texts:
Another animation nodes and Matrix related question.

I have this setup of circular formation of objects. I use Matrix Combine to set this up, and then I group it.

Now, I just want a simple Matrix Transformation that will transform the setup as a whole. I cannot do that. I wonder how to do this simple parenting.

I tried Matrix Math, but it is not working. Especially with rotation, I cannot easily rotate just the whole thing.


texts: How to use Curve Modifier to buldge part of the mesh (modelling rabbit ear)

texts:
I modelled a very simple beginners version of a rabbit ear (improvement proposals for better implementation welcome).
I managed to create a curve from the root to the tip of the ear by applying a Curve Modifier and using a Path I deformed in Edit Mode. This is what I have: Blend file.

Now I want to create a curvature at the root of the ear to buldge the lower part like  (but not that extreme). I made a Vertex Group (earRoot) for all the bottom vertices and wanted to place them onto a (circle) Path using the Curve Modifier. But I have several problems:

Whenever I assign the Vertex Group to the Curve Modifier the lower part of the ear gets displaced from the rest of the ear and totally twisted
If I do not use the Vertex Group I also do not find the correct axis/settings/position to deform the ear like I wish.
I also tried to set the origin of the ear to the bottom with no effect.

Any help appreciated.

[EDIT:]
The answers from @cegaton and @MikeMoore already helped perfectly to achieve the desired end result and I understand it is lot easier and simpler to do proportional editing here. But I'd still love to understand the correct usage of the Curve Modifier for this purpose (assuming it is even possible) - and what I did wrong (learning purposes).


texts: Change the font in the Sequencer Text Effect with Python code

texts: I need to change the font in the Sequencer Text Effect with Python code if it's possible ?!


texts: My mouse is moving very hardly and slow, just at the moment i am rendering an image

texts: As Title says, My mouse is pretty snaily when Im rendering, even when Im not inside blender, it just makes my mouse go superslow, and it ruins my everyday rendering life.


texts: Blender Game Engine - Reporting Correct Angles?

texts:
New to blender game engine.. The image shows console window, blender and a simple python script to report current angles associated with a camera. I set angles for X, Y and Z to be 135, 0 and 135, just to show a sample case of weird angles being reported.

If played, console shows angles as -45, 180 and -45. Is this an expected behavior?

Thanks,
Chandra


texts: How can I force mesh to remesh along a polyline?

texts:
Sorry if this is a basic question, I am coming from a scientific field and have begun to use blender more and more, and it is just amazingly powerful. But, sometimes I find that to do precision type work and have precise control over meshing is a bit hard because the workflow is not really set up for that (I think?).
Basically, I have a mesh. I want to draw a polyline on this mesh, but not where any edges/vertices are currently occupying. Then I want to remesh the mesh and have edges/vertices snap to this polyline.
Is this possible in Blender?
See below schematic of what I'm attempting to do.
I have my target mesh that I'm trying to remesh, and I created a Curve>Path object t use as my snapping line.
Any advice would be appreciated.


texts: I can see the seam of meshes in rendered image

texts:
I'm trying to render light bulbs, but I'm facing a problem in subdivision-surface modifier.

I applied Subsurf modifier for each glass of bulb with UV sphere and Solidify modifier after it.

I chose 4 for Subsurf modifier for each glass of bulbs but it showed the seam of mesh of bulbs like below.

So I've tried giving more divisions(6) and ended up with Out of memory error of CUDA.

I tried it with only one bulb and it looks much better.

Is this normal behavior? or Did I do something wrong?

Giving more subdivisions for all the bulbs are not feasible with GPU rendering.

Please share any techniques, if you know, to make the bulbs more smooth.


texts: How can I render a material with wireframe and keep the faces showing, in the BGE?

texts: OK so I know how to render a material with just wireframe only, but when the game engine is on, the material becomes completely transparent and only displays the wireframe with the color i gave it in the material, that's expected, but is there a way for me to render the wireframe while keeping the faces visible when game engine is running?


texts: Eevee outputs large sections of video completely black

texts: I'm trying to render a short 8 second mp4 animation loop, but for some reason Eevee keeps replacing large sections of the outputted video with complete blackness. Some of it renders the way I want, but then the rest is just black.. I've looked through the settings and I can't find anything that looks like it would cause that, and I have only two animation keyframes to make the camera move, nothing that would affect lighting. Can anyone help?


texts:
This is a question, that came up whilst working on a scientific representation of a cell membrane.
In the following image you can see the particle system applied to a plane:

What I now want to do is to apply that particle system to a cylinder or circular object, which will show the cross-section of a vesicle. The particles should therefore all face outwards from the origin point of the circle. In the Rotation menu of the particle system there is no option for the particle to be orientated 90° away from the surface. Here is a bad sketch of how it should look.

Q: How can I orient particles on a round object?


texts: Why are my leaves white when I render, but have the right color in Material view?

texts:
I am trying to make leaves fall to the floor.

The leaves are transparent PNGs imported as images as planes, in which I modified the color of the non-transparent pixels (they were grey to begin with and I wanted to add some color) using this node setup:

The material view seems to interpret what I am trying to do:

but the render shows white leaves:

Not sure I understand why that's happening...


texts: Whenever I make an emission shader, it will be exactly the color/texture I assign, without shading. Is there a way to create a material that is both emissive and shaded?


texts: How to interpolate n number of objects between two different shape keys of that object (like tweening but with meshes)

texts: I'm trying to create an array of meshes (with the same mesh data) between two different shape keys, interpolating between the two, like when tweening curves in Rhino. So far, all I have been able to do is manually duplicate and adjust the shape key for each object, but this also doesn't quite work as the base and final shape keys seem to change as I make duplicates (?) Any help would be great!


texts: Blender 2.80 - Image Editor - how does Set Curves Point work?

texts:
I have found two Set Curves Point entries in the keymap in the Image section in Blender 2.80.

Only the mask mode provides curves in the image editor. But here the hotkeys does exactly nothing. And we seem to have a key overriding problem here anyways. Since with ctrl + lmb you paint a freehand curve already with Mask add vertex and slide. Also a hotkey only functionality, to find in the keymanager.

Searching in the Blender Manual did not lead to any success. Only the Python API has a thin comment. This seems to be an old functionality, i have found the corresponding entry also in the 2.78 API.

bpy.ops.image.curves_point_set(point='BLACK_POINT')
Set black point or white point for curves

So we paint black or white points at curves. But how? Under what circumstances?

How is Set Curves Point meant to work?


texts: How To Simulate Water Spray from Nozzle Such As Pressure Washer

texts:
I am using Blender 2.8 - How can I simulate water spray from a pressure washer nozzle and make the spray react to an object like in this picture? The spray bounces off the sidewalk.

I've tried using particles but can't seem to get the effect of the "smooth" look. Should this be done using smoke or a combination of both smoke and particles?

I need to animate this pressure washer scene and not for it to be just a picture. How can this be done? Eevee or Cycles? Thank you.


texts: why is my texture repeating after UV unwrapping

texts: after doing node editing and UV unwrapping my texture logo is repeating.i just want a single logo.How can i solve this?


texts: To what degree does Cycles' sample level impact other passes?

texts:
Can equally useful AO, Z, mist, speed and other non-beauty passes be generated at lower sample rates compared to those rates needed for beauty passes?

How about ObjectID mask passes?


texts:
I have created a function that requires a file path input, I found a way to have the user input a file location but I am not sure how to access it. I thought it was assigned to the bpy.types.Scene.conf_path but I do not get the directory when its printed.  Here is my code.

import bpy
class HelloWorldPanel(bpy.types.Panel):
    """Creates a Panel in the Object properties window"""
    bl_label = "Hello World Panel"
    bl_idname = "OBJECT_PT_hello"
    bl_space_type = 'PROPERTIES'
    bl_region_type = 'WINDOW'
    bl_context = "object"

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

        obj = context.object
        col = layout.column()
        col.prop(context.scene, 'conf_path')

def register():
    bpy.utils.register_class(HelloWorldPanel)
    bpy.utils.register_module(__name__)
    bpy.types.Scene.conf_path = bpy.props.StringProperty \
      (
      name = "XML Location",
      default = "",
      description = "Define the root path of the project",
      subtype = 'DIR_PATH'
      )

def unregister():
    bpy.utils.unregister_class(HelloWorldPanel)
    bpy.utils.unregister_module(__name__)
    del bpy.types.Scene.conf_path

if __name__ == "__main__":
    register()

I appreciate any help or direction. Thanks


texts: How to make particles appear where I draw weight using dynamic paint? I know how to do it with hair - https://www.youtube.com/watch?v=746GAAZbG_U but this method does not work with particles (or I am doing something wrong).


texts: Vertex Position is different between my own renderer and Blender's internal render

texts:
I used Blender for my project using a real photo and CG. So, I made my custom projection matrix for Blender, using it's camera source code.

Here is my custom projection code for blender scene:

public override Vector2 Project(Vector3 vertex)
    {
        double pixelSize = SensorSize * Near / FocalLength;
        pixelSize /= Width;
        pixelSize *= 2;

        double xmin = -0.5 * Width;
        double ymin = -0.5 * Height;
        double xmax = 0.5 * Width;
        double ymax = 0.5 * Height;

        xmin *= pixelSize;
        ymin *= pixelSize;
        xmax *= pixelSize;
        ymax *= pixelSize;

        Matrix44 iw = Matrix44.Invert(this.Transform.WorldWithoutScale);
        Matrix44 k = Perspective(xmin, xmax, ymax, ymin, Near, Far);
        Vector3 v = Vector3.Transform(k * iw, vertex);
        Vector2 result = new Vector2(v.X / v.Z, v.Y / v.Z);

        result.X *= Width;
        result.Y *= -Height;
        result.X += Width * 0.5;
        result.Y += Height * 0.5;

        return result;
    }

Perspective method is complete same with blender lib math function. Sensor Size and Focal Length value is same with blender's inspector. All values are same with blender scene too. (camera position, rotation, mesh vertices ...)

But when I tested the default scene using this code, vertices position had small errors.

