texts: When rendering fire and smoke the camera will not render the smoke/fire effect, but the viewport will

texts:
I have been working on making an explosion in the cycles render and have made the smoke and fire renderable through appropriate volume and attribute nodes, but for some reason it will render through the viewport in render mode, but not when I look through the camera.
When looking at it without the camera it appears as it should (Left)
However through the camera on the same frame it only appears as the original objects and no smoke or fire (Right)

Also, here is my Node setup

Does anyone know a fix?


texts:
My model texture is for some reason "glicthing", whenever i move the camera it randomly "glitches" in different places, like if it had 2 overlapping textured faces, but theres only one.

What am i doing wrong?

[edit] I had the mirror modifier  on, it was mirroring my texture and overlapping with itself causing the "glitching" effect


texts:
I am making animations with rollers that move cubes. Here is a video I already made. I animated the cubes by hand...

link to youtube video

I am wondering it is possible to use physics to automate the cubes. I tried using rigid body world and forces like wind but it didn't really work. Is there a way to do this/is there an add-on I should look into for doing this?

Thanks for any help.


texts:
Is there a way to edit/move multiple f-curves (xyz) at once?

I am editing a Cube and got it to scale up.
To get a feel for the right timing, I'd like to edit all xyz f-curves at once during playback.
Possible?

Cheers!


texts: Is there a way to enter the absolute (not relative) value of a transformation?

texts: When I press G, R, or S and enter a number, Blender will move, rotate, or scale the selection relative to its local value.  Is there a way to press, say R > 4 > 5, and then some other key to have it set the absolute rotation to 45° instead of incrementing it by 45°?  I know how to go into the object properties or right hand toolbar and set the position, rotation, and scaling there, I am wondering if there is a keyboard way to do it (as there is for most everything in Blender).


texts:
I can change the scene and the layout of the object.

I want to know if Game Logic allows me to change the layout of the scene....
Suggestions?


texts: Should doubles always be removed from the whole mesh or are there any situations where they shouldn't?


texts: Why is my texture projecting onto other objects?

texts:
Alright, so let me start off with I'm fairly new to blender, so this may just be an error on my part for not using a certain setting or something.

My problem is that my texture is semi-appearing on the walls of a box I'm making.
At 500 samples:

In the 500 sample one it's not as major of an issue, but at lower samples it is. Whenever I changed the textured floor to just a plain pink diffuse bsdf, the problem still occurs.

In the first picture I used an image texture plugged into a velvet and glossy shader which is plugged into a mixed shader. In the second picture just a pink diffuse bsdf is used.

Edit: I should've asked how to stop this from happening, not why.


texts: how do I permanently change the mesh and armature position?

texts: I designed this character with his arms along his sides.  I gave him bones and put a lot of detail work into getting everything right.  I now want to add clothes and am running into issues because his arms are along his side and not spread out so the shirt wants to go through itself. I was wondering if there is a easy way to make his arms rotate up and the bones follow with.  I want everything to stay in exactly the same position relative to each other because some of the bones are in fingers and a little shift will be bad.


texts: Weird artifacts appeared in eevee because of normal map

texts:
I'm was working on a shotgun and suddenly for some reason some weird artifacts appeared on the metal materials.

I know that removing the image texture and leaving only a noise texture+bump on the normal input makes the artifacts disappear and also I don't see it when rendering in cycles:

It was working with no problem before. I already tried copying the model to a new file and it didn't work.

the file:
http://pasteall.org/blend/index.php?id=51576


texts:
When I selected a vertex by clicking left mouse button on it,and selected vertex looked white.
And then for some reason I selected the vertex by dragging left mouse button around it, then selected vertex looked orange.
I wonder why vertex colors are different in each case and  what each color means.


texts: Displace modifier on specified region of hollowed cylinder

texts:
Noobie here
I have a hollowed cylinder (ie hole cut through top/bottom) and want to displace a small outer region of the cylinder with an image. The displace modifier tries to displace all verts of the entire object.

How does one displace specific verts with an image and not the entire object?

Tia


texts: Is it possible to convert a baked particle system to a curve (or set of curves) representing the path taken by each of the particle?


texts: hexagonal holes on gyroid surface/mesh imported as obj file

texts:
I imported a gyroid surface mesh (obj) generated in another program (Mathmod).
I am trying to make create hexagonal holes like here

I tried Tissue plugging but the results are not similar.
It would be nice if someone can guide me in the right direction where I can define the hexagonal hole size.
I am getting hexagonal mesh but with varying sizes of hexagons. I like to have the same size.

Also after applying the wireframe modifier I am not getting exactly flat faces. i think this can be achieved mostly using bevel modifiers but not able to set the correct limit method/parameters.


texts:
I would like to simulate smoke swirling in a "bottled", enclosed sphere.

The smoke interacts and collides with the outside sphere, when emitted from outside, but not inside.

I also tried to emit the smoke into a concave hull (a capped sphere with thickness added) and the smoke just travels straight through.

How can I get this to work ? Are there any extra settings to switch on to get smoke to interact with concave or enclosed objects ? Or are they not compatible yet ?


texts: Why do objects move around separately even after parenting?

texts:
I was following the good ol' doughnut tutorial on Youtube and came across a quick problem.

After assigning Child & Parent connections from the 'Icing' and 'Bun' I found that when grabbing the object, the icing moves around on it's own even though the two are now connected.

Pressing Ctrl+J makes them both one shape, but in this instance I would like to keep the objects separate.

In the tutorial after setting the Child and Parent, he is able to move both around and fixed together. I will attach a link to the video.

https://youtu.be/ZTxBrjN1ugA?t=210

I have attached an image also detailing the problem, any help is appreciated!


texts: I am trying to make a shoe model but I have a problem with materials. how ever I unwarp it, it gave me stretch in some places from the map. please, take a look on my project file and try to find the problem.


texts: How would you go about achieving this type of folding animation?

texts:
https://www.instagram.com/p/BqFwidflF6j/?utm_source=ig_share_sheet&igshid=96chkl8ig9f0

I’m guessing it would be possible with animation nodes but wouldn’t know where to start.


texts: Copying Textures to other Objects; Ctrl+L not working

texts:
I have two objects. One I have applied a texture to. I want to copy that texture to another object.

Here is what I have tried:
Select the object I want to copy the texture to.
Shift+Select the object I want to copy the texture from.
Ctrl+L ---> Materials

I got these instructions straight from Blender Stack. Is there something I'm missing?


texts:
I recently found a free Kitbashing kit on gumroad but when i import the .obj file on blender 2.81, all the object are tri or simply unusable like in the example below.
I know that this pack was meant to be used on fusion 369 or 3DSMAX but is it really necessary to use these 2 ?

Do you have an idea why this is made like this ? Is it a importation mistake on my part ?
I've tried to use the blender inbuilt tri to quad but to no effect...
any idea ?

anyway thanks you for your time.

ps: english is not my first language so sorry if some sentence are a bit wonky

link to the orginal pack on gumroad : https://gumroad.com/olegushenok#WagY


texts: Can't see the texture in cycles render mode

texts: I don't know why but I can only see the big texture on the dome only in this mode and not in render mode, I looked all the tutorial on the internet and also some similar questions here but nothing, I really can't do it and I don't know why...


texts: (Animation) Nodes : how to map a rotation to a value between 0 & 1?

texts:
The Parameter input of the Evaluate Spline, in Animation Nodes, needs to get a number between 0 & 1.
I would like to map it to the rotation of an empty (here, Effector-Spline-Loop).
No mather what the Y rotation is, I need to always have a value between 0 & 1.

0° -> 0
180° -> 0.5
360° -> 1
540° -> 0.5

How should I improve my nodes ?
Thanks !


texts: In the game engine is it posible to track to an object when only on the same layer?

texts:
How do I make an object stop tracking to objects in other layers, but still have it track to those objects when they are in the same layer as itself?

