texts: Weird shading effects when rendering at long distance

texts:
I'm trying to render a cityscape, but I get some weird dark patches on the buildings all the time. The scene is just conceptional, so it's all without textures or fancy reflections/ transparacy. The buildings are also really simple (most of the time just cubes)

It kind of looks like the effects you get when you have two faces at the same position, or your normals are screwed up. (It's neither of those, I already checked that.) On the buildings close to the camera it's just a little dark lining along some of the edges here and there, but the further the faces get away, the worse it gets and somtimes a complete face is completely dark.

Meddeling with the light sources or shadow functions doesn't seem to do anything (except disabeling either the "cast" or "receive" shadow option for the material, which stops the effect)

Oh, one more thing, it all really started, once I increased the maximal clipping distance (the city is qite large), even though I don't know if that is the source.

Does anyone have an idea how to fix this?

Pic here

Blend file here


texts: I am trying to make a background, but the sky emits a light and tints the rest of my scene. How do I prevent this?

texts: I just want a solid color background. You don't need to actively say the answer, maybe just link me to a video with the answer.


texts: Tapering a tentacle mesh with uniformly scaled suction discs

texts:
How can I taper the tentacle while maintaining the circular shape of the suckers along it's length?

I have modeled a simple tentacle using the array and curve modifier.

Imagine the tentacle as a set of cylinders with two circular suckers.

I then go to edit mode for the curve and reduce the radius of each point to achieve the tapering of the tentacle.

Everything is fine except that the suckers have an oval shape instead of the initial circular shape, especially towards the end of the tentacle where the radius of the curve point is largely reduced.

Thanks


texts: Is Blender crashing because this file is too big?

texts:
Context: Noob here. I need to import a .dae file into blender but it weighs 2.22Gb. Suffice it to say, blender crashes when trying to open the file. Activity Monitor app reads an increase in memory pressure coming from blender up to 6.51 Gbs (RAM installed is 8Gb) before it crashes. A decrease in performance of OS is not evident, however, which leads me to believe the file is too big for blender.

I am ready to give up but I wanted to run this by the community before I did.


texts: Whenever I render, it doesn't show the texture

texts: I make GFX on a game called Roblox, and today I was making one but when I rendered it, the render didn't have the texture on it. It still has the texture on it in 3D View though. Please help because I cannot find a solution anywhere online and I have tried most things and it still doesn't have the texture on in the render, even though it does it 3D View.


texts:
So I’ve been following Andrew Price’s Snow tutorial here: https://www.youtube.com/watch?v=82zWmOqE0Nc 1
I haven’t had any trouble follow so far and have achieved a look similar to andrew’s finished work, based on my initial disp painting in photoshop. However, when compared to Henrique’s work (the art used for the thumbnail. the original can be found here https://www.artstation.com/artwork/6dRJO 1) the final product simply pales in comparison.
Other differences aside, I am specificaly focused on the tire tracks/footprints. In Henrique’s work, the shape of the treads is incredibly clear, very hi def. He states on the work description that a 4k displacement map was used, and that the scene is around 20 mil tris. I am also using a 4k disp map, and my ground mesh alone at subsurf 4 is about 9 mil tris, and it simply does not look the same, not even close.
I tried a render with another level of subsurf and well, blender crashes.
So I guess my question is, is the issue likely simply not enough geometry to get results like Henrique, or is there something else i’m missing. I am admittedly still learning blender. It almost looks like he’s brought a separate ground plane up so the treads bottom out at a more shallow level.
When I try to create a shallow tread depth I end up affecting the entire tire depth, not just the tread depth, while painting in photoshop as per the tutorial). When I try to blur the tread image in PS less (with the goal of getting a more defined shape in blender) blender thinks the height differences are too strong and creates too hard edges due to the differential across faces from the painted map. I feel stuck.
Any ideas?
Thanks in advance.


texts:
Is there a convenient way to visualize the dependency graph of a Blender file?
If so, does it provide granularity showing where and how the dependency occurs?
If you create a dependency cycle, then the resulting error message will say something like:
Dependency cycle detected:
  OBCube/Transform Component/TRANSFORM_CONSTRAINTS() depends on
  OBCube.001/Transform Component/TRANSFORM_FINAL() via 'Copy Location'
  OBCube.001/Transform Component/TRANSFORM_CONSTRAINTS() via 'ObConstraints -> Done'

So clearly this information is kept track of internally.


texts:
I’m animating a plate of steel cut by laser rays. My animation is complete for the most part of it but I want to make the overheating of the steel where the laser passes visible. As it passes it assigns another material with emission on the cut border of the meshes of the plate and the borders of the cut pieces.
The appearance of the material has to be animated according to the movement of the laser or even in key frames.


texts: Removing all points below an objects surface

texts:
I have an object that is cubical in form, but the top surface is roughened. The point density on all sides of the cube (including top roughened surface and flat bottom) is pretty high.  For illustrative purposes, it's similar to the following image:

Is there an efficient way to remove all points under the top surface (shown highlighted in orange)? This includes all 4 sides, the bottom, and any interior points. I've read about Blender's Circle Select, Lasso select, etc., but wasn't sure if these were effective options for high-density meshes.


texts: i want to make its eyelids proper looking i am new to this i tried using subdivision modifier but no it was of no help


texts:
I am experimenting with fluid physics simulation. I would like to create a pool of liquid that has been "baked" and that I can reuse for different experiments. However it seems that if I add an obstacle mesh later in the scene, after the liquid has been baked, it does not interact with the liquid. I find this strange because it is possible to create a scene in which the obstacle and the liquid are not on contact at the time of baking.... so why can't I then add another object after the baking?
Here is my model:
https://drive.google.com/file/d/0B_5...ew?usp=sharing


texts: So I have a simple wall built and when I go to add an array mod to it, it doesn't seal the two instances together. There's a little crack in between them. Why is this happening?


texts: How can I improve viewport performance when using Dyntopo?

texts:
I'm doing a Blendercookie course on how to sculpt a Scifi weapon with dyntopo. The fact is that when some piece reach a certain level of compleiity (about 1.1 million tris) the systems starts to lags too much and is so frustrating.

I've tried the several options:

Disable double sided lighting
Enable VBO

I've so also reduced the topology of hidden faces. But that´s how far I've reached.

I'm using a late Imac Intel I5 Nvidia GPU GTX 680mx

any tips out there?


texts: How do I get knife_project operator to use view settings within the operator?

texts:
I have coded an Operator that tries to change the view to Top using bpy.ops.view3d.viewnumpad, and then the invoke knife_project() operator to select an area as projected by a Curve onto a mesh.

The knife_project() succeeds, and the view is indeed set to 'TOP' when my operator finishes, however, the projection vector used by the knife_project() operator is not respecting the bpy.ops.view3d.viewnumpad('TOP') call prior to the knife_project() call.

I can tell that whatever view happened to be showing at the time I invoked my Operator was used for the knife_project.  I was hoping to be able to set the projection vector of the knife_project within my operator so it doesn't need to rely on interactive user input.

Is there a way to ensure that the view matrix used by knife_project() takes into account the bpy.ops.view3d command?

def execute(self, context):
    bpy.ops.view3d.viewnumpad(type = 'TOP')
    setupTestareaScene() # load scene, start in 'OBJECT' mode
    # Operator selection
    # bpy.ops.object.select_all(action='DESELECT')
    bpy.data.objects[meshObj].select = True
    bpy.data.objects[curveObj].select = True
    bpy.context.scene.objects.active = bpy.data.objects[meshObj]
    # Select target area with projectorCurve
    bpy.ops.object.mode_set(mode='EDIT')
    bpy.ops.mesh.knife_project()

Thanks,
Jon


texts: Smart UV Project on multiple objects simultaneously, but independently?

texts:
How do I perform Smart UV Project on multiple objects/groups/components simultaneously, but independently?

When I try, it creates one giant UV unwrap/map that combines everything into one.


texts: Problem using transformation constraints to rotate gears

texts:
So, I'm working on a clock and to help me animating it I am using transformation constraints, but when I put it in the third gear it started reversing the rotation after rotating some degrees, going back and forth.

This is what is happening.

I already used transformation constraints before but I never had this problem.
I tried changing the values, activating Extrapolate, reseting the rotations but nothing worked.


texts: Animation Nodes not working with blender 2.80 2.81 2.82

texts: I've been trying to make the animation nodes work with blender but no matter which version of blender I install they won't work.I do prefer using blender 2.80 or higher and I did notice online that some users managed to install them. No answer from them tho. Please help.


texts: I'm having issues with a texture map that I've created for the purpose of a cork. I'm pretty confident I did my nodes correctly, but my biggest problem is this isn't a big item and I don't really want to uv unwrap something that is going to be the size of a quarter. Any tips on why I'm getting distortion on the top of my cylinder ?


texts: What addons are there to paint objects on top of a mesh? I am looking for an addon, which mimicks object painter from 3ds Max in which you can set object rotation, distance, etc.


texts: Set Size Of Object To Perfectly Align 64x64 Image

texts: I'm making a really low poly character, he is literally made out of cubes with various size vectors. I want to be able to draw on him using a 64x64px image which is basically pixel art and I want the pixels to fit perfectly with the UV. I've tried everything, even making the image 100x100px and then making the size of the object rounded to one decimal so from 0.1 to 1. All I need is a formula that I can use to get the closest value for each axis (X, Y, Z) to which the pixels will be aligned in a 64x64px image where each limb is a separate cube with it's own texture and UV Map. For example in the X axis of my arm the size I gave it is 0.3 and for it to perfectly align the UV with the texture it must 0.325(example). Or if there is a simpler way do this please tell me. Thanks in advance :)


texts: Add F-Curve Modifier for multiple F-Curves at once?

texts: I have a rigged and animated character with over 100 bones. Don't ask why, but I want to add the "Noise" F-Curve Modifier for the rotation and scale channels (F-Curves) of every single one of these bones. Selecting every single F-Curve, adding the F-Curve Modifier and specifying the settings for every single F-Curve of every single bone is a VERY time-consuming and tedious process. How do I do as effectively as possible?


texts: Increase the effect of Ambient Occlusion with Cycles?

texts:
I use cycles render to bake Ambient Occlusion map. However, the shadow on the object is too light. I want to increase and make it darker. I have been trying to adjust ColorRamp and it didn't change anything. I might have done something wrong.

