texts: Blender does not render OBJ and MTL import

texts:
I am trying to render a set of lines through an OBJ file and the matching MTL file. The import does not give an error and the MTL seem to be correctly imported. But the render image is empty. I am a noob to blender and any help is highly appreciated. I have attached the links to the files below.
Thanks.

MTL: https://drive.google.com/open?id=0B-TWCTRv7UM1VTl4SWo2Zy1ZYmM

OBJ: https://drive.google.com/open?id=0B-TWCTRv7UM1TWdJREQzWnE2NFU


texts:
So I have tried so many things to get this blender denoiser to work properly on this image but I can't seem to figure it out. I am almost finished with this image but no matter how much I increase the resolution or samples nothing seems to fix this, I also tried every variation of denoising ... I would deeply appreciate any advise. Thank you !!!

I do have an 8K HDRI installed


texts: Combining mesh from skin modifier to manifold object

texts:
I tried to make Hair for a Character, by using the new skin modifier.

Applied to the Mesh, this produces an object with intersected Faces. I also use subdivision surface modifier with level 2.

I separated all different segments into independent objects. What I wanted to do is to apply boolean Modifiers and union all of those into a non-self-intersecting Object, which I need for 3D printing.
This works for almost all hair segments. But some boolean Unions behave like a boolean Difference. And vice versa. And in a few cases no Operation provides the needed Result. In this case, the segment just "vanishes".

I could really need help, to finish this project. Thanks in Advance :)


texts: Multi-File Packages need to unregister all classes from files

texts:
Blender (2.70a) is crashing with segmentation faults when I enable/disable/reenable my addon. I've inherited a project with a multi-file package design. I'm suspect that some classes are not unregistering since they aren't being called when the addon's unregister gets called.

I've reviewed this cookbook. And in both examples there are no bpy.type.Operators except in the __init__.py file. But in my project some files have Operators and Panels and some don't.

Does anyone know if reregistering classes can cause a crash?
What's the point of calling bpy.utils.unregister_module(__name__) if it doesn't unregister. Here is my __init__.py

bl_info = {
   'name': 'MyTools',
   'author': 'Me',
   'version': (0, 3),
   'blender': (2, 69, 0),
   'location': 'bpy.ops.mytools',
   'description': 'MyTools',
   'warning': '',
   'wiki_url': '',
   'category': 'user'}

import os
import sys
import importlib

# import/reload all .py files dynamically
for file_name in os.listdir(os.path.dirname(__file__)):
  if file_name      == '__init__.py' or \
     file_name[-3:] != '.py'         or \
     file_name[0]   == '.'           or \
     file_name[0]   == '#':
       continue

  module_name = 'mytool.' + file_name[:-3]
  __import__(module_name, locals(), globals())

  module = sys.modules[module_name]
if 'bpy' in locals():
    print(module.__name__)
    importlib.reload(module)

if 'bpy' in locals():
  print('Reloaded Mytool AddOn')
else:
  print('Imported Mytool AddOn')

import bpy

def register():
  bpy.utils.register_module(__name__)

def unregister():
  bpy.utils.unregister_module(__name__)

if __name__ == '__main__':
  register()

And mock up of one of the other files. foo.py

from . import myUtils

import bpy

class myOp(bpy.types.Operator):
   bl_idname = "mytools.myop"
   bl_label = "my operator"
   def execute(self,context):
       self.report({'INFO'}, "awesome")
       return {'FINISHED'}

bpy.utils.register_class(myOp)

Is this as simple as adding register and unregister methods to all of my other .py files.


texts: Get Edge / Vertex / Face from mouse position

texts:
Can I get from bpy which (if any) vertex / edge / face is currently under the mouse cursor? This would be quite useful for making more modeling tools.

Right now what I have to do is, maybe utterly stupid and wasteful on my part, use a selection list and update it when new valid edges are added to the selection. The problem with that is I loop through all edges each time, which can be a bit slower on large meshes.


texts: Create and save preset nodes in the 2.81 blender, for example for material and texture

texts: I would like to ask you how you can save settings related for example to texture materials and various procedures carried out with nodes in the shading editor in order to always find them ready for the occasion, in case you want to use a certain effect created in the past


texts: Why can't I have two animations in one objects when using property play mode?

texts: I have an object with two animations. I have two properties. Each property controls an animation (prop1 controls anim1, prop2 controls anim2). In the logic, I have Always (Frequency) > And Action twice: one for each animation. I've tried using 1 animation with the property, and it worked. I tried the second alone and it also worked. When I have both, it doesn't work. I've changed the layers for each animation and it still didn't work. I've changed the priorities of each one. I've played with everything I could in hopes that they can work together. I then moved on to seek a different approach. Using playAction() responds horribly slow. I've tried changing each animation's sensor from Always into Property, so that a given animation will play only when property (string property) play is set to the animations name. I've continued to a numerous amount of approaches, but nothing worked. The animations simply don't work with each other. Why is this happening and how can I have the animations both be able to play blazingly fast (plays at the exact tick)?


texts:
Is it possible currently to replace the text in the Thumbnails font preview with a user defined text?
Currently it displays default text that may not be helpful in searching for match for specific letter in the font because most of the letters are too small.


texts:
I have been trying to find the best car crash with the following conditions:

Rotating wheels when car is accelerating
Car skidding, thus front wheels turn left or right (image the driver trying to take but control of the vehicle and end up drifting)
Car hit an obstacle on the road at high speed and fly off course
Car Crashing (glass shattered, metal part tented)

I have looked through plenty of tutorials on Youtube. How, I am unable to find one tutorial that fulfill all the above conditions.
If I use bones to rig a car, does it mean that there is no possibility for parts of the car to fly off? example the door or a wheel.
--> How can I dent the metal parts? Which modifier should I use?
On Youtube, there are these 2 channels Albin MERLE and TopChannel1on1. Their method require creating a mesh to wrap around the main part of the car and 4 separate cylinder mesh for the wheels.
---> What are the constraints using this method? What are the things I can't do?
I am trying out using this beautiful Mercedes (https://free3d.com/3d-model/mercedes-amg-c63-hi-poly-model-partially-rigged-805791.html). Credits to wishingchain. Whenever I try to add a rigid body onto part of the car, the part will just fall off.
---> What is the reason for that?
This is my first post here. I've tried all avenues and can't seem to find a solution. Will any kind soul please help?
I look forward to a Youtube tutorial on this topic in the near future.
Thank you.
John


texts: How to copy constraint to other object and keep the drivers?

texts:
I add a constraint to an object, and in the parameter i attach drivers. Now when i copy/paste this constraint to other objects, all the drivers are gone. The drivers are converted automatically into static value. Is there any way i can copy/paste constraint and still have the drivers?
Thanks


texts:
Blender 2.8

I linked some lights' "Object Data" using Ctrl + L so I could adjust their brightness etc. equally.

I'd now like to "Unlink" some of the lights.

How can I do this?


texts: Create Nullschool Earth flowlines over displacement map

texts:
I am trying to create a static image of wind flowing over a topographical surface. I am new to blender but can get by with the basics. I tried particle animations but had little sucess. Can anyone kindly point me in right direction?

Thank you


texts: import CSV data(X,Y,Z) into blender to generate many vertices

texts:
I have a complicated surface (consists of many spatial points) generated in matlab. Now I want to import these points into Blender as vertices.
I've tried many python scripts available from Internet, such as Csv Import pointcloud into Blender.
But they all failed, possibly due to the version difference.
I was wondering where can I find an importer addon that works for Blender 2.9?
If I need to write the code myself, where can I find some useful and concise tutorials?
Thank you!


texts:
My pose mode simply does not move the body, I tried weight painting and everything but it just  does not move. It's a simple creation, just a body made simple...

I looked at some other people is works and all, all it seems to do is press CtrlP > Automatic Weights but it does not move the body still.

Something I noticed is when I use Automatic Weights it creates many Vertex Groups called Bone.XXX, but those groups are not assigned to anything. Should I find a way to assign them?


texts:
I want to make a plane change the scale to an audio signal. Now when I try using the bake sound to f-curve-function it obviously starts with the scale at the value 0. Is there a way to give it a minimum value so that it starts with the normal size I gave it before and only moves above that one and doesn't shrink?

Greetings


texts:
My object is like the half ball on this picture but with a closed surface and no holes and I would like to have almost the same result as in the picture but with a closed border, and I would like to be able to have more or less holes in it and to play with its thikness without fill the holes.

Notice that my mesh is a bit complex, I already tried to apply some modifiers or to cell fracture my mesh but I didn't have the expected result..

If you have some idea, I would be grateful ! (Maybe voronoi texture node ? I have no idea of how to use it and if it could be a solution)


texts: How to fix this problem while modeling a sphere from default cube?

texts:
<img src="https://i.stack.imgur.com/HgRX9.png" alt="I have made a sphere from default cube. In OBJECT MODE  I have applied subdivision surface modifier and shaded smooth effect on cube to make a perfect sphere . But when I go into EDIT MODE to add loop cuts on a sphere, the shape of the sphere has became distorted even I have also enabled " Adjust Cage " in subdivision surface modifier.
Image 1" />

When adding loop cuts on a sphere. the shape has became distorted.


texts: Wrapping up my Genji Ult project! I have the materials, the animations, and the particles down! The only thing I need to do now is to add the smoke like substance that comes off of the dragon! It definitely moves like smoke but it also is green and glows. I know how to make the smoke green, but how do I make it glow? I have tried an emission shader on both the surface and volume parts of the smoke domain's material output node! It winds up just showing the surface of the cube.  The smoke looking material coming off the dragon. I'm using blender cycles to render a smoke simulation and can color the smoke with the volume material settings but cannot make it this as an emission shader is used for surface not volume so it will just show the box as well.


texts: What is the Nested Animation time lines workaround?

texts:
File 1:

I create a blender file Name: Amenities
And i create 2 Animations

Animation 1 Tap scaling from 0 to 1 to appear and 1 to 0 to disappear. Between frames 1-100.
Animation 2 Water flowing down from a tap. Between frames 1-100. Water flows as particle animation (baked).