Also, I need to be able to spawn the objects into the layer.  I tried moving them to another scene, but was then unable to spawn them.


texts: Material won't project on spherical mesh? recreating Earth

texts:
I'm recreating the earth using NASA's data, now that I have a displaced mesh ready, it won't show materials in render.
I displaced a smoothed subdivided sphere close to IRL measurement of earth, converted to mesh, UV unwrapped it, imported back into blender.
I did it this way because I had a lot of trouble trying to use a generated projection of a bump/disp map in blender with the displace modifier... and the experimental True displacement in Blender 2.79 stops working after applying a large scale to an object.
For example 12756 km (x & z) by 12713.6 km (y).
My material using generated for vector always worked before,
but below you'll see it won't on this mesh

I checked all normals, they're all facing the correct direction.
What could the issue be?


texts:
I need to hide the part of the header that has transform orientation, snapping etc. buttons using python script.

bpy.context.space_data.show_region_tool_header = False hides the entire header, but I need to keep showing Menu and Tool Settings.

Does anyone know how to do this?


texts: Cycles transparent node brighter texture color in blender 2.79

texts:
Blender 2.79 alpha transparent part brighter color.

Blender 2.78 work fine no problem.

Material simple alpha is black and white vertex color.

Any idea on how to fix this?


texts: solidify modifier is distorting parts of the model

texts:
I am completely new to Blender, outside of watching a few tutorials online and messing around for a couple hours trying to solve my problem.

I have this model, made by Yokiie on Sketchfab (https://sketchfab.com/models/9814e8f117c0426bbe3f04de7ad6a363), I am now trying to convert the file from .blend to .obj so I can send it to a 3D printer to make something for a cosplay. However, after exporting this model in Blender to an .obj file, the website I am using to send my project to a 3D printing service is telling me the walls of the model are too thin, as shown here in red.

Upon knowing this, I then tried the Solidify tool on Blender, and it minimally solved some of the thin wall issues (5% or so). However, upon making the walls thicker, it is also distorting other parts of the model (specifically the hand guard/round orb area), despite making a Verticies group with just the blade portion and using solidify on that.

I am just at a point where I don't know if there is something with the original model that is causing these problems or if there is another option. My end goal is to get the object into an .obj file so I can send it to a 3D printer through 3D Hubs.

I also apologize if this is answered somewhere and the answer becomes repetitive, I gave a quick look through google search and didn't find a result that I found to work. Soldify was the main method I saw people use and it didn't seem to work for me. Any help/tips/things to try would be greatly appreciated!

Thanks!

Zarvix


texts: How can I flip the direction of an animation

texts:
Hi Im starting to learn how to animate in blender. I made a simple walkcycle animation but i want to add the same animation into another action where my character walks in the other direction. I tried to just simply rotate the rigged model and did set all the keyframes but that changed also the direction of my other actions.
Example of the idea: action 1: walkingcycle in left direction
                     action 2: SAME walkingcycle in right direction

Thanks for taking your time to read through.


texts: Viewport clipping noise(?) with a huge object

texts: I'm trying to work with a really large object (XYZ approx. 8,000x7,000x8,000 meters) and the viewport seems to have trouble showing just the things facing me at the corners. It's like things become partially transparent at this scale when they're "near" each other (see animated gif, it's hard to describe). Is there any way to fix this and get a clean display? I want to work at 1:1 scale, should I not at this size?


texts:
I have a problem that I still haven't found an easy solution to, I have ways to handle it but it would be interesting to know how people handles this.

Basically I have a situation where I want to use snap->selection to cursor but only in one axis. This is (i believe) only of interest in object mode. so for example I would like to align the center of the active object in the image to the other cylinder's center. to do this I may for example set the cursor to selected for the second cylinder, then select the cylinder I want to align and go selection to cursor, (see picture).

However it will snap exactly to cursor and if I could I would use this a lot and snap to cursor in just one axis. Sorry I can't seem to make it more clear :P So I'll stop saying the same thing over and over and hope that someone both understand and can help me figure out either a different approach to it or a solution to it.

So what I typically do is to copy the axis value I want from 3D-cursor to Transform location:

Thanks!


texts: My video clips which are pulled From OBS, do not line up on blender. I have A/V Sync on. the videos FPS on VLC say it is at 30 fps (plus the raw files DO sync when played back in VLC) and that is what I am trying to render at. Even though the channels do not line up when I render them they come out matching. Now when I try to make the channels line up when editing them and I try to render then the A/V is out of sync in the rendered video.


texts: Re-start animation if message is sent again?

texts: REWRITTEN: Lets just say I have it where my animation plays when I press the space bar. How can I have it where the animation plays from start every time I press the space bar rather than continuing?


texts: Copying Empty's coordinates & rotation exactly to the camera

texts:
I'm using blender & blend4web to show a device view wherein which the user is allowed to click on front view & back view buttons to trigger those views respectively. I have 2 empties for front and back views to which the camera moves to on click of these buttons.

This all works well. Only problem is that when clicking on these buttons after panning, at times, the camera becomes inverted!

I'm using this setup in my blend4web logic node editor:

I suspect the camera gets inverted at times after panning due to not retaining the rotation of the empty. How do I copy the empties' exact rotation to the camera?


texts: How to emit particles at intersection of faces (Scan animation)

texts:
I want to make an animation that explains laser scanning. It will consist of two videos.
One of the videos is rotating duck with a laser on it.
You can see the animation here. The animation is by me and the first of the two videos is already done.

https://media.giphy.com/media/iDJOi8TmgXrHKRQuoA/giphy.gif

The other is supposed to be a sort of point cloud that is generated by the scanning laser from the first video. So wherever the laser hits the rotating duck, there should spawn points.

What I have tried so far:
I tried to make the point cloud with a particle system. It worked well except that I could only generate points over the entire duck faces and not only at the "laser line". Ideal would be to have an emitter that is the intersection between the rotating duck and a face.

I hope I stated my question clearly.
Thanks


texts: GPU for Blender- RX 570 or Nvidia/CPU- Ryzen or Intel?

texts:
CPU

I've seen that ryzen 5 3600 outperforms my other two choices i5 9600k and i5 8400 but is it issue-free with Blender like the intel ones I mentioned?

GPU

I've also seen that rx 570 outperforms a gtx 1650 (Which is the best in my budget). But is Blender as compatible with an AMD GPU as it is with an Nvidia GPU?


texts: How do i make the camera in a scene look "low quality"?

texts:
I was wonder how I could make the camera in my scene look "low quality". Think like potato cameras from ghost videos. I'm currently using the noise from cycles, but someone said it would look better with something done in the composition. I used 10 samples so it would all render faster, so the noise hid all of that. Is there a way I could make everything look "low quality" with denoising and keeping the samples as low as possible for render times?
If you need anymore info or anything added let me know.
I want to add fuzz and some grain I guess.


texts:
I would like to flatten a terrain mesh I generated using a racetrack mesh so the terrain appears flatter around the area where the track runs through, I've tried a few different modifiers for this and the closest one to what I needed was the cast modifier, unfortunately it only deforms with the 3 primitive shapes around the transform of the track and not the mesh itself. Is there a plausible way of doing this or would I have to sculpt the terrain manually?
The red circles in the picture below illustrate where I'd need the terrain to flatten out for the track to run through.
Thanks in advance.


texts: scene ignores the object in render however view port doesn't?

texts: i wanted to make a gun being showcased using motion tracking in Blender. However after i ran a test render i realized the object wasn't even visible so here i am to ask what the problem could be, im on the right layer and i have the objects in the right folder also every of these objects is set to visible at render. Anyone knows how to fix this?


texts: Texture as Backfacing material in Blender Internal using Nodes

texts:
I am trying to use a generated material as a texture for the backface of a complex object in Blender Internal (an object that already have a texture). The idea, using nodes, is similar to Back face cull rendering. What I want is that the material being used should look like it is projected onto the render screen of the camera.

As an example (see below), I am using a wood materials in Nodes. Even if the object has a complex shape and a texture, I would like the rays of the wood to look parallel in the render view. I thought I could use a geometry node and use one of its output, then a vector curves with the shown curves for the x, y and z coordinates to make any vector pointing towards VIEW, or use a normal node, but I could not get any result. Using a "normal" node as an input for the vector input of the texture node, I get a blank material in the texture node.

Ps : I've looked a lot in Blender reference concerning texture nodes with no clues. I would love something similar to UV unwrapping orthogonal to view, but for the backface part of the material (Noe that the object already is UV mapped since it has a texture already).