Q: How to increase the effect?

So, I created a new cube and did what you suggested, but there's nothing change. The shadow didn't get darker like yours. That's exactly what I've been trying to figure out. It must be nice if someone can show me a tutorial! I'm kind a beginner! :D

To make my question more clear, these images below might give some clues. I really don't know how to fix this!

Thank you so much!


texts: How do I stop vertex normals getting overwritten when I enter edit mode?

texts:
I'm trying to make a script to apply vertex normals based on selected faces. So far I have written the script and it works fine, but if I exit edit mode and then re-enter edit mode, the normals get automatically recalculated by blender and look wrong again. Is there some way to stop blender recalculating the normals when entering edit mode? I have set autosmooth on the model.

Here is the script:

import bpy
import bmesh
import mathutils

me = bpy.context.object.data
bm = bmesh.from_edit_mesh(me)

selected_verts = [v for v in bm.verts if v.select]
for v in selected_verts:
  # get all the selected faces linked to the vertex
  ls_faces = [f for f in v.link_faces if f.select]

  # set vertex normal to average of face normals
  if len(ls_faces) > 0:
    average_normal = mathutils.Vector()
    for f in ls_faces:
      average_normal += f.normal
    average_normal /= len(ls_faces)
    v.normal = average_normal

bmesh.update_edit_mesh(me, False, False)

Here are some images that show what the script is for (this kind of thing is very handy for game models, especially toon shaded models). The script appears to be working fine, but whenever I go back to edit mode after leaving it, the normals revert to how the object looks in the left image.


texts:
I have a number of relatively straightforward line charts, such as this:

It would be great if I could somehow import the data points into Blender, perhaps to define a curve, to allow me to produce some cool looking data visualisations.

Apologies if I've not been clear in my question, any help is appreciated!

Thanks,

Alex.


texts: Blend/Interpolate between multiple Environment Textures based on Location

texts:
I am looking for a way to blend/interpolate between different environment textures based on location.  Similar to how realtime engines bake reflection map arrays and blend between them, but I will be capturing multiple HDRI panoramas from real world scenes.  This will be used for VFX-like projects.

Basically the idea that I have goes something like this:

Capture multiple HDRI Panoramas from real-world scene location
Recreate the location for each panorama in 3D scene (assign each HDRI to an empty object, perhaps?)
Use nodes (if possible) to blend between different HDRI's based on proximity, ideally based on the individual ray bounce location rather than the object's origin.
Possibly have a way to assign scale/weight to each HDRI
Support for any number of HDRI panoramas

Is this feasible without heavy scripting, or by only utilizing Cycles nodes?  I know some of you will say this technique would be a bit too excessive, but there are some situations where this would be helpful.

Thanks,

Dave


texts:
I'm just getting into liquid simulations and was wondering if anyone had some tips on dialing in the settings to get the best look with the shortest render time. Just looking to cut some fluff here, currently sitting with a bake that's going on 4 or 5 hours with only 11% complete.
I only have one outflow source with a single modeled mesh that is the fluid effector. I included the foam and spray calculations which I know are inevitably going to increase render time, but it would be great to be at even 20% after this much time staring and willing that number to go up :/


texts: Can I use an HDRI to illuminate the scene and another one for the background?

texts: I want to illuminate my scene with an HDRI, and to use another one as a background image.


texts:
I'm working on eye animations, but the right eye bone isn't in a vertex group.

How do I create a new Vertex Group that will appear in the Vertex Group section of the outliner? The section in the screenshot below.


texts:
I have an animation almost completed, and wanted to start taking some records of it.

Problem is that when on camera view, some projects have problems. Here's a screenshot of one:

I'm using blender Render

Another problem I'm getting with this is that, if there's a plane near another, it also gets the problem I described above (Like roads and grass, even if the road is few inches above in Z)

I've fixed this problem. Main reason was that Mirror wasnt applied :( Thanks for the help!


texts: Hi, can anyone tell me how to remove the grass from the mesh shown, it is linked by a texture file but I can't seem to get rid of it. Thanks Nicola


texts: Texture paint not showing up on 3D mesh in 2.76

texts:
I'm trying to do a simple paint job on this 3D mesh but when I use the brush tool in the 3D viewport, the paint job is only reflected in the UV image editor panel. Here are the steps I've taken:

created new checkerboard texture in UV image editor
in 3D viewport, select mesh, UV unwrapped
new material, diffuse color input: image texture with checkerboard texture selected
enter texture paint mode

Am I missing a step?

as you can see, the paint is showing up in the UV image editor but not on the mesh where I am actually doing the painting.


texts: Object following path not on the same axis

texts:
I have an object which follows a Bezier curve, I've made enough segments so it can follow the curve. on the top samples, I've set the axis to X and the object follows the curve on the same Axis and same location axis, but the object doesn't seem as the Bezier shape spiral curve, its incomplete and just goes off direction and intersects with parts of the object.
On the bottom I set the axis on -X the object follows the curve perfectly making the spiral shape, but its not on the same level axis. If I try move it up or down, the whole object deforms. I've tried applying all transforms, but that didn't help. So what am I doing wrong so I can fix this?


texts: Trying to learn basic animation using curve and array modifier and get this to loop

texts: I am a newbie to Blender who is realizing i need to slow down and learn the basics.  I can use a curve and array modifier to make an object fill up and follow this curve.  I'm assuming there is a way to get this cylinder to appear to be endlessly generating from the origin. Is the only way to do this to set up a procedural animation?  I'm pretty confused and especially confused by the procedural stuff.  thanks.


texts: How to 2D-stabilize and enlarge canvas to preserve outside pixels?

texts:
I stabilize a movie clip of 1920x1080 using multiple markers and rotation stabilization.

Great, but a lot of it goes out of the original canvas. I know I could increase the influence so it almost stays in the canvas, but I want to preserve that large movement.

How can I enlarge the canvas so no pixel gets lost, while never rescaling the footage in order to preserve its maximum quality.
e.g. I would like to render a 3840x2160 video where my 1920x1080 footage is moving around in the middle, and I don't care how the rest of the canvas is filled.

NOTE: I spent hours putting those tracking markers already so I would like to preserve all this and simply enlarge the canvas.

Thank you!


texts: Blender 2.8: Best way to copy moves (rotations and translations) between 2 meshes

texts:
I have two meshes, « MasterCube » and « TargetCube » in different places. I would like to copy all moves (Translation X/Y/Z and Rotation X/Y/Z) from MasterCube to TargetCube in keeping the original locations of my two meshes. When MasterCube moves, TargetCube have to do the same from his original location.
I tried with « copy rotation », « copy location », « copy transform » and « transformation ». I even tried Hooks and more. I got a partial solution but not complete. For some solution, my TargeCube rotates around the pivot of the MasterCube in place to rotate around its own pivot. For other solution, the TargetCube location move to the MasterCube first off all, and follows this one in a kind of superposed mode.
The only good solution I expect to uses is Drivers. 3 Drivers for each location dimension (x,y,z) using the MasterCube location coordinates in the math expression to compensate, and 3 others for rotation. So, 6 Drivers.
Anyway, for a so simple idea to just clone moves, I guess there is a simplest way to do this. Could you tell me if Drivers really are the regular solution ?
Thank you.
Example of bad result with Parenting. The TargetCube rotates around the MasterCube pivot.


texts:
I'm essentially a complete novice at Blender and yet still decided to create a large, complex build which I wanted to texture and add to a game (ArmA 3), however I made the entire model before realizing I had not prepared to texture it once complete, so I have no seams at all, and when I went to Smart UV Unwrap, THIS is what appeared..

So now I'm afraid that I've completely ruined my chances at getting this thing textured and ready for game implementation.

I'm not able to repair this with my current knowledge and was wondering if anyone know's how to salvage it into a UV display that I can understand.

For clarification, this is the vehicle that I attempted to UV Unwrap..

Have I botched this entire model to the point where proper UV mapping isn't possible without a LOT of time?


texts:
I don't unwrap my models very often so I decided I would give unwrapping this simple box-like shape a go. I beveled the edges and corners and tried my best to mark the seams (see below).

I then decided to unwrap the model on a 1024 x 1024 texture, but as you can see below some of the edges are a bit wonky looking (see below).

What should I do to prevent wonky edges? If anybody has any advice or tips I will be most grateful.


texts: how to find the data_path for scripted keyframes

texts:
I would like to script keyframes for bevel modifier width (and many more later). Here is what I have so far. I've commented out the last line which doesn't work. When I type help(ao.keyframe_insert), I get :arg data_path: path to the property to key, analogous to the fcurve's data path. but that doesn't help me since I haven't use fcurves yet.

The first half of my question is "how to key the bevel width as I am trying in the example script?"

...and the second half is "where could I have looked this up?" or "how can I know in general what do write in keyframe_insert(data_path="" without asking a new question each time I want to key something?"