I group tap and water particle effect emitter as Amenities_Tap

File 2:
I have Some animation existing from frame 1 to frame 500. And i want to LINK Amenities_Tap group. And animation at frame 500.
PROBLEM 1 The animation of linked group plays between frame 1-100. But how do i make it play from frame 500?
How i am doing I am going to File 1 and offsetting animation to play between frames 500-600. And i come back to File 2 and update linked blend file and it works.
PROBLEM 2 It is becoming tedious to tweak animation timing in File 2
NOTE:

As Camera movement is continuous and part of File 2. So i cant isolate this and render separate and composite.

Even if i rig the Amenities, and LINK RIG and action file into FILE 2 and proxy it and apply action file. The particle animation plays only between frame 1 and 100.


texts:
I have a 2D vector image that I converted into a mesh with some thickness in blender. Is there a way to animate fire that flickers in the shape of that mesh? I'm basically trying to create something like this, just in a different shape.
Ive tried different smoke/fire tutorials, but the I can't get the fire to not expand and rise. I need it to just flicker at that size and volume.


texts: Follow up of normal mapping problem in GLSL

texts: As a follow up to Problem with normal map display in glsl texture paint mode I have attempted to analyze my model further. Please see attached images demonstrating inconsistency between 2 objects in a scene when viewed with glsl shading. Both objects have the same material applied, both are uv unwrapped with no textures applied. There is one sun lamp in the scene. As far as I can tell the only difference between the two objects is that the leg object (appended from another .blend) shows that it has a cycles property and that it does not display properly in glsl. I assume something is preventing this object from displaying properly in this scene and ultimately preventing it from displaying a normal map properly in glsl as well. Any suggestions are greatly appreciated.


texts:
Do you know how could I render a scene with luxrender using the python API of blender and luxrender ?

I found their Python API, but I don't find a way to render the scene thanks to luxrender with a python script.

My algortihm for the script would be :
- Load a scene with only one object
- Change the texture of the scene with a texture given in parameters
- Render the scene during 30s to 1min
- Save the image

I know it doesn't seem complicated, but I don't know how to start


texts: Convert particle to Mesh in Blender 2.90?

texts:
Hi have two particle systems in my project and I want to convert them to a mesh. When I press "convert", a mesh is created in the hierarchy, but actually it contains nothing.

I am either doing something wrong or something is not working.


texts: I am attempting to make a building framework using rigid bodies but the simulation doesn't seem to be using the mesh correctly. I have two beams arranged in a joint and have made sure them meshes do not intersect. However, when I start the simulations they 'pop' outwards as if they are overlapping and need to move away from each other. I have included a gif of the first few frames as well as the rigid body settings for the beams.


texts: Can't select these areas no matter what so as result it appears white in renders

texts: Here is non rendered image of my project.


texts: How do I recover an image file Blender replaced?

texts:
Hello and thanks in advance for any assistance anyone might be able to provide, and for your time and effort in any case.

Earlier I was in the process of creating a sequence of renders to combine into an animation, and I realized that, though I am sure I did in fact save each one, there were some missing. I was in the process of rendering a frame at the time, so I allowed it to finish and saved it as (Project name)?, given that I didn't want to risk mislabeling as belonging in a certain position in the sequence. Blender apparently responded to this by renaming the file (Project name)a which was the name of the first render in my sequence, and given that the sequence is one in which the mesh is deformed more and more over the course of the sequence and I cannot just undo all the way back to the original undeformed mesh, I need some way to either retrieve that original state of the mesh, or at least my original render.


texts: Is there any way to turn displacement of a shader into actual geometry?

texts:
I created a terrain in cycles using displacement and noise texture nodes like this:

But this is all only applied at render time to a plane. Is there any way to turn this into actual geometry that I could use in a fluid sim as an effector for liquid to flow over? I can't seem to find any answer to this. Would be an awesome way to generate terrain for this.


texts: How to extrude curves without changing thickness?

texts:
This should be a simple question. I have always been bothered when making curves because the thickness always changes as the object curves. Here is an example of the problem:

As you can see, the curve gets thinner. I know how to fix this, but it is a bad process. What would be the easiest way to make curves and edges that are always the same thickness?


texts: How come hair particles don't show in render?

texts:
I made a little person, I gave her particle hair and when I was done I joined everything together.

I appended her into a new scene I was making, now the hair won't show. Is there a reason for this?

The grass is also hair particles too, emitter is checked, the girl was made in Blender Render and so is the scene. What should I do?

This one is in scene mode, the next one is in rendered mode.


texts: Blender how batch import all the objects from my old .blend projects into a new 'Library" project?

texts:
I know about appending, but it's slow and tedious to go one by one to each old Blender project file looking for objects I like.
I wonder if there's an addon, or some known method for pointing to a folder of old .blend files and saying "import all the mesh objects from these old .blend files into this new project"?
Why? Because I make lots of small little studies, interesting shapes, etc, and now I wish to gather them all up into one project, to create a collection of my objects in one place.

Thanks for any ideas.


texts: Lost the workspace menu...how to get it back?

texts:
Using blender 2.80 stable on Linux with openbox / nvidia.
Once in a sudden the top menu with all my workspace was gone.
Restarting blender does not help. Blender without the related file
shows the menu. As soon the file is loaded it is gone.
How can I get it back?


texts: When using the quick smoke effect the bake option is not showing

texts: I used Eevee. I only changed the Border Collision and Vorticity (followed YouTube tutorial).


texts: How do I move all children objects away from parent empty (by scaling the empty) but NOT scale the children?

texts:
I have a bunch of boolean modifiers on a cube. I want to move them all off the cube by just scaling the empty they are parented to. But, I don't want the child objects scaled. Is there a way to do this (non-python)?
I am happy to use drivers or other techniques to achieve the same result: namely moving the booleans off the cube in a direction as if they were scaled. Thanks!


texts: Object won't render over tracked background image

texts:
I've been working on an animation trying to incorporate animation into the background images.I don't know the reason why it won't render the arm. I  tracked and solved the motion in the movie clip editor, and here's how it renders:

I'm using blender render and not cycles.Items that I figured probably aren't as important are blurred out a little, so it's easier to see what settings I have.

If anyone can help please do. Here are some settings of that part of the arm that shows up in the render as transparent:

Thanks!
-CHorse


texts: Anyone know how to fix grainy bokeh in the background?

texts: I keep getting grainy renders. I used denoising and my samples are at 500. Any idea on how to fix this?


texts: How can I join meshes that are separated by dotted lines?

texts:
I'm trying to create a book shelf, but after doing a series of loop cuts, some of my shelves are now doubled-up and I'd like to delete them.

As you can see in the image below, I tried deleting all of the faces and edges for one of the doubled up shelves in the hopes that the two parts would "snap together", but they are now separated by orange dotted lines. Is it possible to merge these two sections together now? I tried using the Merge tools, but none of them accomplished my goal.

How can I merge the separated edges with the mesh that I want to keep, and have the original shelf stay in place? If I am trying to do this in the entirely wrong way, Then i would appreciate being pointed in the right direction.


texts:
I am currently using blender and would like to tone map an HDR. After researching this I found that there is a Tone mapping node : https://docs.blender.org/manual/en/dev/compositing/types/color/tone_map.html
How can I use the node to tone map linearly?


texts: Changing Physics of Waving Flag in Python

texts:
I have created a Blend file of a flag waving in the wind. This is done using a Wind Field and the Cloth physics attribute added to the flag mesh. The animation renders nicely in the Blender API using Cycles renderer. However, I want to make dynamic changes to the scene using using Blender's bpy Python module. Without using the UI, I load the blend file in Python and render it using the following script:

bpy.ops.wm.open_mainfile(filepath='...')

scene = bpy.data.scenes['Scene']
scene.render.resolution_x = 256
scene.render.resolution_y = 256
scene.render.resolution_percentage = 100

# Settings for Cycles renderer
bpy.context.user_preferences.addons['cycles'].preferences.compute_device_type = 'CUDA'
bpy.context.user_preferences.addons['cycles'].preferences.devices[0].use = True
scene.render.tile_x = 256
scene.render.tile_y = 256

# This line doesn't do anything...
bpy.data.objects['Field'].field.strength = 0.0

# This also has no effect...
bpy.ops.object.select_all(action='DESELECT')
bpy.data.objects['Field'].select = True
bpy.ops.object.delete()

# Fiddled around with baking, but has no effect...
bpy.ops.ptcache.bake_all(bake=True)

for frame_number in range(0, 200):
    scene.frame_set(frame_number)
    scene.render.filepath = "..."
    bpy.ops.render.render(write_still=True)

The animation renders exactly the same as what I get when rendering the blend file using the UI. However, it seems impossible to make any changes to the wind field or cloth physics (see comments in the code). Changing the wind field has no effect and even deleting the field altogether doesn't affect anything. My question is: what am I missing here? Maybe my understanding of the physics engine and/or animation is lacking, but I wouldn't expect the flag to display fluttering with the wind field completely removed. Any help would be very appreciated :-)


texts: I pressed some button accidentally and now the loop cut tool is invisible for the selected objects

texts:
So I think I pressed some button and something happened to the objects I had selected. Now on these objects when I go into edit mode and press ctrl-r to add loop cuts the new orange lines don't appear when the tool is active. I can still add loop cuts but the cuts only appear once the tool has finished.  On other objects the loop cut still works ok and I can see where the new loop cuts appear.

They are not ngons, no double vertices, no flipped normals, no weird modifiers...


texts:
As far as I understood, I can use transformations in Object Mode as a non-destructive way of applying translation, rotation, etc.

I want to do exactly that with a shear transformation, so that I can edit my mesh later on before it was deformed.

However, whenever I try to shear (Object -> Transform -> Shear) my standard 3D cube, I cannot see that the shearing has any effect on the object regardless of the value or axis entered. Translation, rotation, and scaling works fine, however, bending also does not work.

I do not have this problem in Edit Mode, but I prefer to have my object remain straight if I want to go back and make changes to the object.

Is it possible to shear an object in Object Mode?


texts: Is there a way to get the edges to be a similar distance appart?

texts: I wanted to make the center of this circle be in the center of all the edges of this sphere. I don't want to use ctrl g because that may lead to human error.


texts: Alternative ways of controlling camera, other functions

texts: I am new to Blender, and at this point I'm trying to learn how to position the camera in order to see what I'm doing.  The problem is I cannot use the mouse or keyboard.  I have an eye tracking device for mouse control, which also includes an on-screen keyboard.  However, the shortcut hotkeys do not respond to my on-screen keyboard, which is the case for other programs I have used.  In addition, I cannot do a combination of holding a certain key while doing a certain mouse click, or holding down the middle mouse button while dragging.  So I have no way of positioning the camera in some very basic ways.  Are there there are alternative ways of moving the camera, such as using macros like autohotkey?


texts: How to change root (first) bone in armature

texts:
This seems like a common question but I can't find anyone talking about it.