Does anyone know how I could achieve this ? The ideal would be that it could be used in Blender Internal. If you have a solution for cycles, I could also use it, but prefer the BI solution. I am aware of the Texture coordiates node in Cycles that could help me achieve what I want, but in Cycles only.

Thanks a lot for your help,


texts: I just started my journey with Blender, and started following some tutorials on YouTube. Here's my problem, I tried to change the render settings to GPU compute, but as soon as i hit "render", Blender crashes, without any message. I used 2.79, and today I wanted to see if the problem is still present in 2.8, and sadly it is. My GPU is a Radeon RX570, and I have the latest drivers. Anyone can help?


texts:
I'm new to blender and I have a rigging/skinning question
Here's my scenario: I have two rigs (Rig A and Rig B) which are identical in every way. And I also have two meshes (Mesh A and Mesh B) where Mesh A is skinned to Rig A and Mesh B is skinned to Rig B.
I would like to make Mesh B skinned to Rig A rather than Rig B... I don't want to alter the weights at all, I just want to make it so that when I move the bones of Rig A, Mesh A and Mesh B both move accordingly
How can I go about doing this?


texts: Blender rig not working correctly. What do I do?

texts:
I apologize if I've made any mistakes prior to encountering this problem, I'm still new to rigging.

Alright, so I made a model and rigged it, but every time i rotate/grab a bone, the mesh doesn't follow correctly.

Here's the blend file: http://www.mediafire.com/download/ny2yon0s53ibpyf/wonkyrig.blend

I've tried asking on other sites, but I've had no luck. I would really appreciate the help. Thanks in advance.


texts: Ich would like to generate a 2.5D point cloud of a scene from the camera's perspective with python. Let's say the camera has a rosolution of [n,m] pixel and as a result I want to have  n*m 3D vectors each starting at the camera and pointing to the surface of the object. I don't expect any code, but please point me in the right direction.


texts:
I was doing my best to follow this tutorial from the Blender Guru, but, alas, 8 minutes in I've run into a real spot, a few moments after this spot in the video.

I can only hide the selected, not hide all BUT the selected.  (Edits then effects ONLY the selected vertices.)  I know, there is a way to invert selection, but it doesn't look like he does this.

Also, what does he mean do he says, "This is not perfectly aligned..."


texts: How can I model an irregular object made from laser cutting metal sheet

texts:
I'm new user of Blender and I have a question about modelling. I would like  to create the model of this object:

It starts from a metal sheet cut with a laser-cutting machine, then manually deformed into the shape in the photo.

I have no idea about how to model this. Searching I found  "How can I create a hollow sphere with regularly spaced holes?"
but that isn't my situation.
Can someone help?


texts: Part of the model doesn't show vertices on it. Error message under Transform tab is "Nothing selected"

texts:
I'm super new to Blender and I don't know what I did wrong. I was modeling just now, and all of sudden I can't select any vertex on part of my model because there isn't any!

If I switch to edge mode or face mode, the non-affected part of the model behaves normally, but by selecting any edge or face of the problematic part of the model, no gizmo shows, and I see an error message of "Nothing selected" showing under the Transform tab, and I can't use any mesh tool on them. E.g. hit E and no gizmo is there.

FYI, I don't have any modifier on the mesh as you can see on the first screengrab. I could totally extrude faces and merge vertices just half an hour ago.


texts: How exactly does the Sigma parameter affect the Velvet shader?

texts:
How does the Sigma value of the Cycles Velvet BSDF shader work? Intuitively, it seems to serve as some sort of ceiling value for the shading. How does it affect the light bouncing? I've looked at the ray diagram on the shaders page, which seems to show an away-from-center spread:

Is the sigma value related to the variance (in statistics, σ means variance) of the spread? Comparing the diagram to that of the normal distribution seems to indicate that this may be the case:

This would seem to mean that a σ-value of 0 makes the shader behave like a glossy shader, while a σ-value of 1 would make it behave like a diffuse shader; however, this does not appear to be the case.

I've prepared a video demonstrating a changing σ-value, from 0 to 1, on an actual velvety object for added realism.

Could one of the developers who understands what is going on identify the meaning here, mathematically or otherwise?


texts: How to put a button on the N panel for URL?

texts:
I am looking to place a button in it's own category inside the N panel on the UI. I read this as a reference:
How to create a button in Custom panel to take you to the specified url

This operator is needed:
row.operator('wm.url_open', text='open url').url='http://www.blender.org'

I am following PANEL3 from this page example: (the panel in UI, VIEW): https://b3d.interplanety.org/en/creating-panels-for-placing-blender-add-ons-user-interface-ui/

My code looks like (taken from ui_panel_simple.py template).

import bpy

class HelloWorldPanel(bpy.types.Panel):
    """Creates a Panel in the Object properties window"""
    bl_label = "Hello World Panel"
    bl_idname = "OBJECT_PT_hello"
    bl_space_type = "VIEW_3D"
    bl_region_type = "UI"
    bl_context = "object"

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

        obj = context.object

        row = layout.row()
        row.label(text="Hello world!", icon='WORLD_DATA')

        row = layout.row()
        row.label(text="Active object is: " + obj.name)
        row = layout.row()
        row.prop(obj, "name")

        row = layout.row()
        row.operator("mesh.primitive_cube_add")

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

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

if __name__ == "__main__":
    register()

But I get an error on:
def register():
    bpy.utils.register_class(HelloWorldPanel)

I would like a button that I can click to a URL from the N panel in Blender 2.81.


texts: Blender Python: Print debugging text from functions

texts:
I'm looking for a simple text-print setup where I can see multiple text outputs (multiple lines of text), similar to writing to a text file while ending every statement with an end-of-line.

A simple global function, such as PrintDebug(text), which any code in my project can execute to show progress and stages of execution. Honestly, I expected the standard print() to do this. Where does print() print to?

Is there any built-in functionality to do this, or possibly a simple way to set this up?


texts: How to update appended object/armature, while keeping existing animation?

texts:
I've appended a character object(along with armature) to a project. After animating a bit, I found something I wanted to improve upon in the character armature.

I have the orignal character object in blend #1 and my current project(where I've appended to) we'll call blend #2.

Is it possible to make changes in the armature in blend #1 and reload/update the armature in blend #2, while keeping the existing animation (animation that was in blend #2)?


texts:
Just wondering if there is a way to use multiple objects in an array.  For example first object would be a car, second would be a boat, etc.

UPDATE

hanks, I followed Robin' suggestion. Lukasz, thanks, but I need to modify the positions.

One more question on this. Is there anyway to assign the degree of rotation for each member of the group in the array? The five planes in the x axis are the grouped aircraft. The circle array and the plane array (vertical) are not pointed in the same direction. I'd like to be able to specify the z axis rotation of each individual of the group. I was able to get them to point in the same direction on the plane array, but that is not the objective.

Any ideas?


texts:
I am trying to create a script that selects a face that is pointing upwards from a edge selection. It does not matter if you have several edges or one selected i only need to get one face on top selected when the operation is done.

I am OK with an operator that can select the face after you invoke the operator.


texts:
I am trying to add a button on the tool panel for material which should open the material editor in a dialog box, which should be resizeable.

I can do the button but am having trouble creating the dialog box.

I tried to Do this by making duplicate window and dislplaying the properties editor in full screen but it takes up the whole screen.

I can make simple scripts in blender but don' know how to this.

Any help is much apreciated.

import bpy
from bpy.types import Header

bpy.ops.wm.window_duplicate()
bpy.ops.screen.screen_full_area()
bpy.context.area.type='PROPERTIES'


texts: How to create dynamic 2D text overlay that follows and tracks objects like this example

texts: Does anyone know how to create a text overlay that seems to track and extend to the objects it's pointing to like in this example: https://www.youtube.com/watch?v=Qz8i43E2tk4 I'm not sure what program they've used but I'd like to do the same thing in Blender. I've seen a few object tracking tutorials on youtube but I'm not sure how you could set it up so the arrows extend with a text box attached. Thank you in advance!


texts:
I am using Blender 2.8 Alpha 2 and enabled the FBX export add-on.
However I cannot seem to export to FBX there is no such option?

