texts: glb Import Error due to IDProperty limitation

texts:
I am importing a .glb file into Blender and only the bone structure was imported, there are no model,texture or animation(which are supposedly there). I looked into it a little, but what is the best solution for this? I have other 4 models which also has the same issue. Thank you for any suggestions and solutions.
The error is as given:
Data are loaded, start creating Blender stuff
Python: Traceback (most recent call last):
  File "C:\Program Files\Blender Foundation\2.92\scripts\addons\io_scene_gltf2\__init__.py", line 991, in execute
    return self.import_gltf2(context)
  File "C:\Program Files\Blender Foundation\2.92\scripts\addons\io_scene_gltf2\__init__.py", line 1005, in import_gltf2
    if self.unit_import(path, import_settings) == {'FINISHED'}:
  File "C:\Program Files\Blender Foundation\2.92\scripts\addons\io_scene_gltf2\__init__.py", line 1025, in unit_import
    BlenderGlTF.create(gltf_importer)
  File "C:\Program Files\Blender Foundation\2.92\scripts\addons\io_scene_gltf2\blender\imp\gltf2_blender_gltf.py", line 42, in create
    BlenderGlTF._create(gltf)
  File "C:\Program Files\Blender Foundation\2.92\scripts\addons\io_scene_gltf2\blender\imp\gltf2_blender_gltf.py", line 49, in _create
    BlenderScene.create(gltf)
  File "C:\Program Files\Blender Foundation\2.92\scripts\addons\io_scene_gltf2\blender\imp\gltf2_blender_scene.py", line 40, in create
    BlenderNode.create_vnode(gltf, 'root')
  File "C:\Program Files\Blender Foundation\2.92\scripts\addons\io_scene_gltf2\blender\imp\gltf2_blender_node.py", line 51, in create_vnode
    BlenderNode.create_vnode(gltf, child)
  File "C:\Program Files\Blender Foundation\2.92\scripts\addons\io_scene_gltf2\blender\imp\gltf2_blender_node.py", line 51, in create_vnode
    BlenderNode.create_vnode(gltf, child)
  File "C:\Program Files\Blender Foundation\2.92\scripts\addons\io_scene_gltf2\blender\imp\gltf2_blender_node.py", line 38, in create_vnode
    BlenderNode.create_object(gltf, vnode_id)
  File "C:\Program Files\Blender Foundation\2.92\scripts\addons\io_scene_gltf2\blender\imp\gltf2_blender_node.py", line 86, in create_object
    set_extras(obj, pynode.extras)
  File "C:\Program Files\Blender Foundation\2.92\scripts\addons\io_scene_gltf2\blender\com\gltf2_blender_extras.py", line 91, in set_extras
    blender_element[custom_property] = value
KeyError: 'the length of IDProperty names is limited to 63 characters'

location: <unknown location>:-1


texts:
This is a half Blender/half XNormal question. I'm having difficulty with baking cylindrical surfaces. I'm trying to bake normals and occlusion for the twisted top edging of a wicker basket. Here is the high poly:

The low poly on top:

And the fantastic result:

How can I get a better bake with a shape like this?

I used the shrink wrap modifier which increased the vertex count too much and the result was equally awful:

Here is a link to a blend file with the shrink wrapped low poly model and the high poly twist model:


texts: What does Fac in the Mix tab stand for (in the golden tab Mix below ) ? I cannot find it in the Manual.


texts: Cannot find Background Images feature in Blender 2.8

texts:
Cannot find Background Images feature to add in a photo in Blender 2.8

Where is it?


texts: A strange problem with rendering glass in Cycles

texts:
While I look on my model by shift+z (in viewport) it looks good:

Render without wired connections to the center

But when I render same scene out it looks like this:

I think this is caused by wrong topology, but still - in preview-mode it looks good, can I do something to make render like 'preview render'?

There is photo of the topology:


texts:
I've been trying to use the A.N.T. Landscape addon to design some large landscapes for Unreal Engine 4.

The problem is when I try to use large subdivision counts to visualize the details (Because I'm outputting them as heightmaps), I have to wait long periods of time when I make an update.  I know you can disable auto-refresh which I have done.

Does anyone have any ideas on how I can increase performance when it comes to re-calculating the terrain in the editor?

Any insight would be appreciated.

[P.S.] I'm working this on a pretty nice gaming laptop with a 1050ti and 16GB of RAM.


texts:
folks.  I’m brand new to blender.  Well, years ago I dabbled in a couple of tutorials.  Recently I’ve decided to make time to learning it better.  Looking through the forums reminds me that I’ve a long way to go, heh.

So I’m trying to create a table top game dashboard of sorts.  I’ve set up my file to 3D print, it failed, although I learned a lot.  Sorta.  I had built all my trays and then merged them into a larger tray.  Some of my faces were facing the wrong way, and it was an ugly print.  I was excited that I got the dimensions to print correctly on the first run.

I decided to try and import an svg and then extrude the trays.

My issues:

I can’t seem to get the imported dimensions of the svg to match the scene.  I created it in millimeters, I imported it, and changed the scene to millimeters, but it’s still off.

Another issue is that I can’t interact with it like a mesh.  I tried “join” I converted to a mesh, but I still can’t extrude it

After converting to a mesh, it has a ton of holes in it.  I know nothing about topology, and meshes, other than 4 vertices are better than 3.

I’m really sorry that I’m failing so hard.  It seemed like a simple enough task.  Do you guys have any pointers for me?  Reading some similar forum posts suggest maybe I’m not going about this the correct way, heh.

Im Attaching the file so you get an idea of what I’m working with:

I’m importing it with a transparent background.  In this case, the white of the pic would be transparent.

Thanks so much in advance.


texts: Can my unwrapped UV be scaled outside of the UV grid?

texts:
So I have UV unwrapped an object, and everything fits inside the UV grid as it should. But why should it remain within the UV grid?

Do I need to keep it within bounds or can I scale it outside the grid?


texts: Blender can't find a GPU capable of path tracing

texts:
A few months ago, I was able to see my GPU under the CUDA and OpenCL tabs in user preferences, but after I factory reset my laptop and reinstalled blender 2.80, the option to use my GPU for rendering no longer exists and I get a message saying "No compatible GPUs found for path tracing. Cycles will render on the CPU".
I have a GTX 1060, and all drivers appear to be up to date.


texts: How to add image texture 'layer' onto material?

texts:
I'm new to Blender and I have another problem:

I've got myself nice, shiny material on my space ship, however it's really clean and now I want to add some details to it - stripes, logos, text etc.

Basically, I want to make it like it's another layer in Photoshop with different images.

How do I connect these logos textures to my existing nodes?

Node setup:

What I want to achieve:


texts: Is there a way to use a MIDI controller as a sensor in the Game Engine?

texts:
I'd like to use a MIDI enabled device, in this case a mixer with knobs and faders, as a controller for the game engine, to do a live projection and change some parameters in real time.

The only things I found on the web are dealing with reading midi files (like this) and not live interaction. Someone managed to get something going with a midi-to-keyboard mapper, but that defies the point of using a MIDI device, which sends a lot more informations than a keyboard does.

Is there a way to do this, short of coding it from scratch?


texts: Script for render many different material on one object

texts:
I am new in Blender and i have only small experiences in scripting. But I would like to ask somebody for one thing. I have one object a would like to render it with many different external pictures like a surface of the object and every render save separately. I have no idea how can the sript look like. Some idea?
Thanks
Honza


texts: What are these triangles along the model edges?

texts: They tend to fluctuate as I move the model around:


texts: How come files become so incredibly large in Blender

texts:
We are putting together a pretty large scene, approx 1km x 1km.
On it we are placing piping and other industrial equipment.
The question is how come a simple steel pipe of approx 1m diameter and 12 meters long with some textures comes in at over 150MB? There must be something we are doing wrong. I write this, because the elements we have built and want to populate our large scene with come in at over a 1GB to start with, which is crazy and we obviously must be doing something terribly wrong.
What do we need to do to drastically improve file size and optimize objects with textures?
I'll add the link of the file, so maybe somebody could have a quick look and tell us how to improve this. In our example, we need to make 100s and 100s of these pipes linked together...
Here's the link to our sample pipe with textures:
https://drive.google.com/file/d/1uRKtmXMbQK7SgIb_dAkG8FQ4CeqDuXa1/view?usp=sharing
Thank you very much.


texts:
The Inner Glow effect is a filter that allows to soften the edge while keeping a clear line of the main silhouette at his center. It is heavily used by Blizzard and many other stylized studios to project decorations and text to an high poly sculpture with a stylized crack look like if a dagger was used to sculpt it.
Michael Vicente has made a tutorial about this technique in a PDF: https://www.pearltrees.com/s/file/preview/139604217/OrbBevelTIP.pdf or in a video: https://youtu.be/eGHU8DI6fo4?t=5183

I try to achieve this:

It is important that we get only thin lines and not holes in more complex and wider areas. If we look at the displacement horizontally it should look like a V with a thin tipping point.

And here is what he gets by projecting it, as you can see there is just a think line at the center and the depth is flat:

The final result after using the Polish modifier of ZBrush:

The source image for your tests:

With the Inner Glow effect:


texts: How to change the topology in the selected area?

texts: I would like to model such a cube. In 3dmax there is a function that changes the topology of the object in the selected area. How to do this in blender?


texts:
I made a simple animation trying to export it correctly to Unreal Engine. I'm using the Blender add-on SendtoUnreal but it's the same with a simple fbx export. I make a cube and an armature, parented them, make a simple movement and rotation keyframing, and tried to export.

I tried a lot of different settings but nothing works. Here the default settings (they work in this tutorial: https://www.youtube.com/watch?v=oszionxCYUs)

Here the error in Unreal Engine

After I make the export the animation doesn't work anymore even in Blender Here the result imported in UE. Just the mesh static and not moving.

Here the file saved after I did the export:
Anyone can guess what's the problem? Thanks


texts: How can i smooth out the surface of this smoke simulation?

texts:
im currently trying to morph smoke from one shape to another using keyed particles and the flow source of my smoke set to the particle system.
So far i was able to simulate the motion but the smoke render looks a bit weird:

As you can see the smoke has roughly the shape of suzanne the monkey, though i would like it to have less of those ripples on the surface and more detail around the eyes.