I made a very complex armature, spent a couple days on it, only to realize the root bone (I call handle) is in the wrong place. It is in the middle of the spine, I want the "butt" bone to be the new root bone so that I can bend the spine normally. Messing with parenting in edit mode doesn't seem to work or is too complicated for me.

Here is the .blend file:

And a screenshot:

How do I fix this ?


texts: How to make smooth edge of box with materials?

texts:
I have the following box:

What I would like to achieve is to have a smooth edge in the top-right corner, so it looks like a curve.

What I've tried is to make the faces really small, and then apply my red texture to just a few of them, but it still looks hacky.

Anyone sitting on any nice techniques for achiving something like this:

Notice how the black color is kind of rounded around the corner


texts: How do I create animation with these data (snippet of xml file inside) and with scripting?

texts:
I am new to scripting for blender, so yeah, I need help for creating an animation with data from .xml files.

(Below is the snippet of the .xml code)

I have already managed to create the rig that contains all the bones with the corresponding names that my animations need to track.

I'm also new to this forum, and I hope this is not an unreasonable and atrocious question to ask around here. Thanks.

edit: I apologized for the vague details on my post.

this is the work I've done so far, I've extracted data from a xml file to create the following rig with scripts.

Now, using the same xml file which also contains data for animations, I have to create the animation for the rig that I've done.


texts:
I have recently begun to make a racing game, but I need the camera to follow car like in other games - currently, when I steer my car the camera immediately follows it and I can see only the back of car, but I want it so that while you steer, you can see side of car too, like here:

How can I create something like this?


texts: Help me understand why my cycles render is so slow

texts:
This is NOT about asking how to speed up cycles renders. I am just confused to why a scene has taken so long to render.

Here we go:

I have a camera (WOW) looking up into treetops. Pretty simple. These leaves have subsurface scattering with a black/white texture to apply some change in the colour/subsurface. The trees are a bunch of vertices with a skin modifier, textured. Some simple volumetric clouds. I have a weak volumetrics box to apply a light beam effect surrounding my camera reaching to just above the trees.

For the render settings, I used CPU (I know, kill me. But I started one on GPU and got different results and was just as slow!). Rendered at 4,096 samples at 2,800 x 1,800 (W x H).

I was rendering on a single iMac, which in the past, has done more complex scenes with higher settings within 6 hours easy.

Now for the render time:

99 hours and 52 minutes.

NEARLY 100 HOURS!!! Is it me or is that WAY too long!?!

I would upload the image but it is over 2mb :(

Any reasons into why it is taking so long would be grateful.


texts: Linking multiple objects to a master object with different color faces? {beginner}

texts:
Blender noob here.
I Built a rough cube house and duplicated 10s of them, how do I change the roof color/material of the house (master) and change all of the duplicates to have the same color/material roof at the same time?


texts:
I'm new to Blender and modeled a glass lantern and mirror. For some reason, my glass is not reflecting in the mirror and the reflections in the mirror are lower in resolution. The glass lantern and mirror are simple materials I have made in the node editor based off of a few tutorials. I appended other glass models into my scene and the mirror seems to reflect everything but glass.

How can I make my mirror reflect details accurately? Why do glass objects not reflect in my mirror? Also, how do I conceal the shape of my area lamp in my final render without hiding it because it reflects in the mirror?

Please help me figure out what is going wrong.

EDIT:
Here is the blend file with reflection plane:

mirror_lanter_bulb.blend

Unfortunately, the glass bulb inside the glass lantern is not visible at certain angles. May someone know why?


texts:
When I move my mesh with my armature it begins to pull apart. I don't know why this happens. Here are some pictures of the file that I'm talking about.
This mesh uses auto rig pro by the way.


texts: How to get rid of defocus node artifacts?

texts:
When compositing my render with an alpha over node to be able to edit my background and my foreground separately, if I use a defocus node to give my image some DOF, I always run into those weird artifacts that happen at the transition between the "in focus" zone and the "out of focus" one.
Anyone knows how to get rid of that? I'll attach my color ramped mist pass and the result.

The mist pass:

The result with artifacts:


texts:
How possible to make this environment gradient linear (not spherical like)

If I set location on X=0 gradient is no spherical, but I need it on bottom.


texts: PointerProperty to node of material node tree

texts:
I'm trying to register a PointerProperty to a node in a material's node tree.

After hours of trying a number of things, I suspect this is impossible and I think it's related to nodes not having their own bpy.data entry.

Basically I want to avoid having to repeatedly iterate over the nodes of a materials's node tree. So, once I found my node, I want to store in a PointerProperty.

I'm doing something similar with certain objects:

myobj = PointerProperty(name="My Obj", type=bpy.types.Object)

Which allows me to assign an object like so:

bpy.data.objects[0].MyPropGroup.myobj = bpy.data.objects[1]

And access the object like this:

bpy.data.objects[0].MyPropGroup.myobj.select = False
bpy.data.objects[0].MyPropGroup.myobj.hide_render = True

So far so good.
I'd like to do the same with nodes, set the property like so

bpy.data.materials[0].MyPropGroup.mynode = bpy.data.materials[0].node_tree.nodes['MyNode']

And access it like this:

bpy.data.materials[0].MyPropGroup.mynode.mute = True

Unfortunately, all my attempts to register the pointer failed. I've tried these and a buch more.

mynode = PointerProperty(name="My Node", type=bpy.types.Node)
mynode = PointerProperty(name="My Node", type=bpy.types.NodeGroup)
mynode = PointerProperty(name="My Node", type=bpy.types.ShaderNode)
mynode = PointerProperty(name="My Node", type=bpy.types.ShaderNodeGroup)

All of them failed with

ValueError: bpy_struct "MyPropertyGroup" registration error: mynode could not register

It is acually a node group I am trying to point to, but would hope to do it for other node types as well.

I've succeeded registering

mynode = PointerProperty(name="My Node", type=bpy.types.ShaderNodeTree)

Which I then can assign the group node to. However I can't access it to manipulate node properties (like mute for instance). I can only access the group node tree of the group.

Any pointers - no pun intended - are appreciated.
Although I could select the node group in question by name, instead of iterating over the node tree, I'd like to avoid it.


texts: After adding loop cut bunch of ngons appears (cylinder)

texts: Why is this happening? I never had problem like that before. Scale is applied. Its really small cylinder (about 0.5 cm radius and 64 parts)


texts: Particle system in Evee only rendering in half my screen

texts:
The issue is my rain particles are only rending on the left half of the screen as you can see here:

However, I know that they are dropping as you can see here in blender:

What I find odd is that if I zoom in to view, they will disappear in the same region that they are not rending, even though I'm not changing the camera. As seen here:

I am simply zooming the window in while the camera stays in the same position. This made me think it was a graphics card issue that would work itself out in the render, but as you can see it persist there as well. I find this behavior vary peculiar and am not sure how to fix it. Any help is much appreciated, thanks!


texts:
I created a video in Blender 2.8 today.
Unfortunately, the text I blend in via an animated factor in a mix shader, does not show up in the render preview (shift+z).


texts: Subdivision surface not working properly

texts: I don't know if this is a bug or something else but when I use Subdivision surface my "View" tab is controlling both "View" and "Render". It's like I don't need "Render" option. By setting "Render" value to 4 and my "View" value is 1-2 on rendered model it will show me the value of "View" and not my "Render" value. If I change "View" value on 4 and "Render" value on "what ever number" it will show me the value of "View". I didn't try other modifiers. Is this something that is fixable or do I have to change my "View" to render stuff on the value I want?


texts: How do I prepare a skeleton for foreign animation?

texts:
What do we have?
Both skeletons have similar structures, but they are not exactly the same.
The source of the animations comes from the mixamo website.

I'll try to briefly describe what I'm doing:

I download animation with mixamo.
Import it into Blender.
Import a character.
I fix the character's skeleton (rolls by zeros, clear the quaternions of bones).
Rename animation channels.
Apply the action to the character.

Imgur. In images

What is the problem?. Scaling and renaming seem to be correct. The problem is with the skeleton. But I don't understand what exactly is the problem? Rolls? The quaternions? Which skeleton to fix and how? Request 'Throw the geometry on the rig and set the weight' please last.

Tools. I also have a script for renaming bones and animation channels. There is also a script for changing the scale of the skeleton without deforming.

Google Drive. Animation n' Character
Google Drive. Scripts


texts: When I create the left side of the body with ik bones and then I duplicate them for the right part to be symmetrical and then I try to armature deforme with automatic weights only the left side is attached to the body and the left side also controls the right side. Why is that?


texts:
I have this problem where if I apply an image texture it gets oddly distorted or doesn't line up. I can't seem to figure out what I am doing wrong.

Here are 2 images showing what I mean.


texts: Can anyone give me a tip how to achieve homogenous color of the wooden floor? What am i doing wrong? Parts of the wooden floor are brown, then other parts (behind the bed on the right side)are green... It's like too much of the wall is reflecting of the wooden floor which is nonsense!!


texts:
I read a bunch of tutorials but I can't get the texture to show up in the viewport and the render view.

This tutorial is telling me Im supposed to change the Display Method from Solid and change some Object interaction Mode to texture.

I dont see where this is, everything is backwards in this program. Can someone please show me on a screen shot what I need to change in order for the texture to show up on the model in the viewport and in the render?

https://all3dp.com/2/blender-how-to-add-a-texture/


texts:
I want to write a program that can write a json file that record values for cloth simulation setting and read the json file.

For example, when I finish a good cloth simulation, I can export a json file that contains all the values assigned in quality, mass, air and sprint etc.

Or when I load the json file, blender assign 3 to air_damping in ClothSettings if "air_damping":3 is read. If there is no "mass" key in the json, blender use the default mass value or the assigned value in blender.


texts: What is the size of the default grid floor?

texts:
I'm a total Blender beginner. I'm struggling with something regarding the default platform/floor that comes up when you first open blender.