How can I export my blender model to FBX using 2.8 Alpha 2?


texts: Cycles: Generate 3d coordinates before modifier stack is resolved

texts:
Im trying to create a volumetric material that uses a 3d texture. I need this volumetric to be animated along a curve. Right now, I have the material using generated coordinates. But the 3d texture does not bend with the object. Is there a way I can have a 3d coordinate space that is calculated before the bend of the object? Or perhaps a way to bend my coordinates to match the geometry?

Repro Steps:

-Create a cylinder with multiple divisions down its length.

-Rotate the cylinder 90* on the Y axis

-Scale the cylinder to 1,1,4

-Create a curve and add a curve modifier to the cylinder using the created curve

-In cycles create a musgrave texture with Generated texture coordinates as the vector input

-Create a colour ramp to clamp the texture values

-Create an emmisive shader and plug the colour ramp into the color of the shader

-plug the shader into the volumetric output

-notice how the texture does not curve with the geometry


texts:
I want to cleanup the highlighted vertices so they are rather sharp edges (which can then be beveled with a modifier if I wish). I've tried just selecting those vertices and doing remove doubles, limited dissolve, and decimate, but each time it ends up affecting the non-highlighted parts (the faces which I want to keep smooth).

Here's another example. I want to clean up the edges without losing the roundness of the pegs:

This is what I ended up with for the first picture:


texts: Eevee emission reflections disappear when out of view

texts:
I can't seem to get my emission shaders' reflections to cast on my model unless the emission shader's surface is actually in view.

Here I obscure the view of the surface I have the emission shader on from the first image and it no longer casts light on the rest of the model above it.

I assumed I need an irradiance volume to get the reflections to work but after baking I still don't get any light out of it.

I'm sure I'm missing something here but after extensive searching I just can't figure it out. Would appreciate some help.

Edit: As far as I can tell, an irradiance volume should solve this issue, but it simply doesn't. Maybe Eevee isn't able to cast emissions if the emission itself is out of view but I can't find confirmation on that anywhere.

Edit 2: After more testing I still can't figure this out and I haven't received any useful replies. I'm fairly confident now that there's no way around this issue until the developers provide a solution.


texts: Smart UV Project Multiple Objects to Different UV Maps

texts:
I know there isn't natively in Blender a way to Smart UV Project multiple objects to their own UV Maps without doing it manually for every object but I bet it's possible using a script. However I couldn't find it anywhere and can't really code it myself. Could anyone help with the right script?
I've come up with something like this but it unwraps everything into one UV Map. I know that's because of the fact that Smart UV Project works for all selected objects, not only for active object but that's all I was able to think of.

import bpy

selection = bpy.context.selected_objects

for o in selection:
    bpy.context.view_layer.objects.active = o
    bpy.ops.uv.smart_project()


texts:
I have been making a donut (with blender guru on YouTube) and something happened and I have no idea what it is. I think it has something to do with the subdivision surface modifier because when I applied it changed (still not good). I noticed it also was always the same in the layout area (but not in sculpting and others). Here are some pictures:
in layout (is the same for after the modifier was applied)

in sculpting (before modifiers were applied)

in sculpting after modifiers were applied)

I also noticed that when I pressed 'command z’ it looked like the one in layout but took all of the tools away.
please help if you can - thanks (:


texts: Use tracking information from video to make a 2d panorama

texts:
I am proficient in computers, but a relative noob to blender.  My video is H.264 with 1080p@60. I have loaded a video in and did the whole tracking system and collected the movement data.  I slowly panned left and right and up and down and have about 700 frames.

I followed a tutorial on stabilizing videos, but the exercise got me thinking.  If blender knows exactly how far frame 1 is off from frame 2,3,4, and etc it should be able to make an excellent panorama from it.

You start with the 1st frame as your base.  Lets say the tracking data says your picture moved up 10 pixels and right 10 pixels.  So you take the top 10 (rows) pixels and right 10(columns) pixels and you add them to the top and right of frame 1 and do this for the rest of the 700 frames.  If it offers no new pixels ignore that frame.  Then you have a panorama.  It would be nice to be able to overlay certain frames if a few are blurry or otherwise defective.

Is this possible, and of course how?

I was in the Node Editor and linked the video and tracking data, but then what?


texts: How can I make a material that looks like the 3D view?

texts:
I would like to make a material that has different shades but only employs spot colours. I want different faces to be different shades based on how much light they get, but no gradients. Like in the 3D view:

How can I achieve this?


texts:
I wrote a script with 3 while loops for a 10x10x10 xyz range and creates block of terrain at each XYZ made of voxels, cutting off each column of voxels at a noise value which gives a terrain look.

I am trying to parent the voxels to an empty so they can start working in chunks and be deleted in groups, but when I use an empty to place them and parent them to the spawner empty (another empty), the entire terrain flips upside down, not the individual cubes, but the terrain cut off looks flat on the top but on the bottom of the 10x10x10 block is the hills upside down.

How do i fix it to have the terrain work again?


texts: Which operations are expecting input in radians and which in degrees?

texts:
Triggered by this question (unfortunately the OP didn't elaborate on the context), I'm puzzled now: which operations are done in radians and which in degrees?
In the 3d window all navigation is in degrees (presuming the Units selected for the scene are indeed degrees), but from what I read, internally Blender is using Radians, leading to some confusion when setting drivers, constraints, modifiers or texture mapping. So far I haven't run into any issues but I'm just trying to understand the logic behind it.


texts:
I'm making a light mask setup which should be giving me a sine wave of transparency, which would then yield the projected light to be a sine wave.
I'm using 2 transparency shaders, one set to fully transparent and the other set to fully black and blending them with a factor which varies with X position such that we should be getting sinusoidal waves of light. When I render, save, and plot using ImageJ, I can see that the light profile is not sinusoidal.
1- the light source is a point
2- the transparency shader is sin( 2pi * x )/2 + 0.5

The surface is white.

Is there something I'm missing? am I using the right shaders? are there parameters of the shaders I neglected?

The shape of the light seems to be more biased toward the bright part of the sinusoidal and having a pointier dark part.

shader circlefade(
point Vector = P,
float size = 0.5,
output float Fac = 0.0)
{
    float f = 100;
    float phase = 0*3.1416/2;
    float r = sin(phase+(Vector[0]*2*3.1416*f))/2+0.5; // sine is in Radians
    Fac = r;
}

Edit: I found that it was actually because under "Color Management", I had the camera set to Film which makes the exposure have these strange effects. When setting to "standard", we no longer have the uneven sinusoidal


texts:
I've started tinkering with Blender a few days ago and finally produced my own rendered image.

The only problem is that the final render is way too noisy to use.

It took around 1-2 hours to complete and I even tried to use a denoiser addon, but it didn't seem to do too well.

Are there any suggestions that could help with the final result? I can attach the blend file as well if that helps.


texts: How to used the mousescroll to as a modal function to, for example, move the object?

texts: For example, in the template in the text editor has an example script that utilizes a modal function with mousemove to change the location of the object along and axis, how can I use the same function, but instead it's the scroller that controls the function ?


texts: How to iterate through the vertices in a polygonal mesh?

texts:
I have a mesh that I have created using data that I have. I have managed to load this mesh into blender using bpy.

I know I can iterate through all the polygons using something like this

for poly in mesh.polygons:
    for idx in poly.loop_indices:
        print(idx)

But what I really want is an index to the vertex for each polygon, so I can set a specific color from another file.

Can someone help me with this?

Thanks


texts: Does anyone have an idea how I can create a realistic looking hard boiled egg yoke, it has this rough and crumbling texture and if I were to model it by hand it would take forever and propably wouldn't look random enough. I can't find any egg yoke texture on the internet and don't know much about creating one on my own. Maybe on of you can help me with this, thanks.


texts:
I have a GLSL vertex shader which computes cameraspace normal and screen space position and then it uses them to compute other values.

vec3 n = (modelView * vec4(vertexNormal, 0.0)).xyz;
vec3 p = (mvp * vec4(vertexPosition, 0.0f)).xyz;
vec3 w = n+p; (for example)

I am trying to replicate this shader in an eevee material graph but I'm not sure  how can I get screen space and camera space data. Is this posible?


texts: BGE: Adding an object linked from another file

texts:
I'm adding an object to my scene using bge.logic.getCurrentScene().addObject("Object Name"). But the object I want to add is linked from another file and the scene it's being added to is linked to a .blend controlling everything. Due to that I'm getting an ValueError saying that the requested name "ObjectName" did not match any KX_GameObject in this scene.