White points are projected vertices using my own code(ignore center vertex; That is a side effect of non-depth testing). Projected vertices do not match with cube's vertices; but it's error is too large, especially on the left-bottom side, so I think this is not a calculation error.

What is the problem with my code? How can I generate same the projection as the default scene?


texts: Why do I have a large black and white artifact on the rendered image?

texts:
Cant figure out why the rendered image has a large black and white artifact (on the bottle on the right)?

This is the blender file.

Appreciate any tips!


texts: Use value as scalar field in Marching Cubes node (Sverchok addon)

texts:
I am trying to use the marching cubes node (in the sverchok addon) with a set of points as follows:

So, I have a set of points with xyz coordinates, and “w” values at each of these coordinates. I would like to use the xyz coordinates of these points as the bounds, and the w values as the scalar field.
What I don’t understand so far is, how to convert the w values into a scalar field that is usable by the marching cubes node? Any ideas how to convert the w values to a scalar field?
Here is a zip with the set of points and blend file: https://drive.google.com/file/d/1h4F8KKpS4NqOUjcxeR3y-JS_zq5zGncU/view?usp=sharing


texts:
Tried to render fire simulation in Cycles, results are above. I added principled volume node to domain cube.
Fire shows up in viewpoint, however does not in rendered image. In viewpoint, fire is shown in both EEVEE, and Cycles. I barely changed output and render setting (only modified solution, folder for rendered files)


texts: How can I accomplish this kind of noisy shadows in Blender?


texts:
I want something to have this look (the eyes)

But i do not know how to get this look. I looked it up multiple times and it shows how to fix grainy and pixelated pictures. Please help! It would be greatly appreciated. Thanks!


texts: I recently learned shape keys and made couple of them. However the hard part for me now is animating them. Once I set values to 1 and key them and do the same for another facial keys nothing happens when I play the animation. Any solution. I'd prefer some image tutorial but not a must.


texts: Camera renders blurry image in darker part of scene

texts:
I have a school project for which I need to make a small movie in Blender. All the animations are fine, but the moment my camera gets into the airduct I made, the preview gets all dark and blurry. I tried to set the FOV but it didn't work.
In the room before the camera works fine. I also added quite a handful of lights so I don't think it might be the problem.

Anyway here is the render preview. There is a point light just above the cube.


texts: I imported an object into my model, and now I can't move anything! I can scale and rotate just fine, but whenever I try to move an object, it acts like the arrows aren't even there!


texts: Why does mesh not follow bone perfectly?

texts:
My mesh is parented to an armature.  But when I rotate the armature upperarm, the mesh's upper arm does not follow the armature fully.

What are the likely causes and how to fix this?

Thank you very much for your help.


texts: I have bunch of curve with similar thickness with different color. I want to shrink or make the thickness of the tube low. Manually doing makes a lot of time. Any trick or quick way to make the tube thickness smaller. Any suggestion or help. Thanks


texts: How to shrinkwrap without losing sculpted details

texts:
I want my sculpted model to follow curvature of a sphere but after applying shrinkwrap modifier all the sculpted geometry gets lost (picture 1). How do I set the shrinkwrap modifier so the model only bends accordingly to chosen curvated surfaces? Is shrinkwrap even a correct tool for that? If not, what is the best method to achieve my needs? (I also attach my blend file)
Thanks a lot guys.


texts: Add bevel without adding vertices or changing normals

texts:
I'm trying to add a tiny bevel in my low poly model. I want the bevel to be "curvy" but keep original faces flat. In theory I can achieve this if I don't add vertices or modify normals. This is my plan: (red arrows are normals)

Alright. How do I achieve this? Creating the bevel manually isn't an option, too much work. Bevel modifier adds the kind of bevel I want but I don't have precise control over the normals or vertex splits. Creating a script isn't a problem but I'd need some guidance and wouldn't like to do it before asking for other options.

If I need to take the scripting path, could I make a custom modifier that creates the kind of bevels I want (never done a modifier before)?


texts:
I'm having some problems with orthographic view which I don't know how to solve. Regardless of what mode I'm in (object or edit), I can see through my meshes as if x-ray was on. Rotating my view also causes strange artifacts on my meshes, like in the picture below, and they sometimes disappear entirely until I rotate the view again.

It makes it very hard to work with my meshes in orthographic view, and perspective view does not always satisfy my needs. Is there a way to fix this?


texts: Beveling on extreme concave/convex Edges

texts:
Currently I am trying to make a gun model, however when I bevel the edges this unfortunate even occurs.

I have tried using bevel (CTRL+B), Intrude, making edge loops and then Scaling inward all resulting in similar issues. How do I bevel the edge without the faces overlapping each other?


texts: Why is my center of mass not calculating correctly?

texts: I know I can manually set my origin point but I would like to know why  Blender keeps setting the origin of my mesh to the front of my model instead of in the body where it should be when I set Origin to Center of Mass. Why does this happen?


texts:
I am planning to make a plane with heat distortion which is the same as http://www.blenderguru.com/tutorials/how-to-create-heat-distortion/#.VI5GlivF9jI
I followed all the steps but i can't add the input render layer in the compositor for the plane. Is there any neccessary thing needed to be done before using the compositor? It is my first time using compositor.
Here is the file , http://www.mediafire.com/download/mswmux40sugxjs3/help+plane.blend


texts: Setting material node properties across a large number of objects?

texts:
I'm using a Python script to generate a star-field using data from ~9k of the brightest stars (data is taken from here) Spheres are generated equidistant from the camera (eventually these will be filled circle billboards), and I'm hoping to adjust their magnitudes using an emission shader.

Is there a way to adjust the emission strength of each individual sphere without creating 9000+ separate textures?

My first run at the code was able to change the emission strength of the material, but it's changing it for all of the spheres each time. The code is below:

...
# Load star data from file
starData = np.loadtxt('/stars/catalog_text')
distanceMultiplier = 1000 * 5

# Create base stare
star1 = Star(starData[0])
starMesh = star1.getMesh()

# Duplicate mesh for every star in the data
i = 0
for star in starData:
    i += 1

    # Set Location variables from data
    magnitude = star[2]
    x = star[3] * distanceMultiplier
    y = star[4] * distanceMultiplier
    z = star[5] * distanceMultiplier

    # Set star magnitude from data
    # (convertMagnitude maps the magnitude value to an emission strength value in Blender)
    emission = bpy.context.active_object.active_material.node_tree.nodes.get("Emission")
emission.inputs[1].default_value = convertMagnitude(magnitude)

    # Create a copy of our base star
    newOb = starMesh.copy()

    # Assign unique name and location to mesh
    newOb.name = "star_" + str(i)
    newOb.location = (x, y, z)

    # Link mesh to the scene
    bpy.context.scene.objects.link(newOb)
bpy.context.scene.update()


texts: How can i disconnect the teeth of muy 3d model from the rest of the rigged body

texts: I'm trying to move muy model's arm but the structure inside his head  is still following that move, i also tried to chance the body's rig to sepárate it but it simply doesnt work.


texts: Blender 2.82 simulation interface unlock?

texts:
upgraded lastly from Blender 2.79 to 2.82.  With 2.79 I used Blender to do fluid simulation.  Now trying the same with the newer version.  Unfortunately, the new version locks the screen during simulation baking so no other work is possible.  The old version allowed even to preview already baked steps, which was very-very comfortable!

Am I missing something in the new version, or is it really not possible to use Blender during baking anymore?


texts: Keep getting .poll() Context is Incorrect Error even though I set the correct context

texts:
I keep getting "Context is incorrect" errors even though I use an override.

Here is the .blend: http://pasteall.org/blend/index.php?id=50312

It has one of my models I am coding some Animation Managing Tools for.
I am trying to unlink multiple actions from an object.
For this I use a custom class object to refer to the actions.

I made a function that changes the active action for the object and then calls the function for pressing the X next to its name in the Dopesheet Editor "bpy.ops.action.unlink()".

For this I set the Execution Context to the Dopesheet Editor.

Now the strange thing is, that the first action gets unlinked but at the second it raises the error.

Debug Prints show that the area is set to the Dopesheet Editor.


texts: Is it possible to delete meshes that have baked physics?

texts:
It took 17 hours to bake 50k small objects all colliding in a container.  There are times when some of those objects escape the container and I’d like to just delete those meshes entirely.  Trouble is when I select them and x>delete nothing happens.
I’m trying to bake to keyframes because I know I can delete them once that’s complete- but it’s been two hours now and it’s still churning away (and/or it’s frozen).  Is there a way to keep the bake and delete the few escaped rigid body objects without having to wait for the keyframes or going through another bake with higher step count?


texts: I created a Start File; When used, though, the materials are broken

texts:
This program, I tell you...
So, I created a Start File so that I don't have to do a bunch of the same thing when I create a scene. The start file loads just fine when I open it and look around.
But Then I select: FILE - DEFAULTS - SAVE STARTUP FILE
And the very next project, when Blender loads: Pinksville. Most of my materials - which previously loaded with no problem - are now broken.
Any ideas? I could share the blend but it wouldn't really matter as it's the material connections that's the problem.
Also: I realize I can pack everything into the Blend. I've done that for the time being, but I'm just wondering if there's something obvious I'm missing. This was working with no problem, but now suddenly it doesn't.
Thanks for your attention.


texts: How do I get a better understanding of the coordinate system in blender?

texts:
With link to this question, one of the main problems that have not promoted the understanding of the node system with Cycles is blender's coordinate system.

These coordinate system values are said to have been represented as RGB values(e.g. generated, object, normal etc.), analyzing the output with the viewer node and mapping node, I'm not being able to get how this actually works:

I can't really interpret how it really works. Example in the image above, the location and scale are basically almost the same thing viewable.
It's not even a constant RGB(don't know how to put it), there's a gradient of the RGB values, so I don't think it could be an offset representation from the bounding box origin. So, summing it all up, how does this work in blender?


texts: Make each Poly overlap and scale relative to the 0 - 1 space

texts:
I am looking for a hybrid of these two images.
I want all UVs to overlap starting at the corner of the 0-1 range, but I also want all the polygons to be scaled relative to eachothers size. The first image was achieved by Smart Unwrapping each poly...one... at...a...time (not practical for large scenes.) The second image was accomplished by Smart Unwrapping all the polygons of an object all at once but this is not good for a repeating pattern. I intend to apply a repeating pattern across all polygons of a rectangle and I want it to repeat correctly no matter how big the polygon gets. The method for the first image would result in uneven scaling and take forever(very large scene,lots of objects), the method for the second image would not allow for a repeating pattern.