Does anyone know the size of that default floor/grid/area that sits there before you, once you've just opened up the Blender programme? I.e. is it one mile long by one mile wide? Or one metre long by one metre wide? Etc?

The reason why I ask is because I used the shapes tool to draw a cube on the screen, whose size (actual "measurements", not merely "scaling") I made 10 MILLIMETRES long by 10 Millimetres wide by 10MM depth, but then it just seemed to disappear from the screen! When I re-sized its measurements to 10 METRES H. by 10 Metres W. by 10M D., then it did show up clearly, sitting on the floor/platform/area's base (not floating in the air, of course). Why would a large cube stay sitting in front of me on the screen, when a tiny cube vanishes into thin air? So, of course, I can't even see it or click on it to move it around any more.


texts: How can i fill an object that consists of 2D panes into a completely solid (water tight) model?

texts:
I do apologize in advance as i am very new to blender and this forum. I will completely understand if i have not explained myself the best and encourage people willing to understand to ask further questions. I tried my best.

I have a .FBX file of a building that has an open bottom, the building consists entirely of 2D panes stitched together and i would like to fill the interior only without loosing any detail on the outside. This would be so that the bottom is flat of course. The end goal is to export this as an .stl file and 3d print the building. I think this process is along the lines of making your model 'water tight' however ive seen people do this but it ends up with rounded randomized bridges between gaps. This is a building with very blocky and has straight edges i would like to keep the accuracy and only fill the inside.

Im not the greatest at explaining and constructing questions but if anyone was willing to understand and help out it would be much appreciated.

I have attached images to help further anyone's understanding.

Cheers :)


texts: Add transition while switching scenes in BGE

texts:
I'm working on a simple quiz type game as we speak...  Now in my game, if you click on the correct option, it adds to your score and takes you to the next level (i.e next scene).

Problem is, the switch is too abrupt... I'd like to put in a fade in effect or some kind of transition which activates when the correct option is clicked and shows the next scene...

Now there were 2 tutorials on youtube on how to do this but both of them are in German... and that's a language I have no idea about....

Thanks!


texts: How does Blender decide in which window it shows the render

texts: This has puzzled me for years: How does Blender decide the window where it will display the rendered image when I hit F12 to render?


texts: ColorRamp works in Material mode but not when it's rendered

texts:
I have a problem: I'm trying to model a DNA. I have it set up, but when I have a color ramp set to two different colors, it only shows one when rendering. But when I click Material in the 3d view, I can see it fine...Does anyone know what is happening?

EDIT: As requested, here is my .blend file:

Here are some screenshots of what happened (and my nodes)

Material mode

Rendered mode


texts:
When I work with 2 split screen, one screen has a blank gray. I don't remember if there is a letter button that was pushed accidentally.

This fullscreen picture

Who knows my friends all have a solution, Thank you very much :)


texts:
I have an operator that needs the file to be saved before it can continue (it uploads the file but that's not relevant). Rather than just give an error message that the user needs to save the file first I would like to invoke the default save operator (with the confirmation dialog).

E.g.

import bpy
class TestOperator(bpy.types.Operator):
    bl_idname = "custom.test_operator"
    def execute(self, context):
        do_stuff_with_file()

    def invoke(self, context, event):
        if bpy.data.is_dirty:
            return bpy.ops.wm.save_mainfile('INVOKE_DEFAULT')
        return self.execute(context)

But in the example above execute() will never get called if the file is unsaved. Is there a way invoke save_mainfile with the default confirm popup and have execute() run after it's finished?

I could do something like this:

import bpy
class TestOperator(bpy.types.Operator):
    bl_idname = "custom.test_operator"
    bl_label = "Save File?"
    def execute(self, context):
        if bpy.data.is_dirty:
            bpy.ops.wm.save_mainfile()

        do_stuff_with_file()

    def invoke(self, context, event):
        if bpy.data.is_dirty:
            return context.window_manager.invoke_confirm(self, event)
        return self.execute(context)

But that doesn't use the same confirm as the save operator, I'd like it to show the path it'd overwrite and use the file browser if you're not editing a file.


texts:
I'm still learning Blender and have a slight problem.
Lines are created behind object being bent with lattice or bend modifier.
Please see pics.
Warm regards,
Shaun Dickson


texts: need help making wave breaking look real with ocean modifier - using vertex weight or pointiness maybe?

texts:
I am using the ocean modifier along with some interesting arrangement of modifiers to make it look like its breaking on a beach.

I'm actually quite pleased with the way it looks..but I want to try to add that last bit of realism by attempting to emulate some foam.
I would be happy with just being able to colour the tips a bit white, or if there is a way to generate this foam that'd be great - I'm not that familiar with the ocean modifier. I know there's a way to get foam but don't know how to use it properly.
I tried using a geometry node and separate xyz node to use z in a colorramp, but it doesn't look good.
I tried using the pointiness from the geometry node but it didn't actually do anything? I tried applying my modifiers first too to see if that was why, but didn't seem to give me anything.
I also have vertex weighting for vertices close to shore as part of the modifiers I used to shape the waves at the beach:

Ideally I would be able to use this as an input for a shading node?
Any ideas on how I could make these waves look a bit more real?
Would appreciate it. Using 2.83.
UPDATE
I was able to find a hack to modulate the UV map using the vertex weight so I can access it from a shader node, using this trick:
link
(Nathan's answer)
The current look, and shader node set up:

obviously it's a start, but the white/foam is not really on the crest of the waves.
Please any suggestions!! I would really appreciate it


texts: Quick way to get current opened filename in a script?

texts:
I'm looking for an efficient way to get the current .blend file name, in a python script.

I know how to get its path, with bpy.path.abspath('//'), but it returns only the current path, without the file name. I'm sure it's possible, but I can't find out how.


texts: Having one part of a model be one connected UV Map

texts:
I have just started looking more into UV Mapping and it looks significantly harder than I thought, I have this model and I am having trouble mapping out the individual parts of the model in into one UV island.

So for example, I want all the blue parts of the model to be a singular connected UV island, so if I were to put a texture on it, it wouldn't have any seams or be distorted.

I'm sorry if this is a newbie question but I am not familiar with this stuff.

Thanks


texts: Blender 2.8 Subsurf Modifier really weird

texts:
when I try to use the subsurface modifier in 2.8 the object gets totally deformed. Is this a bug because I know this works in 2.79.

thanks


texts: duplicate the mesh in edit mode and flip normals using python script

texts:
I want to make my two sided (input model is collada). so, for that i want to duplicate all the faces in edit mode and then flip normals, and then export the model as fbx. i want to do this using python script.

my command to run the python script is

blender --background --python MeshDuplicate.py

Below is the .py file i am calling:

import bpy
import sys

object = bpy.ops.wm.collada_import(filepath="H:\\models\\armour.dae")
bpy.ops.object.mode_set(mode = 'EDIT')
bpy.ops.mesh.select_all(action='SELECT')
dup_object = bpy.data.objects.get("object")
object_d = dup_object.copy()
object_d.data = object.data.copy()
scene = bpy.context.scene
scene.objects.link(dup_object)
scene.update()
bpy.ops.export_scene.fbx(filepath="H:\\models\\armour.fbx", axis_forward='-Z', axis_up='Y')

i am getting this error.

Read new prefs: C:\Users\Lee\AppData\Roaming\Blender Foundation\Blender\2.76\config\userpref.blend
AL lib: (EE) UpdateDeviceParams: Failed to set 44100hz, got 96000hz instead
found bundled python: C:\Program Files\Blender Foundation\Blender\2.76\python
Writing node id='node', name='node'
Traceback (most recent call last):
  File "", line 2, in
  File "C:\Program Files\Blender Foundation\Blender\MeshDuplicate_Flip.py", line 11, in
    object_d = dup_object.copy()
AttributeError: 'NoneType' object has no attribute 'copy'


texts: I'm trying to rig the face for a character with the rigify addon but every time I try, the mouth doen't open well. I don't know if it's because of the position of the bones or the scale or the weight (I did the automatic weight). I saw some tutorials but they didn't help me. I'd really appreciate some help.


texts:
I'm newbie in Blender, and hope that my question would be relatively simple :)

Now i render some images for my game by Blender, which i feed to Pixel Shader (PS) and achieve refraction effect by displacement of original texture.

Here is the PS

float4 PixelShaderDisplacementFunction(VertexShaderOutput input) : COLOR0
{
    float4 color = tex2D(assembleSampler, input.UV.xy) * 2 - 1;
    float2 UV = input.Position1.xy + color.xy / 64;
    return tex2D(screenSampler, UV);
}

It uses R & G channels as XY offset position of currently rendering pixel and looks up for proper pixel of already rendered screen texture.

Just for ex. if R == 0.5 (0x80) then there will be no displacement at all, but 1 - (+64 pixels ie to the right) and (0) - (-64 pixels to the left), for G is the same, so you should get the idea.

Well, for now i can extract refraction by using such a method - 256x256 ramp texture where R & G for X & Y respectively increasing from 0 to 255 is placed as background texture for the scene, and scene itself is rendered with 256x256 resolution (note that object must have perfect white color, so there refraction just moves ramp texture color to a different place without any other changes)

After a scene is rendered, i subtract original ramp texture, and actually get the offset for each pixel.

Divide and Add nodes are used to adjust color space, ie ((SrcColor + 1) / 2, or SrcColor / 2 + 0.5) and color (0,0) becomes (0.5,0.5), but (-1.0, -1.0) -> (0,0), and (1.0, 1.0) -> (1.0, 1.0). Btw, i'm not sure if Blender texels internally are vector4 type, so this math may not work properly, but not verified it yet.

Other nodes are used to remove some artifacts and output to 64x64 image.

So, this method does work, but also i would like to use other channels - Blue for index in lookup texture (1D with 256 colors, say VGA std palette), and Alfa for opacity of this indexed color.
Then the PS should be something like this

float4 PixelShaderDisplacementFunctionAdvanced(VertexShaderOutput input) : COLOR0
{
    float4 color = tex2D(assembleSampler, input.UV.xy);
    float2 UV = input.Position1.xy + (color.xy * 2 - 1) / 64;
    float4 srcColor = tex2D(screenSampler, UV);
    float4 paletteColor = tex1D(vgaSampler, color.z);
    return srcColor * (1 - color.w) + paletteColor * color.w;
}

And the question is, how can i render a scene twice - 1st as now, and second with tinted object with some semi-transparent color, then subtract 1st from 2nd to get pure tint color with opacity, find most suitable palette index from supplied texture and then mix it to final image ? Not sure, but maybe somehow with Python ?