So how can I add the object from the other file or is there another way around it? I also uploaded a .zip containing 3 .blends: a library containing the group, a level (the group from the library is linked to it) and the main control .blend controlling everything. The level scene is linked to it. Here's the link.


texts:
I have a problem when I transfer my jelly fish Project from Blender 2.79 to 2.8. Everything works fine in 2.79 but in the render of 2.8 the bell of my jelly is rendered at the origin of it's parent object (an empty), even though everything looks fine in the viewport.
Any advice or is this a bug maybe?

Images:
https://imgur.com/a/jcf2j4s

File: https://drive.google.com/open?id=1tLCzx5cvcyOmlGbYImVYJ6Thq3f7OrML


texts: UV wrap texture looks distorted in render mode

texts:
Everything seems alright in edit mode, however; when I render the pill, it
looks distorted. What did I mess up?


texts: Install external package in Blender (python websockets)

texts:
I'm working on a script that processes some data coming from a web application running on a phone. The web application, written in javascript, sends data to the "blender python server" using websockets.

The code doesn't compile with the error:

ImportError: No module named 'websockets'

But that's not true, I have websockets installed, using pip, on my machine. And I've already used them with no problems. Is it possible that the blender environment prevents me to use them? Did anyone ever have any problems with some modules installed using pip?


texts: How to fill up every part of a geometry with a fluid?

texts:
While fiddling around getting the letter F filled up by a fluid for an animation, I don't get the fluid to reach the horizontal parts of the F.
So far I´ve tried:

Domain resolutions: 32-128
Effector thickness: 0.2 (it leaks!) to 1.5 (its so thick the fluid runs over the entire letter)
Varying the size of the flow source

Tried it now it just leaves me with no visible fluid after baking at all.
Pretty much the same way as if I´m adding a new fluid simulation to any existing work. Don´t know if this is a bug or what not because whenever I apply a fluid simulation during a work it doesn't show any fluid. But when I do the same in a new project (so that the fluid simulation is alone) it works.
Switching from All to Replay on the cache displays the fluid but it doesn't behave the right way.

Q: How to fill up every part of the letter with a fluid?


texts: Rigify parenting with automatic mesh doesn't keep x simmetry

texts:
Im trying to rig my first character model, so I set up my rigify metarig in the proper places, made sure the base mesh is symmetrical generated the rig and parented it to my mesh with automatic weights.
However, there is a section of my mesh that just doesn't get assigned any weights by any bones, despite its symetrical counterpart doing so. I have no idea what might be causing this
This is a image of how it looks when all the bones are selected at once.


texts: Split Edge modifier split undesired edge

texts:
Here, is the model applied Edge Split modifier. Currently no sharp edges and split angle is 30 degrees.

Near the cursor, you can see that split edges in front slope, in red rectangle.

And this is the edit mode screenshot:

It seems nothing special to me, but why split edge coming through here?

I want to rid off those split edge. How do I remove that?


texts: Python script to add additional faces to an existing mesh

texts:
Apologies if some of my terminology is off - I'll happily update the answer if anyone points incorrect terms out to me!

I'm using Blender 2.76

I've created a mesh; which I would like to 'close' by adding in additional faces (or surfaces; or polygons ... not sure what to call them!)

Blender file:
https://drive.google.com/open?id=0B_1YtzapYF0LX09DNFhoMHJPaUU

The faces parallel to the x are also open; but as those are curved; I'm just trying to full along the y axis for now.

I got the below data out of the console:

>>> mysurf.type
'MESH'

>>> mysurf.data.polygons.data
bpy.data.meshes['Mesh']

Yellow box is the face I want to add. And there are many of these running down the y axis.

I've constructed the mesh pragmatically; so I know the co-ordinates of the vertexes I want to connect with a face; so perhaps there is a simple command to add it in?


texts: Creating a texture and normal map from a 3D model / scene

texts:
So as a very simple example of what i mean, consider having a model of a brick, with texture, a normal map, maybe even a tessellation/displacement map. Now if i go and arrange copies of that model into an entire wall, with some bricks slightly tilted or what have you, making it look in some way unique. Is there any way to create a texture and normal map (maybe even a tessellation/displacement map) from that scene so that when those textures are slapped onto a simple plane or cube it looks like that "unique" wall?

I tried taking a screen shot from the rendered scene but that gives only a diffuse texture and the lighting is also an issue.

Needless to say i'm not well versed in 3D modeling, but was hoping to create some textures i need in this way. Not sure if it's possible with blender or in general.

edit: originally i referred to tessellation/displacement map as bump map which turns out to be the same as normal map


texts: Blender won't import my custom module, ImportError: No module named mymodule

texts:
My addon is in /home/usr/.config/blender/2.68/scripts/addons/foldername, has an __init__.py and cannot somehow import parts, that exist in the same folder. It says,
no module named mymodule but from text editor it runs and work properly

What could be wrong here?


texts: How do I apply a texture to an object in Cycles with nodes?

texts: I know nothing about nodes, so I tried to use them. I UV-ed my monkey head, and then I colored on it. I brought the image back into Blender, added a new material, then went to the node editor and opened the image. The image shows the two original nodes that were there. How do I set it up and get the image on to the monkey?


texts: Animated texture that depends on camera perspective

texts:
I am making an animation where the camera moves around. I would like the texture of the object stay normal to the camera's view for each frame. (ie. equivalent to selecting "project from view" on each frame and then rendering each frame independently)

Please see the picture below for an example. There could be 1000s of frames so I don't want to be making a huge "baked texture" file.

What is the simplest way to do this?

Thanks!


texts: How can I align bones position with mesh when using shapekeys?

texts: I have mesh that bends to left with shapekey and I also have an armature attached to the mesh. I need that armature to somehow follow the mesh position, it this possible to do?


texts: How can I export bone properties (eg. rotation data) of an armature for each frame into an external text file?

texts:
I'm new to Blender and most of all new to Python programming language.
Here is my problem: I have a rigged armature of a human body which was animated in 75 frames through pose mode. What I'd like to know is: is there a way, through a Python code or anything else, to export rotations data (ZYX Euler) for each bone (the joints of the human body) and for each frame and copy them into an external text file (eg. TextEdit file)? I really need to get these datas outside Blender to analyze rotations of joints during the motion analysis period.
Here is an example of the datas (in the red circle) I'd like to export:
Thanks for the help.


texts: Cell fracture causing cube instead of original object

texts:
I'm trying to fracture two objects and ultimately smash them together.  However, the green hand (first object I am trying to fracture) turns into a fractured cube when I use cell fracture on it.  I converted it from a curve to mesh.  Is this an easy fix?

Thanks!

This is the cell fracture window:


texts: How to render an object as a transparent wireframe?

texts:
I'm a psychology student (and 3D design noob) who's been tasked with designing items for a test of spatial ability like this example...

I've been playing around with Blender, and I've gotten this far...

So the shapes I want are there, but I'm having trouble getting out rendered on white with black outlines.

I tried changing the World Horizon Color to white, which fixes the background, but the cube object renders solid. Any ideas on how to get it outlined like in the example?