I tried a few things like higher density, bigger particle size in simulation cells (or smaller) but it always has those ripples on the surface.
Here is my current node system of the domain:

I have to say im not even sure whether or not this is the right approach for this. Im not a professional artist (just a programmer trying basic stuff in blender). I appreciate any useful feedback!


texts: Animation will not render in 2.83 or 2.9 despite set keyframes being set in viewport and pose mode

texts:
Here's the link to my file (don't worry about the textures): https://drive.google.com/file/d/1PyYTDLBEUdPtc7opcM9FJ6vaLi8TXXWD/view?usp=sharing
The rig isn't totally mine, it's a modified version of RoyalSkiesLLC's rig that I adapted for my own use. The problem is that in any version newer than 2.82 the rendered animation will only show whatever pose I had on my viewport timeline throughout the render. For example if I had my timeline set to frame 1 the whole rendered animation from frames 1-30 will only show my pose from frame 1. I have no idea what to make of it, I spent a long time customizing the rig, but I would have to go back to 2.82 to use it. For mor current versions (which I would like to use) may have to construct my own from scratch or through rigify or blenrig, but that would lead to even more tweaking and customization not to mention my inability to customize generated rigs to my liking. I would appreciate any help, thanks!


texts:
So, I was importing a model from Mario Odyssey into Blender, when this happened:

Is there any way to explain this?


texts: What is the best way to put an array pattern onto a flat surface?

texts:
For the past couple of weeks I've bene trying to place a repeating hexagon pattern onto the top of a cylinder.  I've watch multiple tutorials on using boolean modifiers, but I always get a few tiles missing along with artifacts.
I've used the boolean modifier with success to cut out the cylinder's surface first (no tiles hanging off into space), but that's as far as my success has gone.  I've joined vertices on opposite sides of the cylinder to create equal density mesh, but I oddly enough seem to lose more tiles doing that successfully add to the cylinder.
My goal is to 3D print the final image so my little hut will have a tiled floor.  Any suggestions or even tutorials to watch would be greatly appreciated.


texts: How to remove background HDR of rendered image using compositing? I tried the below, and it doesn't seem to work.


texts: Why is Blender's IK pole target system so difficult? Am I missing something?

texts:
I'm accustomed to doing my rigging in Maya. I enjoy the precision and the constraint system is excellent.

I decided to broaden my horizons. Now the rage:

Over the past day and a half i've been messing with Blender's IK system and found it to be terribly bad. The pole target system flips my IK unless I make some pole angle adjustment. I already know how to set up the pole target so my rig doesn't twitch, that's not the problem. The problem is aiming my IK at the pole target WITHOUT having to touch the pole angle. The only way to achieve this is with a bone roll setup that hasn't been adjusted at all.

How in the hell do you guys do this? Is there some addon i'm missing?


texts:
I am trying to create some graphic matches on action (on either side of a transition, similar shapes are in the same place on the screen.

To accomplish this, I have an image with some targets which I would like to keep semi-transparent so that I can scale and move my footage underneath to precisely the right position.

I have considered pushing each clip into a separate plane on a separate screen, but I'm not sure how I would get a semi transparent overlay using this. Anyhow, it would be preferable to keep my edits within the VSE.

Any ideas?


texts: Masking out one texture on top of another with precision detailing

texts:
In my model, you will notice a silver paint that is applied to the surface of the black material. I'm looking to layer the silver material on top of the black material and then perfectly mask out the silver material in order to get those silver graphics and rune symbols using nodes. I got confused by some of the tutorials I was watching, sadly. In my file you'll notice the silver is covering the entire model and i've used a mix shader on it and the black material (i'm assuming my nodes are set up poorly, but I'll let you be the judge). I've attached my blender model and screenshots of both the 2D design and current WIP of the model. Thanks for your time!

Blender File


texts: Re-import updated CAD model into blender, retain existing surface materials and settings

texts:
Good day everyone.

I am an Architect who primarily works in Archicad, Revit and SketchUp. I recently started to learn my way around Blender as I would like to use it as an Architectural visualization tool.

I can export a building from Archicad just fine, import it into blender, apply materials, lights etc. just fine and render it.

The problem I'm running into is that whenever I have to make changes to the Archicad model I don't know how to go about re-importing the updated CAD file to blender without having to redo everything in blender ( materials, lights etc.)

Is there a way to do this in Blender similarly to programs like Lumion and Artlantis?

Regards,
Hanrich


texts: Number of verts doubles after using symmetrize tool in Sculpt Mode

texts:
this is the first time I sculpt anything and that's why it is really confusing.
In the beginning I had 700.000 verts, file size 50mb

Then it got to 8.000.000 verts, 250mb, I didn't notice that

Now, when I edit the last model just a little bit, number of verts goes to 17.000.000, 400mb, after using the symmetrize tool

Stackexchange doesn't let me post the 3d image and deletes my "hello"

I haven't used any modifiers, exept mirror on eyes, added only a lamp.
Although, at some point I colored some vertices.
Is this normal? If not, what could be the problem?


texts: Why does Subdivide Smooth look different when compared to the Subsurf modifier?

texts: When I choose the Subdivide Smooth option in edit mode it looks different from the Subdivision Modifier. Not only is it smaller but also the shape of the one from edit mode seems distorted.


texts:
I've opened up the default scene in blender and from what I understand 1 Blender Unit is equivalent to 1 meter.

Now I exported a cube where I had the scale set to 0.025 on all axis. 0.025 is roughly equivalent to 1 inch. However when I imported this into scenekit via XCode and placed it into a scene it was twice the size of an equivalent Cube I created directly in XCode to match the same scale. The XCode generated cube was appearing at 1 inch (using some AR functionality here to verify the measurements)

Having toggled some scale menus in Blender to show units I can see that my 0.025 scale in blender is actually equivalent to 5cm or roughly 2 inches

If I used the dimensions window to explicitly set my dimensions to be 1 inch, it returns 0.013 as the scale (validating to me that it is double the size).

Being quite new to Blender I'm not sure how the scaling is meant to work. Can someone explain to me what's going on here?


texts: Animation Node Tree breaks animation update when rendering a movie, works fine when rendering frames

texts:
As objects move towards/away from camera I need the outline thickness to remain the same in appearance. Outline thickness is achieved by driving the thickness value of the solidify modifier.
I setup a node tree with two subprograms, one per object, to make the thickness adjust at every frame based on each objects distance to camera.
Problem: with more than one object, rendering the animation does not work.
rendering 1 Image at a time using F12 works, but is impractical to do manually. If you can suggest a python script to do that (render and save a single frame, move fwd 1 frame, loop) I'll take it as a workaround.
When I render animation using Ctrl+F12: (Movie or frame sequence makes no difference here)
The node trees update (auto execution on & frame changed checked) but the animation of the objects does not update.
If I delete one of the two subprograms everything works fine but then my outline only works for one object in the scene which is not an option. I do not want to render each object separately and composite, I have too many in my projects.
So it seems to have an issue with two subprograms in the same tree perhaps ?
I also tried separating the two subprograms, each into their own node tree and that made no difference.
Please let me know if it is a bug, or if I am setting up my node trees wrong perhaps which is entirely possible.
Test file here:
https://drive.google.com/file/d/1a1rTAMD-e3w-YHKuWZ0ubgkJ2Htj-2Q_/view?usp=sharing


texts:
I applied the subdivision modifier a while ago.
But Blender can't take it anymore I really need to undo it!
I already start over a bit with the project but I really do not feel like making the wings all over again and the hair....can someone help me?


texts: Adding Subsurface Modifier to Cylinder Not Smooth

texts:
I'm trying to get a nice rounded end to a cylinder. When I add a subsurface modifier plus an edge loop, the edge looks 'choppy':

Is there a way I can get this smooth? I've done this previously, but this was by adding a sphere at the ends. It would be nice to not have to add extra objects if possible.


texts: How to make small objects emit a ton of light?

texts:
So, I'm trying to create a chemical plant model, and you know how when you drive past an oil refinery at night it's all lit up with dozens of lights and it looks really cool?

That's what I'm going for, but the problem is, my model is HUGE! And when I make the sphere that asks as the light bulbs and I only add a basic emission shader it doesn't give off enough light and if I increase the strength it only makes the light more intense.

You can see here, the light isn't giving off anywhere near enough light:


texts:
With the sculpting i have made a alpha brush and imported and applied but im getting rough and not perfect result of extruding. I have a reference videos regarding Zbrush. Can its possible to make this clean extruding with the alpha brush.

Reference Video 1

Reference Video 2

https://imgur.com/gallery/8EbyrIY

Can i achieve those result seen in video in Blender and how. Any suggestion or help how it works.


texts:
I have a List (verts_index_list) of 2 numbers that represents the index of 2 vertices. My goal is to collapse all vertices that are on the shortest path between those 2 Vertices. I looked in the blender api and saw that there is a function shortest_path_select() that should do what I want. So I wrote :

for v in verts_index_list:
    mesh.vertices[v].select = True
bpy.ops.mesh.shortest_path_select()
bpy.ops.mesh.edge_collapse()

but it does not work. The terminal prints the following warning :

  Warning: Path selection requires two matching elements to be selected

I don't understand... I selected exactly 2 vertices ([v for v in mesh.vertices if v.select] gives me 2 Elements). So my question is: Do I have to update something before calling shortest_path_select?


texts:
I am wondering if there is a way to setup a local server to render blends on my network.

Work on a model on client, press a button through some add-on, send that file to the server for rendering. Is there anything like this?


texts: error message "system is out of GPU and shared host memory" during rendering

texts:
i am rendering animation with gpu. but when rendering between frame 1 and 2, there is an error message saying "system is out of GPU and shared host memory"
how to solve this error

(Render Cycles)
(Blender 2.91.2)


texts: How can i zoom in really close to a model without this 'xray' effect?

texts: I would like to know if there is any way that i can stop this from happening. I would like to be able to zoom as much as i want into / around a model without any of this stuff happening.


texts: Is it possible to download the manual from the Wiki and integrate it into the help menu?

texts: Is it possible to download a PDF/HTML snapshot of the Blender Manual from the Wiki and integrate into Blender's help menu?


texts: How to reduce noise on transparent animation?

texts:
I am making an animation(in cycles render) where object is converting from diffuse to transparent(with 0.9 value on mix shader). I am using branched path tracing (with square samples)

Below is the rendering sample. All rendering is good except for the transparent part.

I am using Diffuse material with Transparent material(mix shader value changes from 0 to 0.9 in animation)

Below is the shader window.