Thanks for your understanding!

import bpy
import numpy as np

frame_a, frame_b = 25, 35
sigma_a, sigma_b = 7, 10
n_frames = 60

if 1 == 1:
    bpy.ops.mesh.primitive_cube_add(radius=1, location=(0.0, 0.0, 2.0))
    bpy.ops.object.modifier_add(type='BEVEL')
    bpy.context.object.modifiers["Bevel"].width = 0.3
    bpy.context.object.modifiers["Bevel"].segments = 3

ao = bpy.context.active_object

bpy.context.scene.frame_end = n_frames

for i_frame in range(n_frames):
    a = np.exp(-(i_frame - frame_a)**2 / (2.*sigma_a**2))
    s = 1.0 + 0.3 * a
    bw = 1.0 * a
    ao.modifiers["Bevel"].width = bw
    ao.scale = (s, s, s)
    ao.keyframe_insert(data_path="scale", frame = i_frame + 1, index=-1)
    #ao.keyframe_insert(data_path="modifiers['Bevel'].width", frame = i_frame + 1, index=-1)


texts: so i tried to make a grass and i wanted to change colour with colour ramp. it's a particle effect. when i change the colours and mix it only bottom base layer changes the colours. but the actual blades of "grass" stay the same one colours.


texts: Closed Object allows some of the cut geometry to escape the cut

texts: You'll notice in the attached image that some of the geometry is not cut by the rectangle/plane and extends beyond it, if it's fairly close to the cut (notice the red line in the left pic).  Why is that happening and is there a threshold I can set to prevent that?  Thanks


texts: What exactly is "hard surface modelling"?

texts: I've seen the term "hard surface modelling" on CGCookie and wanted to know what it means and how it differs from regular modelling.


texts: Applying a curve modifier to an extruded plane causes plane to become a line

texts: Surely this is some setting that is wrong, but what?? I trying to bend an extruded plane using the curve modifier, but as soon as I select the bezier curve in the modifier, I lose all dimensions of the plane!  Top down ortho of plane & bezier curve before modifier


texts: How to cut a circular hole into a curvy shape and have a perfectly smooth surface without using the Shrinkwrap technique?

texts:
I usually use the Shrinkwrap approach to cut any kind of hole into a curvy shape. Its work flow is to subD the base mesh to 2 levels, shrinkwrap it to the same mesh (called guide mesh) that has been subD'ed to 4 levels, then proceed to cut a hole in the base mesh. This results in a perfect smooth shape.

For this method to work, the shrinkwrap modifier must be after the SubD modifier, so I can't use this technique if I want to export the base mesh as a fbj/obj file for others to work on, because I can't apply all the modifiers. If I try to apply the shrinkwrap modifier without applying  the SubD modifier first, then the result still looks not good enough because it only shrinkwraps a low poly version.

I'm getting stuck at this point, trying several methods but to no avails:

I tried to make sure that the faces which will be insetted are planar. This only works on a surface not extremely curvy.
I tried to apply the SubD/Shrinkwrap to achieve the perfectly smooth result and then use Decimate to unsubdivide it, with a naive belief that it would magically revert to the exact original topology, which it doesn't.
I tried to use the Knife Project tool to cut the circle into the mesh. Still same result.
I tried to use Data Transfer to transfer the normals information to the mesh. This works, but it brings us back to the orignal problem, because the Data Transfer solution requires geometry to work well, just like the Shrinkwrap solution.

I always get some subtle pinching like in the following image:

What I want to achieve:

So, how can I cut a circular hole into a curvy shape and have a perfectly smooth surface without using the Shrinkwrap technique?

My Blend file: cuttingHoleIntoACurvySurface.blend


texts: Does the Grease Pencil Tool create Vertices?

texts:
I wonder, it would appear from the demos showing how to use the tools that the points from creating grease pencil lines and fills basically behave like vertices.

So could I treat those points like vertices, that I can use all the tools and modifiers the same way as using vertex from shapes?


texts:
I am writing a addon that shows the currently available shourtcut keys.

At the moment I am filtering the availalble shortcuts via the bpy.context region and space data and comparing those to the settings for each shortcut.
I then poll each one to see if it can be called in the current context.
After all this I am still getting shortcuts in the list that are not actually relevant to the current context.
I am thinking this is because the active object is in a different scope/context which the C code is filtering out but I can't work out how to do this filtering.

If I could find which space the active object is in and if that was the same as the current space then show those shortcuts otherwise don't.
I can't seem to find out how to find the context of the active object rather than just the current context.
I hope I have been clear enough here.

Thanks

Yardie


texts:
I tried resetting the position in pose mode with the Alt + R , Alt + G to no avail.

I was guessing it has something to do with the default pose but I haven't found any way that seems to work.

Just tried setting rest pose and still not fixed.

Zip with the blend


texts: I'm creating a flight simulator game with realistic acceleration, but a rotation of the ship doesn't level off after going a little while out, like normal flight games. I need to create some code that will slowly rotate the ship so it is horizontal to my ground. I was thinking of a way like creating a property, and every time I'm pressing a button to rotate my ship, it would create a positive or negative number in the property. Then, when I let go of the button, it would delay a short time, and then level off an amount based on the number in the property. I don't know much code, but I used some code to create realistic acceleration for the ship, so I have some knowledge. If there is a better way of doing this, please let me know. I don't know if you can do this with logic bricks, but if you've got a solution, I'll be happy with it.


texts: Render region and render with 1 keystroke?

texts:
I was looking into this:
https://github.com/CenekStrichel/CendaTools/wiki/Render-Tools
And there´s 1 key assignment to do the render region.

Basically you have:
step 1: If user presses "(key)", invoke view3d.render_border command
step 2: view3d.toggle_renderer
step 3: Render area gets represented.
step 4: IF a render area exist, and user presses "(key)" THEN view3d.clear_render_border

How could an .addon be created bindig all those commands and IF statement to a single keystroke?

Please help.
Thanks.

Could this code get us started?

import bpy

class QuickRenderRegion(bpy.types.Operator):
    """Tooltip"""
    bl_idname = "view3d.toggle_render"
    bl_label = "QuickRenderRegion"
    bl_options = {'REGISTER', 'UNDO'}

    @classmethod
    def execute(self, context):
        bpy.ops.view3d.render_border()
        bpy.ops.view3d.toggle_render
        #return {'FINISHED'}

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

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

if __name__ == "__main__":
    register()


texts: Why are two of the teeth stuck in space away from my dinosaur?

texts:
I'm sure there are a lot of other issues with my file, because this is basically my first actual animated rig in Blender, but the only issue I'm really concerned with right now is the two bottom teeth that are floating in space.

In edit mode with the mesh selected as well as rest position of the armature, the teeth are in exactly the right place. But when I'm in pose mode, where I've actually animated the dinosaur, two of the teeth are floating in space. Please let me know how to get them to stay in the mouth where they're supposed to be!

Thanks in advance!


texts:
I have the dark light problem and can't figure out what settings are wrong. I have read about different solutions for this but none work for me. I think the scale are right but i am pretty fresh in Blender so i could be wrong. I have put a link to the file.

Blender file


texts: Sky and atmosphere not available in v. 2.9?

texts:
guys. I am initiating on blender so I just downloaded the latest version (2.9).
I am attending to an online course on 3D modelling and animation, but the video lectures were recorded using Blender 2.7 interface.
I need to render sky and atmosphere. In the video lecture, there is a check box for this feature when sun light is chosen.
However, I cannot find such an option in my latest version. I have alreade googled it, but got nothing.
Can anyone help me, please?
Thank you!


texts:
What is the shortcut to close up / zoom to face / vertex / edge while modelling?
I mean, the button or shortcut to see the part of the model that you are selecting on detail, maybe for big models?


texts: I have an armature where each bone controls different object. When I try to join objects together I can control the new mesh with only one bone, the others are useless. How to avoid this?


texts: How to switch "context area type" via Pie command? Object/EditNodesUVImage

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In a Pie menu instead of switching just edit/object mode I would also like to swap out the content of the display like from 3D view switch to node editor for the selected object. But I have a hard time figuring out how to write this.

I went to the API page to see if many I can get some clues from there.
https://www.blender.org/api/blender_python_api_2_76_2/bpy.context.html?highlight=context.area#bpy.context.area

If I switch the modes the console reads this out:

bpy.context.area.type = 'IMAGE_EDITOR'
bpy.context.area.type = 'NODE_EDITOR'
bpy.context.area.type = 'VIEW_3D'

To define a edit/object mode switch I 3D view I know you can do it this way:

bpy.ops.object.editmode_toggle()

pie.operator("object.editmode_toggle", text="Edit/Object", icon='OBJECT_DATAMODE')

So I tried this but obviously it odes not work

pie.operator("context.area").type='IMAGE_EDITOR'

With the following error message:

Traceback (most recent call last):
  File "\Modeling Toolbox Pie Beta.py", line 654, in draw

AttributeError: 'NoneType' object has no attribute 'type'

location: <unknown location>:-1


texts: Houdini's "explode node" in Animation Nodes

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Not sure how to explain the question clearly, but I will give it a try.

I wanted to simulate "Explode Node" in Houdini, which basically rather simple and I think in Sverchok I manage to do that, but kind of overcomplicated somewhat.

It's actually super simple. And the answer is probably lie in using Vector and Matrix.

Supposed I have bunch of objects in the scene. From those objects each in position in the scene, user provides a custom Empty position, or some kind of Math formula to find the center of mass of the group. Then from that point, I wanted to just push the position of each object away from that point reference empty.

I tried just now, but I make all the objects fly away. This is because I probably doing it inside the loop?

I can't do "Apply Matrix" inside AN ala Sverchok to have the "default position" of each object.

Currently my logic is simply using Vector Add while referencing each object pivot. But I seem to just push all the objects away.

Should I... perhaps create a reference pivot using instance and that reference should not be looped?

---- MORE INFO

I need a way to keep the Matrix transform of object in "current original position", and then push each of the object apart from X point position. I don't want to make each object fly away.

It's kind of when dealing with TEXT object, and I want to have control over each of character letter position, and then adding to that current position.

---- REPHRASING THE QUESTION
Just like what we can do with Text Object (separating into letter), I would really like to do the same to Group Objects or Joined objects.

Manually by hand:
1) Multiple objects in the scene. Joined or Group them
2) Separate them again, control the pivot, usually centered.
3) Now, I would like to control each and every object from here, this position. Probably wiggle, but in this particular question, I just want them to drift and pushed away based on 1 single point position.
4) That way, we have explode in or out effect.


texts:
I've attempted to parent the glasses specifically to the head bone by going into object mode, selecting first the glasses, then the armature, and then switching into pose mode and only selecting the head bone. I got a box that came up and the only option was "connected". Thought I was on the right track, but the glasses still wouldn't move when I posed the character.

I am on mac and could possibly be hitting the wrong buttons on my keyboard? I'm not really sure. I used to be able to attach a hat to a character earlier this year, but nothing I remember seems to work and I can't find anything online that works either.


texts: Why Does Some of My Mesh Get Left Behind?