P.S. That "LS" in the example is meant to be a window. Any suggestions on how to accomplish that would also be wonderful; I haven't even attempted it yet.


texts: I can't find these two nodes (IOR and Density):


texts:
I have an armature where Automatic IK is enabled. I want to move my bone in pose mode using python instead of grabbing it using mouse. I tried the below but it didn't work as it says tail location is a read only. How I can move the bone's tail to a certain location in the scene without stretching the bone and in pose mode not edit mode?

import bpy

ob = bpy.data.objects['Armature']

ob.pose.bones['Bone.002'].tail = bpy.context.scene.cursor_location

I've also tried selecting the bone in Pose Mode then using ops.transform.translate but it didn't move the bone to the cursor:

bpy.ops.transform.translate(value=bpy.context.scene.cursor_location, constraint_axis=(False, False, False), constraint_orientation='GLOBAL', mirror=False, proportional='DISABLED', proportional_edit_falloff='SMOOTH', proportional_size=1)

As shown below I can do this manually by selecting the bone and grabbing it to the correct position while auto-ik is enabled without resizing or stretching the bones:


texts: Loading a Text font - Bold and Italic issue

texts: I want to use the "Avenir Next" font for a Text object. More specifically I want to use the Ultra Light ("Ultralätt" in Swedish) version of the font. As you can see on the first screenshot, Ultra Light is an alternative built right into the font (among others). The problem is that when I load the Avenir Next font into Blender, only the Bold version of the font loads. Since a lot of fonts has things like Normal, Italic and Bold versions of the font stored in the same font file I'm wondering how I can load my preferred version of the font since Blender seems to only load in one version of it?


texts:
I am trying to create an animation nodes project where an empty will be used as an interactive controller for another object. I need to give the empty an initial position away from the origin as the position of the empty determines the size of a mesh.
For the sake of usability and simplicity, I am instancing the empty, rather requiring the user to manually create one and enter it into an object input node.
Here's my problem. I can give the initial position via a transformation output node. However, the empty will then return to those coordinates every time the node tree executes.
My best idea so far is to have some kind of value that indicates whether or not the current execution of the node tree is the first or not. If it is the first, then position the empty at the initial position (e.g. 1,1,0). If it is not the first execution of the node tree, then leave it where it is. However, I do not know if it's even possible to determine that within animation nodes.
I'm illustrating that idea in the image below by having a switch node determine whether to place the instanced empty at a pre-determined position, or allow it to be moved freely by the user. If I could somehow plug in a test for "is this the first execution of the node tree?" into the switch node, then this would work.

Any ideas, please?


texts:
In Softimage we have Netrual Pose, it simple set position/rotation/scale to 0 without moving pivot or object self. It just offset your object. I see that in Blender is Delta Transform, so I copy Transform values to Delta transform and set Transform to 0 0 0.

It works as I need, but:

1) Is there better workflow for copy values? Shortcuts, script ...

2) If I Clear Value, it also Clear my Delta, but I need only Transform.

It looks that I will need some scripts for this workflow, but maybe there is better ....


texts:
Firstly, I'm using blender 2.8 and the cycles rendering engine.

I work for a company what sells PVC bathroom paneling and want to create a bathroom with these panels on the walls...

I have images of all of our wall panels to a scaled size (1m wide to 2.7m height)

I was wanting to create an image based texture on blender which would use these images as a scaled reference (So if the material is applied on a 2.4m standard wall it will not squash it down) likewise, if it is applied on a 5m wall, it will repeat 5 times and not stretch it.

I'm sure previously in Maya i've seen that you can actually define a material size.

How would this be achieved in blender?

This will be a base material which i will then add the diffuse and gloss textures to accordingly to show the reflectivity or the non reflectivity of these panels.

Kind Regards

Andy


texts:
I compiled Blender as python module successfully in Windows Platform.
I can now import bpy without problems from my script.
Now I would like use an add-on from my script but I receive this error:

  AttributeError: Calling operator "bpy.ops.importgis.georaster" error, could not be found.

Obviously, because I haven't compiled this add-on. How do I compile it?

I solved this by enabling addon:
    bpy.ops.wm.addon_enable(module="BlenderGIS-master")


texts: I am trying to create a short and simple animation. I have 2 scenes, one a coin with a logo on it, and the other with an abstract background. When I go into the compositor to render it, the coin with the logo is transparent and I don't know to to fix it.


texts: I used pure toon water addon to make a river and put rock and fish below. However, I find there is unwanted small black spot (I believe it is shadow). Is it due to lighting issue, or others? Could somebody provide assistance on how to eliminate such small black shadow on the surface of rock and fish. Thank you.


texts: how do you create the stretched effect on clothes when you move your rigged body

texts:
I was creating a horse and the leather strap it wears on its neck, which connects to its head. The problem I ran into is, when I move the horse's head up or down, in real life the strap would get stretched, so I could not figure out how to create that effect. I have tried attaching it to a neck bone using constrains, however the strap would just fall off the neck when the horse's head raises, because the strap was not being stretched.

Is there a method where you can say tie one end of the strap to the back of the neck, and tie the other end of the strap to its head, and when the head moves, the middle area of the strap would just stretch like it would in real life?

I've included the picture of the situation.

Thank you for your help.


texts:
I would like to trigger an action that I created earlier on a bone (Drumhit on the upper arm bone of a drummer).
The action would be triggered by another bone of another armature (snare on Drumcontrol) that rotates on the x axis.
The problem is as soon as I set up the Action constraint it rotates the bone. The action still works but it starts in a totally wrong position.
Can anyone please help me with this?

Here is the blend file:
https://drive.google.com/open?id=1r0wBDRb70z24FBue6z9qw0epDHmXOihz


texts: How do I made this screw tube not have an invisible wall?

texts:
So I basically want this ball to run down the ramp, into the tube and out.
But for some reason, the screw tube creates this invisible wall that prevents the ball from going in. The screw tube has Rigid body (passive), and it's shape is Mesh - Deform.


texts:
I downloaded the source code, but I don't know where it is.
I want to know how it works by looking at the source code.


texts:
I have a empty and with array modifier. Im moving. how to move all 4 corner individually .
And i have 4 corner only 3 are moving. Any suggestion how to move all 4 corner same position.


texts: Displaying Blender Execution Errors When Running From Subprocess

texts:
I'm working on a Python application in which I use the subprocess module to run Blender from the command line. Specifically, the Blender command executes a Python script that modifies an existing Blender file and then renders it. Currently, should an error occur inside the Blender script, utilizing the "--python-exit-code" argument inside my subprocess call ensures that Blender will close without rendering. What I would like to be able to do is isolate the traceback output and display it inside the console.

The reason I'm having issues with this task is because, it would appear, neither the standard output or standard error channels seem to carry the traceback text. When I run the exact same Blender command outside of subprocess and inside a regular console, the traceback text gets displayed. I've also tried using PySide's QProcess module and received the same results.

My main question is then, where does blender send this traceback text? Is is simply printed inside the main Blender script and not send to either channel, which may explain why it doesn't show up inside of subprocess or QProcess, but it does inside a regular console? In either case, what would be the best method to use in order to receive these traceback messages?

I should also mention that I have tried simply using try/except clauses inside the main Blender script, printing the error, and the using sys.exit(1) to manually exit the script. This seems a bit hacky however, and when I do use this method it leaves some memory unallocated upon program exit. So perhaps another side question would be, how does one properly exit blender from within a script? I will make a separate thread for this question should the answer to the main questions require this approach.

Thanks,
Peter


texts:
In the api documentation there is a bpy.context.material.
However, when I type bpy.context.m and press CtrlSpace in the Python console it completes to bpy.context.mode, suggesting that there are no attributes of bpy.context that begin with m besides mode.

Where is bpy.context.material and how can I access it?


texts: How to bake normals, for transparent weapon, if it has inner details (inside of the gun)

texts: i mean how to bake normal data for details that are inside of the weapon, and you have transparent material like glass


texts: How to make a texture blend into the specular

texts:
does anybody know how to make something like this:

As you can see the procedural texture changes to create a blending-like effect. Or does anybody know what that is called so I can look it up myself?


texts: How to fix inconsistent behavior of two quads defined by the same corner vertices?

texts:
I have two objects with two separate meshes. You can snap vertices of one, to the respective corners of the other, set the origin of both objects to the center of mass (surface), and their positions will be different. Moving the blue one up along Z axis a little, will show the two faces intersecting (in material preview mode):

Triangulating the top (blue) face fixes the issue, which leads me to believe that internal Blender's triangulation divides the quad across the other two corners for some reason:

As a confirmation, manually dividing the quads in inconsistent way leads to the same result as on pic. 1:

However, after consistent triangulation, when the quads double triangles no longer intersect, Set Origin still gives inconsistent results.


texts: How to make 3D model and UV map from picture

texts:
I want to make a 3D model of an image but not for animation or other 3D stuff. I just need to have a model of my object to be able to apply textures to different faces of the object correctly.