Its taking 2mins per frame.
How to make it look perfect in this render time?


texts:
I didn't know how to describe my problem in the title, so I'll try to do it here. Below I have a project. I needed to take a small piece from the middle of the object, and I couldn't get sculping to work, so I just used knife tool and excruded after I had created what I wanted.

Now, when I'm finally rendering, I'm getting unwanted things on the render result, caused by these extra verticles. Is it possible to remove them? I tried making the holes new objects, but that didn't really work.

Oh and, with 'verticle', I'm refering to the line that connects the hole into the rest of the object.

http://www.filedropper.com/blend1 (a link to the blendfile)


texts: Why archipack menu only appears when object is selected?

texts:
I've had my first experience using archipack with Blender. I've already had an issue that I haven't found covered elsewhere. Blender crashed while performing an archipack task and, upon restarting, the Archipack menu had gone from the sidebar.
If I create an archipack object with the Add Mesh option then the menu appears whilst this object is selected, but vanishes. Should I deselect that object? I know I could carry on with the Add Mesh option but I find it slower and am much faster with the sidebar interface opened. Any suggestions on how I can restore this functionality?


texts:
Just out of curiosity, what exactly is going on behind the scenes when that "Cancelling" is shown on the top header?

Example: In the compositor, add a viewer node and a couple of nodes.
Preview the final result. When Blender is computing the nodes there is a bar on the top header with the completion percentage.
But if I decide that I want to stop the preview for some reason and disconnect the viewer node then the bar gets lighter and a "Cancelling" message appears next to it.

This "Cancelling" can take a looong time when working with heavy scenes.
What exactly does it mean?
Thank you!


texts: Location keyframes shift (move) by script

texts:
I'd like write a script.
There is an object with several keyframes. (example in 1,50,100,120 frames)
I need an index and a shifting factor (let it index=2 and shift=30 frame)

The script need to stretch (or move) the keyframe after the index with shift factor.
So when the script finished then the keyframe positions will be (in this case) 1,80,130,150)
I dig the blender API and I wrote some scripts already but I don't know what can I do.
Please help me.


texts:
I downloaded a rig file when i was using blender 2.79 and worked perfectly with rendering , texturing and so son

but after i uninstall 2.79 and start to use version 2.8, faced some problems

1)The rig is not textured (even in rednered mode) anymore when i open it with 2.8
2)When I texture the rig and render, it doesnt look like what was rendered in 2.79 original file It just looks like texture itself rendered

in 2.79 it looked like this

in 2.8 it looks like this

Any solution....? plz


texts: Rotate parent selection with animation nodes

texts:
I've a question with regards to animation nodes.
I've created an array of 36 triangles. With animation I've created two animations. One rotates each triangle over its Y-axes with a delayed falloff. The second animation creates a second movement on the X and Z-Axes. See the node graph below.
I would like to add a third movement, but now rotate the entire collection on the Z-axes. I created an empty and tried to set it up as seen below.
When playing the animation only the last triangle part of the  parent is moving. I've tried multiple things but at a loss how to solve this.

Hope you guys can help out.

Thanks in advance.

Cheers,
Ridder


texts:
I've used Blender a bit, so I've been enjoying how usability has improved in v2.8, but I was in Animation view - timeline, dope sheet and view - and accidentally touched the keyboard - POW! The view changed to only the dope sheet. No menu items along the top, no '+' or little black rounded triangles in the corners to let me drag open new windows, nothing.

So I re-started, and got the menus back along the top; I can open the alternative views, but Animation is stuck on just Dope Sheet, nothing else. I have tried every keystroke/combination/mouse-clicks, but the only points on the screen where I get up&down arrow (indication I can click & drag) don't do anything. Just the Dope Sheet. How do I get more windows open?


texts: CPU+GPU hybrid rendering not showing (2.92.0)

texts:
I have a Radeon RX 580 and a Ryzen 5 2600 and would like to use them both for hybrid rendering in cycles. While they are both enabled in preferences->system->OpenCL, there are only options for "GPU Compute" and "CPU" under device for Cycles and no "GPU+CPU" option. Is hybrid rendering not an option for me or is this indicative of a driver/software issue?
I am running Blender 2.92.0 (installed/managed from Microsoft Store if that makes any difference).
Thank you!


texts: Primitive shapes whose parameters are dependent on their relative postiton

texts:
Fist time posting. I love Blender (a hobbyist new user making stills and stuff) but if it is not the right software, feel free to send me off.
I'd like to have a sphere and a cone whose base is formed of the tangent points of the rays cast from the cone's tip to the sphere, depending on how far the cone's tip is from the surface of the sphere. In other words, the cone would always depict a visual horizon of the sphere: approaching it's half and an infinitesimal angle as the distance goes to infinity, and an infinitesimal radius and a 180 degree angle as the distance approaches zero. I would then be able to keyframe the distance to create an animation of how the shape of the cone changes depending on it.


texts: Using python and bmesh to scale/resize a face in place

texts:
I'm playing around with bmesh and have run into something I can't figure out how to do and can't find any related documentation on.

I have extruded a face directly outward (after subdividing a larger object to create it) and now want to scale it inward after the extrusion. When I try to use bmesh transform and scale operators (code below), it ends up moving the face location, apparently in relation to the global space. It seems like the answer is related to feeding the proper matrix into whatever function I'm calling, but I haven't quite wrapped my head around how it all works yet.

Here is what the result looks like just after the extruding operation:

And here is what I'm trying to achieve:

Basically, what I want is to use the equivalent of:

bpy.ops.transform.resize()

...inside of bmesh, to scale the face on the X and Z axis in place/relative to the face center.

I've tried performing the operation using the scale operator with different "space" arguments:

face = bm.faces[0]
bmesh.ops.scale(
    bm,
    vec=(.5, 1, .5),
    space=matrix,
    verts=face.verts
)

I've also tried using the transform operator with manually constructed matrices

face = bm.faces[0]
matrix = mathutils.Matrix([ ... ])
bmesh.ops.transform(
    bm,
    matrix=matrix,
    verts=face.verts

I can't figure out how to get the boundaries of the scale transformation space to be confined to the face area.

Thanks for any insight or help!


texts: Transforming UV vertices using numeric values in Blender 2.7

texts:
How can I perform Move, Rotate and Scale transformations on UV vertices using precise numeric values?  Is there an add-on I can use?

When I transform most types of spatial elements in Blender, the Tools panel displays a panel of options for that transformation, particularly a list of numeric input fields.

When I transform UV vertices in the UV/Image Editor, no such options panel appears in the UV/Image Editor Tools panel, but an options panel does appear in the 3D view Tools panel.  When I adjust the numeric values in that options panel the mesh gets transformed instead of the UV vertices.

When I transform UV vertices in the UV/Image Editor, copy the logged python code used to perform that operation, and run that code in the python console, the mesh is transformed instead of the UVs.

It seems that Blender's UV transform UI is simply a half-hijack of the regular transformation workflow.


texts:
Using 2.67b for python scripting I get this:
while importing math, numpy on the scripting console, internal variables seem to be fine
but when running scripts need to manually define numbers likely to be enabled when importing math, numpy like PI, E, C and several others I think.

Could that be a version problem or do you have to manually define each variables and constants over the scripting editor?


texts: How to input a list in the parameter of the "Evaluate Spline" node in animation node?

texts: When I connect the "Evaluate Spline" node and the animation node nothing happens. It stays disconnected.


texts: how to push back / repel clothes from a surface?

texts:
Hello!

I am trying to design clothes to a character that I made.

And I get stuck on that problem:
Is there an easy trick to repel the clothes from the body.

I modeled the clothes above my model but the holes keep happening.
I tried with shrink wrap Offset but it just makes the clothes to wide.
I tried to use the cloth simulator, but it doesn't solve the problem, and adds a lot of wrinkles.

thanks for the help,
Mathieu


texts: Over the course of modelling, my mesh has gained a bit too much geometry. If I use the Decimate modifier, it tells me I need to get rid of my Shape Keys, if I do that, the modifier messes up my UV seams. I've tried using Planar and selecting UV, but that just makes a mess of the UVs and the textures, even if I re-unwrap them.


texts: Can somebody help with this problem? There is a way to fix it?(Sorry my english)


texts: A Disabled User in need of Suggestions/Help (UI Question)

texts:
I have a minor case if Cerebral Palsy which affects my left hand therefore using some of the keyboard shortcuts are impossible for me to use.  I’m using Blender 2.8.

Just a few Examples of the problem keyboard shortcuts (in Windows)…

Ctrl+Alt+LMB for (Bridging Edgeloops)

Shift+Ctrl+ALT+C for (Set Origin)

I have tried making Macros but they are too limited.

I’m hoping someone has any suggestions,


texts: Why does the result differ from the original, after baking hair?

texts:
When I bake a hair particle simulation, the hair becomes strange and detached from the emitter mesh; what did I do wrong?

Original:

After Bake:

I used the default hair dynamic settings, but also tried to fiddle with hair weight and still get the same result. If relevant, I am using Blender 2.74


texts: How to use Overlay layer in Grease Pencil to show drawing only over desired background


texts:
I applied a noise texture for some displacement on my cupcake, and now I'm getting weird artefacts. I, however, can't tell if this is due to my atrocious modeling skills or something in the nodes. It could be due to the way I unwrapped the model too though.
Secondary question: what's the semantic difference between model and mesh?

I know there's something going wrong in here.


texts: Why will 'Copy Rotation' constraint make this object point in an unexpected direction?

texts:
I'm trying to get an IK rig set up for a lamp and have tried to use constraints on the objects in the scene.

What I'm trying to do is to tell the lower strut of this leg to copy the rotation of the strut next to it (which is parented to a bone in the armature), however, as soon as I set the target to the parallel leg, it flares out from the model in a way I didn't expect.

I've tried to change the axis in the 'Copy Rotation' constraint settings to no avail, checked the origins of the objects but I can't quite wrap my head around why it's behaving like this - any idea where I've gone wrong?


texts: (Animation nodes) Is there a way to instance objects inside a subprogram?

texts:
I'm working on a recursive fractal where a hand splits into 5 new hands, much like this:

but my node setup looks like this:

each of the 2 huge groups on the bottom is for just 1 level of recursion. Since the addon seemingly doesn't allow objects to be instanced inside subprograms, you can see at the top I have to output each new hand, instance it outside the group and pass it to the next level. That means, if I wanted to add another level, I would have to output all 25 individual hands, and exponentially more each level. Please, someone tell me there's an easier way to do this.
Here's the .blend file if you want to take a closer look:

www.mediafire.com/?vso1h3wk68jjmpt (just copy-paste it, my rep isn't high enough for >2 links in 1 post)


texts: Blocky smoke simulation doesn't change shape or makes a dark flash

texts:
I've been trying to make several smokes simuations.
I'always end up with 2 types of results :

1st one  is this strange compact & blocky  smoke that never change it's shape even if going upward....

what my smoke look's like

I've tried a few things to stop but nothing's working, changing resolution division or particle emmiter scale etc, standing still...