P.S. While this PS works pretty cool, but not perfect, so objects just do refract and not actually visible, seems like a ghost effect, but tinting should make this look perfect.

Thanks for your help !


texts: I created this inset on a cylindrical part of the model, then decided I didn't want the inset anymore. What's the easiest way to remove it? I tried Dissolving Faces and Dissolving Edges, to no avail.


texts:
I am attempting to model in Blender 2.79b using imperial units. Unfortunately, the majority of the objects I'm modeling are based on schematics in imperial units, and converting constantly will significantly increase build time.

I have set the units in Blender to feet, as instructed, and am modeling shapes normally. I noticed, however, that if I change dimensions on an object, I have to include the ' or " in the measurement that I enter, otherwise Blender will change the dimension a seemingly random amount (entering 14 for 14 feet causes the program to change the dimension to roughly 4 feet, not 14).

When extruding or using other modifiers, I can't input these symbols at all and again the measurements appear to be random fractions of what they are intended to be. It seems to me something about the scale or inability to input feet and inch markers is causing it to behave strangely, but I am not familiar enough with the software to trace the issue.

Is there a step I am missing that will allow me to model/modify without having to manually select and edit fields in the menus to produce the desired result?

Thank you.


texts:
I require a consistent thickness for 3D printing a wire-framed model. The wire-frame modifier isn't sufficient as thicknesses are inconsistent. Ideally, the wire-frame would consist of 'pipes' with a circular profile which could be specified with exact dimensions. Is this possible?

Wireframe modifier gives an inconsistent thickness

I want to wireframe this model with a consistent thickness

Bevel curve doesn't work great either


texts: Rubber cloth preset looks wrinkled on character mesh

texts:
I have 3 objects (one character and two primitive objects) and I assigned cloth simulation with rubber preset (to achieve soft body simulation on self collision) to each of them with exactly the same settings. But when I run simulation character object looks wrinkled. What is the issue here? Why isn't it still? It should get wrinkled on self collision like e.g. when foot touch backpack and backpack get distorted.

Settings:

Vertex group 'Group' is whole object mesh and weight is set to 0.


texts: How would I create this moving flowy mesh on a transparant mesh?

texts: How would I create this kind of effect in Blender? Some kind of attracting material / cloth?


texts: Motion tracking: the tracker goes out of frame but then won't reappear?

texts:
So my problem is basicly this: Motion Tracking objects that go out of frame and re-enter later

But the difference is that my markers move out of frame because of the motion of the camera, but they don't reappear in the scene again. So they move out, but don't come back.
I can't solve the camera motion like this since i never have the amount of trackers in one frame.

What should I do?
Thank you for the answer.


texts: How to stretch 120 seconds of animation over 270 seconds?

texts: I have an object with some animation (120 seconds) and I want to make this animation now play over the duration of 270 seconds. How can I stretch the animation to this new duration?


texts:
I render depth maps, in Cycles, in OpenEXR format (because I need the actual distances) and later read them in python using the openexr package.
I save the depth maps like this: Connect 'Depth' of RenderLayers node to 'FileOutput' node for which in turn I set output format to 32-bit OpenEXR and enable 'Zbuf'.
For some of the scenes (not all) I have, I notice that the depth maps have large values like Inf or 1e10.  Normally, should the value get clipped to the distance of the far plane?  How do I correct for this?


texts: I'm trying EEVEE for compositing but I don't know how to avoid (if possible) those ambient occlusion "pops" . It occurs when an object is in front of other and the ao shadows appear suddenly when revealed to the camera.


texts: When I am scaling two or more vertices, they scale so quickly that I am not able to control properly how much I want to scale. Any way to control this function?


texts:
All is in the question, we can duplicate object with SHIFT+D but also with ALT+D, which is quite handy, because as you know every changes done on a linked duplicate object will be repeated on others linked objects ("same objects").

I've used it as example to create all the UVs of a box, all at once.. But now I would like to break it, to stop it... And I don't know how to do that...


texts: Gravity Rig : how to combine it with a rigged cloth and character?

texts:
I have a rigged character with cloth on it. As the cloth sim was not convincing for the coat (high ressources consumption, kind of shaky, anyway), I tried to create a rig reacting to gravity thanks to this post : How to make rig that reacts to gravity or seem to behave physically correct?
Everything is good, except for the parenting part. How can I use this "gravity rig" to guide my long coat behavior ? Considering I also need it to follow my pre-rigged character.

I'm sorry I can't upload the blend file, but here is a little gif showing you the "gravity rig", then the pre-rigged character, then the long coat : https://i.stack.imgur.com/nk0vK.gif
It is probably obvious, but I'm a beginner, only using Blender since the first lockdown, so I have difficulties to figure it out on my own.
As a side note, this could be, in my opinion, a good way to rig hairs made from curves ! (I'll definitely try it on my character), and it seems to be waaaayy less demanding in terms of calculation power, am I wrong ?
As usual, thanks for the help. This thread is a life-saver haha.
See ya !


texts: This auto render border script wont work with CLI but works fine in the GUI

texts:
This registered script works fine inside the GUI when I open the blend file, It refuses to work in CLI mode. I can see that the script runs because it prints the values at the end of the script. Its as if taking the coordinates from the object before the animation kicks in. If I save at frame 20 and render frame 50 the border will be where frame 20 is(I did not save the border in the blend). But the cube is in the location of frame 50.

from bpy_extras.object_utils import world_to_camera_view
import bpy

border = 0.01
scene = bpy.data.scenes["Scene"]
verts = bpy.data.objects["Cube.002"].data.vertices

accuracy = int(len(verts) / 5000)

if accuracy < 1:
    accuracy = 1
x = []
y = []

for v in range(0, len(verts), accuracy):
    v2 = bpy.data.objects["Cube.002"].matrix_world @ verts[v].co
    x.append(world_to_camera_view(scene, bpy.data.objects["Camera"], v2).x)
    y.append(world_to_camera_view(scene, bpy.data.objects["Camera"], v2).y)

bpy.context.scene.render.border_max_x = max(x) + border
bpy.context.scene.render.border_min_x = min(x) - border
bpy.context.scene.render.border_max_y = max(y) + border
bpy.context.scene.render.border_min_y = min(y) - border

print(min(y), max(y), min(x), max(x))


texts: Blender 2.78c Cycles particles change color by age

texts:
Thank you for your time reader!

I want to change particle material colors by their age.
All threads and accepted answers I found dont work for me.

The setup I found in other threads is this:

The color ramp works.
If I switch the colors the particles become white:

After some trial and error it feels like no values are coming out of the particle info node.
For example if I turn the divide value up/down - nothing changes at all.
If I take an "add" node I can see clearly that all particles change independent from their age.

Does someone have an advice for me?
Even a method to see what (if at all) values come out of the particle info node would help me.

Thank you a lot for your precious time in advance :)

Blend file:


texts: How can I create a custom button from copied python text of completed actions such as selecting multiple objects?

texts:
In Maya, a while ago, I had a character rig with many grips that I needed to select for one action, like keying, or moving the object. I opened the python script window, then I began selecting all of the grips I wanted. I copied the script that was created after selecting each grip. Then I copied it into the script editor and created a custom shelf button. Now I had a button that allowed me to select about 20-30 grips, and move, or key them all at once. (The button selected them all.)

In blender I have been trying to figure this out. I have a simple hand rig. I need to constantly move the hand, and key it in. In order to do this, I must select all visible grips, pan out of camera view in order to find the ones off screen, select them, then move the hand, and key in each grip by selecting them individually, and pressing I followed by O.

I was wondering if there is a way for me to create a button that would select all 6 grips on the hand, and that's it. This way I could select them by pressing the custom button, saving me tons of time. Also if there was a way to create another button that would select, and key all six grips as well. I had one of those in Maya. Just wondering if Blender had any similar capabilities.


texts: Converting global object location to local location in Python

texts:
I'm trying to use ray_cast() in Blender Python and I found that you need the local location of every object instead of the global location.

I started searching on the web and people said you have to do it this way:

localPos = object.matrix_world_inverted() * target.location

But this gives me the same coordinates as the global location...


texts: Are there premade particles to add to a scene?

texts:
Is it possible to find premade particles like:

Snow
Rain: drops, window deposit, storm
Blizzard
Fog
Kicked up dust
Fire: camp, torch, forest
Smoke from: exhaust, stack, fire
Breath
Tornado
Clouds
Waterfall
Sparks

Just import, adjust, customize and use?
These are so common they should be available as an addon... I hope.


texts: So when I make a mesh it will not make enough vertices around the edge and I'm left with a fragmented face. It has done this on every single .svg file I have tried.


texts: Animate A Change In Speed (Velocity Keyframes)

texts:
In blender you can keyframe a parameter's value, but is possible to keyframe rate of change in that value (the speed). For example, animating a rotating wheel smoothly speeding up, staying at a constant speed, and then smoothly slowing down by keyframing 0 rpm then keyframing let's say 150 rpm, etc.

Seems like a basic thing. Can blender do this or are there any add-ons that do this?

Edit:

(I changed the question above to clarify)

I know how to do animations and change how it transition between keyframes. My question is about changing not the value itself, but the rate of change of that value. You could obviously do the example above by hand, but it would be a tedious and if you wanted to extend the time the wheel rotated for during the constant speed portion you would also need to change all the values after that. Additional note, I know there some add-ons to simplify animating a car, but I just need something just for rate of change.


texts: After importing model from a different file I cannot change it

texts:
I created a model in an alternate file and I am unable to edit anything (modes and materials) if I change modes it says:

This applies for any mode. I went to edit> lock object modes OFF and that didn't help. Further more the materials are locked.

How can I go about fixing this


texts: Rigid body animation with constraints and relationships

texts:
I want to drop a Padlock object that not only bounces the main body of the lock but has an open lock that also swivels when it hits.

I can't do this with a parent child relationship since it isn't calculated in the simulation...  any ideas?


texts:
I am currently abroad only with a Laptop.
I want to render a few simulations, my brother was so generous to offer his PC, he is several hundred miles away sadly.

What is the best way to export the simulation data so that he can render it for me? Its only 330MB, so that shouldnt be a problem.