In this picture I want to to apply the pattern with three.js. How should I do that?
Do I need to make a 3D model of that or UV map or both or something else?


texts: Rigid body activates, before it interacts with another object

texts: I want the pitcher on character's hand get hit by a plate and fall and then I want other plates to destroy the rest of the character but everything falls apart even before plate hits anything.


texts: Rendering of objects visible in viewport only!

texts:
how do I render the objects visible in the viewport only ie. only the objects with the open eye  in the object outliner.
Thank you


texts: Mirror modifier. Instead of just moving the mirrored vertices it creates new vertex on each side

texts:
I have encountered a weird behavior when I try to move one or more vertex connected to mirrored ones. instead of just moving the mirrored ones it creates new vertex on each side connected to the old ones an example of the behavior I am encountering can be see in this picture.
This was a simple cube in which I tried to move an edge while the mirror modifier was active, is there any way I can prevent this behavior?


texts: How to load an image and use it as vertex weight

texts:
Many times I have come accross this, would be possible to exchange vertex maps as images between different scenes, or even load animated ones to serve as weight maps ?
I have an intuition that either sverchok or AN would be capable for doing so.
Any advices or directions would be really appriciated, thanks in advance !


texts: Why is my module scaling when I parent bones to it?

texts:
I just spent time rigging up this character but as so as I parent the bones the module scales up super big but the bones stay the same size.

I have no idea whats going on.


texts: How to make a shader with different emission strengths, depending on the object it is associated to?

texts:
I'm working on a lyrics video

In this scene there are 41 curved neons going from the floor to the wall in front of the camera.

I'd like to make their shader bright at the center (where the "Bishop Delgado" text is), then lesser and lesser on the sides, until it doesn't emit light anymore. How can I do that?
Here is the shader I applied to the neon tubes so far :


texts: How to have multiple animations in a blender file, with a multiobject mesh without a rig

texts:
I have a turret that I have modeled and textured within a blender file. Now this turret is not a single object and is instead multiple objects. Some items are parented to eachother but in general the entire thing is optimized for use in a unity project. The big thing is there is no rig for the turret.
I want to animate the turret popping out of its box, popping back into its box, and firing each as a separate animation. Now I can try and make all of these things happen on one long timeline and do keyframing but splitting them up is useful for their planned export to unity.
Actions do not work, as even pushing them down to the NLA since they reference multiple objects and are pushed down into a single object means that animations will override each other in weird ways. And I can't seem to push down the animation to each object in the NLA without problems happening.
Is there a good way to have multiple compartmentalized animations for a rigless multiobject item within blender? Or is the best method to rig the object and use actions with the rig to animate the object?
If there is a silver bullet I am missing, I would love to know about it so I don't need to rig this turret. However if I simply just need to animate this with a rig I would be open to doing so but would prefer to have confirmation before I jump into that.
This is the file I am working with if you want to better understand my issues. https://drive.google.com/file/d/1gAJmtisM-I_U3U2GDuMYaz1t1gy-cVUv/view?usp=sharing


texts: How would split up the tail for this cartoon whale in blender?

texts: I am trying to make a potted plant that is in a cartoon-ish whale pot. However, I got to the general whale shape and then couldn't find out how to split up the back part. I used an Iso sphere and then extended out one side for a tail, but I think that because the tail isn't symmetrical it isn't helping. I'm not really sure what to do. I have included pictures of the goal and of what I have now.


texts: Reduce "Synchronizing Object" time for Tree Curve

texts: I've set up a sapling curve using the tree add on. I've left it as an animated curve. When I go to render in cycles, the rest of the scene Synchronizes fine, but then I get stuck with the message "Synchronizing Object | tree" for a VERY long time before rendering takes place. Would this change if I turned the curve into a mesh? Would doing so screw up the animation?


texts: How to Install Scipy in Blender 2.8 on Windows 10

texts:
I try to install scipy in blender's python. I'm not skilled in python. I couldn't understand answers in other topics about the same request. I need very baby steps explanations.
I'm on blender 2.83.8 and my computer is in Windows 10.
Thank you.


texts: Dope Sheet Proportional Edit falloff types?

texts:
just wondering if the falloff types are working for proportional editing in the Dope Sheet. All the falloff types seem to be doing the same thing.

I want to play around with taking a batch of keyframes and doing various stretching and squashing of them using various falloff types, including random falloff.

I select the first keyframe in the Dope Sheet, turn on proportional edit, then S for scale and drag mouse right a bit, and I see the stretching out of the remaining keyframes, but all the falloffs seem to produce the same kind of stretching results.

Thanks for any ideas.


texts: The brekel2mbl add-on does not work ; I need help to fix it

texts:
Recently I've bought the kinect v.2 and the brekel pro face 2 because I wanted to make the retargeting of my face movements. To success with my goal I need to generate Brekel Pro Face 2 compatible shape keys for models created in MB Lab 1.6.1. I found an addon that makes this,it's here :

https://github.com/tofarley/brekel2mbl

problems are :

it does not work
I'm not a python scripter
the author seems to be disappeared from 2016 he does not care about his     creation
it is compatible with Blender 2.77a ; Brekel Pro Face 2.190 and Manuel     Bastioni Lab 1.3.0
I have already tried to contact two python programmers,they have accepted to help me,but then they are disappeared.

I'm using blender 2.79 ; brekel pro face 2.30 and manuel bastioni lab 1.6.1. I've already tried the script as is and it didn't work,because of this error :

https://drive.google.com/file/d/1woNkIWdqs-Hvg4vgnKcgpsLzIrXJxGyI/view

The names of the shapekeys are changed on the brekel side and also on the MB lab side,so the script should be updated. As I said I'm not a python programmer and I haven't so much experience with blender itself,so I need that someone fixes the addon's errors. Right now I've created a list of corresponding shapekeys between those of the brekel pro face 2 (on the left) and those of the MB lab (on the right),so the addon should reflect these changes :

Eye_Closed_L : Expressions_eyeClosedR_max
Eye_Closed_R : Expressions_eyeClosedL_max

Brow_Up_L : Expressions_browOutVertR_max
Brow_Up_R : Expressions_browOutVertL_max

Brow_Down_R : Expressions_browSqueezeL_max + Expressions_browsMidVert_min
Brow_Down_L : Expressions_browSqueezeR_max + Expressions_browsMidVert_min

Lips_Stretch_L : Expressions_mouthHoriz_min
Lips_Stretch_R : Expressions_mouthHoriz_max

Lip_Lower_Down_L : Expressions_mouthLowerOut_max
Lip_Lower_Down_R : Expressions_mouthLowerOut_max

Lips_Pucker : Expressions_mouthOpenLarge_min

Cheek_Puffed_L : Expressions_mouthInflated_max
Cheek_Puffed_R : Expressions_mouthInflated_max

Jaw_L : Expressions_jawHoriz_min
Jaw_R : Expressions_jawHoriz_max

Jaw_Open : Expressions_mouthOpen_max

Frown_L : Expressions_mouthOpenAggr_max (0.5) + Expressions_mouthSmile_min (0.6)
Frown_R : Expressions_mouthOpenAggr_max (0.5) + Expressions_mouthSmile_min (0.6)

Smile_L : Expressions_mouthSmileR_max
Smile_R : Expressions_mouthSmileL_max

I've tried to change the shapekeys already on the addon's code without adding the combined shapekeys,because I don't know how to do it,but it didn't work,as you can see in the video below :

https://drive.google.com/open?id=1a_2EsVUZgrCEK6KJX3xuqlbwVwdqBLTw

so,that's all. thanks.


texts:
All of my hair particles point in one direction.

Regardless of the object. This is the standard cube with the standard particle settings.

I'm using 2.79.


texts: Renders with Fresnel, ColorMap, and Toon BSDF don't look right

texts:
I'm spanking new to Blender (as in < 1 day), so this may be a false alarm, but a simple object with Fresnel/ColorMap/Toon BSDF is rendering black with Eevee. Even the Cycles render doesn't look right (or consistent, it gave different results when I tried it twice).