Or, but still rare, that my smoke do not form anything, but when my frames are re-looping, make a strange kind of "dark" flash and disappear the next 5 frames....

PS : i'm using Blender 2.9.1 & Cycles render engine.


texts: Trouble with baking Normal Map, it seem to be inverted

texts:
I am having some trouble with normal map. The normal I baked does seem to "join" really well. I didn't use an external software to create the map, all of are baked through blender using the "cage" method.

While, this doesn't cause any problem when if it directly apply to my  model.
However, problem will occur if I try to merge two normal map together.
My node setup for normal

I'm not sure how to fix the problem , expert guidance is really appreciated.
P.S.

I have checked for any flipped normal, and all of it is facing the correct direction.
I have tried the inverted node setup to flip the green RGB value(A method to suggested
by another post here to solve a similar looking problem). It didn't work.

The node setup of that post.


texts: Is It Possible To Create A Lens Flare In 3d Scene (Cycles)? Without Compositing?

texts:
I am trying to create a scene looking through a dirty window or Lens and I am wondering if it is possible to create Real time Lens flare with Cycles.

Shining the light directly at the camera with a dirty glass plane (lens) in front of it. Is there some kind of node set up to get the glass to refract a "lens flare" that the camera could pick up.

Doesn't have to be realistic.

I feel like it can be done, but I can't control it at all.


texts: Strange Shadowing on Object with Array Modifier

texts:
I'm creating a Map for Garry's Mod PropHunt but having some odd shadowing issues.

For example on the supports left and right of the trackbeds:

Somehow one of the support array's duplicate has odd shadowing,
aswell as one of the fence's.

Rotation & Scale are applied and normals were recalculated, so nothing wrong there.

Do you have any ideas what's wrong there?


texts: Making and exporting custom split normals?

texts: i imported this model and some of the edges are shaded smooth even thought they are split. I know it's because it has custom split normals but i don't know how i would go about making my own model like that within blender and then exporting it


texts: Blender Smoke Simulation More Whispy and Thin When Holdout Transparency Enabled

texts:
I have a file in which there is a smoke simulation. It looks fine in solid view and in the render preview. I go to Film, check Transparency, and then use the holdout button (which is hidden) in the property outline for the collections that I do not want rendered. This leaves me only the smoke, and the object blocking it with masked out transparency. It looks fine in the view port, but the final render comes out with this thin, whispy smoke with holes in it, which is far different from the preview render.
Here are some photos: https://imgur.com/a/4CHuLvz


texts: Is it possible to bake a simple metallic texture in Blender?

texts:
I am so sorry for my stupidity with this. I've just never bothered to explore this question before. I'm making a nose ring to be used in Sims 4 and am wondering if I can bake a metallic diffuse for my mesh in Blender rather than futz around in Photoshop with my exported UV layout trying to paint accurate highlights and shadows.
I suck at Photoshop.
And at Blender.

What I usually do is bake an ambient occlusion image like this tutorial shows: https://theslyd.tumblr.com/post/145955896221/tutorial-how-to-bake-shadow-for-clothing-i
And then I take the baked png into Photoshop and try to add shadows and highlights to give the impression of a metallic shine. Sometimes, I'll find a picture of something metallic and tweak it in Photoshop--that's what I did with the ring portion of my mesh in the linked images. After I've edited my baked image in Photoshop, I open my mesh in Blender and in the UV editor section I open my png that I've painted and see how it looks on my mesh. 90% of the time it looks wonky and I have to tweak the png in Photoshop, then open it up again in Blender to see how it looks. It's so tedious and since I'm terrible at painting, it's a long and frustrating process. I'm hoping it's possible to bake a texture that has a metallic look to it. It is possible to bake a satin texture, so I'm assuming it must be possible to bake a metallic texture. Here's what I mean with the satin texture: https://magnolia-c.tumblr.com/post/173990833582/tutorial-how-to-make-satinsilk-texture-step
Here are a couple of images of a recent attempt to texture my mesh. I'm hoping the images clarify things.


texts:
I have been using 3ds max as my main program for archviz. Due to a change in workplace I no longer have access to a licence and have been looking for a free alternative and found blender.

My usual workflow in 3ds max was to import plans in either DWG/DFX format, I would then trace the walls using 2d snapping with splines and extrude the splines to create the walls.

Is this workflow possible in blender or would I have to use boxes and move the vertices in edit mode to fit the plans?


texts: Python: Placing objects around a spheres surface with proper rotation

texts:
i have a script to duplicate an object, and place the duplicates at random coordinates around a spheres surface, and then point those objects away from the center of the sphere. It almost works but the calculation for the rotation of the objects is off by just enough for it to not look good at all.

I've search a lot for what i am doing wrong, but the very few solutions I've found are very out of date.

Here is my code, assumes sphere is at 0,0,0 world coordinates:

def PlaceSpike():
    worldLocation = Vector((0.0,0.0,0.0))

    radius = 2.4

    latDeg = randint(0, 360)

    lonDeg = randint(0, 360)

    scale = 0.1

    #Create new object to be used
    pin = DuplicatePin( 'Spike', bpy.data.objects['Cone'], bpy.data.materials['pin'], 'Diffuse BSDF', Color((1.0,0.0,0.0)))

    latRad, lonRad = radians( latDeg ), radians( lonDeg )

    x = cos( latRad ) * cos( lonRad )
    y = cos( latRad ) * sin( lonRad )
    z = sin( latRad )

    location = Vector((x, y, z)) * radius

    locationFromWorld = location + worldLocation
    scale3D = (scale, scale, scale)

    aroundZ = Quaternion( (0, 0, 1), lonRad )
    aroundY = Vector( (0, -1, 0) )
    aroundY.rotate( aroundZ )
    aroundX = Quaternion( aroundY, latRad )

    rotation = Quaternion( baseRotationQuat )
    rotation.rotate( aroundZ )
    rotation.rotate( aroundX )

    pin.scale = scale3D
    pin.location = location
    pin.rotation_euler = rotation.to_euler( 'XYZ' )

for x in range(10):
    PlaceSpike()

Here is what it looks like:

I'm having a very hard time figuring out what to do, I'm not even sure anymore if i am doing it the right way and would appreciate the help, thank you.


texts: How to make this face look more voluminous, round and friendly?

texts:
i´ve created a lion humanoid with blender, but the face did not yet get the look i wanted it to have:

i have found a picture of a model in the internet with the right looks:

is there an easy way to make my model look more like the other one, by using some modifiers or doing something?

(ignore the errors at the eyes, i allready fixed them)


texts:
i'm new to the blender and i don't really understand why is this happening

when i'm trying to paint these rhombuses its paints a handle too
UV Map:


texts:
I used animations from Mixamo for a game project, a humanoid character (ybot). I used an add-on called Godot Game Tools to combine different animations and duplicate them. I duplicated the animations and modified the rotations of spine bone and replaced the key frames. When I opened the project later the animation had some unwanted transforms in it. The character is shifted slightly to up.

Screenshots:

When I was modifying this animation there was no such problems, when I changed the animation to something else and back the problem occurred. Every animation I made this way has problems like this. I did it yesterday and I noticed this today when I opened my Blender project.

As a workaround for now I opened each animation and changed the transform of the hip bone individually. I have to again modify many animations to correct this.

Is this a bug ? What causes this problem and why ? How can I fix it ?

Please help!

Edit: Here's the blend file


texts:
I have this problem quite a bit and I can not figure out why. I have looked up many posts in several forums but no one seems to have had this problem (that I can find). This appears to be a bug in the intersecting faces part of the 3d printing plugin. It happens in both 2.8 and 2.79b.

In this model I have 2 intersecting faces, yet they are not as you can see. Other times I have faces intersecting at a vertex, but again are not intersecting as they are just sharing that vertex. If I triangulate this model, it will have several intersecting faces at shared vertices, some of which do not exist now. I have also had models where I change something and the intersecting faces will disappear, even when I haven't touched them.


texts: How to add an object with texture inside another object?

texts: I am trying to make an eye. I made the iris in Photoshop and now I am trying to add it to a UV Sphere. I would like to make a realistic eye but maybe I am not in the correct way. Any thoughts? This is my work so far:


texts: How do I unfold a model in a way that its print ready for paper crafting? Ive tried 123D Make for crafts and its not working out the way I want it too, also I dont have windows for Pepakura (?)


texts: Can you make particles affect a rigid body?

texts:
I am trying to crumble a block like in the gif below. Is there a way to have particles act like bullets and crumble the block? - Here I have just animated some spheres to try and do the same thing.

I have only been able to make the particles bounce off surfaces but the actual rigid body object's are never affected. i.e they stay put.

I am using cell fracture and bullet constraints for the block in the top image.

If it's not possible then is there a way to have a block 'crumble' away using forces rather than particles?

Thanks


texts: Problem with armature with automatic weight

texts:
I am relatively new to blender and was following this YT tutorial, everything was going well and my IK were working on the bones, but, when I tried to parent the bones to the mesh everything went chaotic. I have tried subsurf and mirroring but I might have done something wrong. Here's the before

and the after

I don't know if I can upload files (if I can please tell me) but I would preffer to know why it doesn't work, anyways here's the .BLEND file on Mediafire.


texts:
I am trying to go trough a simple Blender tutorial in which I need to use module Rasterizer. Unfortunately my Blender has no such module. As far as I know Blender has its own Python so there should be no collision with other

EDIT: Yes, question concerns BGE. As fas as I saw I have none of the modules that should be in Blender: no bge for example. I dont think there is need to get the link to the tutorial, as Blender Python console simply states that script failed, and the script is:

import Rasterizer

or

import bge

both fail.