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I have a mesh that I parented to an armature, but when I rotate it, some parts get left behind. I'm guessing this is because of how I placed the endpoints of my bones, such that they can't "reach" the parts that are left behind, but I don't know how to fix this.
Does anyone have:
(a) An explanation for why it happens,
AND/OR
(b) A solution?


texts: Shining light through model in Blender 2.79, Cycles

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How can I make this kind of light?
Try to imagine plastic bottle of milk with light bulb inside of it, exact same thing (Like on picture)


texts: Emulate realistic liquid inside a bottle for animation

texts: I am working on perfume bottle design. I am trying to create perfume in the bottle. When bottle is rotated, perfume stays static. What's the way to rotate perfume when bottle is rotated, or even placed slipping on floor. Like how a realistic bubble appears when bottle is sleeping on floor. It would be great help if the blender community share some light. Thank you.


texts:
I'm making a cable animation.

The first attempt was to use curve modifier, but the issue here is that the connector gets deformed as well.
I've tried a different approach, by separating cable to parts and making connector "follow the curve" with constraints.
And now the connector and main part of the cable (red) are fine. But I can't get the tubes (green) to align to the holes of connector. I've tried to rotate it and so on, it's always misaligned at different points of the animation.
I've also attempted to use hooks to connect tubes to the connector, but it works only for short distances and doesn't fit the goal.
Any other approaches I can try?


texts: Is there any way to replicate/recreate Levels effect in Blender Shading Nodes?

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I'm trying to make a normal map generator in Blender and I need to add Levels-like node. I'm using this tutorial about generating normal map from four pictures (https://dreamlight.com/how-to-create-normal-maps-from-photographs/#Photoshop - Create the Normal Map Layers header) and I'm stuck in a step where I must put Levels to 128-255 range on a Top-Right layer.
Is there any way to reinvent Levels node in Blender Shading Nodes (Shading card)?

Images:
My node tree

Results (TOP, looks okay) and normalmap preview

Results from Left-Bottom corner, looks bad!


texts:
*For more detailed information; see below
I am working with (OpenVDB) volumes in Blender, which I use to create animations. This is an example:

Both sides are different .vdb files.
Now, I want to make it so that both volumes have a different colour. Conventional is that the one has a red colour and the other one had a blue colour. I tried changing the blackbody tint in the principled volume node. This works quite alright, but also creates quite a problem. As seen in the picture below, the blue lobe becomes much smaller than the red one and the original. I have no idea why, so I think this is intrinsic to the colour (blue gets absorbed more per definition, I guess).

Currently, the Blackbody tints are set to [H, S, V] = [0, 1, 1] and [0.65, 1, 1]
An option could be to "play" with the other Principled volume settings of one of the volumes, but this changes the characteristics of the lobes, which is not prefered.
Does anyone have advice on what I can do to give the volumes different colours while appearing both just as big?
*More information:
We are working with molecular orbitals, of which .vdb files are created. These are density clouds.
We have tried splitting the files in different scenes and then altering the RGB curves of the scenes differently. This is not an option since the mixing of those scenes does not give the wanted (and real) result.
The other values in the Principled volume node are:

Density = 100.0
Density Attribute = "density"
Blackbody Intensity = 8.000
Temperature = 170000.0
Temperature attribute = "density"


texts: Is it possible to create custom Camera projection volume modes?

texts:
To clarify, I was talking with a friend and we started to wonder if there were camera modes beyond orthographic and perspective. As an example, one that defined its edges not with a cuboid or frustum, but a curved volume?

There are all kinds of cool effects that could be done with that, especially if the curvature was animated. However, I know that perspective and orthographic modes are generally just done with matrices, so it might take some tinkering.

Blender is open to add on construction and open source at that, but I honestly have no idea where to begin. Would it be Python, or can I do it in OSL? Or would I have to actually dive into C for this?

Hopefully this question isn't too broad.

EDIT: I am purely attempting to extend the camera modes, not to simulate it with post processing (which has a number of additional drawbacks in efficiency). This question is about plugin development.

These are the familiar viewing transforms we use on a day to day basis, outlined by volume of rendered geometry (not volume of geometry, volume of rendered space) :

Perspective - smaller with depth:

Panoramic - projected from center in all direction:

Orthographic - same size:

In all cases, depth goes along a straight path in a specific direction, in Blender it's typically the camera's local Z. For panoramic, it is local r in sphere-space. Note that in all cases, depth is measured along straight lines, in a simplistic manner.

My proposal is to allow for the construction of cameras which are not confined to simplistic single-dimension radius, but actually measure depth along a curve:

As an example, with a rendering space which was defined like a curved volume, with a taper curve and a bevel curve, we could still define (in linear time) a path to each rendered pixel in Cycles; but that path would be unconstrained, and could say look at an object behind the red demo object. It would also only gather necessary data, where gathering all data from a panoramic camera and operating on that would still spend roughly six times the amount of time to render, plus post processing; and still wouldn't have all of the data necessary.


texts: I am designing a simple tent in Blender. I created a prism from a cube. Then, I added a material and a texture, and UV-unwrapped the prism. But the texture won't show up on the prism. I made double sure I had enabled material / texture mode in the view mode - that didn't help. Here is the blend file with the texture included - I really tried everything I could find in the internet to make that texture show up, but without succes … You are my last hope … Apologies if I missed something obvious.


texts: Using morph targets with multiple meshes

texts:
I have meshes from a game that uses morph targets. They are all obj. Files, and I have no clue how to use morph targets. One mesh will be totally ordinary, and then the next one has its mouth open. They have over 10 different meshes with 1 change, and the original mesh uses to move. Can anyone tell me how to successfully use these targets to get the results I need? Is there anyway to save those changes as shapekeys?

-thanks


texts: Extract sequence of frames from imported MP4 - scripted?

texts:
I would like to extract a sequence of images files from an imported mp4, ideally using a script. I'll then analyze the images with python to start extracting cues and other information, so they don't necessarily need to be absolute best possible quality.

For example:

frame_numbers = range(15*60*24, 30*60*24, 96)

returns 225 frame numbers between 15:00 and 30:00 at 24fps.

Can this be scripted?

If not, what is the quickest way to do this manually? (ouch!)


texts: I can't get my metarig to bind with my mesh

texts: I am using Blender 2.90. I have been trying over and over to connect my rig created automatically from rigify to my mesh. I follow all the procedures and nothing works. I make sure i clear all parenting, I first select the mesh then shift select the armature, then parent/automatic weight, go to pose mode and the rig moves but never the model or the whole model has only two bones working, one that makes the whole mesh pivot from it's feet and one that makes the mesh pivot or move from the waist. Can somebody help me figure it out? I wish I could paste my model here so someone could correct what is wrong.


texts:
Got a cube and can select the internal edge loops easy enough with alt+right click. How ever the last loop which makes an external face won't select in the same way? What's the quickest way to select this loop in an editing workflow?

See the video here


texts: Grainy rendering in Cycles even with Render Samples at a high number

texts: Why do I have a Grainy rendering in Cycles even with Render Samples at 2000?


texts: How to fix bad shading on cylinder with a difference boolean?

texts: I've booleaned a simple cylinder with 32 vertices and I am wondering how to fix this. Any help would be greatly appreciated!


texts: How can i flip the Y axis of a normal map in the Blender Render texture tab?

texts: I have flipped the Y axis of a normal map to make it compatible with Unreal 4 but when i want to see how it looks in the Blender Render viewport the lighting is inverted. Is there an option to flip it in the viewport?


texts: Wrong result applying boolean modifier to an object

texts:
I'm new to Blender, I have the object shown on the first image (the one that is NOT selected) and I would like to create on it some holes using the boolean modifier. So I created the eight cylinders shown in yellow always on the first image to subtract them from my object.

Now if I select the object, add to it the boolean modifier and make the difference with those cylinders the surface of my object is not correctly modified. See the image below and compare it with the previous one.

Is it a problem of Blender or am I applying the boolean modifier in a wrong manner? What is the correct way to use the boolean difference between two objects?
Thanks in advance.


texts: How to work with variable framerate footage in the vse

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I have a lot of footage from a mobile phone that was able to adapt to low illumination by increasing the exposure dynamically. As a result, those videos have no fixed framerate, but each video consist essentially on a collection of frames, each with its own timestamp. The same video might be displaying up to 30 fps when I was pointing the camera to a subject under the sun and suddenly go down to 27.6 or 9 fps because the walking subject went under the shadow of a big tree. So knowing the average framerate of each video is pointless and so it is trying to add a speed modifier strip in the vse to match the video with the audio strip because, well, the framerate is not constant.

The only solution I have found so far is converting the footage to a constant framerate lossless format before importing it into Blender, this way:

  ffmpeg -i input.mp4 -vf "fps=30000/1001" -c:v libx264 -crf 0 -a:c copy output.mp4

But I have literally hours and hours of this kind of footage and this solution is very resource-consuming. Is there any simpler solution?

(Please do not mark this as duplicate with "how to import different frame rates" because this is a different issue, and the speed strip won't work here as explained because the framerate is not constant, so you may be able to match the length of the strips but the audio gets out of sync because there are more frames where the illumination was bright and, by stretching the video strip with a speed modificator to match the audio, you merely manage to distribute the frames evenly along the desired length and the timestamps are ignored).


texts:
I have a video that was recorded using my laptops webcam.

According to the mplayer tool, my FPS for this video is set to 29.75 FPS (using the mplayer -identify -frames 0 myfile.webm command).

In blender's video sequence editor, under Dimensions, FPS, I choose custom, and then type in 29.75 for my video, but when I press enter, it rounds up to 30FPS. My video and audio tracks don't line up.

Why doesn't it let me set the specific FPS? How can I best rectify this situation?

Thanks.


texts: Is it possible to auto-rotate UV Islands?

texts:
Is it possible to auto-rotate UV Islands with Python? For example I selected all islands and want to rotate them according to their width and length.

I need to:

get all selected islands.
get their width and height.
rotate an island by 90 degrees.

Explanation:

How do I do it with python?

Thanks.


texts: Why is object deviating from path random?

texts:
I have an object that is following a path ... and at some point (checkout the blend file) it is offseting from path, why?

How can I fix this.

http://flester.ro/path-deviation-2.blend


texts: How do I get rid of the extra faces created when extruding inwards?

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I'm using Blender 2.81a on MacOS.