Thanks!


texts: How do you bake several materials onto one object in Cycles Render?

texts:
I am able to bake objects with one material, but when there is more than one, an error comes up: No active image found in material "blah-blah". Most materials are used on many different objects, so I made each one a single user copy (clicking the number beside the material name field in Properties > Materials and renaming it descriptively). That didn't resolve it though.
I have been following the steps in this Blender Guru video (which explains how to bake the lighting onto an object's surface so it takes much less rendering to display it in an app like Sketchfab, or so you can work on it displayed in Render mode in real time):
UV unwrap > create and name image > add Image Texture > link to the image just created > make sure that node is selected > Bake. Since in this case the objects had several materials, I added an Image Texture to each one, linked it, and left it selected.
Do the UV maps need to be divided up so they only are for one material each? Does that mean I have to divide up the objects into a group of objects each of one material? What is the best way to do this?

(Oops, the file doesn't have the object selected that I was working on when this cropped up - it is the green floors inside the structure, named Dugout Levels.)


texts:
is it possible to add a custom red text in tooltip ?

here is an example:


texts: Array object in straight line but rotate object on z axis

texts: So how would I do that I have an object which I want to array in straight line or a slightly curved path (~10 iterations) but I also need that every iteration is rotated for lets say 30 degrees along z axis, what kind of black magic I need to perform to achieve this I tried using empty and rotate it on z but it makes array circular even when I use curve modifier as well. Thanks in advance!


texts: How to change mirror part way through making object without changing object?

texts:
I have used the mirror tool in the X and Y axes to create a cone-like surface that is symmetrical in both directions.

Now I want to modify this surface to add details to it that are only symmetrical along the X axis.

When I attempt to make the changes I want now, it mirrors onto all four faces of the shape. If I attempt to remove or change the mirror, it deletes the mirrored parts of the object, which I want to keep.


texts: Weight Paint not working with some objects

texts: Just finished armature of a hand and posing is glitching a bit so I needed to weight paint parts of the object that I wanted to "move" with the main object (hand). The paint is refusing to be on the object.I wanted to select more paint onto metacarpus (between thumb and index finger)but it just doesn't want to pain on that object


texts: When using the parent function to parent my mesh to my armature it deforms my mesh and creates a giant copy of the mesh that spreads across the project. I am using the Armature Deform with Automatic Weights function. I am not sure what could be causing the issues since I believed it to be Auto-Run Python Scripts was disabled but that is not the case.


texts:
I'd like to create procedural rocks and so I checked out some tutorial videos. The techniques should be similar, so I also checked out 3ds max tutorials.

This one caught my attention:

3dsmax Environment Modeling #1 Procedural Stone

It basically uses a displacement modifier, creates a Voronoi diagram and applies a spherical mapping to the model. These steps look like this:

Question

Does anyone know if Blender has a mapping option for the displacement modifier? I can't find it. Or does anyone know a similar or better approach to create that kind of rocks in Blender?


texts: How do I bake a texture using Cycles bake

texts: I created a interior scene and  i don't know how to bake a texture using cycles bake.


texts: Finding python operator for every tool within Blender

texts:
To calculate an oriented bounding box as defined here. I need the convex hull of an object. I know that there is an operator in Blender to do this, since you can go to edit mode, press spacebar and type "convex hull".
However, I have been unable to figure out how to call this operator from python. I know that one can usually find a python operator by hovering over the respective UI element one uses to invoke the operation from the interface, but that does not work in the spacebar-search.

Therefore:
Does anybody know of a reliable way to find the python operator for each tool within Blender?


texts: Why does my model render shady / half-black?

texts:
I imported a Wavefront model (OBJ + MTL) and tried to render it using Cycles. Unfortunately, model renders shady / half-black. It seems that only one wheel looks as expected. I can't figure out what causes this behavior.

I would appreciate any help!

P.S. Source Blend file: https://nofile.io/f/q1ArSbeAva0/Shady_Car.7z


texts: How to heal/fill this type of damage to a mesh?

texts:
Let's say we have a pattern of vertices, like so:

I have a grave weakness in my modeling: it's quite an arduous process for me to fill those in!
Would someone be so kind as to tell me the best way to "heal" these meshes, ie, fill them in with an edge/vertice pattern that more or less matches the one I deleted?
Without knowing this, a simple mistake can be deadly..
(PS: Yes, one of those is just missing a face.)


texts: After filling holes, the fill seems to be separate?

texts: I havent ever had this happen before and cant figure out a solution. I did some grid fill in a helmet pattern and although it doesnt show up as a separate mesh, its acting like it for some reason. I have tried a bunch of options but the fill being a different color is making it act as a separate mesh outside of blender. Anyone have a clue what I'm doing wrong?


texts: Lifetime Color Change Material + Time Remapping = Problem (Cycles Animation)

texts:
I am posting because I've been working on a problem all day and I can' t find the right solution anywhere. I'm going crazy. :P

My situation:

I have an animated scene in 24 fps
I want to release the final render
with animation in 120fps
The scene contains Particles, and an
important element is that they change their color over time. Example Video:
https://youtu.be/QvATUlmguyk

I've tried many different ways, but each one of them ruins the final effect in some aspects.

A partial solution to the problem I managed to come up with:

The best way I could find it was to change FPS, Time Remapping and End Frame. Below is an example of how I changed it.:

After the implementation of the above change, all animations work correctly.
However, there is a problem with Particles Material. Which, due to the change of time completely fails to work. During rendering it is completely white.
Material nodes:

I thought that to solve the problem it is enough to divide Age into 5 and multiply LifteTime x5 but unfortunately it does not solve it. Below you can find nodes that don't work.

It seems to me that the solution should be rather mathematically simple, but unfortunately I do not understand it at all. HELP! :(


texts:
Sorry completely new to Blender and currently trying to figure out how to change my unit system from metric to units.
I am able to get to the menus that enable me to choose what unit system I want to use but don't know why when I'm changing the major radium and minor radius of the donut it reconverts the unit system to metric.
Am I missing a step here?
Refer to 2:14 mark
https://www.youtube.com/watch?v=RaT-uG5wgUw


texts:
I am a beginner to Blender trying to edit a model with existing UV maps and textures.  The model is symmetrical, and each mirrored vertex shares the same UV space.  I would like to make it so each vertex has its own space (and can be textured asymmetrically). I would like to keep the shape of the current map so I can simply duplicate and edit the current texture.

First, I struggled to find out how to select only one half of the mesh, as using box select on the UV map selects both the top vertex and the mirrored one beneath.
If I click on a vertex in the center of my model, I am able to select the entire side using Select > Side of Active.  The problem is, it looks like the center vertices are shared and "folded" in the UV map.  I cannot drag this side to a new space without the edge vertices stretching across the map.

Is there any easy way to achieve what I am trying to accomplish here without re-unwrapping the UV map?


texts: How do I import a Blend file from another project without losing its materials,shapekeys in the imported version etc.

texts: I download an eye from blendswap and tried to append it to another project but lost all the information on it except the mesh itself. What i really want is a way to import the model with its textures once so i don't have to separately import the textures re-texture the eye.


texts:
I have a square. I want half of it to be circular, like this

(image is from a topdown view)

I kept loop cutting but I couldn't find a way to make it truly "round" and do it evenly.

NOTE: to be very specific, it should only be round horizontally, the rest should be untouched. Like this:

(please excuse my horrifying drawing)


texts: Smoke trail Effect - emitting from animated object and fadding over time

texts:
I would like to add a smoke trail emitting horizontally from the exhaust pipe of my moving object.

I want the smoke to fade out over time/distance and to follow the motion path of my object.
What would be the simplest way to accomplish this effect in Blender 2.8 ?


texts: How to uv unwrap the handle of my mesh separately?

texts: I'm trying to unwrap the handle of the cup separately but the faces/edges are a bit messed up and finding hard to make a clean cut of it.


texts: Mixing image texture makes everything transparent

texts:
I am trying to create a material where I can place in 2 images (one with white space, and one with just an outline) where the outline gets laid over(with alpha cut out) a material/shader, that would be defined by the white space image.

I have both halves working separately correctly, but when I use a mix shader, they mix correctly but become transparent (when I want it solid).

Node Map

Both Together

(First image is the node map used. Top image texture is outline and bottom is white space)

(second image is the output using the monkey head. There is aweful transparency over everything)


texts:
I have modeled a little doggy and I wanna make her eyes blink. What I have created are two quarter spheres that set at the back of the eye behind the mesh to roll on the x-axis over the eyeball.

I have tried using shape-keys, but that deforms the mesh. I have tried adding a bone to the eye lids but that deforms them further. I am a "noob" at this and could really use some detailed instructions on how to remedy this.

Thank you.

Sam


texts: How can I modify the thickness of an inset after it was done?

texts: Is there a way that I can alter the thickness of an inset after it was done?


texts:
I'm trying to replicate this material in Cycles (the outer shell of the cell)

I think it's a principled shader with 0.94 transmission and 1.0 IOR, and a bump map, but when I use this parameters in Cycles this is what I get

My question is, in the example material, the surface has some roughness that is missing in my material, mine is shinier.  Could it be an effect of the lighting setup?  I would like to achieve this "silk" appearance of the reference material without sacrificing transparency.

Thank you!


texts: Rendering Flame annimation on transparent background

texts:
I am trying to render a burning object in fron of transparent background with blender 2.82. When I render with a transparent background the flames are not visible beyond the borders of the object, while with a black background I see the complete flames how I intended them to be.
How can I get visible flames beyond the object on the transparent background?
Example:
Here with transparent background

Here with black background the flames go beyond the object.

Blendfile is attached


texts: I'm trying to create this model for 3d printing. Blender says I have zero faces even though they have area. How do I fix this?

texts: I started off with a plane and applied the solidify modifier to it so that it was 1.5 mm thick. I used plane cut to cut off some corners and now blender says I have zero faces made from those cuts. What are zero faces and how do I fix this?


texts:
I was wondering if there is a way of briefly locking a transformation orientation (TO)
Most often when editing shapes, I find myself using the normal mode for TO when I want to move something along the direction of an edge or plane. But because the TO depends on the selection, what I have to do is:

Select edge/plane that I need for my TO.
Create a custom TO from the current one.
Select the thing I actually want to move/scale/rotate and my custom TO.
Perform the action.
Remove the custom TO.