EDIT2: I have downloaded a new version of Blender 2.68a. When it starts writes: found bundled python. I have for example bpy module but no bge module. It seems I have absolutely no Game Engine module. What a pity! :(


texts: Copied and pasted a working fluid simulation objects and settings to another blender file but it does not work

texts: I'm again here that I'm trying to understand how works the water simulation. I've been able to create a realistic water simulation,but probably I haven't understood how I reached the result because I done the same thing for the second time but this time it didn't work. I copied and pasted the objects from the working blender file to another blender project,so objects and settings should be identical,but I haven't obtained the same result. The water does not flow correctly. After 3 days of full work,I resigned,I'm tired and I want to be helped. I attach two blender files,the working one and the not working one.


texts: I'm trying to enable my polystrips addon but I receive this error every time I try to check the enable addon box.


texts: My UV map is in triangle shape not rectangular

texts:
I've seen many videos explaining "Tris to Quads" but it just not work for my mesh. I've tried the "tris to quads"  but my mesh would still have the messy UV map instead of the rectangular grid one (as shown in the first picture). Also remesh doesn't solve my problem because it would mess up my mesh form. As the title say how do you guys set your mesh wireframe to rectangular grid shape? (the second picture is the reference of the grid wireframe that I wanted it to be)

Can anyone help me out with this? I'm very much new to this program, but I need to get my UVs unwrapped in neat grid like the second picture.
Sorry for my bad explaination.


texts: "File format is not supported" when trying to open a 2.72 .blend file

texts:
I was looking into Sun Rays done in Compositor, so I headed over to this link.

Neither of the two files hosted there (Windows.blend and Sky.blend) could be opened by my 2.78 version of Blender:

I have always been able to open older files, even much older files, so what is going on here and why can't I open these files?


texts: Is there a way to make smooth interpolated motion with the graph editor?

texts:
I do animating entirely manually, sometimes 1 frame by 1 frame. Then, I discovered the graph editor and thought it might possibly have some use, though I have yet to see how.

Suppose I make a basic animation of a cube moving in a diamond-like shape. Is there an easy way to use the graph editor to turn that diamond motion into circular motion so that the cube now looks like it is orbiting something? Because otherwise, even if you add extra frames manually, it will still look jagged, just a little bit less so.


texts:
I was following Andrew Price's tutorial on making dynamic rain. I followed the tutorial till a point where I found that there's something wrong with my particle settings....
This is what Andrew did

This is what I got

My particles aren't dying like his. So please help me friends. I can't get his starter file also as there's something wrong with it :(
Here are some pics about my particles setup :


texts: Shortcut to add faces following the loop when re-topology

texts:
let's say I'm in the situation shown in the image here under:
I want to quick add edges/faces following the loop.
The method I'm using is "select 4 vertex" and add face with F. But this is quite long and I saw many 3d artists doing it very quickly (without the need of selecting vertexes all the time).

I'm also using F2 addon, but I don't think it can help in this context.


texts: Animal model Bone Heat Weighting Problem

texts:
i've modeled a rat and i'm trying to get it parented to an armature through automatic weighting, since i dont have any experience with weight painting. The problem is anytime i try to parent them, with any type of armature, i get a warning with "bone heat weighting: failed to find solution for one or more bones" written on it. After searching through the internet, i've seen a lot of people answering ways to resolve this problem, but none of them work with my personal project. What might this specific problem be? The model can be downloaded here.

Thanks in advance.


texts: Moving all keyframes forward/backwards in time, including bones?

texts:
I have an animation set up, which includes LocRot keyframes for bones (using the Pose mode). I want to tweak individual timing of events in my animation by moving all keyframes after a certain point forward or backwards in time.

For all regular objects, I found this can be done with the dope sheet - select all objects, then brush over all keyframes in the dopesheet (in summary view), and move them left or right.

However, this does not seem to apply to bones/pose transforms -- when I highlight all objects, the keyframes for the bone transformations are not visible on the dope sheet, and thus can't be moved along with the rest.

How can I move keyframes of both regular objects and pose transforms with a single operation?


texts:
Simple file with one circle and one text object.
When I try to associate the text with the circle under F button there is no circle on the list.

Is this a bug?

Blender file:
http://www.pasteall.org/blend/31793

Thanks for any ideas.


texts: How to "Hide a Collection in viewport" but not "Disable in Viewport" via script in Python

texts:
Hi Blender coders and artists.

I am updating one of my add-ons for Blender 2.8 and have run into some  issues finding the appropriate way to hide a collection that is added to my scene.

I want to deselect the eyeball on the toolbar with a python command in a script but I don't want to disable the collection in the view-port entirely as it is used as a collection in a particle system.

I just want to deselect the eyeball circled in green below.

Anyone know the python API for this?


texts:
I have not been able to find how to set this property in any forum.

I am trying to set the transform orientation from 'GLOBAL' to 'GIMBAL' through python.

blender api has the transform_orientation property:
https://docs.blender.org/api/blender_python_api_2_78c_release/bpy.types.SpaceView3D.html

I have not been able to set this property.
When i hover over the property in blender i get this

bpy.data.screens["Default"]...transform_orientation

**I know of gimbal lock.  Lets just assume i already know this and have accounted for it already in my rotations.

I have already manually set up all of this using the UI and it is working perfectly.  I just need to know how to set this property using python script.

Thank you.


texts: Distortion Coefficients and Camera intrinsic of blender's cameras?

texts:
I'm looking to run a SLAM algorithm over images generated from blender but I need to know the intrinsic properties of the camera. I've taken a brief look at the python api and there doesn't seem to be a way to find out the distortion coefficients of the camera, I specifically need k1 k2 p1 p2 k3 (The radial and tangential distortion). Can anyone point me in the right direction?

Cheers,
Sam


texts: BGE: where to place external python modules when exporting for Mac OS X

texts:
Say that I am developing a game on Mac OS X, and I want to export it as a runtime (for Mac OS X).
I can use the "Save as Game Engine runtime" plug-in.
This does not take into account my external scripts (I use python controllers in module mode).
Say that I have all the scripts in a "scripts" folder and I am using Monster's LinkedPythonFolder (link), or any other method, to make Blender aware of this.

Where should I place the "scripts" folder once I've created the runtime "myGame.app"?
The only place that seems to work is the "Resources" folder inside the "myGame.app" package. I don't understand why. Is this because this is the directory where the exporter puts the "game.blend" file? (this is actually the myGame.blend file which is renamed by the exporter. Why does it need to rename that?. Isn't there any other directory that is in the Python search path? What about the folder where the "myGame.app" resides?


texts: check whether `trace()` collide a face at back or front side?

texts:
How to check whether trace(ray,direction,...) collides the nearest face at front OR back side?
According to OSL: Anomalous normals returned by getmessage("trace"), these below codes won't work because it always return value as front-face (automatically flipped) from ray's perspective.
getmessage ("trace", "N", tN);
getmessage ("trace", "Ng", tNg);

The same link suggests that backfacing() is the solution.
However, it doesn't work.  I will show a test case below.
I have 2 cubes.

Here is my OSL shader of CubeA.
For every point of CubeA, shoot +z ray, and check whether the ray touches CubeB at CubeB's back-face (return green) or front-face (return red).
#include "stdosl.h"
shader tN_anomaly
[[ string help = "" ]]
(
    output vector hitBackfacing = vector(0,0,0)
){
    hitBackfacing=vector(0,0,0);
    if (trace(P,vector(0,0,1))){
        string tObj;
        getmessage ("trace", "geom:name",tObj);
        if(tObj=="CubeB"){
            hitBackfacing=vector(1,0,0);
            if(backfacing()){
                hitBackfacing=vector(0,1,0); //: never reach
            };

        }
    }

}

The below image is the result.  It suggests that backfacing() always return false.
It looks like to me that the backfacing() just cares about whether it is back-face from eye perspective, not from the most recent trace()'s perspective.
Left image = they are overlapping each other. (The correct result should be green.)
Right image = CubeB is above CubeA (not touching)

Here is my blend file.

Here is another blend file.  It is very similar, but I stretch Cube2 in x&y axis to cover the whole Cube1.  It also prints log z which > 1.


texts: a python script that reads keystroke and mouse movements from a file and repeats them

texts:
I was trying to follow and recreate this tutorial / situation :

https://www.youtube.com/watch?v=hZbcN-omvkg

I see that he has using a script written in python that has recorded the keystroke and the mouse movements. Since I want to make the forest as close as possibile as it is originally,I've thought to write on a text file every keystroke and mouse movement that appears on the screen and then with some kind of script I would like that blender read the informations from the file and then it recreates the whole animation. Is this possibile ? Do you know of some script that does it ? Let me know. Thanks.


texts: Reload pressing F8 will not restore property to default?

texts:
Is it possible to reload by pressing F8 and restore property to default value? I don't seem to get this working? If there's a way to do so, would it work with EnumProperty?

bpy.types.Scene.my_string_prop = bpy.props.StringProperty \
  (
    name = "Text Field",
    description = "My description",
    default = "some default text here"
  )

In the panel def draw:

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

        #Set TextField
        col = layout.column(align = True)
        col.prop(context.scene, "my_string_prop")


texts: Node wrangler not appearing even when enabled in User Preferences

texts:
Screenshot here:

Here you can see:

Node Wrangler is enabled
Node Wrangler is not appearing in the panel
I'm using v2.77

How can I fix this?


texts:
I have made simple armature and a cube. When I try to add Copy rotation constraint to final bone from the cube it's direction is inverted. Whats wrong?

Thanks.enter


texts: load and change material with python script

texts:
My script is not functioning as I would like.  I am appending a material from a file and the material is not adding to the material list.

Second I am trying to change the generated ellipsoid to a different material.  I believe this code is simply changing the name and not changing to the saved material.

I can get around the first error by manually going to append and finding the file in my downloads.

Thank you for any support.  S

import bpy

mat = 'Gold'

path = "C:/Users/ME/Downloads/78-gold.blend\\Material\\"

#ERR1
bpy.ops.wm.append(filename = mat, directory = path)

import numpy as np
loc_scale = 0.05
anisotropy = 10

for k in range(10):
    for j in range(10):
        for i in range(4):
            context = bpy.context
            scene = context.scene
            # add a sphere
            offsetx,offsety, offsetz = [0.5 , 0.5, 0.5] - np.random.random(3)

            bpy.ops.mesh.primitive_uv_sphere_add(location=(2 - k + offsetx, 2- j + offsety, -.5+ i + offsetz), rotation=( .1 - .2*np.random.random(), .1-.2*np.random.random(), .1-.2*np.random.random()))
            sphere = scene.objects.active
            # scale to (rx, ry, rz) of ellipsoid
            sphere.scale = (loc_scale, loc_scale, anisotropy*loc_scale)
            #apply scale
            bpy.ops.object.transform_apply(scale=True)

#ERR2
            bpy.context.object.active_material.name = "gold"
            activeObject = bpy.context.active_object #Set active object to variable


texts:
Here what options in 2.7x:

Where is OpenGL render options in 2.8?


texts: I need to move an edge back along Y axis (as you can see on picture), but on that part's appearing humps. How can I get ride of them and keep it straight?


texts: Why doesn't the Graph Editor show my keyframes and connecting lines

texts: I have a Graph Editor open alongside the dopesheet, as you can see in the screenshot (following). The Graph Editor is not showing my keyframes or the connecting lines. I have checked to make sure the eye icon is turned on. I have also check in the previously asked questions and didn't find an answer. This seems really simple, but I don't know what else to do.


texts:
I would like to bend a complex bezier curve with a curve modifier.
What do I have to regard in respect to the curve that gives the shape?