I want the polygons to overlap. It is efficient.

I've searched everywhere and can not find anyone trying to make a set of walls this way.


texts: Sculpting with inflate not working as expected

texts:
I'm following the donut tutorial using version 2.83, and have an issue with the inflate tool which doesn't seem to work like I expect from the way Andrew uses it. Take a look at around the 10 minute mark on youtube.

When I use it on my droplets, they get more "lifted" than inflated. See recording below.

Things I tried:

varying the strength
varying the radius
other brush settings

What am I doing wrong here?


texts:
I have asked how I can make a node group a part of the blender star-up file, which turned out was already answered here

But the thing is I'm getting lost between step 4 and 5 of this answer. On step for it says: "Press Shift F1 to Append. Navigate inside the file with the node group, select NodeTree and then select the node group." and then on step 5 it says: "Add the node group (Shift A> Groups > Group) and press the F icon on the node to save the data block even if it has no users"

So am I supposed to actually append the node group or what? If I do that, where do I use the command Shift A > Groups > Group? Cuz' it sure won't work with the mouse pointer hovering above the 3D viewport, and neither does it work over the node editor window ...

So does anyone have an answer for me? Thanks for reading!


texts: weird artifacts while making a kaleidoscope

texts:
I'm fiddling around with a kaleidoscope, but there are some weird artifacts in the render. The artifacts are the ripped lines coming from the ball and you can clearly see faces of something(color corresponds to world settings). I've set bounces very high so I don't think that that is the problem.

The render

My setup


texts: How to export UVs per-vertex in script (as OBJ format does)?

texts:
OpenGL (the model's final destination) only accepts per-vertex UVs, so it is a must to use per-vertex and not "per face-vertex" UVs. The question isn't about OGL, that's just my reasoning. The OBJ format stores UVs per-vertex, proving that it is possible. I also have checked the code of the default OBJ exporter. However, it's UV exporting code is completely reliant on the rest of it's code making it very difficult to read and understand the default OBJ exporter script.

Current code for exporting UVs:

for face in mesh.polygons:
    for vert, loop in zip(face.vertices, face.loop_indices):
        if (vert in usedverts):
            print("duplicate")
        else:
            for z in (mesh.uv_layers.active.data[loop].uv if mesh.uv_layers.active is not None else (0.0, 0.0)):
                f.write(struct.pack('f', z))

It doesn't export them correctly, whether or not I use the if (vert in usedverts):. I think because when removing duplicates, they end up in the wrong order or something like that. Maybe someone has a better example of per vertex UV exporting [than the confusing default obj exporter]?


texts:
this is happen coz after using sculupting,, then i cant select object what i want it...

but if im in tab Modelling and sculputing this is work...


texts: Importing SVG sequence, joining all separate curves

texts:
I am trying to write a quick Python script that loads .SVG sequences placed in one folder, and cleanly joins all the curves that come with it. I managed to load the .SVGs fine, but I am currently still working on joining the curves.

Here's the code I have:

##################
import bpy
import glob
import os

# path to your folder

importDir = "C:/tmp/silhouette_svg"
print("Importing all SVG from this directory", importDir)

os.chdir(importDir)

for files in glob.glob("*.svg"):
    print( files, "... imported!" )
    bpy.ops.import_curve.svg(filepath=files)

Blender's Import Curve should come with the joined option, I think.


texts: Every time I render mmy smoke sim out, it looks pixelated. What setting do I need to change?


texts: Does fresnel node corresponds to fresnel-equations?

texts:
In principle BSDF manual,specular is set to ((ior-1)/(ior+1))^2/0.08 to get realistic result.So does this imply that reflection amount (percentage of incident light) is only determined by ior and light angle on a flat surface ? If so,how should I set up nodes for diffuse,reflection and refraction ?Although all dielectic material has refraction,sometimes I just want to ignore it for simplicity.In this case,how should I remove the part of refracted light and just do diffuse and reflection ?
Edit:I search wiki and it says the amount of reflection and refraction is determined by Fresnel coefficients.https://en.wikipedia.org/wiki/Fresnel_equations
From the simple normal case,R=((n_1 - n_2)/(n_1 +n_2))^2..just plug fresnel into surface the result seems to be it.But I am not very sure.Some materials distinguish fresnel reflection and specular reflection.
https://download.blender.org/documentation/bc2012/FGastaldo_PhysicallyCorrectshading.pdf
Edit:In practical,when we consider unpolarized nature light,the the reflection coefficient is just average of R_s and R_p..Or we even use Schlick's approximation..So the amount of relection and refraction is clear.Diffuse is a particular case of subsurface scattering,so it should belong to refraction.And then how much does diffuse take in refraction ?


texts:
I'm UV mapping some text  which I did in Illustrator and exported PNG 300 resolution. And I rendered it using cycles and EEVEE. Cycles render gives a more crisp image of the text, while EEVEE seems blurry. I prefer to use EEVEE, becauce my PC is old and takes a while to render. Is there a way my text can look more sharp/crisp usin EEVEE.
Thank you.


texts: Apply shader color based on distance to mesh surface (Sculpted Mesh)

texts:
I have an asymmetrical Mesh with sculpted bubbles on it (edit: and a Multires Modifier). I would like to use a procedural shader and color the elevated bubbly parts differently from the rest.

This is an example of what it could look like:

As the bubbles can have different heights and are not equally positioned along any axis or the objects origin, using a Gradient Texture or Geometry Node with Separate Z axis like for these examples does not work of course:

I would need a condition based on the actual distance from the Mesh surface > 0. I found the Math Vector Node in Distance Mode which sounds promising, but I don't now how/if I could use it in my case.

Any ideas howto address the elevated areas? Can it be done by using only procedural nodes?

[using Blender 2.82]


texts: How to fake reflective caustics in Cycles?

texts: I have learned how to fake refractive caustics, but I still want to know how to fake reflective ones. Like the ones in the picture. Is it the Light Path node?


texts: How to model a ridged dial or gear shape

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Having a difficult time finding the correct name for this, but I have some photos.

I'm specifically trying to model a sniper scope, and some of the circular rings on it have ridges on them, but I'm not sure how to model the ridges/grooves.

Like this:

Or these google searches might show what I'm trying to explain better:

Sniper scope: http://tinyurl.com/qxyzwoc

Camera Dial: http://tinyurl.com/ndmzawr

Essentially a ring with ridges on it, I'm not sure how to model it.

The poke tool is definitely not working for me, and I cannot add loop cuts to everything. What's the best method for going about modeling this?


texts: Background video is way too bright when rendered

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So I've got 3 tracks that I've motion tracked and done my work to, but for all 3 theres the same issue; The background video looks fine in the "Rendered" mode, but when I render, it appears to have double the intensity of the original video file.

For 2/3 clips I was able to, by some miracle/messing around with render layers/masks, fix the problem. This 3rd clip however, is not working at all. I want to know if this is a common issue and learn the root of the problem.

Thanks so much!


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I'm building an animated logo where some text punches through the logo. However there are weird turbulence rings in the smoke that I can't get rid of. I have smoke domains on different layers (for each smoke color). All domains are set up identically other than the node color.
I also have a section of smoke that is hidden diagonally which makes no sense to me.
Any idea how I can solve these issues? I've tried baking the simulation and freeing the bake with no difference in how it is rendered.


texts: Is there a way to hide bones that don't have vertex groups

texts: I need to hide bones that don't have any associated vertex groups, so I can select the bones that only have weight painted.


texts: I don't know how to get rid of this grid

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I am trying to make bones for my character but when I use shift+A in edit mode I get a mesh displayed. Earlier I could make an armature bone, but now I cannot. Here is how it looks now:

I would like to know how to get to normal faze like I had it before this problem.


texts: Shape keys and applying subdivision surface modifier

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I have been creating a dragon model lately (it might come familiar to someone) and I've done a lot of work so far, I've also spent alot of time with creating shape keys for my eye. However, I see now that I have forgot to apply the subdivision surface modifier for my eye and when I remove the modifier it looks totally crappy.

I'm very-very confused now as I've looked help in Youtube and I've seen that almost everyone create their shape keys with subdivison surface modifier on (without having applied it earlier). I'm clueless how can this be, do they later on somehow do some kind of workaround to apply the subdivision modifier??

Am I really supposed to create shape keys for my eyelid or eyepupil when I have some crazy polycount (it's very hard to form the shapes I had previously).

I'm a bit in panic, so please pardon me. Maybe you could offer some ways to get through this :)


texts: Can't find where to change add primitive operator properties

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Though I am new to Blender, I am not new to modeling. Still there is one thing I am not finding in Blender 2.8 beta, and it's frustrating the hell out of me.

How the heck do I change the properties of a primitive during creation.

In Blender 2.79 I see the option to do this, during creation, in the bottom left corner of the screen, but I do not see it in 2.8.

For example, with the selector icon chosen, which seems to be the default upon opening, I go to Add > Mesh > Cylinder. The cylinder shows up on the screen, but I cannot find the properties to change the number of vertices/facets, the radius, the height, etc.

Am I doing something wrong?

Thank you,

Jim


texts: I am making a fluid simulation for a boot animation. In the animation, a cup fills up with water and overflows. I want to have seamless loop of water overflowing out of the cup. Anyone know how to achieve this? Thanks!


