut down while exporting psk/psa file

texts:
I'm a Blender newbie and all I know about it is what you can find in YouTube-Tutorials. Now I have the problem, that I have to export a .psk/psa file from Blender (2.75a) and every time I try it, Blender stops answering and crashes.

It is a makeHuman file imported in Blender, that I animated with the Dope sheet and the NLA Editor. In the tutorials, they say, that I have to set the cursor into the center (0/0/0) and the scale to (1/1/1) and so I did. I also joined the seperate Meshes of the body, hair and cloths, to have only one mesh parented.

Can anybody help me to create a .psk/psa NPC without crashing Blender?

Thank you very much.


texts:
When I try to use an image for the world sky material it doesn't show the image in viewport and render, instead it shows the base color and it's black in render view, it is only happening with new .blends , I tried opening other .blends and it works,

as you can see in the picture, the sky is not showing correctly and instead it shows the base color of it which is purple-ish black


texts: in python I want to select faces in edit mode by the index of for loop

texts: I'm trying to understand how python works in blender  ,  I want to select faces in edit mode  by the index of for loop to modify each face separately , I tried different ways but I failed


texts: How to rig a car wheel. I don't find the add single driver option

texts:
I am following different tutorials about how to rig a car wheel and they all show in some moment the option to "add a single driver"

but this option does not appear to me.

Does anybody knows why? Maybe a Blender update?
Thanks in advance


texts: is it possible to view video before drag in the editor?

texts:
Blender video question :

Is it possible to preview video files without drag'n drop them in the video sequencer editor ?

Thank you.


texts:
This question might sound basic but I really can't find the answer to it. Here few examples. Should each mesh be connected together or be loose parts. I see sometimes in tutorials geometries that are floating and are not connected to other parts of the object, they simply go through a face without being connected to it. What should a clean topology be? Thanks.

Here some parts are floating.


texts: How can i render the reflections i see in the Look Dev viewport in Blender 2.8

texts:
i'm finding blender 2.8 confusing and i'm relatively new to blender in general anyway. While looking at my model in the Look Dev view port i can see reflections.

However, when i render my scene in eevee (and cycles), the reflections aren't rendered

Is there something i'm doing wrong or an option i haven't enabled?


texts:
I'm trying to unwrap a complex model with a lot of vertices, for that I need to mark some seams and later manually adjust the unwrapping UVs.

I'm looking for a tool or a short-cut that would let me step-select to side. For example there is Ctrl+ and Ctrl- to increase/decrease selection, but what I'm looking for is to simply step to side. Like this example:


texts:
I'm trying to insert subtitles in Blender the "oldschool" way, because I want to have a precise control over the text properties, such as the font, an evolving location, etc. I tried to follow this workaround:

Can I (easily) add text to a movie?

and wrote a Python script out of it. But for some reason it doesn't work as expected when I then add a clip and try to render. Any idea why?

Many thanks,

import bpy
import math
import random

str_text = "Waiting for the sun"

for i in range(0, len(bpy.data.objects)):
    bpy.data.objects[i].select = True
bpy.ops.object.delete()

bpy.ops.object.camera_add(location = (0, 0, 10))
bpy.ops.object.text_add(location=(0, 0, 0))
text_obj = bpy.context.object
text_obj.data.align = 'CENTER'
text_obj.data.body = "I'm awesome"
mat = bpy.data.materials.new('MAT')
mat.use_shadeless = True
text_obj.active_material = mat

bpy.context.scene.game_settings.material_mode = 'GLSL'
bpy.context.scene.render.alpha_mode = 'TRANSPARENT'

old_type = bpy.context.area.type
bpy.context.area.type = 'SEQUENCE_EDITOR'
bpy.ops.sequencer.scene_strip_add(scene = "Scene")
bpy.context.scene.sequence_editor.sequences_all["Scene"].blend_type = 'ALPHA_OVER'
bpy.context.scene.render.sequencer_gl_preview = 'TEXTURED'
bpy.context.area.type = old_type

EDIT: There's something wrong when I do the script approach. When I use the manual approach everything goes well, I can see the text over my video clip in the VSE, but it doesn't appear at all in the script case. Something strange happens to my text and my scene options, see screenshots. What could explain this?