I am modelling the 'rook' chess piece, and I want to give it the tower shape with cuts in it. When I select the faces and extrude them down, it makes a hollow shape with the edges, vertices and faces still intact.
How do I get rid of these extra faces?

I came across the boolean modifier as a solution but is there any other tool/process that I am unaware of.

↑ My state

↑ Desired shape (tower with cuts)


texts: How to select two objects add a boolean modifier and enter name for object to be unioned

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So currently when using the boolean modifier you have to set the type and then select the object manually.

I am curious how one could automate this like this:

select two objects
select Add Boolean Union button

the button will do this:
add boolean modifier to active object
set type to union
select other object as to be unioned to the active object

Ideally the object selection should be done via mouse selection.
First click is the tool object and last click is the active object to add the modifier to.


texts: Rotation of UV islands causing normal map seams

texts:
Throught trial and error I learned that rotation of UV islands can caouse weird seams
Below is an image of automaticly unpacket uv map with wrongly rotated island(left) and manually rotated one(right) [uv seams done manually and baking done in Substance Painter]:

Also visible in Substance Painter:

Of course this one can be simply fixed manually but for other of my models it would be just too mutch work for its worth. Also it requires straightening all uv islands ant
Can uv islands be automaticl rotated to correct rotation? Or meabe the whole effect removed?
My node setup:
(Green channel inverted due to how painter is saving these maps or something)

Also Uv map:
(both models are on it, but not overlaping)


texts:
I've rigged a humanoid character in Rigify, and then followed this tutorial for a walk cycle:
https://www.youtube.com/watch?v=oZ14vidzSs4&t=2s
I now want to export my results to C4D so I can refine and render there, however each time I export it as an FBX, it completely mangles my rig. Also, the Rigify rig imported into Cinema is very complicated, with lots of different skeletons controlling the same mesh.
Is there a way to simplify the Rigify rig after I've done the animation, and export this simplified version as an FBX so that I don't get distortions in C4D? If possible I want to add a tiny bit more aniamtion in C4D afterwards (face, eyes etc.)
I've searched online and most of the threads I've found seem to talk about baking the walk cycle action to deformation (DEF) bones and getting rig of ORG bones. I'm quite new to Blender, so I don't know how to select ORG or DEF bones. So I baked the action and then exported it as an FBX, yet still got the distortions in C4D. It had improved a tiny bit, but not much.
Let me know if you want any images and scene file an I'll upload
Many thanks


texts:
I'm making a layout tool for video editing.
How can most efficiently fill the camera view with a series of white planes with even spacing?
I want to have a variable (arbitrary) number of planes, with the gap either -remaining the same or -varying based on number of planes.

Currently I have a:

Plane object (that I can scale)
Curve object to spread an array

Here is the sort of result I need, but there's a lot of manual filling to get it evenly spaced.

Here is the modifier setup I used.

Update

I have accepted the answer by @leander but wanted to add a color solution for the faces. I am driving the unique colors from the segment number of the array. Then I put that through an array with up to 7 unique colors (its a non-variable limitation), using the Window X coordinates.
I wish that there was an easy way to define the Ramp Locations by variable.

Update 2

After using the above solution, I also discovered that I could just add a single large plane then use a brick texture to place a series of box objects across the screen.


texts:
I modified a character model which I downloaded from somewhere, then added an armature so that I can animate. I started in the lower right area (the foot) , the extruded each bone from there.

When parenting the armature with the character, I did ctrl+p-->deform armature-->automatic weights.

When I go into pose-mode to rotate and move the bone, hoping that it would move my characters boot, it doesn't. I learned that I might have to manually paint weights, so I did that with the left foot. I then tried moving the bone again (pose mode), still, the boot doesnt move at all.

My character is a "santa", which has many different objects like boots, right leg, left leg, hat...

 (OLD)

NEW EDIT:

Alright I solved the bones not working. I think it was I started it in the foot and not the pelvis. I might not have selected the objects entirely that were to be children to the armature. Now, I have this:

(https://imgur.com/a/GOtdpmy)

It seems that the transform of every object has reset. You can see the tiny armature in the center (not actually the armature, but a bone which is selected in blue).

What I did this time was make a new file, import my character, add armature in pelvis area, then extruded to each area. I selected all objects in Object Mode with 'a', then deselected and reselected the armature in order to make sure that it's the last selected for parenting. I did Ctrl + P --> armature deform --> with automatic weights. When doing this the last time, my computer didnt go under a load.
This time it did. My cpu went up to 95% usage and blender stopped responding. After 2 or so minutes, blender was responsive, then my scene/mesh looked like the above.


texts: How to snap object local rotation to its nearest global axis with python

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I want to rotate my object to its nearest global axis with python.
For example if the rotation of the object is more towards +x global, then the object rotation should snap to global +x rotation.
Hope you all get it what I want to achieve.
I don't have any code to show because couldn't figure it out how to start logic with.


texts: Is it possible to select all connected or unconnected nodes?

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Is it possible to select all connected or unconnected nodes in the node editor with a keyboard shortcut or operation?
(I thought maybe CtrlL and CtrlAltShiftM like in Edit mode, but apparently not)

Am I just missing something?
Or is there no way to do this without doing it manually?


texts: Network Render recognizes both computers, sees the job, but is STUCK ON QUEUE

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I am running 2.78 on two identical Macbook Pros. I've setup 1 to be the slave, one to be the master, and they seem to be connected and able to send jobs... however, when I try to start the render, it just remains stuck on "Queued" when I check on the Master Monitor.

I'll try to summarize what I've already troubleshooted:

Both Slave and Master are on the same network with their TMP folders changed to both point to the same location (a folder stored on my Google Drive)
I tried unchecking all of the "Tags" under Slave/Slave Settings on the master computer
I've tried exporting my files as separate PNGs to be combined later, rather than exporting 1 Movie file.

No luck still. Anyone have help? :)


texts:
The aim is to select the vertices of one side of a cube.

My intention was to change the view's orientation using bpy.ops.view3d.viewnumpad and then select the vertices that are visible, using bpy.ops.vew3d.select_border.

    def changeView(view):
               for area in bpy.context.screen.areas:
                 if area.type == 'VIEW_3D':
                     override = bpy.context.copy()
                     override['area'] = area
                     bpy.ops.view3d.viewnumpad(override, type=view, align_active=False)
                  break

    def select_border(mesh,context, view3dAreaAndRegion=None, extend=True):
          if not view3dAreaAndRegion:
            view3dAreaAndRegion = getView3dAreaAndRegion(context)
          view3dArea, view3dRegion = view3dAreaAndRegion

          override = context.copy()
          override['area'] = view3dArea
          override['region'] = view3dRegion

          #change orientation to Front side
          changeView('FRONT');

          bpy.ops.view3d.select_border(override,
                                       gesture_mode=3,
                                       xmin=0,
                                       xmax=view3dArea.width,
                                       ymin=0,
                                       ymax=view3dArea.height,
                                       extend=extend)
           return view3dAreaAndRegion

This works, so long as I click 'Run Script' twice, or if the View is already set manually by hitting 1 on the number pad.

However the problem is, if I pan around,then hit 'Run Script' once, it selects all the vertices that are visible from that angle, before changing the view's orientation to Front.


texts: How to modify accurate 3D models to protect technical know-how

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I have a 3D model from our engineering department with accurate measures of our product (format: VRML) that I want to give to a third party. The third party doesn't need an accurate model for what they are supposed to do with it. Now I want to modify the whole model with little effort to protect our technical know-how.

Does anybody know a solution in Blender to accomplish that?

I played a little bit with the decimate modifier and it looked promising.
The draw back I see with it, is the disproportionate effort I have to make since I don't know how to apply the modifier on ALL faces of ALL objects in the model.

Is it possible to get a short step-by-step tutorial to get all faces modified at once?

Another question that comes to my mind regarding the protection effect: If I modify the model and export it again to the VRML-format, then the modification I made in Blender is definite/destructive in opposite to the Blender-format itself where it stays non-destructive and I can adjust the modifier again. Am I right?


texts: Eevee, lighting, Volumetric lighting crosses a mesh

texts: I created two light spots with volumetric to get a beam of light with eevee in a real-scale scene. My light passes through my luster mesh despite having turned the shadow mode to none for the various shaders. If I activate the volumetric shadow I get a kind of sphere that hides my light in relation to the emission distance. If I mount the volumetric shadow samples, I end up completely losing my light beam. I have already tried to lower my light below the mesh but I always get the same result (for example in top view my light passes through my meshs to the rendering. How can I get this lighting visually, without my light passing through my mesh at rendering?


texts: How can I do an animation of an object approaching the camera?

texts: I am new to blender. I am trying to produce a small 2 second animation of an object approaching a camera and been able to modified to do it from different angles and with different objects (texture, size, shape). Thank you for the answers.


texts: Holdout Layer not using AlphaMaps in Blender 2.8

texts:
It seems that the HoldOut Option in Blender 2.8 does not use alphaMaps with transparency to create a proper holdout ? can somebody confirm this or do I have to tick some option to get this to work ?

or any Workaround ?

thx


texts: PATH for the Blender 2.90 executable, in the Linux Mint 19 Cinnamon filesystem, please?

texts:
Executable PATH for Blender 2.90 in Linux Mint 19 Cinnamon?
In OpenShot->Preferences->blender path, it requires the PATH to the blender executable.
The GUI Menu (Cinnamon) has the following path to blender 2.90 which works fine with the GUI Launcher:
file:///usr/bin/flatpak%20run%20--branch=stable%20--arch=x86_64%20--command=blender%20--file-forwarding%20org.blender.Blender%20@@%20%25f%20@@
Where is the blender 2.90 executable located in the Linux Mint 19 Cinnamon filesystem, please?
Yes, changing the system PATH to include this directory is needed too, but I can do that once I know what path & filename to use.


texts: Is it possible to add multiple materials to a text object?

texts: I know that for a mesh you can go into edit mode and select vertices and assign a specific material to them quite easily. I want to know if it is possible to do this with a Text object (which has no vertices).


texts: what is the hotkey to change noise distortion types in the displace modifier?

texts:
Is there a way to quickly toggle between the different types of noise distortions and Basis' ?