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Dear Blender Community ,
    I am struggling to solve an issue concerning parenting an armature to another object (so I don't have to animate it separately. In this instance I'm trying to have my 'l' in slavery to be able to hold a pickaxe. The only problem is as the 'I' deforms back upwards to its resting position, the pickaxe stays stuck inside the rock. Do you guys have any ideas on how to fix it?


texts: Extracting exact distance information for an animation

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so basically what I want to do is have the exact distance between my Camera and an object, preferably in the metric system, for every frame of my animation.
I have been looking into the camera properties but can not seem to find anything for that, i have managed to change the units to metric but that's about it.


texts: Unable to change specific faces color of a cube

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I want to assign a specific color to the faces, but I am unable to do that.
Upon assigning a color through materials, the entire cube turns that color. Please help!


texts: Matching vertex indices in similar models by UV coordinates

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modelling noob here.
Problem: I am modifying a few meshes with the same number of vertices but different topology deformations. They were produced from the same base mesh but somewhere along the line the vertex indices diverged. I need the indices to allign so that I can transfer weight paint between the meshes. The objects have identical UV layouts as they were unwrapped before the topology was deformed.
Question: Is there a way to match vertex indices between objects by checking for proximal UV coordinates, sort of like the magic UV plugin but in reverse? Or perhaps a way of sorting the vertices of each object by UV coordinates so that they all match? Would the plugin copy_vert_ids be useful in this regard?
Thanks!


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I have a war tank freezing in the air and one feather next to the tank, when I press the play I want the tank to reach the ground faster. Even when the weight differ they will reach the ground at the same time, so I want to put gravity to the tank and another gravity to the feather.
How can I do that?


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I have an issue with evee (both in 2.8 and 2.9) - on my setup background and HDRI illumination isn't blocked off by other surfaces and materials. So, even in a completely closed room, all surfaces seem equally lit.
I did some research, but couln't find a solution to that exact issue.
Would be glad if anyone had an idea...?
Thanks in advance!
Ro.


texts: How can I replace an applied material with a different one?

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I applied 'material' to a cube and added 'material.001'. I want the 'material' to be replaced by 'material.001'. I could not find such 'replace' menu in properties editor.
How can I do it?


texts: Blender Flipped Normal Object Won't Render Material

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I have a subdivided cube (now a sphere) with materials (diffuse, gloss, emission, and ambient occlusion) on it. I put objects inside of it, and flipped the normals to create a "world inside the sphere). When rendering in viewport I,can see all materials. For final Cycles render the inside,of the sphere renders gray, and doesnt render the material at all. How can I fix this?

the left is how it should look with the inside of the white sphere visible behind the objects (render preview in viewort shading). the right is the final render result, which incorrectly shows like grat behind the objects. How do i get the final render result to also show white?


texts: Why the belt not fitting on body with shrinkwrap?

texts: I have made the body and i want to fix the belt on the body. Im having 2 problem. 1st is the belt is on the body but its not having that rectangular shape. 2nd I have given the solidify to the belt but i cant see. How to fix the problem. Any suggestion or help Thanks


texts: How do I subdivide a mesh into triangles?

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Let's say I have a simple plane, and I want to add 4 faces to it but I'd like the subdivision to make triangles.

So instead of this:

I want this:


texts: Export Animatet Character to Threejs json has invisible material

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Hy I try to do some examples in threejs and would like to use Blender for modeling and animating.

I startet using an existing obj File i found some where in the internet and added an armature and everithing.

So far the animating and everything works fine, except my exports have some how invalid Materials. (Three js won't show anything except i change the material to a custom Material by Code with in threejs)

Here i have made a Screen Capture on what i have done:
http://lukas.achatz.ws/tst/export%20character.gif

The export files can be found here: http://lukas.achatz.ws/tst/MewTwo.zip

Does some one know what i am doing wrong?


texts: I tried following Andrew Price's tutorial on realistic grass, by adding the default hair particle system to the plane and setting the render to a group of grass, but the grass appears grainy today. Although yesterday I got a realistic one. I don't know what went wrong?


texts: wrapping a complex mesh around another mesh

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So what I basically want to do is this building. I am modelling an asset for my game. It is supposed to be the main attraction in that point so vertex count might not be an issue.

This is my base structure. And I am trying to Wrap it with some thing like the next picture


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Edit: Changed the screenshots and some of the descriptions to be clearer

I was trying to make an edge parallel to another according to the slow, accurate way stated in this page: How to extrude a face parallel to another?

However although the vertex aligned itself with the pivot point, it went downwards, distorting the edge it was subdivided from.

I'd like to have all the bottom edges stay parallel to each other, i.e the parallel with the edge marked with red colour. The subdivided vertex, however, creates an angle on the now separated edge after aligning itself with the pivot point.

The edge I'm trying to create is marked blue in colour, and I need it to be parallel with the green edges while allowing the red edges to remain a straight line. The yellow point would be the subdivided vertex.

I need it to behave like a sliding vertex along the edge while parallel to the frontal slope (i.e the green edge marked above). Simply sliding the vertex won't work because I don't know if it's parallel with the green edge.


texts: Someone told me that the long data processing task can be parallel processing by JOB API of Blender. But I can't find any doc or example about JOB API. Could someone give me some suggestion about it?


texts: Can I access the particle system through Python to build custom simulations?

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I would like to build my own custom simulation in python, using blender's particle system as a base.

What I need:

Load all particles of current frame (I'd at least need locations and, ideally, velocities)
Work some coding magic specific to my simulation
save output as new frame

I heard that, perhaps, this might be possible by accessing and modifying the particle cache. But any pointer to how something like this could be done would be helpful. Any ideas?


texts: Geometry Nodes and Exporting (Creating a mesh) in Blender 2.92

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I'm trying to export Geometry Nodes geometry to an FBX.
When I import the file elsewhere, though , there don't seem to be any normals associated with the Geometry Nodes object.  Typically, I'm able to import modified geometry using traditional modifiers just fine, but nothing doing with Geometry Nodes, despite them living inside the "Modifiers" tab.
Even trying to apply the modifications is problematic.  If geometry nodes are applied to a Point Cloud, then Apply just gets me a "Cannot Apply Modifier" error message.  If they're tied to a mesh, then Apply causes the generated geometry to disappear altogether.
I'm very new to Blender, so it may be that I'm just butting up against my own ignorance, but I have been searching for some kind of answer for hours with no luck. Many thanks in advance.
Node Tree :

Download Blender File


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I'm trying to make the camera do a kind of tracking shot in 3D space. So I created a bezier curve, added a Follow path constraint to the camera, and selected the curve.

Then, since I want the orientation of the camera to change, I checked Follow Curve, and this is fine.

Except, I'd like only the pan and the tilt of the camera to be affected by the path, not the roll. Since the curve is not horizontal, the roll is affected too.

is it possible to block the camera roll? What's the least difficult way to do it in Bender?

I already tried to use an additional Limit Rotation constraint, and even make an empty follow the path and parent camera to empty, but it didn't seem to work. Maybe it's a matter of global vs local axis?

Thanks


texts: Create slanted end at a pipe / cylinder by Rotation

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I have a cylinder here.

And I want to rotate its end vertices along Y to create something like a Bamboo with a slanted end like in this image:

But trying to rotate them, the cylinder's diameter gets shortened at the end and the face turns into an oval from a circle. I want the entire cylinder to be of same diameter until the very end face, which should be slanted and yet circular.

Can this be done by using rotation at all?


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this is what I want to render:

but this is what I get:


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I have rigged a left foot in Blender and want to rig the other foot, but when I test the another foot, the armature didn't work well.

The armature twitches or flickers as shown in this video.

Video Showing Issue


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I´ve installed Blender 2.82. Now I have problems with blendergis addon. It is already installed in Blender but I cannot use it. There is a message about missing GDAL or Pillow.
https://github.com/domlysz/BlenderGIS/wiki/How-to-install-GDAL indicates the steps necessary for this case. Blender python indicates that 3.7.4 mit 64 bit AMD is running, I understand that I should choose numpy‑1.18.1+mkl‑cp37‑cp37m‑win_amd64.whl or numpy‑1.17.5+mkl‑cp37‑cp37m‑win_amd64.whl as well as GDAL‑3.0.4‑cp37‑cp37m‑win_amd64.whl or GDAL‑2.4.1‑cp37‑cp37m‑win_amd64.whl . Unfortunately, whatever version I choose, I get the error message: The wheel is not supported on this platform. What am I missing? Thank you in advance for your help.


texts: I have two models - we'll say a sphere and hollow cylinder - that I'm working with.  Effectively, I want to 'subtract' the hollow-cylinder shape from the sphere.  I know from certain orientations (the top of the sphere) this is fairly easily done, just a matter of deleting and creating new faces.  However, from other orientations the edges/geometry doesn't line up so easily.  Is there an automatic (or at least, not terribly difficult/manual) way to 'subtract' one mesh from another?


texts: EEVEE Sub Division Surfaces with Blocky Shading

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I'm having an issue rendering subdivision surfaces in EEVEE and can not find an answer anywhere.

When applying subdivision surfaces to objects in EEVEE, it creates very distorted reflections in the shading. Everything renders perfect in Cycles but this is the result I get in EEVEE.

With subdivision surface modifier, you can see the blocky shading.

Here without subdivision surface, everything is smooth.

Here is the topology with subD applied so you can see the modifier is applying clean topology as well.

Also here is a render I created of the model in cycles, you can see the issue doesn't occur in Cycles renders.

I have no idea what is causing this, I appreciate any help.


texts: Noob Question: Symmetrized my bones, but Weight Painting is still mirrored?

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So I am currently trying to weight paint the lips on my model such that they deform according to my Lip bones. I used Symmetrize to ensure that there are .L and .R groups, and the Mirror Modifier on my mesh has Vertex Groups checked. But when I go into Weight Paint mode and select one of these .L or .R bones, the weight painting is symmetrical. I would like it to be such that a bone on the right only influences vertices on the right. How may I go about achieving this?

Link to .blend file:
https://drive.google.com/file/d/1QuQFWPfEyLrBtm0oP8SSyCSxa-LeHZ24/view?usp=sharing
Thank you for your help!


texts: Bear with me: is it possible to use an Xbox One to render a Blender scene?

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Xbox one runs on Windows 10 and can run apps developed for the same platform.
That being said, is it possible to develop an app for Xbox that emulates the PC version of windows 10 and can run executable files and programs? Can use this app to run a version of Blender that begins a render on startup?


texts: Menu that appears after placing object disappears when clicked

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I'm very new to blender and having an issue with the menu that pops up after placing an object disappearing. If I try to click on anything in the window it just goes away. I tried bringing the menu back up with F9, but I'm not able to edit it when I do.
edit: oh and I tried restarting blender to no luck.
Also, I was able to use it on a cylinder yesterday without issue. Today I can't.


texts: Subdivision Surface messing up image texture?