Manual:

Script:


texts: "Holdout"-alike Effect Strip for Frames in the VSE?

texts:
Is there a way or a workaround to omit certain Frames in the VSE completely while rendering out a final video from the Sequencer? That would be even handy for Playback in the VSE.

When I want the compositor to not render out something (but have an alpha value of 100% appear at certain places resulting in not being visible), I can use a Holdout Shader to achieve this.

Is there something similar for the VSE like an "Holdout" Effect Strip that will basically just skip all the frames including the Audio that are covered by this Effect Strip? I don't mean being rendered transparent, but omitted completely.

It would basically allow me to cut out parts of my Video where I have lots of timed strips that have to stay in place because of the timing with multiple cameras/sound files being all used together. And I have many markers already set up properly at certain time positions after the range I want to be skipped/not rendered that should stay in sync with my footage, so I think just "deleting" all strips from all channels in this range using soft or hard cuts won't be an option here.

Using a Speed effect strip with a very high multiply value doesn't work here as it doesn't really skip frames and doesn't reduce the final amount of frames to be rendered while my remaining strips stay in their position at the timeline.

To make it more obvious with an example: I want to skip the muted and selected strips in my resulting render at around 2:30 to 3:20 with a Holdout Strip I place above them:

But I want to keep my markers at their exact positions and I need these strips all at their relative positions so that my sync between the multiple cameras and audio files won't be lost. They are already aligned perfectly fine in time so far and therefore start at different positions.

I just want these frames where the (fake) Holdout Strip is placed to be omitted while rendering. The benefit would be that I can easily adjust this Effect Strips position even though while there might be some cuts "underneath" already.


texts: Creating a stylized/artistic material similar to the attached image

texts: I am looking to create a material similar to the below image, I have experimented with toon shaders as well as limited artistic shaders. I know that the brush strokes will need to be added externally but is there a way to create a slight colour variation as well as the slight randomness to the colour overlap faces. I am aware that you can get some speckling and noise when baking a diffuse texture in cycles and that is not normally desirable but for this material/texture, it could be interesting.


texts: Point density and transparent background

texts:
Is there a way to get point density and a transparency film to work.
Point density works when in normal film but when I turn transparency on, it is nowhere to be seen.


texts: How to set up keyboard shortcut for bounding box viewport shading?

texts:
I want to set up key shortcuts for viewport shading modes. Problem is, I can’t figure out which keyword is the mode for Bounding Box.

I’ve got the other ones working, Rendered, Material, Textured, Solid, Wireframe all work.

I’ve tried the following: BOUNDINGBOX, BOUNDING_BOX, BOUNDING, BOX, BOUNDS, and several variations, none work.

Here are the user input values:

Might you know which keyword works for “Bounding Box”?

Thanks.

Edit: In case it helps, the Context value is: space_data.viewport_shade


texts: How to make mayonnaise hang down in blender 2.92

texts:
I am creating a 3d birger in blender 2.92 using cycles renderer. I want the mayonnaise in the burger to hang down like real life but I don't know how. Should I try to model or sculpt it? Please help.
Thanks in advance.


texts: Problem solving geometry or camera alignment using tracking

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I'm looking for some help trying to solve the geometry / camera positioning for a show clip. After many days of testing and tweaking I still can't get a matching result and I just don't understand why.
The tracking itself seems pretty stable, but the actual location and orientation of the camera does not match at all.
Target is to place a pretty big bed (width: ~1m, length: ~2m, height: ~2.5m) into the room.

In addition to some other randomly distributed markers, there are 4 markers on the ground, which mark exactly the middle of the outer posts of the bed. The distance from left to right is exactly 1980mm and the distance from front to back is exactly 974mm.

Technical Information:

Camera: Sony Alpha 7 III (35.6mm, 3:2 ratio, Full Frame Sensor)
Lens: 28mm (Sony SEL28F20)
Footage: 4K (16:9, 3840x2160), 25 FPS (PAL)

I tried:

Using other lenses: 24mm (Sony SEL24F14GM), 50mm (Sony SEL50F18F)
Manually match camera position and orientation
Using existing geometry as additional markers
Using automatically generated markers ("detect features")
Using less markers
Let the solver automatically calculate the focal length, K1 & K2
Solving orientation via "Wall" - the result didn't make sense at all
Solving orientation via "Floor" - the result was at least somewhere around where it should be
The functions "Set X-Axis" and "Set Y-Axis" result in swapping the matching orientations by invalidating the respective other axis
Manually played around with the lens distortion values (K1 & K2)

The by far best result I got was by manually placing the camera, but after around 5-6 hours of incrementally adjusting its position and orientation, I still didn't get a 100% match:

I uploaded my current blender project file and the associated video footage via
Dropbox, if someone may want to have a look on his/her own.