Id like a faster way to switch between them, ideally scrolling through each one for 1s, to see result of modifier. Like a 'next' key for the selection list.


texts:
I need to run an bpy.ops command which requires the cursor to be in the DOPESHEET_EDITOR area.

Specifically I would like to scale an animation using

bpy.ops.transform.transform(mode='TIME_SCALE', value=(scaleValue, 0, 0, 0), axis=(0, 0, 0), constraint_axis=(False, False, False), constraint_orientation='GLOBAL', mirror=False, proportional='DISABLED', proportional_edit_falloff='SMOOTH', proportional_size=1)`

I can see what area the cursor is in by using context.area. How can I assign the area to put the cursor in?


texts: Why are the colors of the svg desaturated in Eevee?

texts:
I imported an svg (man illustration) and a png(lamp) from inkscape in blender.
And then I rendered it.
This is rendered using cycles
This is rendered using Evee
The colors in the cycles are accurate and just like inkscape but the colors in evee look washed out.
My problem is not the overlapping faces in cycles , I knew that this is going to happen but the colors in the evee are desaturated and not accurate.


texts: Blender throws Error: Exception_Access_Violation when Duet Display installed

texts:
As the title suggests, Blender would throw Error: Exception_Access_Violationand not load when I have Duet Display installed. Duet works fine with or without Blender, but Blender will only work when Duet is not installed. I've read about this problem here
before and understand that it is related to OpenGL. I've already tried to talk to Duet Display, but they weren't helpful (such as asking if Duet Display was working on my iPad).

I would like to be able to use Blender and Duet Display on my PC. Is there a way I can do this?

My Lenovo ThinkPad Yoga 370's specs:

Intel Core i5-7300
8 GB RAM
64-bit Windows 10
Intel HD Graphics 620

Thank you!


texts: How to parent animated object to animated object

texts:
I want to show bond 2 rotating and the bond 1 also rotating.
So basically parenting 1 to 2 is what I want to do. But when I animate in a particular axis using local axis it is rotating in all axis. How can I solve this ?


texts: How to remove unused textures and materials

texts: I have a lot of materials and textures in my scene that I don't use, but idk how to delete them. Could someone help me and tell me how to do that? 'Cause it eats up a lot of memory and crashes (._. ) Every time I import an object it creates a few copies of the same material\texture, for some reason...


texts: Blender Cycle bug imported png is pink while Jpg is not

texts: Guys help!. the blender cycle cant read png I even unwrap it.


texts: Script for merging and renaming shapekeys

texts:
I make avatars for vrchat but most of them have like 500+ shapekeys that I need to mix and rename by hand.
Is there a script out there that automatically does this for me?


texts: Activating Add-on, getting: ImportError: No module named 'bpy.utils.previews', 'bpy.utils' is not a package

texts:
Add-on  Pro Lighting Skies Demo

This message error pops up when I follow the steps on how to download.  Somebody please help me.  I followed Andrew Price's directions on his website, Blender Guru, but it will not work.


texts: How to join objects on an already weight painted object?

texts: I created a shoe in Blender and I already rigged it and made vertex groups. I now plan to add more details on the shoe. I tried to join all the objects together, but the other objects I joined to the shoe didn't want to go with the bones. I wanted to weight paint the details but it completely deformed them. Do you have a solution for me?


texts: How to isolate emitted particles to a specific Curve Guide?

texts:
I'm trying to get musical notes to guide along staff lines.

If I have only one emitter and one curve guide they follow it perfectly.
Good Image above.

As soon as I add a second curve guide (baby step before adding it's emitter), the notes follow a curve, but its not either of the ones I've put in the scene!

Problem Image Above.

Image B1. Nearly edge on to see the emitted objects adhering to the curve guide:

Click  image above to see detail.

Image B2 and B3. After enabling the physics Force Field, Curve Guide, on the top ("F") line of the staff notice how the the previously working emitted particle system no longer follows the "B" line of the staff's Curve Guide:

There's nothing special about my Curve Guide settings other than having scaled down the Minimum Distance value with the intention of not having neighboring emitted particles be impacted by this Curve Guide. Curve Guide and Emitter Settings are above.

I've tried a few approaches to get around this, like separating the emitter/curve guide pairs across the Y axis from other pairs to give space between influence of the curve guide on unintended particles, or putting force fields above and below the treble clef to "squish" the particles into the middle.  Neither of those approaches worked.

I tried keyed emitters, and that works sort of, with its own problems that would rightly be a separate question here.

So is there a way to tie the emitted notes to a particular Curve Guide?  Or do I need to think about compositing?


texts:
From Wikipedia:
https://en.wikipedia.org/wiki/Relief#Bas-relief_or_low_relief

  A low relief or bas-relief is a projecting image with a shallow
  overall depth, for example used on coins, on which all images are in
  low relief. In the lowest reliefs the relative depth of the elements
  shown is completely distorted, and if seen from the side the image
  makes no sense, but from the front the small variations in depth
  register as a three-dimensional image.

Example image from the same page:

This can obviously be done with sculpting, but I feel like there should be an easier/faster way to make such an effect (for example a coin, medallion, religious icon, etc.) from an existing 3d scene rather than recreating from scratch by sculpting.
I'm not sure how, but I think rendering the scene in a specific way via the Compositing Nodes and then applying that rendered image as Displacement modifier on a grid mesh might give such an effect.

Here are some models from Blendswap someone trying to find a solution can use for testing: http://www.blendswap.com/blends/search?keywords=statue&is_fan_art=1&blend_license=&render_engine=&sort=downloads&direction=desc


texts: Make objects invisible when they go through shadow catcher?

texts: I have a plane as the ground, and I am animating a character to walk across the plane. The plane is a shadow catcher, because I'm doing VFX and I want to add shadows to the ground in the video, to make it more realistic. When the characters food slightly goes through the shadow catcher, it makes a dark spot where the foot goes through the plane. I'd like everything that goes through the shadow catcher to be invisible, so when the bottoms of the feet slightly go through the plane, there won't be any shadow issues. (See Attached Photos) If anyone can help, I'd appreciate it!


texts:
I have a principled shader with the transmission set to 1.0 plugged into the surface input of my material output. I have an emission shader plugged into the volume input. I'd like the material to grow brighter the deeper into the mesh it is, somewhat akin to the image below.

How would I make my emission be stronger on the inside of a mesh based upon volume? This preferably would not need to include any custom scripts.

EDIT This has absolutely nothing to do with the "duplicate question" candidate. I'm speaking of mesh volume, not the loudness of an audio file.


texts: I'm trying to make this simple smoke sim, but I just can't figure out what is going on. It feels like I have tried to change every setting from Domain resolution, high resolution, applying scale etc and nothing works. I'm rendering in Eevee (I tried cycles and get the same problem though). Also in Blender 2.81.


texts: Bezier Curve - Split one large end into multiple wires

texts:
Would that even be possible?

I have one large, Bezier curve wire, made using a Bezier Circle.
I need to extrude that end into several, smaller wires.

How should I proceed? Is that even possible? Or do I have to create separate curves/circles?
I need it to be as seamless as possible too.


texts: Text along path does not work as expected

texts:
I have a text object that I want to go along path. The problem is, that the text moves only in 2 dimensions.

I expected that the text will be on top of the curve, but it kept offset. But that is not so important as the path not fully control the text.

What am I missing?


texts: How to triangulate a polygon using Python?

texts:
I often meet the following problem: mapping a point on the surface of a polygon in 3D coordinates to the corresponding polygon in a UV map.

To do that, the only way I've found is to:

Triangulate the mesh (by copying the original, and use bmesh.ops.triangulate
Then use a barycentric transform with barycentric_transform from mathutils.geometry

I'd like to avoid copying and triangulating the whole mesh.

My question is: how to transform on the fly the list of vertex indices associated to a polygon (which seems to be a fan) into a list of tris the same way bmesh.ops.triangulate does it (or in a coherent other way)?


texts: Midi in/out for game engine via animation nodes

texts:
Is there any chance you may add a node for implementing midi signals in a store-ready game engine product made in Blender? :D

Or is this just impossible (and a stupid question)?

Marius


texts: Why does image texture used in displace modifier not give the correct height?

texts:
I have got a custom heightmap-loader in Java, which converts each pixel of a Heightmap into a coordinate between 0 and 255, obviously with 255 being white and 0 being black.

The problem is, blender doesn't quite convert it the same.

Here's my rendering the heightmap with my own loader:

And here is the one created by blender:

Is it generally the same, White = up, black = down - But there are quite a lot of subtle differences. Certain places are higher, certain places are lower. And it generally is an incorrect mess.

To create the heightmap, I am following this tutorial. To sum it up, I create an image via a plane and use the Displace tool.

I just want an obj model which is 512 coordinates in size (ranging from 0 to 512) and has the same height as my custom generator, which simply sets the height directly to the amount of red on the heightmap at a certain coordinate.

And yes, the heightmap is black-and-white. So it doesn't matter if I get the red, green, or blue on the Heightmap, it'll be the same.

Why is it incorrect? What can I do to make it look exactly the same?


texts:
I currently have a hollow sphere, and I want to select the faces on the outside layer of the sphere, but when I do B + LMB to select faces, it only selects the faces on the interior layer. Here's an example:

And here's a zoomed in version:

How can I select the faces on the outside layer?


texts: 2.90.1 Vertices Keep Hiding, Unable to Weight Paint Mask

texts:
I have an issue with only a part of my mesh hiding the vertices, even though it will still show the faces and the complete mesh.
It will look like this until I press Alt + H to unhide the hidden verts of the coat. The sleeves are always visible, and the coat isn't for some odd reason.

After unhiding them, I proceed to go into weight painting mode and that works fine. Until I try to mask a part of the mesh and then the issue with the vertices occurs. They go back to being hidden, like I never unhid them.

Only the sleeves can be weight painted while in the masking mode.

I have zero clue as to why this keeps happening.
The coat was originally a cloth simulation and converted to mesh after the simulation got to a point I liked.


texts: How can I draw a circle in an image inside the image editor?

texts:
I would like to be able to draw a circle inside an image that is available in image editor.