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I am currently modelling in blender and have created my own image texture in photoshop. Here is the version withouth subdivision surface:

Here with SS turned on:

As you can see, it looks very weird in regions where multiple vertices are in the same spot (I used that to create the triangular shape of the wings). I've gone through all settings in the SS menu, but none could help.

I've also made sure that the image texture covers all faces that it should completely, so this cannot be the issue.

Any help would be appreciated!


texts: Internal render, emit material and shadows

texts: How to adjust the drop shadow when the scene is illuminated by object with emit material


texts: Merge separate vertices residing at the same coordinates

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Is there a way how to merge vertices that are exactly at the same X/Y/Z coordinates?
I mean like: select all vertices and make it for all at once (not going one-by-one pair manually as there may be zillions of such instances!).
But maybe funnily enough, at the moment I actually do exactly that: switch view to Wireframe, go to Edit mode, select vertices occupying specific space, press M and select Merge at center, press H to temporarily hide that such already "healed" vertice (so I would only see those that are still not "cured"), and so on until I do it for all the vertices in the object, which is extremely tidious work to do.
I found out that with some objects there are separate vertices at exact same spot making an object not connected "as one" (so to speak).
What I am up to is to find a way that would merge such vertices making previously separated faces into one interconnected surface, that is: not surface made out of separate triangles where each triangle has its own set of vertices, but rather share vertices among each other if those vertices are at the same exact coordinates (I hope I explain my point as I am not native english speaker).
Reason why I am doing this is mainly because when I do UV mapping it comes as bunch of groups of UV faces instead of one whole object + it also make my other software crash if I export such object into OBJ file.


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I'm able to set UVMap mapping for standard mesh object like the cube, but I don't figure out how to do the same for a meta objcet like Ball, Ellipsoid, etc.

These are the step I follow:

1) Create the object

2) Convert it to a mesh object

3) Create a material and a texture and assign them to it

4) Go under texture menu, set UV for Coordinates

At this point the dropdown Map menu is empty and I can't set UVMap as value.

Furthermore I noticed that when I switch to edit mode the appearance of my meta object is different from that of mesh object. See the screenshot below:


texts: FloatProperty seen as a tuple when adding hard_min or hard_max

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Below is a snippet of some addon code:

class MyOperator(bpy.types.Operator):
    bl_idname = "object.my_operator"
    ...

    threshold = bpy.props.FloatProperty(
        name = "Threshold",
        description = "Threshold",
        soft_min = 0.00001,
        soft_max = 0.1,
        # hard_min = 0.00001,
        # hard_max = 10,
        step = 0.01,
        precision = 5,
        default = 0.001
    )

    def execute(self, context):
        t2 = self.threshold * self.threshold
        ...

As is the code runs fine, but the second I uncomment either of the hard_m** properties I get the following error: TypeError: can't multiply sequence by non-int of type 'tuple'.

What am I missing here?

info:
Blender 2.78, OSX


texts: High poly from low poly with normal maps

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I have some low poly models with nice normal maps. Is it possible to create high poly model based on low poly model and normal map?

Subdivision surface doesn't work  in this case, as it will create high poly model from low poly, but it will not take normal map into account.


texts: Apply Bevel/rounding to junction of two combined forms

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I'm looking for a special profile with a combination of two forms.

So that I can best manage the rounding/bevel of the junction of these two forms.

Is it possible and how can I get this result (see attached image)


texts: Workflow for multi-subject, multi-angle compositions

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I've been tasked to render six different products, from six different angles. The products are similar in shape, but has some variations in textures and meshes. The setup requires that each angle has its own lighting, plus certain parts of the product require indivdual lighting. So each angle of a product will end up with three+ images/parts, with slightly different light that needs to be composed together.

Today I go angle-by-able for a product, render out the parts by toggling lights on and off. Then I compose the things in photoshop. Takes a lot of time. And if I change some small thing in a material I have to do it all again.

Can someone recommend a workflow and/or file setup where this can be a bit more streamlined? My dream setup would be to just press a button (ie., run a script) and have it be composed directly. But even if that's not doable, I would just love to automate the generation of the different parts somehow.

Would you have one file per angle, with different render layers for different lights, and then link the products in there?

Or would you have one file per product somehow, linking in the lighting and use render layers somehow?


texts: How can I globally disable specific ray visibility settings on multiple objects at once?

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I have a little scene and wanted to check the differences in render times and visuals by changing some of these cycles settings:

However, the scene consists out of many objects and it would take a long time to manually modify them all. Is there a way to do this with a few less clicks?


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I've made a Yooka model from Yooka-Laylee as part of a college assignment, but I've noticed a weird glow either below the top lip or on top of the bottom lip. I'm currently using a Toon Shader and I've messed around with the Size and Smooth settings. It does the same thing just using a Diffuse shader. I've even tried positioning the light source, but it doesn't help. Any ideas? Also, what could I do to get rid of that green reflection from the eye? The cornea uses a glass shader and, again, I've tried messing with the properties but it's not helping.

Thanks


texts: Implement Substance Painter features in Blender

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I have seen many substance painter videos on YouTube and I’m totally impressed with how much artistic freedom that software gives when it comes to texture painting.
I use Blender even for texture painting knowing fully well that it’s nowhere near Substance Painter. I use Blender because I can’t afford Substance Painter. I have seen that some Substance features like masking and layers for instance can be implemented in Blender (a workaround but same result). And it’s been very helpful.
Now I want to know if I can implement Filter (on mask and layer) that Substance Painter offers in Blender. Can I implement masking by colour ID in Blender?


texts: Should I create a large map as a single model or in sections to export to Unity?

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I want to start working on some 3D landscapes in the Unity engine, I'm a coder so working on unity has never been the issue but I'm a little lost on how to make the landscapes work.

On a large scale world map would I create an entire world in blender then export it or would I create it in sections, then stitch them together in Unity?

How big should I make them? They can be scaled up in Unity but would I just create a world of 10x10 and subdivide the hell of it to create a low poly landscape by pulling the faces and so on.

A map like World Of Warcraft is massive, how would of they gone about that? Create the entire world as a single 3D model or section by section contacted by rivers and so on?


texts: Blender 2.8: UV-Editor Sticky Selection Mode Option gone?

texts: I need to move some points on my UV-map, but they are locked in Shared Location Mode, so I cannot move them independently. Where is the Sticky Selection Mode dropdown?


texts: How to render invisible objects casting their z-depth alongside other visible objects

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I've been looking for some sort of way of rendering invisible objects as transparent pixels depending if they're in front or back of visible objects in the scene.

For example, I have a clothed character like this:

And my goal is to render every clothing attached to the character independently, this is for making a spritesheet I can use in a 2D game but I have a problem with that and is that when I try to snap a single clothing, some parts that should be hidden by the character body itself are being renderer.

IE: let's say I want to render the character's hair only, when I take the snapshot I get something like this:

As you can see, there is a part of the hair I wouldn't like to be rendered after all, like the part where the character's face should be:

I've been thinking of simple hacks like making some sort of chroma by using a green background and a green texture in the head, so then I can use a tool like Photoshop or Gimp for replacing the green part with transparency, but I'd like to make it in a simple and faster way if possible.

The sprites are going to be produced in a automated way by using a Python script, I also use Cycles as my rendering engine for this purpose.

Thank you...


texts: How to unglue the interface areas corners from the intersections?

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I am aware of the banality of this question. But sometimes I find myself in this slightly annoying situation.
When the areas coincide perfectly, they automatically anchor at the intersection. Obviously in the video I show that you can do the trick by creating a new one and sliding the one of the 3d viewport at the bottom. So ok.
But is there any hotkey to unpick this?


texts: Animations not working after renaming vertex groups?

texts: I've renamed my vertex groups in my rig and my object after unparenting them, and I've reparented them. The rig works, but my animations don't work anymore. How can I fix this? Thanks!


texts: 2.80 Make the data single user. Like pressing U key in blender 2.79

texts: In 2.79 I could press U to make data single user.  How can I do this in 2.80, what is the hotkey?


texts: How to save a movie/animation to OpenEXR?

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OpenEXR Multilayer can store many frames in one file, so it should be possible to store many render passes for the whole strip when rendering animation or movie. However when I check in Properties->Render->Output -- there is no such option as to store movie in OpenEXR Multilayer. If I select OpenExr Multilayer and then render animation -- I get multiple EXR files instead of one.

What should I do to save movie to OpenEXR Multilayer format?


texts: Chose file format when taking a screenshot with python

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I'm trying to take a screenshot with Python using
bpy.ops.screen.screenshot()

However I can't figure out how to chose what file format to save the image as. It will by default be saved as a PNG (see screenshot below). Does anyone know if there would be a way to chose another file format (such as jpeg, bmp etc.) when saving a screenshot through python?

Thanks in advance! :)


texts: i have recently started using blender 2.8 and there is this look dev preview mode i tried but it doesn't show any of my model instead only black patches are visible in the place of my objects. here is how it looks. How do i fix it? Also eevee doesn't render any stuff on my pc so i use cycles..


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See my attachment. There are actually 2 boxes overlap each other but they're not overlap at exactly the same positon. I slided one of the box a bit. So there are edges which are overlap each other , but the vertices not overlapping. How can i clean up the edges ? or let say to remove double edges maybe? so i can keep this shape but having clean edge. Is there an 'auto' way to do it rather than manual edit ? since there's no vertex overlapping , the 'remove double' function can't be used.

I don't want to create anything, i know this topology can be done using edgeloop, but i'm just curious if i can 'heal' this up.


texts: Is it possible to convert any mp4 file to hdri format to use in blender background

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I am using blender 2.8 to animate drones effect.
In shading mode i am trying to add background to drones using hdri files ,but hdri files are limited in internet ,i want to use my own video shooted from camera .