So each time I do this I create a custom TO that I most likely will delete shortly afterwards. Is there a way of "holding" or "freezing" the TO? Something like a toggle button or shortcut? This way I could stay in normal mode all the time and just need to:

Select my edge|plane to get my desired TO & hit the TO-freeze button.
Select my action target and perform the action.


texts:
When selecting components, is there a way to control the "selection distance/area"? I don't want to select a component, even if I click ~20 pixels away from it.

Thanks in advance!


texts: How to Get Multiple Images as Planes at Once

texts:
I want to select multiple files in the Windows Explorer and drag and drop them into the blender to get multiple images as Planes.

But I basically notice that Blender creates one Reference object at a time or adds one Background Image in the camera view.

How do I manipulate the blender to achieve my desire? Or add-on?

Thank you in advance.


texts: Why are my faces different colors with the same material on them?

texts:
I don't know why this is happening is it because of the light? Something new with how lights/shadows work in 2.8? This happend on the 2.8 Candidate 1 and 2. I have plane with emission as light in this project. You can clearly see that faces are different. This never happend to me.

This is cube mesh with verteces merged in center to create a blade.

I tried flipping normals, playing with light and the object but nothing worked.

EDIT
After playing with light some more I got to the point on last picute. I just upped the strength of the lights. Didn't really help you can just see it less.


texts: 2.8 how to move 3d curser like a normal object?

texts:
i really like that for moving a object i just press G and then x to snap the movement to the X axisis. i use this feature all the time and would like to be able to simply move the 3d curser along an axisis. drag and drop and by numbers would both be great.

i want to be able to quickly but precisely set the pivot point like that.
the closet i can come to this is create a single dot ... move it where i want it and set 3d curser to selection. is there any better way?


texts: How do I to make a model in blender be color customized?

texts:
How would I make a model be able to color customized? Example: Warframe you can change individual colors of your character by selecting the color. How would I go about doing this?

If you have a video to explain it that would work too.

Thanks in advance! :)


texts: Direct column falls on the horizontal plane

texts:
There is a column of 20 "default cubes" on the plane static mesh (there is no any gaps between cubes and plane; cubes are precisely align by X and Y axes; plane and cubes are not rotated).
Each cube is "rigid body" and has "box" collision bounds, all other settings are default (from Blender installation).
After BGE starts, each cube has tiny movement, and the whole column becomes curved. 21-blocks column cannot stay at all.

With "Physics -> Damping -> Translation" option = 1.0 cubes and column keeps stability, but acquire unnatural behavior (not falling duging bumping by sphere).

Is there any way to create stable column with rigid bodies (it stays upright and keeps natural physics)?


texts: Independent Edit/Object mode in splitscreen

texts:
When I split screen in two and switch Edit/Object mode, they both change.
How to change just one?
The intention here is:

use one to modelling with numkey view with transparent wireframe
and the other to see the progress in perspective, with solid mesh


texts:
I'm still trying to figure out how hair and hair collisions work in Blender, But as soon as I add children it gets all out of whack, like this

The hair is too far off from the center, here is what it looks like in Cycles,

The hair is coming far too low on the forehead, even though one might argue I put the point of origin too high, as you can see from the black strands in the first picture. Is there some setting to make the children closer to the parents?
Thanks in advance
Edit: Also, I just noticed, you can see in the pictures, some of the hair is actually literally floating...


texts: How to create a larger light radius with an HDRI

texts:
I aligned the sun of the HDRI with my scene and strengthen it a bit. But the result seems a bit weird to me. I have a real big sunbeam in the middle of the scene that generates clipping on the plane it strikes.

The scene it self is extreme dark at the moment and increasing the strength will result in clipping all over the floor.

I think I need to make the radius of the sun(light) bigger. Can I do this in blender or do I need to adjust the values of the HDRI ( if so, how? )

Example of the clipping:

Node setup for HDRI:


texts:
i need some help setting up what is basically the same as a piston in a car engine's cylinder. i know i can just use keyframes and NLA strips but im after a more dynamic approach that wont require a bunch of edits to change the speed or phase. ideally i want to connect the rotation to the up and down motion of the control handle im using for the rest of the parts but i am stumped.
i have animation nodes installed so solutions using that are also viable. suggestions appreciated as im at my wits end.

https://en.wikipedia.org/wiki/File:Piston.gif


texts: I am using makehuman 1.1.0 and blender 2.77a. I am able to use rigged human models as mhx2 file exported from makehuman. In makehuman I am using the default rig. The models however dont have the Ik bones. Would it be possible for makehuman to generate rigged model with Ik bones and thus easy controls ?


texts:
I want to animate a folding sheet:

I locked the locrotscale without any bend that is at deform bend angle =0°.
But when I change this angle to 90° for the next key frame the object seems to capture the angle and apply to the intial key frame, which I have animated with 0°.


texts: Multiple scenes and material with pass index

texts:
I am trying to create the effect where something is bigger on the inside than on the outside, just like the Doctor Who's Tardis.

I have two scenes, one inside which is just some objects and one outside which has a box with one of the front faces that has a material index of 1.

As you can see, this renders just fine thanks to this node setup.

My problem is if I want to go inside the cube and appear in scene two, it just renders black, which makes me think its not going to the inside scene.

I only have one camera and have it linked to both scenes, I have a feeling its something to do with this, should I somehow have two cameras and link them together?

How do I transition from outside to inside without any issues?


texts: I have a really nice looking crystal material using cycles applied to my object; it's pretty fast and very simple - Just one glass node. Is there any way to convert this into an HLSL shader for use wihthin Unity? My understanding is that cycles materials are left out when Blender files are used in Unity.


texts: When i am loading hdri setup from hdri heaven, it is not showing up.


texts: Blender Python - exporting bone matrices for animation relative to parent

texts:
I am making a homegrown 3d engine for my projects.
So far, I am able to export:

mesh
materials
Node hierarchy

Each node in my engine has it own mesh(optional), material(optional) and a PARENT-RELATIVE-TRANSFORMATION-MATRIX

While rendering, each node passes its own matrix down to each children.
This matrix get multiplied with the child node's transformation matrix and gets passed down further.

This is working fine for static meshes with node hierarchy.
However it is not working for Blender bones(I have a plugin for 3ds max also, and my engine is able to render bones correctly. So I think the issue is not on renderer side.)

I am getting all weird matrices for bone animations.
Here is my script where I save the animation data for bones.

for node in nodes:
    if node.pose_bone:
        (start_frame, end_frame) = (0, 100)
        animation = Animation(len(animations), int(start_frame), int(end_frame))
        animations.append(animation)
        node.animationIndex = animation.index

        print("==>>")
        for f in range(int(start_frame), int(end_frame) + 1):
            bpy.context.scene.frame_set(f)
            bpy.context.scene.update()

            if node.pose_bone.parent is None:
                bone_matrix = node.pose_bone.matrix_basis
            else:
                parent_matrix = node.pose_bone.parent.matrix_basis
                bone_matrix = node.pose_bone.matrix_basis
                bone_matrix = parent_matrix.inverted() * bone_matrix

            m = bone_matrix

            animation.translates.append( m.to_translation() )
            animation.rotates.append( m.to_quaternion() )
            animation.scales.append( m.to_scale() )

Please help me to get correct pose matrices for bones.
In my engine these need to be relative to their parent.


texts: How do I make an object which hides 3d objects behind it, but shows my video background?

texts:
I am currently interested in tracking 3d objects into my videos. I am not sure how to create what looks like a hole in the ground. If I used a sqaure with no top face, the outer sides of the cube would still appear over the video, I need only the inside of the cube to be seen.

Is it possible to make a sort of plane object that hides the 3d objects behind it, but still shows my video background?

-Owen


texts: Is there a method to create bl_info using variable?

texts:
I have noticed that when creating addon, if the bl_info is create with variable. The script will break the addon system. Causing disappear tab after restarting blender:
desc = 'Run script in any space with given name of script'
import bpy

bl_info = {
    "name": "Run specified script in all context",
    "description": desc,  # Here, a variable. (And WTF is this code highlight?)
    "author": "hikariTW",
    "version": (0, 1, 0),
    "blender": (2, 80, 0),
    "location": "TextEditor",
    "support": "TESTING",
    "category": "Interface",
}

Is there any workaround or this is normal when dealing with static examine of script when Blender try to list them out?
The test is done in Blender 2.83.4

Further testing which also break addon:

f-string and str.format
formatting with const-like 15 'foobar' without variable.
Conditional Expression: "foo" if True else "bar"


texts: Assigning a keyboard shortcut to Accumulate button in Texture Paint Mode

texts:
I'm trying to assign Shift+A to toggle Accumulate in Texture Paint Mode, I'm not sure how to do it and my attempts so far haven't worked.

Does anyone know how it's done?

Thank you


texts: How to do a simulation of still water being affected instead of flowing water

texts: Of all the tutorial videos on water simulation, they're all like water flowing from a point and then settling. How would I do it if I want the start of the animation to be an existing body of water. Would I just do a flowing animation, wait until it is still, then just cut the flowing part of the video off?


texts: Instead of Inserting Key Frames the Inset tool gets activated

texts:
I am using the 2.79 version of Blender. When I want to insert a key frame with i, i believe it is that shortcut, but when I press it does the inset tool. What can I do to insert a key frame?

Also I am really new to animation. How can you make a fan to rotate?


texts: How to flip without using mirror modifier

texts: I have a model with a yellow red and green color mention just to understand. A Green color base on that a yellow and a red color object are placed. Red color object is to under where i have to place the object. I want the yellow color object to be flip to other side where the red cylinder is located. The problem is the yellow object is made of 4-5 mesh and i do not want to join and make the mirror. I just want to flip that complete yellow model to red cylinder position without joining the parts and without mirror modifier. The reason why i do not want to join is later i have to animate the seperate parts. So is there any quick way to flip or addon so that my complete model can flip.blender file here ......


texts:
I have a hair particle system. I would like the hairs to be attracted to a nearby mesh based on its proximity, not unlike how human hair reacts to a statically charged balloon.

This would be enormously useful for a number of animated effects, from the aforementioned balloon hair, to chaotic alien tentacle walking, to a plasma ball.

I feel like force field physics might be key here, but so far I've not found much in the way of results here.