I found this code here but I do not know how to manipulate the xy values for drawing a circle properly.

size = 640, 480

import bpy
# blank image
image = bpy.data.images.new("MyImage", width=size[0], height=size[1])

## For white image
# pixels = [1.0] * (4 * size[0] * size[1])

pixels = [None] * size[0] * size[1]
for x in range(size[0]):
    for y in range(size[1]):
        # assign RGBA to something useful
        r = x / size[0]
        g = y / size[1]
        b = (1 - r) * g
        a = 1.0

        pixels[(y * size[0]) + x] = [r, g, b, a]

# flatten list
pixels = [chan for px in pixels for chan in px]

# assign pixels
image.pixels = pixels

# write image
image.filepath_raw = "/tmp/temp.png"
image.file_format = 'PNG'
image.save()

```


texts: Network Render Errno 2: No Such File or Directory

texts:
FIRST:

I'm on a Mac. I'm running 2.78.

SECOND:

Got the Network Rendering setup perfectly. I've sent jobs over my network. Once a job chunk is processed, the job fails due to Errno 2, No such file or directory [insert job directory file here].

ATTEMPTS TO SOLVE:

Initially used /tmp/
Switched to a directory I made on my Desktop
Gave R/W permissions to ALL groups including "Everybody"
Ran Blender from the command line in SUDO mode

WHAT HAPPENS:

The files are created on the Slave machine, but it throws an Errno 2 upon finishing a chunk. It looks like it's trying to access the EXR file to send it back to the Master.

I own several computers, and all of them are failing in exactly the same way.

Suggestions?


texts: How to have a displacement modifier vary it's shape within an array

texts:
Total new on Blender cycles. I want to create a pyramid and for this I would like each stone to have a different displacement map. When I do one stone with the displacement map modifier it looks awesome, but when I put that into an array now all stone look the same. I tried using bump map with noise texture, and yes each stone have a different bump map, but it looks fake compare to the effect that I can get with a displacement modifier. Is there anyway to make the displacement modifier have a randomized texture so that each stone looks different, in its actual shape and geometry and not just in the bump map?
Thanks alot


texts:
I bought a pre-rigged Samurai model and dont know how to use it. I just want to use my model as a puppet for art reference; create a little scene with the samurai fighting people in an alley so I can find camera angles and rough lighting. I'm going to paint in photoshop so it just needs to be rough.
Here is a link to the model I bought:
https://www.turbosquid.com/3d-models/samurai-character-blender-rigged-3d-model-1549310#
My guy is just pink. Do I need to add the skins? Am I missing add-on/plug-ins?
But most importantly, why can't I just simply move the limbs around? I know there are tutorials on how to build a rig from skratch but are there tutorials on how to use a pre-built model. Thanks.


texts: python -- apply/run script for every array instance individually

texts:
I have the following blender scene setup:

(notice the python script, will be mentioned soon in question)

As you can see, there are many boards being duplicated to form a wall.

The thing is: in real life, the middle support board is usually different for each board, like this:

So basically, I want to randomly set the Z position within the range of the top beam and bottom beam (of the boards in my scene) so that the middle support-beam is randomly positioned, reapplied for each array instance. So I went ahead and made a python script that randomly sets the beam'ss Z position from the top beam to bottom beam, and currently whenever I hit "Run Script", it re-randomly sets the position of the beam, exactly how I wanted.

The problem:
As you can see, all of the array instances are the same, but I want it to randomly move the beam (a.k.a., somehow re-apply the script) for every array instance, but I have absolutely no idea how to do this.

Anyone?


texts:
I have several meshes all using the same material, UV mapped and ready.
When I join some of them, one of them loses its UV map entirely.

I checked that all meshes joined doesn't have any modifiers and that scale and rotation has been reset.

Any ideas of how to fix this?

Blender 2.76b


texts: So I dont know what I did wrong But I am following a course to model a humain body and the teacher isn's responding to anyone for months so here is my problem. This is what is was soppose to do like you see in the second picture and the third on is what I did so how can I fix it.


texts: Best lighting for minimal shadows for product-on-white rendering

texts:
I produce a lot of basic "product on white" renderings for Amazon images. I have a few methods for getting to what I want, but most involve quite a bit of rendering multiple images and compositing via Photoshop, etc. I'm wondering if anyone can offer advice on their preferred workflow to get the best on white product images straight out of one render without having to edit. A couple things I'm looking for advice on acheiving:

Pure white background (do you use a seamless and light it? or
just use a white background? Any other tricks?)
Minimal shadows - on Amazon, the container is a tightly cropped
square, so dealing with shadows is an issue and you can't rely on
those nice long, realistic shadows - I'm trying to determine how to
get minimal shadows like the attached examples straight out of the
gate with no editing. I realize the answer lies in lighting, but it
seems that if I adjust the lighting to make the least amount of
shadow, my subject's lighting suffers, and vise versa. Have you
found any ways to control the shadows separately from the lighting
of the object?


texts: Is there a faster way to fill in a set of missing faces?

texts:
As-salāmu‘alaikum
Is there a faster way to create faces to fill the row than I have to do it one by one?
Example of selecting 4 vertices and create a face with Vertex > New Edge/Face from Vertices (F) in Edit mode:


texts: How to get original height and width of video strip in python?

texts:
Here is the context :
I call blender by the command line like so :
blender -b -P myscript.py

In the python script i am doing something simple, i add a movie strip with no sound and then print orignal size of the video:

bpy.ops.sequencer.movie_strip_add({'area': area},filepath='/tmp/file.mp4',frame_start=1, channel=1)

active_strip = bpy.context.scene.sequence_editor.active_strip

print(active_strip.elements[0].orig_height)

print(active_strip.elements[0].orig_width)

The problem is that i always get 0 for both height and width which is not the original dimension of the video.

When i execute this inside blender python console i get the right original dimensions.

Any ideas why it does'nt work by the command line?

Thanks


texts: Cryptomatte from volumetric environment is not fully opaque

texts:
World shader is simple Volume Scatter with 0.01 density. When I get matte of default cube I get partially transparent result.

Look at red-highlighted values. This is a point near center of the cube's matte:

Right now I'm multiplying matte to get full alpha, but this slightly corrupts edge antialising...


texts: blender api - get current location and rotation of camera tracking an object

texts:
I have a camera with an object constraint to track an empty plain axes. I want to get the camera's current rotation, since when the axes move, or when the camera changes location, the camera rotates in order to track the axes.

however, when I read the value using  C.scene.camera.rotation_euler, the values never change, even though the camera clearly has rotated in order to follow the axes.

>>> C.scene.camera.rotation_euler
Euler((-0.2408553957939148, -0.0, 0.0), 'XYZ')

How do I get the correct values of the camera rotation?


texts: I have this problem, I'm exporting a blender file with animations into glb, and 80% of my animation is lost. Anyone could help? What am I doing wrong? I use default blender presets for glb export.


texts: How to make clouds using particles and smoke simulation (Cycles)

texts:
I've watched this over 20 times and I'm just not getting it.

https://www.youtube.com/watch?v=gEJRrRLRHJA

There's not a lot of 'why' to this tute, so I can't adjust for different situations. I think a lot of my probs stem from scale. Settings for one size of model and smoke domain just flat out don't work for another scale of cloud model.

Can anyone recommend a better vid on this method? One that points out what to change and why for different sizes?

Also, bear in mind this is not for a static image: it's for an animated model of a world where the clouds move around a planet, so the general idea is to set up a sphere with a thickness that will sit around the planet sphere, and rotate.


texts:
I just started Blender 2 months ago and i'm having a great time.

I'm trying to add a noise f-curve modifier to my camera movement to create shakiness for a toaster animation kind of thing.

However when I add the noise it affects the whole duration of my animation when I only want it to be active for a certain period of time. From doing research it is my understanding that I should be able to have f-curve "parameters" show up in the n-panel on the right side of my viewport. From looking at videos of pre-2.8 blender the parameters show up but I can't find them anywhere.

So my question is : How to find this panel / How to restrict the noise f-curve modifier in Blender 2.8 ?

Thanks in advance.


texts: Use Insert as a shortcut for Insert keyframe?

texts:
The default shortcut for "Insert keyframe" is I, which is achieved by holding the mouse over for example the Location Transform, and pressing I. I want to use the Insert key instead.

Even if I overwrite all the shortcuts that are called something with Insert keyframe and/or use the I key, it doesn't work. It's still the I key that is active.

Is there something special about the Insert key that makes it unusable? I noticed "Toggle overwrite" was using the Insert, but even if I turned it off, while all shortcuts were assigned to Insert, I still couldn't insert keyframes.

Anyone has a clue on this?


texts:
When applying bevels (or, in my case, exporting meshes with Bevel modifiers), results are best with an even amount of bevels (2, 4, 6..). However, the seams are always transferred to the outer edges of the bevel, while (with an even amount of bevel) the result would be so much better if Blender could apply it do the inner edges of the bevel.

Does anyone know of a way to achieve this?

Before:

Current Result:

Desired Result:


texts: Baking Textures as Image Sequence by Script in Cycles

texts:
Related to this: Baking textures on headless machine (batch baking)

Is there a way to batch the baking of textures over all frames? I have an animation and since the light is changing at each frame, would like to bake out the texture of each frame into an image sequence.

I've set my render mode to cycles
I've added a Image Texture Node and have it set to image sequence
My UV is unwrapped to the image sequence

If I put this in console, I can bake one frame to the sequence:

bpy.data.objects["Cube"].select = True
bpy.context.scene.frame_current = 1
bpy.ops.object.bake(type='COMBINED')

Similarly, I can bake another frame:

bpy.data.objects["Cube"].select = True
bpy.context.scene.frame_current = 2
bpy.ops.object.bake(type='COMBINED')

However, when I try to put this in a for loop to bake multiple frames like this:

for i in range(1,30):
     bpy.context.scene.frame_current = i
     bpy.data.objects["Cube"].select = True
     bpy.ops.object.bake(type='COMBINED')

It will only bake the texture of the first frame in the loop. It appears like it is looping through all the frames and it is baking them, but the images in those frames do not get updated once the script is finished. Any ideas on what is happening?


texts: What does "Couldn't initialize streams, probably unsupported codec combination" mean?

texts: What does this mean (boxed in a red box) Please help!! I have so many intros but cant use many because of this problem. Any help?


texts: How to display the normal values of a face?

texts: I want to know the orientation of a certain face by knowing the z vector(direction vector) of its normal. How do I let Blender display the values of the normal of a face?