How to achieve this, attaching screenshot of the blender process which i am following.


texts: Glass bottle's inside remains opaque in blender render bottle

texts: Trying to use Blender render to create a glass bottle, however transparency settings do not effect the inside of the bottle even though it's all one object.


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I am doing an animation and i would like to import my f-curve from a chart which has f.e. on the x-axis=frame and on the y-axis= scale. I know that there is a Add-On doing that but it is not working in 2.69 neither in 2.7+, which can be found here http://blenderartists.org/forum/showthread.php?209181-A-Script-to-Import-a-CSV-File-and-Create-F-Curves-(for-Blender-2-5x-or-later)
So is there any way i can still import a chart from excel to Blender to give specific animation points?
regards hans


texts: How do you type fractional lengths into blender?

texts: No, not 1/{number}, {number}/{other number}. Every time I try and type a fractional transformation into blender, it forces me to only type 1/{something} when the reality is most people want as much precise control over the numerator too. How can I make blender do what it is supposed to do and just type any fraction?


texts: I'm making a field for my demo, but I ran into a problem. I made a clump of grass for the ground and turned it into a group, then selected my ground and added a particle system. The grass looks okay, but its on the wrong side of the plane. I used the built-in rotation feature for the particle system, but when I set it to global x, y or z, the grass just lays on its side or flips upside down. Is there another way to rotate the grass? Also, I weight painted most of the plane and added lots of weight near the center.


texts:
Blender is eating GB's of HD space when rendering.
Its uses up around 5GB for a few hundred frames of animation and doesn't release it after its finished.
I gather this may have been because I had cache BVH ticked.

I'm on osx 10.9 but can't for the life of me find any BVH files?
How do i find them on a Mac, or is my problem elsewhere?


texts:
I've searched around for a way to preview a Luxrender render in Blender's viewport but cannot seem to find the solution to this error. When I click the render mode for the viewport it comes up with:

  ERROR Viewport rendering is only available when API 2.x is selected!


texts: How do I fill the gap between groups of vertices for 3D printing?

texts:
I have a 3D model which i want to 3D print, it has a face and a hair mesh which i initially joined to export a single PLY format mesh to 3D color printing. But then i noticed that the face and the hair (which both can be separated again easily so don't worry about that) have a gap between them, see:

More detailed view:

What i want to do is to extend the hair so it joins with the face. Is there a way to do that? Something like making new edges to join vertices of both groups of vertices?


texts: Clone brush not working for me in blender 2.8

texts: I am using the new Blender 2.8 and was doing a tutorial on making a seamless texture using the clone brush. The tutorial I was watching I think was done in Blender 2.79 But the Control and LMB just don't seem to do anything. I am sure I am missing something but not sure what. I read some of the other comments about the clone brush not working but they were for older versions of Blender.


texts: Blender Eevee material previews displaying as purple (no textures), yet having set it to principled bsdf with a light blue colour. It displays correctly only in cycles. Also this problem started occurring after the latest few updates Blender 2.83 onward. https://blend-exchange.giantcowfilms.com/b/91pp4BW2


texts:
I need to find the min and max z height values from a mesh of a complex object and mark them red in the rendered photo of the objects. A small dot would suffice. The max/min are found along a line along x or y coordinate, but it is not necessary to draw the line:

I know some osl but that only allows to work with a single position and no memory of other points, as far a I know. It should be rendered with orthographic projection.

Thanks for your help.


texts: Hair-type particles are intersected somewhere in the middle. Is there a way to move them up a little? I can't find anything in the properties panel that would work.


texts: How can I disperse objects with a particle system?

texts: I've been working on a project where I need to render a wheat field. I'm using the new cycles hair rendering feature in 2.67. I can't seem to figure out how to render the hair based on an object (which is a wheat mesh). Whenever I set the dupli object, it doesn't render anything at all. Is this a known issue or am I doing something wrong? I am using Blender 2.67.


texts: How to achieve dynamic lightning for day/night earth planet

texts:
I cant get dynamic lightning. I have used drivers to set up this, however, once I add the night texture it still shows on parts that I have lights. Here is my node setup:

I have been following Blender Guru's tutorial on the earth planet up until the point where he makes static maps for day/night (https://www.youtube.com/watch?v=9Q8PwcDzb8Y - min. 29:00) and then used this tutorial (https://www.youtube.com/watch?v=Hvx4pYGK0a0)  to create dynamic.


texts: Glass Volume Material with Caustics and Colored Shadow

texts:
I am trying to build a glass shader for a glass volume material and I want

a photorealistic image of the glass object
the caustics good enough
correct color of the shadows of the glass object

Here are some setups with a blue coloured Suzanne I tried.

First a standard glass shader

It is clear that it does not work. Next the Tricky Glass node setup like in this post How to illuminate the darkness inside glass objects in Cycles?

This is nice for window glass etc but does not work when caustics is involved. Next one, I tried a setup of CynicatPro (PBR Glass Shader for Surface and Volume Absorption for Volume)

No Caustics. So next experiment .... I added the fake caustics like in this article http://urchn.org/post/fake-caustics-in-cycles to the Tricky Glass setup and also added Volume Absorption

Now we have a coloured object, coloured shadows and caustics, but is this material correct ? This was the setup of the material.

To be honest I am not sure if I did this right. Any comments ??

The last setup I tried was much alike the previous one but now I inserted the PBR Glass setup of CynicatPro. With this setup I hope to have a correct representation of the coloured glass object and the shadows/caustics in place.

This was the Node setup of the PBR experiment:

As understanding and creating complex materials is still very slippery grounds for me I am very interested in your feedback and suggestions.
So ... what about the results ? Especially the last two experiments. Could you give feedback on my node setups (especially the two last ones) ? IF you think I am totally wrong what would be your setup ? FYI, I think the last setup is the best one. And you ?

EDIT: AFTER THE ANSWER OF THE NINJA I UPDATED MY BLENDFILE AND THE IMAGES IN THIS QUESTION


texts:
I would like to add an addon preference setting to the user preferences for my addon. I would like to have a list there where you can add and remove things (at first only Strings).
This sets it up:
class AddonPref(bpy.types.AddonPreferences):
    bl_idname = __package__

    FileName : StringProperty()

    presets_List = ["hi", "bye"]

    addRemove : EnumProperty(
        items = [('one', 'add', ''),
                ('two', 'remove', '')
                ])

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

        box = layout.box()
        split = box.split()
        col = split.column(align = True)

        col.prop(self, "FileName")
        row = col.row()
        row.prop(self, "addRemove", expand = True)
        col.operator("presets.addremove")

        for x in self.presets_List:
            col.label(text=x)

And now I would like to edit the list with an operator (I already have got the add/Remove Enum and the FileName String properties.
Only thing missing: the operator
class PresetsADDREMOVE(bpy.types.Operator):
    bl_idname = "presets.addremove"
    bl_label = "resets func"
    bl_options = {'REGISTER', 'UNDO'}

    def execute(self, context):
        preferences = context.preferences
        addon_prefs = preferences.addons[__package__].preferences

        presets = addon_prefs.presets_List

        if addon_prefs.addRemove == 'one':
            presets.append(addon_prefs.FileName)
        else:
            presets.remove(addon_prefs.FileName)

        return {'FINISHED'}

This operator does work correctly.Though, I have got one big problem. The list is not the same in other blend files. It does not behave as an addon preference "property".
So what would I have to do to fix this problem?
Thanks for the help! :D


texts: when I switch from sculpt modus in the Object modus my mesh lose some important details


texts:
I'm working on an addon that generates buildings based upon a base mesh.

Presently, I'm hoping to add a feature that allows the user to very quickly create the base mesh using a modal operator, whereby they would be able to extrude the base mesh in fixed increments by clicking and dragging the faces they want to extrude.

I want the operator to check if the mouse cursor is over a face on the base object, and set that face as the active selection. Anyone done something like this before? Any help you could offer would be greatly appreciated!

(Note: If there's a more efficient means to the same end, I'm very open to suggestions!)


texts: Auto Rig Pro 2.8 can't control character

texts:
So I finally created a character that I liked. Tried to rig it in Auto Rig Pro. But I am not able to get it to work.

Even though I followed all the steps found online. The rig doesnt "bind" to my character and therefore I am not able to put it in a prefered pose.

Does anyone know what I can do?


texts: How to make a rigged/animated object flop on the ground using gravity.

texts: I'm trying to make a rigged worm object that's been animated flop on the ground. Instead of animating it flopping around on the ground, I figured I'd just animate the squirm movement and make it an active object that interacts with a passive floor and let gravity do the rest to make it more realistic. Problem is, I cannot figure out how to make able to freely move about with gravity without the whole rig either wigging out or it just not moving. Is there a tutorial for this kind of thing because I can't find one. A little help would be appreciated thanks!


texts: Is it possible to set up a gpu rendering farm? I have a cpu render farm but I would like to make a faster gpu render farm. The gpus I have are a geforce 8400m and a geforce gt 730 my is is ubuntu 14.04. And My internet is definitely fast enough to handle this.


texts: Blender page animation collada file in Scenekit

texts:
I am currently developing through blender and Scenekit.

I'm trying to create a book animation in Scenekit. I've created a page based on the following video:

https://youtu.be/eBIxcm-T3Oo

And I converted that animation into a Collada file.

However, when I import this file from Scenekit, only Rotation animations will work. Mesh deformations do not work.

Is there a way to make this work in Scenekit? I am very annoyed by this.

Please let me know if there is another way.


texts: Can I increase the frame rate of an animation while keeping it the same length?

texts: I made an animation in 24 fps and when I render it, I see quite a few bits that are choppy, rendering in 30fps would improve this. The problem is that makes my movie shorter. To keep it the same length I would have to obviously increase the number of frames, but I would then have to shift all my keyframing by different amounts. Is there any way to automatically adjust this?


texts: Some vertices stay in their position when rigged

texts:
I have a model which has been rigged for all of the body parts. However, the hair (which is a seperate model from the rest, meaning it can't be a mess up from that) has a couple vertices that decide to just stay there when animating my object. Here is an example of what it is doing:

I have tried:

Weight painting the hair

Makes her hair fall from her head at end of animation

Making the model one whole mesh

Yields same results, no effect whatsoever

Sorry if this is a duplicate, the other questions' answers did no help, as seen by what I have tried.


texts:
I don't know if I'm explaining exactly right so any reccomendations for title improvements is welcome

Is there any shortcut that I can drag out a new vertice like this, but still maintain the old one?


texts:
I bought a model from Cults3d of a python for a project. See attached.