Number of control points, location of curve in relation to the curve I want to bend, size of the two curves, etc.? Any hint welcome.

I get only a completely deformed curve.
Thanks!


texts: I am totally lost in blender and cant find my models

texts: So, I decided it would be fun to press numpad0 then shift-F and go exploring, and now I've lost my pine tree. I cant just press 0 to go to my camera, because I accidentally clicked when in shiftF mode. Help.


texts: Cubic bezier and cubic hermite interpolation for FCurves

texts: I am writing a custom import/export addon for a model file format that supports animations for cameras with cubic hermite and cubic bezier interpolation. Is it somehow possible to emulate the same interpolation effect using Blender's FCurves which appear to only support quadric bezier interpolation?


texts: Can't parent the mesh with automatic weights

texts:
I just started out blender its been a month, trying out all sorts of things so here i was doing some rigging following tutorials on youtube. i came across a problem which i haven't been able to solve for last couple of days. If anyone can help me out it would mean a lot.
Here's a link to the file ..
https://drive.google.com/open?id=1XM-krx5uN-FAF5TWUdxOtL7sxRpKXsw6


texts: I have a particular file in which renders are no longer updating according to changes to the model. The render output is far quicker than normal, and the Render Results show several users. Does anyone have suggestions? Thx for any help!


texts:
I've followed some tutorials on Volume Scatter material in Cycle like this one :
http://www.blenderguru.com/tutorials/make-atmospheric-lighting-blender/

But I can't go any further because of this :

This is the render of a Volume Scatter material applied on a simple cube.
Whatever the object, whatever the shape. If I turn on the volume on the complete scene, everything goes black.
CPU or GPU render, it's the same. I tried every single option in the render & material, it does not change anything... I'm out of option.

I was really fancy to use that awesome feature, if someone has a solution, I will be super happy !

Thanks !
Happy blending !


texts: In texture paint mode, is there a way for brush to be normal to surface instead of parallel with viewport?

texts:
By default when you draw a brush stroke in texture paint mode, the paint is applied as if you're spraying paint from the pixel you clicked on in the viewport to the model.  It would be useful if instead the brush was transformed so that it was spraying at the point on the model under your mouse cursor and normal to the surface.

Is there a way to do this?  I can't find anything obvious in the brush settings.


texts: Workflow and image/video formats for rendering high quality photos as animations?

texts:
I want to preserve as best I can the quality of digital photos taken in RAW format and then rendered as animation sequences in Blender. My workflow is as follows:

Process RAW (.cr2) images with Darktable
Export as OpenEXR
Track and composite animation sequence in Blender
Save animation as OpenEXR image sequence
Open multiple image sequences in VSE and render final video file

The OpenEXR format is very large (over 200MB per image). Do I need to use it in both steps 2 and 4? Also, what settings should I use for the final video render?


texts:
How to properly export Cryptomattes for Photoshop?

Seems I cant find the right thing on the internet so far.

In Modo, was just one click to get the " Color ID Pass"

I've tried EXR multi layer and it doesn't work, I just want a clean ID pass on material/object.


texts: Inverse Kinematics Not Working. Leg freaks out

texts:
So i am trying to IK Rig my character and i added knneIK and heelIK bones. When i add the iverse kinematics modifier to the shin bone it freaks out like crazy.

Here's what happens when i try to move the HeelIK Bone:
https://gyazo.com/24c3c96dbeb02493c0bf6b10dd143dba
Any help would be appreciated.


texts: How to add extra mesh with the animation

texts: I have animated the dog but forgot the tongue. I have parented the tongue with empty. I want to animate the tongue with the running animation (dog) . Any suggestion how it works.


texts: Emit map and mirror map? How can I texture emission and reflection?

texts:
How can I make the light affect other things from the emit map? Also a mirror map? I want a part of the wall that shows reflection of a mirror.

EDIT

I'm so confused. I'm in the cycles render now, and when I try to paint a mirror, it repeats..


texts: Copy Physics to multiple objects in Blender 2.8

texts:
I'm trying to convert a number of objects to have 'Rigid Body' Physics at the same time rather than having to do it one by one.

I know in 2.79 you could use the left hand toolbar to select "add active" as seen in this thread: Copy Physics To Multiple Objects

But I can't seem to find that option in 2.8


texts:
I have a model of an oldtimer car that we're renovating. I'd like to try what colors we could use on the car and would like to do it in blender, but the model is in .MAX. I tried exporting it to FBX, but when I import it into blender, some of the car parts are rotated wrong and all the materials are black. Is there any way to solve this without having to manually re-create all of the stuff manually?

The .max model is created with V-Ray. I do have a trial version of 3DS Max, so I can re-export to DXF and can install a trial version of V-Ray if needed.


texts:
I'm importing an .OBJ file. This is how it looks like when imported to Blender.

I don't want the transparent parts of the texture to be colored white.

I believe I need to adjust the Alpha channels to get rid of the white parts?

I'm in the Blender Render, Viewport Shading-Texture.


texts: More than 32 colours for gradients in Cycles?

texts:
I'm trying to use UVW generated mapping of a lot of splines and each spline has a lot of points. I want to add gradients of colors to the meshes and I hit a limit in Cycles ColorRamp. I can't add more than 32 colours for one gradient or I get an error.

Using python and any automated way, how is it possible to have a gradient with more than 32 colours that I can map on uvw coordinates ?

I already thought of breaking curves into many polylines but I'm trying to find a clean solution on the mapping side.

Follow-up, May 2015

This question arose from a previous one answered here How to colour vertices of a beveled curve mesh without converting to mesh?

I have curves with sometimes more than 32 points and I would like to color these points without converting to mesh I insist so UVW texturing is a good way to do it. However, the gradient node only accepts up to 32 colours.

So far, I solved the problem by writing an OSL shader that parses XML data.
The shader takes a value as input, let's say a voltage, and outputs a colour for it, based on a colour map. For scientific visualisation, it often happens you want to map some values to colours. So this answers your question gandalf3, the colours are representation of values of a certain unit and I don't think we can work on a pattern here.

What's important here is that a voltage at a given point is mapped to a colour, regardless of interpolation and all. Each and every voltage point will have its colour, which can then be interpolated with the following voltage point.
A voltage point can be anywhere along the curve so what matters is the ratio. 0.0 is the start of the branch, 1.0 is the end of it. Points can be somewhere within that ratio.

When we simulate voltages, the values change over time so the colours will reflect the state of each time step.

So here's the node setup:

The example below takes this XML data – produced on the fly while reading voltage values – and converts the voltage points to colours.

<report min="0" max="100" unit="mV">
    <compartment id="0" start="0.0" end="0.2" value="12.0" />
    <compartment id="1" start="0.2" end="0.4" value="25" />
    <compartment id="2" start="0.4" end="0.6" value="10.5" />
    <compartment id="3" start="0.6" end="0.8" value="38.5" />
    <compartment id="4" start="0.8" end="1.0" value="76.6" />
</report>

And the OSL sample code (took me a while to figure out this works!):

#include <stdosl.h>

shader xml_color_mapper(float Value=0.0, string Xml="test.xml", output color Color=(0.0))
{
    // The second parameter is an XPath string
    // Example string xpath = concat("//color[@name='",Name,"']/text()");
    int report = dict_find(Xml, "//report");

    string smin = "";
    dict_value(report, "min", smin);
    float min_value = stof(smin);

    string smax = "";
    dict_value(report, "max", smax);
    float max_value = stof(smax);

    color value_color = color(0);
    for (int comp = dict_find(Xml, "//compartment"); comp;  comp = dict_next(comp))
    {
        string sid = "";
        dict_value(comp, "id", sid);
        int id = stoi(sid);

        string sstart = "";
        dict_value(comp, "start", sstart);
        float segment_start = stof(sstart);

        string send = "";
        dict_value(comp, "end", send);
        float segment_end = stof(send);

        string svalue = "";
        dict_value(comp, "value", svalue);
        float value = stof(svalue);

        if (Value > segment_start && Value < segment_end)
        {
            float ratio = (value - min_value) / (max_value - min_value);
            value_color = color(ratio*ratio, 0.1, 0.1);
        }
    }
    Color = value_color;
}

The only drawback to this method is that I need OSL and thus CPU mode. OSL isn't supported yet in Blender (2.74) in GPU mode simply because it takes time to implement it.

Now that I have written the OSL shader, there may be a way to do the same with Cycles (math) nodes.


texts:
I'm new at scripting.

I know that it's a basic question but I tried everything I could and nothing works.

So here's my problem:

I want to create a shortcut that automatically sets up a mirror modifier to an empty and then my custom pie menu opens with extra modifier options.

The only problem is that the menu will show me the option only of the selected object, and in my series of code I'm stuck at selecting the empty. I just want to select the object I defined as "OB" and it's done.

Here is the code:

import bpy

OB = bpy.context.selected_objects[0]
bpy.ops.object.modifier_add(type='MIRROR')
bpy.ops.object.mode_set(mode='OBJECT')
bpy.ops.object.empty_add(type='PLAIN_AXES', view_align=False, location=(bpy.context.scene.cursor_location))
bpy.context.object.name = "Mirror Axes"
OB.modifiers["Mirror"].mirror_object = bpy.data.objects["Mirror Axes"]

# HERE I NEED THE CODE THAT SELECTS "OB"

open_menu("D Mirror Menu")

I tried:

bpy.context.scene.objects.active = OB

OB.select = True

bpy.context.selected_objects[0] = OB

bpy.context.object = OB

And many other methods, but nothing works, the empty is still selected !!
and I dont know why.

thanks


texts:
I am making a fluid simulation similar to this:

I want the fluid simulator to create bubbles like in the picture. Blender fluid already creates a few small bubbles, and more depending on the quality of the water, but I want my final product to have many bubbles spread out like in the picture. I don't want to use particles, however, because it is time consuming to do that, and some of the bigger bubbles should stick to the top of the water. Is there some way to add more bubbles to the blender fluid simulator, or some python script to do it?


texts: Changing rotation_mode from `YXZ` to `XYZ` without changing orientation?

texts:
I am writing an importer in Blender that appends a object and then moves and rotates that object by some stored values I have created in Unity and saved to a Json file.