Sometimes, after trying to solve the problem, blender got completely confused (just like me) and didn't allow to use any tracks to set the orientation ("Three tracks with bundles are needed to orient the floor"; solving the camera motion over and over again didn't fix it, so I threw away the whole solution and started over).

I would be very pleased about support in solving the problem.

Thank you.


texts: Blender video in which a scene is first untextured and then shows the textures as the video goes on

texts: I would like to make a video from a scene I have done in Blender. I would like these scene to first be renderend without textures, and then, as the video moves on, to get the textures on...Do you know how this could be done?


texts: Custom Depth of Field in User Perspective view?

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Hello is it possible to set different Depth of Field when editing 3D model in Perspective view?
Not in rendering.


texts: Help with achieving the "Opposition Effect" in cycles

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I'm trying to simulate this effect in cycles with materials

This phenomena is called "Opposition Surge/effect", and is a result of the phase angle between a light source (sun) and the observer approaches zero. The effect is mostly seen on rough surfaces, as the shadows of said surface disappear when the observer is directly between the surface and the light source

This is something I've been trying to simulate in cycles with materials. Now this effect should in theory be achieved simply by creating rough physical geometry, however, it is not very practical for large scale scenes as the physical geometry takes up a lot of memory. Can anyone think of a way to simulate this effect within a material?


texts: Can Blender import videos with transparent background?

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I have video with transparent background which I wanna import to Blender sequencer. I've checked in my browser that my video is 100% has transparent background. When I add it to sequencer in blender it has black background.
When I export it using WebM I also get black background on time when transparent video should be placed but transparent where I place some transparent pngs. So transparency is active but seems blender can't import transparent videos.
This video imports to Davinci Resolve without any problem.
What do you think?
Blender 2.93.0a
My video's format: WebM, libvpx-vp9.
Ubuntu Linux.


texts: How to fix "bone heat weighting: failed to find solution for one or more bones"

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i have rigged this gingerbread man, and also i have made everything one object so when i rig it, the WHOLE gingerbread man will move. but when i parent it, it says " bone heat weighting: failed to find solution for one or more bones". how can i fix this?

here is the blend file:

EDIT: after trying to figure out the problem, i discovered this problem only occurs when i set the parent with automatic weights. hope that helps.


texts: Constricting the camera animation to the inside of the wormhole

texts: I just currently finished doing Gleb Alexandrov and Aidy Burrow's space VFX Elements course (the wormhole tutorial in particular) and had a question about camera animation. Does anyone know how I would be able to constrict the camera to the inside of the wormhole and to make the camera eventually fly out through the end of the wormhole? I'm having difficulty figuring this out so any tips/input would be greatly appreciated.


texts: Is there any way to replicate "Aura Glow" reflective dispersion/iridescence glass effect in Cycles?

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I'm currently working on a model for Samsung Galaxy Note10+, with one of the colors used on the phone is "Aura Glow" that is a very reflective glass that reflects  light (a la CD/DVDs):

However, I couldn't get the effect working as intended in Cycles, Blender 2.90.

Using the RGB Glass BSDF method shows the result correctly in Material Preview/Eevee, but appears transparent in Cycles render (note that the front of the phone appears as "see through"). Mixing with Principled BSDF didn't help much.

Using Anisotropic rainbow ramp method only gives out a solid red finish.

I can't seem to find any other method that actually reflects like what I intended to, so I'd like anyone to help me on giving a reflective glass like that GIF above.


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I have a simple mesh that, no matter what I do, displays certain faces as transparent:

This is just modeled from an image plane. Backface culling is off, normals have been recalculated and flipped, x-ray is off, but I can't get rid of the issue.


texts: How to duplicate an object with random start frame?

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I created an animation, a creature is walking. I would like to duplicate it several times in one scene but with different start frame. For example, obj1 starts from frame #5, obj2 starts from frame #10 . This way they don't look like they are the same object. How can I do that?
BTW, I am using Cycles.

Thanks :)