I want to unwrap the model so I can add some bones or modifiers to wrap the snake on a stick.
Any suggestions on how to approach uncoiling this model?
Or Where Could I find a skilled Modeler to to create a Python model for 3D printing to requirements?

Mike


texts: Cannot locate the "Multi Resolution" tab

texts:
I'm reading a relatively old book on Blender (The Essential Blender), which covers version 2.44 of the software.

Though I'm using version 2.72 of the software, I've been able to work my way around most changes since the version referenced by the book. However, in the chapter I'm currently covering (Sculpting and Multiresolution Modeling), I've seemed to have hit a bit of a road block. Here's what a quote from the book:

"Let's make the cube "multiresolution". RMB to select the cube and press "Add Multires" in the Multires Panel of the Edit Buttons (F9)."

Maybe I'm blind, but I can't seem to find this 'Multires" tab anywhere.

In version 2.72, where is the tab located?


texts: What are "Leaf" bones? (Collada import question)

texts:
I was wondering - there is an option called "Fix Leaf Bones" when importing Collada format. Do you know, what exactly these Leaf bones are?

Also, if there is some expert able to tell me what the other options mean, Id much appreciate it!


texts: Using mask as a garbage matte to hide an object

texts:
I'm trying to use a mask to hide a part of a render layer, so that when the render layer is shown over a movie, some parts in the movie will appear to be in front of the render layer.

For example, assume I want to add a box to this image, so that it would look like it's behind the person:

I created the following simple object:

If I render the object, it looks great - the object is solid, everything else is transparent (I didn't use any 'sky'):

Now I create a mask to describe the standing person (or at least the part that would otherwise be covered by the box):

What I want now is to create a "hole" in the rendered box, so that when I use Alpha-over, the box look as if it's behind the person, but I can't find an easy way to do that. My first guess was to use 'Set alpha' to apply the mask (inverted) as an alpha for the rendered layer, but this doesn't look good:

The mask did create a "hole" where it should, but now all the other pixels are not transparent. How can I "retain" the transparent pixels while setting more pixels to be transparent based on the mask (use it as a matte)?

Note: I can do this with (I'm ashamed to say) some math work on the alpha channel, but it just doesn't seem right:

Thanks, and sorry for the [oh so] long question.


texts: Is it possible to decrease the face count dramatically so I can continue working without crashing?

texts:
I have an issue for the amount of faces I have, I have made a decent looking character with blender (just the head) so far. However, I finally get to the step where I need to add textures and I mark my seams and unwrap, my whole computer freezes and blender crashes. I have ~393, 000 faces.

I would really like to keep my work so far, instead of redoing it for the 4th time, is there any way I could keep my beautiful work of detail and awesomeness but decrease my faces.. but still keep my work, and have it still look good when I render it in Blender Render?

This is how it happened, I have a little issue with hitting the subdivide button alot, not the one in multi-resolution but the other one. And that's because I love detail.

Here is an image of the issue..

I would really like to add hair without the lag too~ :(


texts: True Displacement on animated metaballs?

texts:
The subdivision modifier isn't available for metaballs, so I don't know how to do true displacement on them. Also, when I try to turn the metaballs into a mesh, the animation doesn't work anymore.
Any thoughts?


texts:
One of my first models from several months ago, when I began with Blender, doesn't work with a mirror modifier properly. While tabbing between Edit and Object modes, the object origin remains in place, while the mesh location is different on the x-axis by a half a blender unit. In Edit Mode the mesh favors the right as in +5, while in Object Mode it is -1! I did try clearing scale, rotation and location. Any ideas?

Here is the blend file: http://www.pasteall.org/blend/33015


texts: How can I control playback of video textures?

texts:
I’m working on a video in which photographs inside picture frames come to life but I do not know how to control the playback of the video textures.
I already have the video texture loaded in the picture frame. Right now it plays immediately when I start playback in Blender.
Here’s what I want to do.
I have the camera animated to approach the photo.  Until the camera reaches it, the video texture is “paused” on the first frame.
When the camera focuses on the photo, I want the video texture to play.
Finally, I want to pause the video on the last frame.
The camera then moves over to another picture frame and the process repeats.
What is the best way to do this in Blender.
Thank you!


texts: Torus object stretched in array curve modifier

texts:
I have a chain object. And i have a curve it follows. I got it to work for following curve, but chain object is not circles but both parts are more like stretched circles (ovals).
Object i made with 2 toruses one rotated 90 degrees and then joined them together. I tried single torus too. But same issue. on a curve it just looks stretched oval. What can be the issue?

Thanks


texts: So, I have a Plain Plane with a hair particle system on it. I want to control where my objects are instanced onto it with weight paint. But, when I draw the normal weight paint onto it, it takes all the other particles off of it and paints the particles on in the brush's path. How can I set the brush settings so that it only takes away the particles where I paint and leaves the rest?


texts:
The rhombic triacontahedron is an Archimedean solid, which consists of 30 Rhombuses

I need a model like this to be a base for one of my projects.

I thought about creating a solid with 10 hexagons as base and then subdivide it, but I couldn't manage it at the end.


texts: Blender only rendered one layer in animation

texts: My animation consists of 250 frames and 6 layers. When I came back to my laptop this morning, I saw it only saves 250 frames, and they're all from the same layer. What did I do wrong, or where did it save my other rendered layers?


texts:
I went to use the clone brush for the first time after viewing a tutorial on texturing. However, Blender (v2.65) texture painting only has one brush. I was wondering:

How can I get all the brushes that should be included, or
how can I create a clone brush that works. I tried to create one, but all it did was paint a solid color over the model.

Any help would be much appreciated.

Okay I started a new blender project and went immediately into texture paint. All the brushes are there. However when I open my project only one of the brushes is there. Does anyone know of any settings that could be responsible for this?


texts: How to convert a texture in to different format for a customised human head model?

texts:
I have a human head texture (and head mesh .obj) which is generated from an image using Deep Learning. I have a human body model (mesh .obj) which I need to apply the texture to. I need to apply the following texture format

taken from Github
Then I need to apply the following head texture format to the above human body model. How can I convert head texture model to the whole body texture's head?

taken from Github
EDIT 1
PS: two textures belongs to two input images(two persons). I just want to know how to convert the mapping between two UV maps of the head part
EDIT 2
Added the 2d images of meshes


texts: Can not set the origin to a hierarchy/group

texts: Whenever I Select my Group/null/Hierarchy under the outliner. I can't seem to make the origin to geometry work. It stuck in (0,0,0). I've tried to set the cursor to the middle of the group/hierarchy and snap to cursor but that only moves my group of objects away and sets the origin where my group was. I've tried selection to curser (Keep Offset) but that also doesn't work. Lost :( This is so simple why is it that I cant make it work. here is a picture of the issue. This might be so simple but I've tried everything.


texts: How do I get vertex coordinates in the same units as the scene units?

texts:
I want to get the coordinates of a vertex in the correct units, millimeters in this case for the current model, to do some calculations in external to blender module.
When changing the units of a scene in blender 2.82 all fields in the UI show the correct size, for example 100mm and 1mm in object and edit modes. So a vertex will show the location of 1000mm in the default cube for example.
But when accessing the same coordinate through Python code as follows:
bpy.data.objects['Cube'].data.vertices[x].co the data that we will get for the same vertex will be 1.0, meaning it remains in meters.
Any ideas as to how to get the coordinates/sizes in the correct units in Blender Python API?


texts: Volume Scatter in World makes the sky turn black

texts:
While using the "Volume Scatter" option in Blender the Background turns Black. (I am using Blender 2.79). Here is my issue in detail.

The first image below shows a normal scene with Blue sky (Set using the "World" as shown in the image)

I wanted to add mist to the scene; so i used the Volume Scatter shader and plugged it into the "Volume" node in the "World Output". The entire scene turned black and later I discovered this feature doesn't work with the "Sun Lamp" well. So I added a "Point Lamp" too in the scene. Now the mist appears. But the issue is that the blue background has entirely turned into black as shown in the image below.

I've tried changing the Strength of the "Point Lamp" but it won't help. I would request to kindly inform if anyone knows how to fix this.


texts: How can I create a subdivided cube with the texture shown on the example:


texts: Unwrapping a brick / rough rectangle object on marked seams?

texts: So I created this brick with sculpt and then went into edit mode, selected a rough cube of edges and marked them as seams. Unfortunately with no method of unwrapping those seams are giving me a SIMPLE 6 sided UV map (albeit with rough edges). What am I doing wrong?


texts:
I have finished a building, and I'd like to render it in Cycles:

As it is with shadows: I know how to do it. I've done it and it looks great.

As it is without shadows: I know how to do it, I just untag 'Cast Shadow'.

Only with shadows: I don't know how to make the mesh dissapear from the render and render only the shadows. This is where I'm struggling. I tried to find help online but they're all old guides from a different version of Blender. I also found ways to do it with Nodes, but the question is: Where do I set up the node system? In the World, Object or Line Style? And how, because if I set it up on the World it will overwrite the other nodes that I use for texturing.

Thanks for the help!


texts: Cloud made by cloud generator has rectangle shadow:


texts:
I'm competent enough with modelling objects, but I'm less experienced with cloth and I'm struggling with something. I've googled it, but can't find what I'm looking for, and for all I suspect I might need to use pinning somehow, since this is a static model I can't seem to make it work.

I've created an airship, as the pic below shows.

The net suspends the gondola and spreads the weight over the top of the balloon.
The version of the net I have so far is a plane, with the cloth modifier, and then I ran the simulation. The cloth fell nicely over it, but obviously only draped straight down. I then had to convert to mesh and use proportional editing to make the net look stretched to the gondola points.

What I really want to do is use cloth simulation properly to stretch the net to the anchor points of the gondola. I've tried hooking the edges to rigidbody spheres and letting them fall, I even tried using force fields to blow the material to where I want it, but no joy.