I found that in order to achieve the desired rotation I must first set my object to rotation_mode='YXZ' then I can create a new Vector with the order (X,Z,-Y) and my object will be rotated correctly:

degToRad = math.pi / 180

myobj.rotation_mode = 'YXZ'
jRot = json['rotation']
myobj.rotation_euler = Vector((jRot['x']*degToRad, jRot['z']*degToRad, -jRot['y']*degToRad ))

#Do something here to convert rotation back to XYZ...

myobj.rotation_mode = 'XYZ' #this causes the object to rotate unexpectedly

But when I attempt to revert the rotation_mode back to XYZ the object then rotates to some other orientation and I don't know how to prevent.

I am not sure if I am correctly changing handedness and up/forward with my above example but it seems to work ok.

I am curious if it is possible to change the rotation_mode from YXZ to XYZ without the orientation of my object changing?

Or is it possible to somehow apply a "converted" rotation so I can just keep the rotation_mode as XYZ?

Thanks for help!


texts: How do I make a transparent brick texture?

texts: I have a grid set up with a brick texture, and I want to have only the green mortar showing up, so I tried setting the alpha for color 1 and color 2 to 0, but the bricks are still opaque. How can I fix this? Should I even be using a brick texture for this?


texts: Extract part of object using python script

texts:
I have a model of the inside of a mouth and I need to extract the teeth from it and remove the gums. How can I go about this?

I've tried search for manipulating meshes, layers but don't know where to start.


texts: Select vertex on a zero-angled corner of a quad face

texts:
Sorry, I don't know how to name these vertices properly (green highlighted).

They belong to a face which is technically a quad, but with one zero-angle corner.

Selecting by amount of connected edges or amount of adjacent faces includes corner vertices, which is unacceptable, because they define shape of mesh.

Any idea how to select them automatically? Or dissolve.


texts: Given location(x,y,z), check if object exists at that position

texts:
As the title says, I want to be able to check a location for the existence of an object. I'm randomly filling a space with objects and want to make sure I'm not placing an object somewhere that is already occupied. Current code is:

for x in range(1000):
    loc = np.random.randint(-100, 100, 3)
    bpy.ops.mesh.primitive_cube_add(size=2, view_align=False, enter_editmode=False, location=(loc[0],loc[1],loc[2]))
    bpy.ops.wm.redraw_timer(type='DRAW_WIN_SWAP', iterations=1)

I'd like to add something like,

if NOT location(loc[0],loc[1],loc[2]):
    add object...

Existing questions seem to be about getting location of known objects. I need the reverse of that - getting an object (or not) at a known location.


texts: Deleting object in hierarchy only removes top level object?

texts:
Trying to import animation fbx but that also imports another one of my character model. So of course I go to delete it in hierarchy view, easy enough. Right click, delete. Instead of deleting the parent object and all its children like I'd expect it to, it deletes the parent object and unparents the children so they remain in my hierarchy.
So my scene looks like this:

CharacterObject

then after right clicking that object and selecting delete:

CharacterBody
RootBone

Whoever was in charge of designing this deserves a flick on the nose... I googled all the ways of asking about this I could think of and couldn't find anything except instructions that seem to do nothing.
Is there an obvious way to delete an object in the scene that I don't see? Or Even better, a way to import an animation without importing the character object with it?


texts: How to convert an edge into a curved edge?

texts:
I need to curve a single edge of a plane.
I tried vertex bevel but either it didn't work or I did some mistake.

The plane I have:

The shape I want:

As can be seen in above images I need to curve only one edge of a traingular shape plane.


texts: Simple glossy balls in Blender internal renderer

texts:
I'm trying to make a bunch of balls bouncing around, and I want them to look really glossy and plastic/toy-like, using Blender Render.

I made a plane emitting light above the balls, to make a shiny rectangle on all balls, which looks pretty good, but the balls are all reflecting each other, so it looks kind of stupid like the image below.

How can I make balls, and other plastic objects that look glossy without making them reflect each other and still look shiny/glossy?

I guess I would need to fake reflections somehow?


texts: When I try to export from OpenStreetMap.org I get a file in this format: map.osm.xml and blender requires that the file to be a .osm file. I've tried just removing the .xml but it doesn't work. In Wiki it says thi "The XML data can be saved to a .osm file and filtered." Anybody know how to do this?


texts: Setting sun direction on sky texture with an empty

texts: I am trying to control the direction of the sun on sky texture with an empty, I set the direction of the sun controllable by the rotation of the empty with drivers, each axis corresponding to the XYZ direction of the sun, but the result is not behaving as expected.


texts:
I'm trying to install an addon called Panorama-Tracker, here's the link to it: https://github.com/dfelinto/Panorama-Tracker
The author mentioned that commands should be pasted in a terminal before installing the addon, I copied the commands, run Text Editor in Blender, pasted the commands and hit Run Script, I got an error of check Console, checking the console I saw nothing. I'm sure I'm doing it the wrong way, is there a possibility someone can show me how to do it right?


texts:
I'm really new to blender, I actually just started using it today. I'm usually pretty good at using software like this but I underestimated the difficulty of the tutorial I was trying to follow.

Anyways, I hit a problem towards the end of the tutorial and I think it was something to do with rooting light rays to the audio, and I think I linked my text to the audio instead of the light rays I made or something like that because my text seems to be locked and i cant add other keyframes on to it.

Basically what is happening is that the keyframes i made on the text disappeared and now instead of moving with the keyframes my text spazzes/pulses randomly with the bass of the music.

Something i noticed is that the location and rotation positions for the text are already keyed (in green on the right in the screenshot). I want to get rid of this.

Here's the screenshot

Thanks to anyone who might help me out here
-Tom


texts: How can unwanted rotation of hair particles be avoided?

texts:
A hair particle system is used to emit leaves from an animated tree, for some reason the leaves rotate. How can this be stopped? I know that I could convert the particles to meshes, but I would prefer  too keep the particles.

Two subsequent frames:

The settings:

Emit from faces instead of vertices makes it appear a bit more stable (but then no more particles will be emitted at the tips of the branches), not all leaves are rotating.

.blend


texts: Rig not moving in keyframe mode, bone locations turned green

texts:
I did something that I thought was just putting in another keyframe for one of my IK bones, but not when I move to another keyframe to adjust the rig, it will not move the mesh. There's a keyframe marker on the timeline.

(I think that's what that yellow diamond is) and the bone locations on the left have turned green.

What does this mean and how do I get back to moving my bones?


texts: I'm new to editing videos with blender. How can i delete selected frames from a video?


texts: Why is my model being resized every time I select the armature?

texts:
I have a model from an FBX file that I've imported into Blender with an armature from Mixamo.
When the file imported, its scale was 0.010. I fixed that by scaling the whole "Armature" object back to 1.0 after the import.
But every time I select the model's armature, it automatically scales back down to 0.010.
Why? What could this be? Is this an FBX issue, or a bug in Blender? (My version is 2.83.1)
Here's what's happening:


texts:
total beginner here so I hope I summarize my issue correctly:

so, I want to make a glowing object and for that (as far as I understood) I need to apply the emission node. However when doing so, all I get is this blurry area of pixels as shown here:

Does anyone know the cause and solution to this problem?

Thanks in advance!


texts:
I recently came across a free face mocap appilication https://play.google.com/store/apps/details?id=mx.motion.ar.facemocap&hl=en
It says we can use it to animate characters using tcp. Can anyone tell how to use this with blender?


texts:
I have a wing shape extruded in Blender, so what I have now is some sort of an airfoil along the z axis (0 to positive z) wiht the blunt edge to the right (positive x) and the sharp edge at the origin (0 x) (the rear side).

I want the rear side (z in origin) to be shorter than the front (z at positive x), that is, that the 3d mesh is tapered from the front to the rear.

However, when I apply the simple deform modifier and pick "taper" it deforms the model both in x and y (and not z) at only one side (positive z).

So the tapering is going in the wrong direction at the wrong place.

I added an empty to use as origin for the modifier, but it changed nothing. Can someone help?

note: I found a way that said I can use "o" and simply move the vertices at the end of the airfoil inwards and then the next ones would also move a litte bit, but this doesn't work either.


texts: Splitting an addon in modules vs having everything in one file?

texts:
Im wondering the pros vs cons of having an blender addon in a large python script (let say 7 thousands lines) vs splitting everything in different thematic modules ?

I think that In the end having everything in one file is much less prone to error for users (both installation and uninstall) and also less an headache of juggling with multiples files.

Is it all about personal preferences ?


texts: Why my final render is brighter than the preview in the viewport?

texts:
When I use the viewport to render, the result is different to the final render:

Viewport Render

Final Render

It's like the rendered image is brighter so I tried disabling the lights one by one to see if one of them is causing any problem. I also changed the light bounces from 12 to 1 but it made no difference. Neither Bloom nor AO or even changing the samples (from 128 to 64) makes a difference. I also tried rendering with 128 samples in the viewport and unfortunately it does not help.

Q: How to match the final render to the preview in the viewport?


texts: Does the Bone Selection Set Addon exist for Blender 2.8?

texts:
The Blender Manual makes reference to an addon I desperately need, but can't find or load in the addon section of Preferences in Blender 2.82a.

https://docs.blender.org/manual/en/dev/addons/animation/bone_selection_sets.html

It's occurred to me that it might be an out of date doc, and that this addon might be something that existed in 2.79 at the time of the doc's writing. Does anyone know if an updated version of this addon is around? Or if there is another addon that does the same thing?


texts: Why does my model tear apart at its vertices when attempting to pose?

texts:
I'll apologize in advance if this is an lame question or if I've missed an obvious step in this process, but I only just started using Blender and Unity yesterday, so to say I'm green would be a massive understatement.