How might I achieve this?


texts: Why is my model moving vertexes that aren't selected, when scaling

texts:
When I extend my "cylinder" by using the E key and attempt to scale it

http://prntscr.com/axq436

It also moves some vertexes along with it.


texts: Removing thicker edges appearing with wireframe modifier

texts:
I have some simple rectangles and cylinders, to which I'm applying a wireframe modifier. After doing that, the shapes get thicker edges/ends, as you can see in the images below.
Does anyone know how to circumvent this?
Thanks!
Edit: It seems this is happening because of the scale; the wireframe at the end is scaled too — any workaround?


texts: How to convert Mesh thickness into Colour node?

texts:
do you have any clue how to create Mesh thickness colour node?
 I just want to create material based on  mesh thcikness


texts: Imported OBJ doesn't seem to render correct in object mode

texts:
i'm very new to Blender so keep in mind that this could completely be my fault ;).

What am I doing wrong, i can't seem to fix this problem. To me it looks like it is a rendering problem, and not a model issue.

I'm using blender on a macbook pro 2016, blender version 2.79b.


texts: Is there a way to get the bisect tool to Snap to Grid?

texts:
I need to do some exact bisecting using the grid as a reference.  Right now I have to eyeball it which does not give me precise enough results.  Surely, there must be a way to snap the bisect to the grid, but I can't seem to figure it out.
For example, in the screenshot I want to bisect the mesh along the grid line where the green arrow is.  It needs to be exact for technical reasons, and eyeballing it isn't good enough.  I know that I can hold down the ⌃ Ctrl key to cause the bisecting line to remain straight on the axis, but the start point isn't snapping to the grid even though I have that enabled.


texts: Cannot solve uneven beveling due to vertices (?)

texts:
Hello!
I'm kinda new to Blender so I apologize if the answer to my problem is obvious but I cannot figure out how to solve it by searching it on the internet.
So, I made a curvy surface that is made of many faces.

I extruded it, applied Rotation & Scale, Recalculated Normals Outside, and then tried to Bevel the corner edges.

The Bevel effect came out pretty uneven because of the vertices getting in its way. I tried dissolving the top edges and making a surface again by pressing F and then I tried to dissolve some of the top vertices as well. The the beveling was actually even, but I was losing my curvy geometry as a result and messing up the faces a lot.

Do you know if I can get rid of the vertices without losing the curvy geometry or get the Bevel tool to work without stopping at the vertices it finds along the way, like skipping them or beveling precisely using a different method? (besides Bevel Node and the Bevel Modifier)
I would appreciate very much every sort of help anyone can provide me with, because I'm struggling with this issue and always let it slide but it's bothering me a lot as I always use the Bevel tool in order to make smoother corners and edges.
Thank you very much in advance!


texts: Limited Dissolve and face loop selection

texts:
I'm trying to use Limited Dissolve on a larger model, which brings the model down from 600k vertices to 100k vertices (no this is not hand generated :)). Below, you can see a much more simplified model just for this problem.

I created a plane that was sub-divided into several faces. I then extruded the edge faces to create a wall as seen here:

I selected the edge faces by going into Edit mode, then alt + RMB and clicked two of the faces around the border to give me the selection seen above.

In this model (same problem I have in my bigger, more complex model), I have several extra vertices and subsequently faces, that aren't needed. For example: Since the exterior wall is a straight line, that could just be a single quad.

Alas, I came across Limited Dissolve, which I think is exactly what I need to be using. So, in Edit mode I pressed A twice to select everything, pressed X and clicked Limited Dissolve. That produced this:

I unfortunately now can't seem to use the ALT + RMB to select that same outer loop as seen in the first image. I need to be able to select the edge faces as seen above to apply texturing across large segments with lots of faces, but the Limit Dissolve seems to break that ability.

Furthermore, why do the face centers (the dots) seem to no longer be centered in the quads?

I found some similar posts regarding edges but not with regards to the face loop selection:

Loop cut entirely after dissolving an edge
Why isn't 'Loop selection' working if object only has edges?

Thanks!


texts: Is there a way to drive "Mute a node" or Toggle "Auto Refresh" in the Image Texture Node in Movie / Sequence Image Mode

texts:
Hi There Blender Peeps..
I am in need of some help, I am wanting to make a shortcut in the Item Properties to toggle a node from working,
The Item Properties shortcut I speak of is the area Right Side Bar of the VIEWPORT under ITEM -> Properties, and it is found in PROPERTIES Window -> Object Properties -> Custom Properties. It is here where you add these properties.
So to disable the node from working in my scene, which essentially improves playback performance from not having to playback the movie in the background...
I have found 3 ways to disable the movie from playing. I am wanting to do one of the following by using drivers and make the Item properties by the Custom property to be "0" or "1" which will Toggle the setting...
The 3 Ways I have found to disable the node from playing the movie.
1.
Mute a Texture Node (Toggle it via the Item Properties Shortcut)
I am unable to find anywhere a way to drive muting a node.?!
2.
Toggle the "Auto Refresh Button" on the Texture Node. (When the Texture node is set to movie or Image Sequence) the Auto Refresh Button Appears.
3.
Changing the frames count from 600 to 0, will also stop the movie playback, I know that if I can Drive this setting, I can make the expression var*600 (this would make the 0 = 0, and 1 = 600)
The Auto Refresh Button

I have tried a Driver but it appears that the auto-refresh button drives the Item Properties Shortcut!
(I want the Item properties Shortcut to Enable / Disable the Auto Refresh) Not the other way around!!
Please ignore that offset is purple, this is a driver and working fine. I am wanting to make the auto-refresh button to be the item that is driven by the new. shortcut
The auto refresh button has a data path "node_tree.nodes["Image Texture"].image_user.use_auto_refresh"
The Item properties have a data path ["prop"]
This is the Item Properties Box

This is the item properties section..

With Respects to the answer provided and using the script,
Is it possible to have the Auto Refresh for that Node appear in the properties box seen here?


texts:
I wanna use the glare node in cycles but the render passes for the image sequence is saved only for the last frame,
I tried disabling the combined pass and changing the file format to OpenEXR but it still doesn't prompt image sequence upload in the render layers


texts:
That's the glass in the  rendered viewport shading. But when i render it, its coming out totally wierd.

How do i go about this please


texts:
I have this code, but the save_function doesn't seem to assign a True value.
The rest of the script works without the bool, but I want to create a toggle to enable or disable part of this function.
What am I doing wrong here?

import bpy
import os
from bpy.props import BoolProperty

bl_info = {
    "name": "Henry Rotation fix",
    "author": "Henry de Lange",
    "version": (1,4,1),
    "blender": (2,80,0),
    "location": "3D View > Sidebar > Rotation tab",
    "description": "tool to fix the rotation issue when saving blend files",
    "warning": "",
    "wiki_url": "",
    "category":"Object"}

bpy.types.Scene.save_function = BoolProperty(
    name="Enable Save Function",
    description="Disables or Enables the save function",
    default = True)

    # fixes rotation and saves as
class MUT_OT_RotationFixSaveAs(bpy.types.Operator):

    bl_description = "Fixes the rotation when saving the blend file"
    bl_label = "Save As"
    bl_idname = "object.save_as_rotation_fix"
    bl_options = {'REGISTER','UNDO'}

    def SaveAsRotationFix(self):

        for obj in bpy.context.scene.objects:
            obj.name = obj.name.lower()
            obj.data.name = obj.name.lower()
        print(bpy.types.Scene.save_function)
        if bpy.types.Scene.save_function == True:

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

            bpy.ops.object.transform_apply(location=False, rotation=True, scale=False, properties=False)
            bpy.ops.transform.rotate(value = 1.5708, orient_axis='X', constraint_axis = (True, False, False), orient_type='GLOBAL')

            bpy.ops.object.transform_apply(location=False, rotation=True, scale=False, properties=False)
            bpy.ops.transform.rotate(value = -1.5708, orient_axis='X', constraint_axis = (True, False, False), orient_type='GLOBAL')
        else:
            print("Doesn't work")

Edit:

save_function = BoolProperty(
    name="Enable Save Function",
    description="Disables or Enables the save function",
    default = True)


texts: How to make particle hair face same direction on a branch? (Like pine branch)

texts:
I created a branch with needles on it. I used Particles to create needles. Currently my branch looks like this:

All the needles facing in the direction of a normals.

I want to make needles like this:

So they face the direction the branch is facing.

I have tryed changing the Velocity/Rotation setting in the particle settings, but i have not been able to get the result i want.

This is the "best" result i could get by playing with "Tangent" setting in the "Velocity" menu.

As you can see the result is total mess. Needles on tope of a mesh are facing the right direction, but needles on the bottom facing the complete opposite direction.

Please share you thoughts. Is it possible to do what i want at all using the hair system?


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Edit : The script work, I was using the wrong texture.

following my previous question, I'm working on selecting vertices in edit mode based on the UV coordinate and a grey scale image.

Here is my script at th moment :

import bpy
import bmesh
import math

obj = bpy.context.active_object
me = obj.data
bm = bmesh.from_edit_mesh(me)

bpy.ops.mesh.select_all(action="SELECT")
bpy.ops.uv.select_all(action='SELECT')

uv_layer = bm.loops.layers.uv.verify()

uv_name = "MyTexture.png"
tex = bpy.data.images.get(uv_name)
pixs = tex.pixels[:]
texSize = tex.size[0];
# adjust uv coordinates
for face in bm.faces:
    for loop in face.loops:
        loop_uv = loop[uv_layer]
        x = math.trunc(loop_uv.uv[0]*texSize)
        y = math.trunc(loop_uv.uv[1]*texSize)
        if ( x >= 512) : x = 511
        if ( y >= 512) : y = 511
        value = pixs[((y * texSize ) + x)*4]
        if(value < 0.5):
            loop.vert.select = 0
            loop_uv.select = 0

bmesh.update_edit_mesh(me)

For some reason it lacks accuracy as some vertex who are too close from white pixel but are on black pixel are selected :

I thought it was the trunc operation but changing it to a ceil or round didn't change the lack of accuracy.

Any help is welcome.


texts: Attribute node for Vertex color texturing problem

texts: I would like to use vertex color information for texturing. I found some description on the web but there is something what I can't figure out. If I use a color at 0.5 value, the FAC value through separate RGB node looks like not 0.5 result. What am I missing?