Can someone kindly tell me what I'm missing please?
Many thanks
Ian.


texts: What can the Cycles Geometry node 'Parametric' Socket be used for?

texts:
In Cycles, the Geometry node has a socket for Parametric. What would this input be useful for?

It looks to me to be identical to UV coordinates for each triangle where the vertices are (0,0),(0,1),(1,0) but with no means of indicating or influencing the orientation of the face. I can't find any meningful documentation that explains what it could be used for.

Can anyone plese explain what it can be used for and, if possible, provide examples of it in use.


texts: BI: is background (CLI) rendering faster?

texts: I had a long (by my standards) render running and got frustrated, decided to do it via the CLI in the background while I work on other stuff.  To my surprise the time per frame seems lower when the render process is invoked via CLI with -b.  This is of course anecdotal, as I didn't take a screenshot before shutting down the GUI render :-)  It also seems to be using the CPU rather than the GPU (maybe user preferences don't carry over to CLI invocations of Blender).  I was wondering which was the most likely reason for it being faster:  rendering w/o the screen updating is more efficient, or maybe my CPU for this particular BI render beats my GPU...


texts: Is it possible to find the nodes connected to a node in python?

texts:
Is it possible to find nodes connected to a node?

For example, could you trace your way back through a node tree from the material output node by finding the node connected to the material output node, then finding the node(s) connected to that node, then the nodes connected to those nodes, etc.?

How is this possible?


texts: How to prevent normal map baking cage from self-intersecting?

texts:
I need to use a cage for baking a normal map for a retopo mesh from a sculpted mesh. The typical solutions I see for creating the cage in this situation are to create a copy of the low-poly mesh and scale it out along the normals, or to use a displace modifier to the same effect.
However, I'm observing that using the displace modifier leads to issues and artifacts where the cage is self-intersecting, particularly in areas like between the toes or around the mouth/ears where there are crevices. I don't want the cage to go through itself in these areas, but I need to scale it out far enough that it will fully surround the high poly surface everywhere else.
Is there a good solution to prevent self-intersecting when using the displace modifier that is not a highly manual process?


texts: How to get euler angles for object from solvepnp output?

texts: From opencv's solvepnp, I get the rotation vector and translation vector. How do I get the euler angles so that I can rotate the object at the origin so that when I render the camera at the default position, I get the same render as in the image I used for solvepnp.


texts: Where Is Micro Displacement Setting Both/True/Bump In Blender 2.8

texts:
I'm currently following a Blender Guru tutorial for creating ropes. And in the tutorial, after adding a displacement texture, he continues to change the displacement setting under the material tab from "bump" to "true". However it seems that in Blender 2.8 this setting has been removed/relocated and I cant find it.
Researching on other websites hasn't given me the results I've been asking for. Does anybody know where this setting has been moved to?
Here is a picture of my material tab from Blender 2.8:

Here is also how I expect it to look after I have done everything correctly:

And here is how it Looks now:


texts:
how do you subtract two quaternions, in blender scripting?
I've  tried allot of things and none of them work, quaternion1 * quaternion2.inverted() does not work
inverted gives some random answer, instead of the reciprocal as I had expected
On a similar note, how do you get the inverse translation by a matrix? so Vector / quaterion @ matrix would translate it by the matrix, but again Vector @ matrix.inverted() does not give the right answer
i've been trying to get this to work for two days and i'm really frustrated by blender python right now


texts: Particles fail when using Animation Nodes?

texts:
I have the goal of trying to instantiate objects that emit particles, and have the new objects follow points on other objects.
My approach has been to attempt to use Animation Nodes. However, the add-on seems broken? I am following a few tutorials such as this one: https://www.youtube.com/watch?v=S3uschDguJk
As you can see, the basic idea is to instance an object with a particle emitter onto vertices of an animated object (or several). The instancing part works, but in Blender 2.8 and 2.9, the particles do not emit properly once the Object Output Transforms is used to actually move the instance objects onto the vertices. They do not move at all, and lose all interaction with physics or fields.

As you can see, the original emits particles with physics interaction, but the instanced objects (while generating particles) have them remaining stationary on the surface (and following along with the object animation).
In the above youtube video the behaviour is different.
I have also attempted setting location with the attribute node, but (once again) the actual placement of the objects work, but the particles lose any physics
Any advice regarding how to fix this - or alternatives? Many thanks in advance!


texts:
Blender noob here. I'm learning my way around but could use some assistance. I'm working on a project having to do with human anatomy. I have a 3D model complete with skin, skeleton, muscles, organs and so on. Each of those are on a separate layer. I am trying to animate the transparency of the muscles however that layer is made up of several meshes/textures and I can't figure out how to simply fade them on screen. I have already done something similar with the skin layer but that is all one mesh. What's the easiest way to do this? Just so it's clear, I have my transparency set to about 20% on the skin to show the organs. See below
I then want to fade the muscle group on so it looks like this.

Is there a way to add keyframes to entire layer? I'd appreciate any help. Thanks!


texts: I'm trying to array a door mesh along a curved wall (nurbs) but its array modifier doesn't accept my surfcurve as an input. is there a way to point the modifier to the curve data? this seems to be approaching the need for some parametrization of sorts..


texts:
This is Yusamac205. I have been going through all of these different links that are supposed to download Blender 2.79 beta. But am unable to do it.

Here are the links I have tried, with the explanation why they do not work:

https://builder.blender.org/
This site even tells you that you will be downloading Blender 2.78

http://download.blender.org/release/Blender2.79/
This site says that you will download Blender 2.79. But when I download it, it shows Blender 2.78.

https://developer.blender.org/
This site is confusing and does not seem to have any Blender 2.79 downloads.

https://miikahweb.com/en/blender/builds
Does not have anything beyond Blender 2.71.

http://graphicall.org/
This site does not provide Blender 2.79.

Where can I get Blender test builds?
I got a lot of the links that do not work from this question.

Find and Install Current Blender Release
None of those links work either


texts: "box selection" and delete in a meshed 3D scanned file

texts:
I'm new to Blender and I have some problems to delete vertices.

I've made a scan with a kinect v2 and constructed a mesh with KinectFusion but the mesh has too many vertices/edges/faces.

I've looked several forums but I don't find how to remove the scan's "background".

I have done : Edit mode, B, select all the background, X, delete vertices. However, this only remove the "surface vertices" of my selection.

Is there a way such as "cube selection" or something like that to remove entirely a zone within the cube?

I want to remove everything that is in red.


texts: I can't see my trees through camera but I can see everything else

texts:
when you look on the left in modelling view you can see the london eye the trees and the Thames but when you look on the right through camera view you can no longer see the trees.

how do I fix it?


texts: How to correct the scaling problem of the texture using UV wrap

texts: I applied a texture on a box using the UV smart. I remark that the texture is scaled. How to correct this problem?


texts: How do I apply the mirror modifier properly on animated geometry?

texts:
How do I apply the mirror modifier properly, I am using the Fuselage as the mirror point, but as soon as I hit apply the flaps get all wonky. what do I need to do to make it work fine?

With modifier:

Applied modifier:


texts: Texture painting not appearing in the correct area?

texts: I am modeling a head for the first time and have come across an issue I haven't experienced before where if I paint something on my UV map it appears on a completely different area of my model.


texts:
I am following a tutorial on how to make a super speed effect in Blender.
I went through half of the tutorial but got stuck now. When rendering just like in the tutorial (at 23:26), I don't see the particles- only the background.

Here is the Blender file if you need it.


texts: Rigging - Sword like object influenced by 2 bones

texts:
As in topic. How to attach a sword to have it be influenced by two bones. Not off course in the same time.
I was fighting with "child-of" constraint, but with no luck. Well it works, but if I was in need to change bone influence form pelvis to left hand, it just fly away somewhere, so the transition wasn't seamless as I was expecting. I really don't have any idea on how to do this. I was experimenting a lot.

Basically Sword bone must follow pelvis bone, when it's not used, and need to follow hand bone, when the animation need it. Anyone, because it's driving Me crazy. It can even be via payed addon, anything.

Regards! :)


texts:
I want to make a software for 3D geological modelling (it's a PhD project) and I'm researching the best way to achieve this. Below it's a GIF I've made with Blender to illustrate how it would work.

The user would create differente soil or rock layers by interpolating between lines drawed in 2D planes. By interpolating between planes, the software would create volumes.

The example above is very simple and such is my description, the goal would be to make possible to achieve very complex geometry like this one:

Being a Blender user for almost 10 years (but I've never used the API), I've initially tought Blender would be a good idea to start with.

After talking to some researchers who deal with both geosciences and programming, I was advised to try Qt. Qt really looks very good, and it also has a 3D specific module.

Anyway, the question is:

Is it possible to modify Blender so much trough it's API that it
can become a different software? One reduced in size, with only the
functions I want? For example, with just the basics of modelling and the functions I would create, like interpolations. Also, the software would have a completely different interface, specific for it's use.
It would not be a different Blender distribution, it would be a different software, using Blender modelling and tools underneath. I don't want to say to a potential user "go download Blender, and this add-on, and this other one". The goal is to have a ready to use software.
If it's possible, is it worth it (to modify Blender that much)?

License would not be a problem, because I plan to release the software as free and open source.

Thanks in advance.


texts: How to move objects to new Render Layer?

texts:
This question has been asked several times before, but one thing is not clear.

There are Render layers. Each Render layer itself seems to have Scene and Layer slots. It's not clear what each is. Pressing M and choosing the slot seems to move the object to a new Scene slot of the current Render layer of the object. Is that right?

It doesn't seem to move the object to another Render layer. How is the latter done?


texts: Very weird - Why is only ONE BONE flipped weird (Blender to Unity)?

texts:
Ok I have tried everything here. I have a model that Ive exported to Unity as FBX, using the NLA editor all following a tutorial. Everything is great EXCEPT one bone (or combination - its the left leg) are flipped upside down.

So the animations all play, but that bone is just flipped -

Here is Blender, where Ive tested with removing ALL keyframes from that leg, still no luck:

And Unity:

What is wrong here?