texts: 75 vertices in Edit mode, 1.4 million in Object mode

texts:
I'm taking a 3D modelling course at uni (it is obligatory). I don't have any experience with it, let alone interest.

I had to make a model of a sculpture, and when I sent it to my professor, they warned me I had over a million of vertices, which would be hard to process.

Using answers I found here, I reduced the number to 75. Not sure how it worked, but I used Limited dissolve.

Object mode still shows the 1.4 M vertices. What do I need to do?? I don't understand any of this.

Here is the model: https://www.dropbox.com/s/aszflttj5vzck7y/model.blend?dl=0

Cheers.


texts:
I am really new to coding and I have begun trying by myself, copying code and templates, reading, and so on.

I am trying to use selected objects' names in a scene to be detected as one of the predefined types in an internal addon we use in our team.

The code I wrote is the next:

for ob in bpy.context.selected_objects:
    if ob.type != 'MESH':
        continue

    if ob.type == 'MESH':
        conName = ("'" + ob.name.upper() + "'")
        bpy.context.object.addon_submesh_type = conName

It seems to be working except for the last line. I know because I copied it in the console and returned all of the text values correctly.

As the predefined types of the addon are wrote in uppercase and between hyphens, like this: 'MESH' .

What I am trying to do is for example: having and object named Head, to be recognized and converted to HEAD type.

Can anyone help, please?


texts: Lasso Select not working when using with RMB selection (bug?)

texts:
Upon installing and launching Blender 2.9 (or 2.8) for the first time, one is presented with this choice: Select with Left Mouse Button or Right Mouse Button?
Blender 2.9 splash screen on first launch:

Being comfortable with the traditional RMB selection schema from past versions of Blender, I did not feel compelled to switch to LMB.
The problem is that in doing so, I seem to have lost the ability to Lasso Select. (It worked  in 2.79 with CtrlL-Click-Drag.)
The Blender Manual page on Selecting states that CtrlR-Click-Drag will Lasso Select. So what about users sticking with the traditional RMB selection? Instead of having Lasso Select moved to CtrlL-Click-Drag we just lose the ability altogether?
How can the keymapping be configured to bring Lasso Select functionality back for a R-Click selecting user?
System configuration: Blender 2.90.0, macOS 10.14.6, "Select With: Right".
Thanks!


texts:
I'm new to Blender, I have modeled a naga and I'm painting a texture and some parts are unpaintable from the out of my model.

Them parts are "back faces", how can I enable painting on them from both sides ?

Edit : Here's the exact symptoms, I cannot draw on the part at right, the undrawable part disappear when checking the "Backface culling".

Black lines of the undrawable part have been made from the inner of the head.


texts: Re-do view of a photo via DEM data and Blender

texts:
I'm trying to re-render
 -

I hopped to generate some jewelery out of the rendered view.
So I found some DEM-data (DEM=digital elevation model) of the region and added a camera and a plane to mirror the mountains there.

Here's the blend file of the scene I created so far

I just can't seem to recreate the view from the photo, or even something close to it. I first tried with just the plane with a displacement modifier on the UV-data and tried to move the camera in to the region,
but this didn't came to fruition.
After some other things I tried I can kind of recreate the view with the one side of the UV-map (of the plane) being scaled to zero - trying to mirror the view from the camera.
(you also see this in the blender file, this is where the shot was approximately made)

I was wondering if someone did something similar to this and might help me.

The most straight forward thing I came up with was that I massively scaled the plane up and tried to physically move the camera in to the region, but this just didn't work. The blender cycles camera just skewed the view too much, the angles and everything seemed off...

edit: To be clear: my problem doesn't lie wit generating the mesh with displacement modifiers, subsurfing, etc. But more with how to then make the camera see more or less the same as in the photo


texts: Semitransparent texture shows up as solid color

texts:
I'm trying to make the pink part under the hair semitransparent but it just shows up as a solid color instead. I'm using mmd_tools and also tried changing the alpha and putting it into alpha blend mode but it still does not make it semitransparent.

Hair shadow object in viewport.

The part of the texture I'm working on is semitransparent but does not show up that way in viewport. This texture I'm using is a .tga file.


texts: How to add hollows on the surface of mesh and don't make it too complicated for future modelling

texts:
I am beginner in Blender, so I need your advice. I want to add some "hollows" on the surface of my mesh to imitate latches and other details. The only way I know how to do this at the moment - enlarge my mesh and extrude the parts I need. But if I go this way, the model will be to complicated for future modelling.

As you can see - there are a lot of latches, and hollowings on the top of robo body. Which is the best way to imitate them on my mesh?


texts: How to set a different theme for Edit Mode?

texts:
I would like to make Edit Mode and Object Mode more visually distinct, especially when I have no object selected.
Currently, I scan my screen for little GUI details once in a while to figure out which mode I'm in. I usually have to do this after looking something up with a search engine, for example. If I could change the theme of Edit Mode, I could always know which mode I'm in without thinking about it.
Below is an example of how similar the two modes can look. Sometimes I'll hit a hotkey that doesn't work in a particular mode because I remembered incorrectly which mode I was in when I left.


texts: How to optimize Viewport for video editing on low-spec hardware?

texts:
I downloaded blender in hopes of using it for simple video editing, and while it appears to have all the tools I want, trying to preview the video is simply not working well enough. The preview is struggling to get anywhere past around 1.5 fps. When I checked in task manager to try and find the bottleneck, nothing showed higher than 50% usage...

Unusable preview framerates is something i'm quite accustomed to with my computer, but i was hoping there might be a way to manage a smooth playthrough of something close enough to video that i can time cuts and transistions.


texts: I need to turn one side of a cylinder into a square a leave the other side round

texts: Is it possible to make one side of a cylinder square while leaving the other alone? If so how would I go about it? I have a tree branch that I need to connect to a trunk. The number of edges on the cylindrical branch will not connect up with the square hole on my trunk...Any ideas?


texts: Rendered image doesn't show what Rendered Viewport shows... (pictures below)

texts:
It's kind of an interesting result.

Here is how render viewport should look on frame 1:

Here is what happens when I press F12:

It's like I have a second camera (although I don't) somewhere below. What is even weirder is that If I place the camera behind the wall...

it shows everything correctly (example cube is seen):

As you can see, my camera is following an object that is on Bezier curve WHILE being on Bezier curve (right) itself. This animation is working perfectly on rendered viewport but not if I use ctrl+F12. Just the same grey viewpoint.

What could be the issue?


texts: How to not have freestyle lines affected by exposure

texts: I was working with freestyle for my first time while using the "Real Sky" addon from the blender market. I am working in eevee. If you are familiar with Real Sky, you know it is common place to adjust the exposure in the color management section. Unfortunately, adjusting the exposure also adjusts the freestyle line color. I would like to know how to keep the colors I have picked regardless of the scene's lighting. You can see what I mean in the attached picture. I know I can duplicate each object and have them on a separate view layer with freestyle and transparent material and have different exposures for each view layer in compositing. This seems like a bulky fix considering if I make a small adjustment, I need to make sure to adjust it in both view layers. How do I keep the line color intact while adjusting the exposure for the non-line-art rendering?


texts: Is there a way to move objects in the viewport and have them collide with other objects in the scene?

texts:
I'm trying to dress a bookshelf setpiece with a bunch of models of books, and it's really tedious to try to get things like slanted books to rest right; to get a book to rest on the edge of another book involves tons of tweaking rotations and translates to keep it from intersecting while still looking like they're touching. I'm trying to do a bunch of things like this:

Houdini recently added a feature called "physically based layout", in which you can manipulate objects in the scene using translate handles and the object will collide with the scene as you move it around (they have a little gif of it here) -- does Blender have something like that? I've been using snapping, and it works okay but often fails to detect the geometry I want it to snap to the face it's hitting. And barring that, is there a way I can use Blender's physics system to help me settle these slanted books into place? Thank you!


texts: Is it possible to change the width of edges in edit mode?

texts: I'm a math teacher.  I like to use Blender to demonstrate some ideas when we talk about geometry in 3 dimensions, so I display it on our projector and the class will work together to edit some basic shapes.  I've changed the size of vertices so they are bigger and easier to see, but I haven't found a way to increase the size of edges.  Is there an option to do this?


texts: Is it possible to select verts on one mesh using the intersection it makes from another mesh? This would make it a lot quicker and more accurate for me to create seams. Thanks!


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I know how to add volumetrically fog but I have no idea how to do this slow-moving smoke? that barely visible under light.
above image is a sample only.
thank you


texts: How to Export the UV Map of a Cycled Hair Mesh?

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I'm currently working on a Sims 4 Custom Content Hair Mesh, and Here's what it looks like;

Anyway, I'm not trying to create a rendered image, I'm trying to create a UV Map so I can recolor the hair and Import the said colored texture into Sims 4 Studio...
I need help, for I am not that skilled in Blender, and I learned all of the mesh making process from a tutorial... If anyone at all can help me, that would be REALLY appreciated... And sadly, if I ask more questions, I'm sorry in advance... And BTW, I'm using Blender 2.70, for it is the only one that will work with S4S...
Please help me...
Thank you very much!

-SK289


texts: Adding pole bone to IK ignores IK constraints

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I'm trying to rig my character's legs with IK. The way I set it up seems pretty standart, and I see it in many tutorials: I have a foot controller (IK) bone near the foot, which controlls the shin bone with the chain of 2. I have some constraints so that knee doesnt bend sideways, and for the hip joint as well to limit it's movement. When I test it just like that all constraints work like a charm.
However I need some way to control knee orientation, so I add a pole bone to my IK which works out nice, except that the hip constraints are ignored now. Knee constraints still work, but the hip can now bend at any angle imaginable - I can pose character's leg straingt up and so on.
Would really love to hear how I can avoid that problem. Also I'm a programmer, so maybe there's some script or something I should look into, I just dont know where to look because I'm new to blender and modelling in general.