Anyhow, my end goal here is that I'm setting up a model to import into Unity to then export as an avatar for VRChat. I've successly uploaded six avatars so far, all performed well while in use. However, each of those models were already rigged, which made configuring them in Unity infinitely easier.
Now, I recently downloaded an .fbx of Prophet from Crysis. Upon opening the scene in Unity, I realized it had no skeleton, and so I imported it into Blender to begin rigging. Creating bones seemed relatively simple, but when I parent the mesh with the armature and attempt to test posing, chunks tear away -- and in some instances it even affects areas in unrelated parts of the mesh, like the upper leg pulling chunks of the shoulder when rotated.

Before posing:

After posing:

Before Posing

After posing:

I've not yet manually weighted anything, I simply set parent with automatic weights. I thought maybe if I went in and specified weights that some of the issue might get resolved, but it either did nothing or made things worse.

Any advice would be immensely appreciated. I've tried to do my own research before asking for help, but Youtube and Google have proved unhelpful in this circumstance.

Here is a link to the .blend file if that would make figuring this out easier:
http://www.mediafire.com/file/5dj5qbojbfcsjtu/prophet.blend


texts: How to eliminate, remove or mute audio from video strip

texts:
Am new in Blender.
In video editing mode I added a video strip that is with sound. I saw mute audio button in other video editors. But in Blender, there is none though in strip menu there are mute strips worked for non-visibility but not muting the audio that comes with the video I added. Any help. I searched for this problem here, but don't found any solution. Thanks in advance.


texts: Blender shows this error 'Loading 'C:\file.blend': Missing DNA block;

texts: I tried to open my file in blender after restarting my pc and it showed this error.please help


texts: Smooth icon, left bar 2.8. Doesn´t work like 2.7

texts:
Iam getting back to blender after some years (I was just modelling ocasionally for simple figures, getting back again).

I used to use "smooth vertex" on 2.7 to make cleaner and flatter faces on the mesh as I was modelling, It helped to maintain from the beginning a nice model for 3d print, or clean faces in any ways. The "smoothed" vertex located into a better position if required.

Now I can see the "smooth" icon on the left but I can´t select it. :(

What am I missing?


texts: Can cycles Wireframe Input be coerced into displaying Tris, Quads and Ngons

texts:
edit 2 years later: Here is an alternative answer that meets the desired end-result using FreeStyle.

Is there a way to make the wireframe input show the geometry as BMesh polygons instead of the raw triangulated mesh? The example below displays the wireframe of a mesh in edit mode (as you can see it doesn't have any triangles).

When I render the mesh it appears triangulated, but being able to show quads and ngons (instead of only tris) would be more useful to me.


texts:
I am following a tutorial and I have an issue moving an object along it's normal axis, the one perpendicular to it's face. I tried Global and Normal gizmo and it didn't work.
I am stuck.
How can I solve this issue?


texts: How do I make the camera's depth of field affect an imported image?

texts:
I'm using Eevee in Blender 2.9 and I have imported an image (with alpha information) as a plane. My camera's focus distance is extremely low but the image I imported isn't being affected or blurred by the depth of field. I'm not sure if this is able to be solved, but it seems like a fairly big limitation if there is no way to make an imported image affected by the camera. If it can't be fixed, is there any alternate way to blur the background image? Perhaps with nodes?
I'm also curious if I can make the camera affect an HDRI in the same way. I've included a picture for reference, thanks in advance for any advice. (Note that the mountains in the distance are too sharp).


texts: How to screen two shaders in environmental view

texts:
How could I mix these two shaders so I could screen one over another?
Attached here the blender file

I have these two shaders (in environment texture)
Shader1

Shader2

And I want to screen one over another like this (done in photoshop)

However, After trying with several mix nodes (color, math, mix shaders, add shaders) I can just get some mixture out of them like this:


texts: Syncing a Blender camera tracking scene to an Fspy camera match

texts:
I've been having issues orientating a tracking scene--
For a recent project, I started by doing a camera match on the first frame in Fspy, which produced an amazing result, as evidence by the sample geometry I added as a test:

However, after taking the rest of the footage through blender's camera tracking process, I'm finding it impossible to line up with the above Fspy import.
The Fspy import gave the scene a Field of View of 48.16, while the camera tracking seems to be spitting out a Field of View of around 13.5 . Is there someway I can alter the camera track to generate the 48.16 Field of view? Is there a better way to orient the scene without needing to go through Fspy? Happy to provide the Blend file/Fspy export if needed. .


texts: Using quick smoke cannot change from smoke to fire

texts:
When I use quick effects -> quick smoke to create my domain and stuff for me, I have had trouble if I made a mistake as to wether I wanted smoke or fire, and then tried to change it later. Once it is created, there seems to be no way to visually change it from smoke to fire. Even if I get all the physics working right for fire, all that renders is the small amount of smoke emitted by the flames. Setting up the solid viewport color for flames demonstrates the physics side is working because the flames do fade upward like they should.
How can I make a quick effect smoke domain have fire in it after it has already been initiated for smoke?


texts:
So I have the following situation:

I have 2 objects: object A has no rotation(Since the rotation has been applied via ctrl-a) and object B has a random rotation. Now I want to make object A have the same rotation as Object B.  My guess is that  I somehow have to get the obj B rotation as a vector and then aim obj A in that direction. The thing is that I have to have the exact same rotation as obj B has. (If the rot of obj B is greater than 360, then obj A rot doesn’t have to be greater than 360, it should just aim in the same direction and the roll/yaw/pitch should be exactly the same.
So how can I achieve this via Python?


texts: As you know, Earth rotates around it's axis in an angle of 23.5 degrees. How do I make a sphere in Blender rotate like this?


texts:
Im trying to make a controller to the hand, so I want to take the rotation of one bone, so I add a Copy Rotation to the hand and select that bone, but the result its not what I expected, its rotated 90º.

If I rotate the "origin rotation" bone 90 degrees it works, but I would like to not do that.
I can change too the space to local parent, but then I have to rotate in Z to rotate the hand in Y and its weird.
Any help?


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Any tip to model something like this photo ? I'm new to Blender.

The top part of the cylinder with this curves looks like a nightmare to me.

I did the lower region with a cylinder mesh and loop cuts to add the details.


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I'm trying to activate a specific tab in the tool shelf from a script.

The idea being that my add-on would setup an "enhanced/tailored" environment for the user when certain button is clicked.

Is that possible?

Also, following this idea, in the "Tools" tab of the tool shelf, there are many sections (i.e. Transform, Mesh Tools, Weight Tools...).
Is is possible to collapse/expand those sections from a script?


texts: When rendering, point light dosn't render

texts:
I am very new to Blender and I've made a daft mistake. After rendering fine previously, my renders are now mostly black. I think they're not rendering the point light all of a sudden, like so:

The point light shows up in cycles and I've tried adding a second point light and got the same result.
If anyone has any ideas what I might have done wrong in settings, I'd really appreciate it. As I said, I was previously rendering without a problem. I suspect I've done something wrong in my settings.

I'm really new, other advice I've seen about this, I've not been able to make head or tail of. If anyone knows what's going on, it would be amazing. Thank you in advance!


texts: How to add a driver to an object dynamically using python

texts:
I want to add a driver to an object dynamically, containing the same information from the panel image

I have the following code but it doesn't seem to work even though it doesn't generate errors
        drv_x, drv_y, drv_z = bone_imitator.driver_add('location')

        drv_x.driver.type = 'SCRIPTED'
        drv_y.driver.type = 'SCRIPTED'
        drv_z.driver.type = 'SCRIPTED'
        drv_x.driver.expression = "var *1"
        drv_y.driver.expression = "var *1"
        drv_z.driver.expression = "var *1"

        drvVar = drv_x.driver.variables.new()
        drvVar.targets[0].id = obj_objective
        drvVar.targets[0].data_path = 'location.x'
        drvVar.targets[0].transform_space = 'WORLD_SPACE'
        drvVar.targets[0].transform_type = 'LOC_X'

        drvVar = drv_y.driver.variables.new()
        drvVar.targets[0].id = obj_objective
        drvVar.targets[0].data_path = 'location.y'
        drvVar.targets[0].transform_space = 'WORLD_SPACE'
        drvVar.targets[0].transform_type = 'LOC_Y'

        drvVar = drv_z.driver.variables.new()
        drvVar.targets[0].id = obj_objective
        drvVar.targets[0].data_path = 'location.z'
        drvVar.targets[0].transform_space = 'WORLD_SPACE'
        drvVar.targets[0].transform_type = 'LOC_Z'
```


texts: is it possible to declare what info is duplicated during subdivision?

texts: I'm looking to write a script for fun and testing. I want to subdivide a mesh but only the vertex color info. In short, I want blender to create more room for uvless painting with out carrying twice the location and rotation info


texts: Scaling textures across different objects

texts:
Is there a way to keep the checker texture the same size?

Currently it scales with the size of the object, even though the scale in the Cycles node itself is set to 5, a value of 5 looks different across the two models.

I'm pretty new to modeling so I might mess up on some terminology, but is there a node I could use -- that is universal between all objects -- that I can use to determine the size of the texture?

Or how would I make this texture consistent between the two models without manually scaling it down in the checker texture node?


texts: Blender cursor changing when importing meshes

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Ever since I've updated to 2.9 after every import my cursor turns to a black box with 4 digits inside of it. Now this is not a massive issue, and I initially thought it had to do with the time it takes to compute high poly imports, but apparently it does so even with a simple default cube. I don't remember this happening in older versions (or at the very least not for such long periods of time). Does anyone know how to fix this and what this cursor modification represents?

Thank you!


texts: Quickly Copy UV's from one face to another

texts:
I am looking for a way to increase the speed of my workflow. For the task at hand I will be using custom textures with replicated UVs across the same model. In other words, the walls will reference the same UV, as will the floor tiles, etc. Right now I have to select a face—let's say a floor tile—resize the uvs until they match the correct area of the texture, and then repeat the process for every other floor tile. It's a little too time consuming. I was wondering if there is a way that I could simply copy the UV rectangle of one floor tile, and copy it to the rest. Here is a picture to further articulate my wishes:

Does anyone have any tips to increase the copying of UVs?


texts: What does it mean when my Angle setting under Auto Smooth greyed out?

texts: I am trying to understand why sometimes my Angle value is greyed out under Auto Smooth in the Data Panel of the Properties Editor. Does anyone have any idea why this happens, what it means and how to fix it so that it isn't greyed out anymore? For me this has nothing to do with Sculpting or being in Sculpt Mode. This happens randomly while performing regular poly modeling with booleans in Blender or when importing objects from other 3D packages.