Build: Blender 2.8 beta (a38205fbd801 of 2019-03-14)
Platform: Linux (Fedora 29)
My model: https://www.dropbox.com/s/r58thvhxy58uq0k/Toon.blend?dl=1

BTW, I'm very impressed with the first few hours of playing with Blender 2.8. I am a Lightwave user looking to switch and have been checking out Maya, which looked really consistent and intuitive, when I heard of Blender 2.8 and its new design...and I must say so far it looks even more consistent and intuitive.


texts:
The picture on the right should be the right result. I am following a tutorial.
Mine is on the left. There are gaps on the top and bottom, they would not close up. Can anyone help?

I used Array modifier and use an Arrow empty to make the circle closed.


texts: This might sound weird. I have a scene with alembic files. There are chunks in the timeline which do not need to be rendered. For example in a 200 frames timeline I want to skip say 20-51 and then 110-167. I cannot do this manually as I will be leaving my PC to render overnight and to save the render time I do not want to render the redundant parts. Is there a way to setup the file so that I render the parts I want from the timeline?


texts: Is there a way to control the Alpha of the Freestyle lines by Sun Direction?

texts: I'm trying to get the lines to emphasize the light direction, but can't seem to control the Alpha in anyway to do that... or fake it.


texts: How to remove bevel artifacts on an unusual edge?

texts: Hey guys I am in a bit of a stump. I am using blender 2.92 and I have an issue trying to bevel an edge near a curve. So see here before beveling  and image after beveling  I could only bevel using the Ctrl + B command. When I use a modifier it does nothing to the edge no matter what options I change. In the second image you can see that there is a bevel but also there are planes sticking out. So if anyone has an idea how to remove those planes. They are probably from overlapping geometry but I don't know how to remove them. The scale of the model is set to 1 also. Thanks.


texts:
I'm a begginer with Blender : this is the 4th rime I'm doing something on this software! I've been modeling this mesh. Everything went okay, I did a simple rigging. And this happen... It seems like all points of the mesh are following the rig and I can't understand why. I tried to remove doubles on the original mesh, I tried to remove weight paint...

What I can't understand is I did a similar 3D model earlier and everything went fine with Automatic Weights.

Any suggestion ? Can you help me, please ? Thank you by advance !

EDIT : I could upload the file here I did another 3D model and I have the same problem... I can't understand what I'm doing wrong !


texts:
Problem: My viewport is stationary. and I can't zoom in anymore.
I'm not rotating around my mesh, but around the view, so to speak.
What can I do to remedy?
Much thanks!


texts: I am using version 2.79, yet the Denoise option is not showing in the Render Layer Scene Tab.


texts: Weird texture on "Material" mode (or GLSL Shading)

texts:
Hi I am new to Blender.

Making a model and under "Texture" mode, it looks fine.(Left side)
But when I change to "Material" mode, it appears to be messed up. (right side).

How to fix?


texts: Blender is not working when I start it it crashed in a moment

texts:
Hello I am new to OpenFoam and Blender even at Computational Fluid Dynamics. I already install the blender in ubuntu terminal but when I start it , everytime it immediately crashes and shows the following message
 ** shared memfd open() failed: Function not implemented
ALSA lib confmisc.c:767:(parse_card) cannot find card '0'

ALSA lib conf.c:4528:(_snd_config_evaluate) function snd_func_card_driver returned error: No such file or directory

ALSA lib confmisc.c:392:(snd_func_concat) error evaluating strings

ALSA lib conf.c:4528:(_snd_config_evaluate) function snd_func_concat returned error: No such file or directory

ALSA lib confmisc.c:1246:(snd_func_refer) error evaluating name

ALSA lib conf.c:4528:(_snd_config_evaluate) function snd_func_refer returned error: No such file or directory

ALSA lib conf.c:5007:(snd_config_expand) Evaluate error: No such file or directory

ALSA lib pcm.c:2495:(snd_pcm_open_noupdate) Unknown PCM default

AL lib: (EE) ALCplaybackAlsa_open: Could not open playback device 'default': No such file or directory

Received X11 Error:

        error code:   1

        request code: 143

        minor code:   34

        error text:   BadRequest (invalid request code or no such operation)

Writing: /tmp/blender.crash.txt

Segmentation fault (core dumped) **

now after installing pulseaudio error reduces to
** shared memfd open() failed: Function not implemented
shared memfd open() failed: Function not implemented
Received X11 Error:
    error code:   1

    request code: 143

    minor code:   34

    error text:   BadRequest (invalid request code or no such operation)

Writing: /tmp/blender.crash.txt
Segmentation fault (core dumped) **


texts:
I'm accustomed to saving frequently using Ctrl+S in Blender. Each time I do this, Blender pops up the "Save Over?" button, which I have to click (or press Enter).

This gets in the flow of things. Is there a reasonably simple method to disable this behavior and just Save Over without prompting. (Reasonably simple meaning without modifying Blender's source code.)


texts: Why does part of my scene not appear in my final camera render but appears in all other situations?

texts: I am new to blender and and not quite sure what info should be included here so please be patient with me.


texts:
I'm trying to cut out a piece on my object like this:

But when I go to subdivide, my object gets distorted. How do you go about fixing this?


texts: Blender multilayer EXR to Photoshop, how to set up my layers to obtain the final image?

texts: How should I set up each layer to get the final image? I tried to set them all on "multiply" but it doesn't look right. I'm using the 3d-io EXR plugin for Photoshop but I can't find any tutorial to help me, because apparently when you import the multilayer EXR into photoshop the layers should be already set up, but my layers are set to "normal".


texts: How to combine Hair and Rigid Body physics?

texts:
I would like to combine a rigid body behavior with hair dynamic.
I created a sphere with hair all around with hair dynamic on. I would like the sphere with attached hair to bounce of a plane. When I run a simulation hair does not follow the ball. Particle Hair stays in a position. I am almost sure it worked some time ago. I tried different settings ie. collision settings in rigid body panel. It sometimes works (i just tried to set "source" to "base") but still, the ball loses hair after a while. Why?


texts: Blender 2.8 Smoke: Unable to render color in render view using cycles

texts:
Hi Guys,

I was following a tutorial by Remington on Youtube [Smoke Fluid][2], I followed it exactly step by step with out changing anything. The only difference was that he was using Blender 2.79 and I am using 2.80.

The problem that I faced was that when I was previewing the smoke animation in Cycles view it wouldn't render the smoke color transition, I even tried sticking to one color but as you can see from the image above that I was unsuccessful. I have no idea why this isn't working, I tried changing the color by selecting the domain and then going into the shader editor but then the transition of color would not appear instead it would just switch to another color.

If anyone can troubleshoot this and help me I would really appreciate it.

Attached the blend file as well.


texts:
Need to create multiple faces based on edges.

How to do it quickly?

I don't want to select every 4 edges and press F.


texts: Is is possible to make particles stay kind of in place but move around like molecules do in a solid state? kinda like vibrate a bit? couldn't find anything about this, found a force that I think does it (something with molecule) but I tried it and couldn't get it to work. Thanks in advance! (and no I don't want brownian motion, particles need to stay near their original position)


texts: How to scale only one side of a mesh/scale unevenly?

texts:
I'm trying to scale a cyllinder, but keep 1 side the same, like in the image. You can see there that a cyllinder (represented by a black rectangle) has a certain size, but I want to make it uneven, like a cone that does not end in a closed point. Just a cyllinder with one wide end and one narrow end, represented by the red lines. You can see a wide and narrow/normal end. ]

How do I do that?

Thanks in advance,

DiaborMagics


texts: I struggle with this problem - I want to get one animation from two or more points of view - to render this in one cycle I want to get 100 frames from one camera, switch to another one, get time to begining, get another 100 frames... is it possible to do? With GUI or from python script?


texts: Separate selected UV map vertices from surrounding vertices

texts: How do I break the selected UV map from its surrounding vertices?


texts: What does the radius vector do on an SSS shader?

texts:
What exactly does the radius vector value on a subsurface scattering (SSS) shader do?  In his SSS tutorial (making realistic bread), Andrew Price says that the XYZ values translate to the RGB values of the scattered light.  But a lot has changed with SSS since that tutorial was made and that doesn't seem to be true anymore.

It does seem to have something to do with the scattering color, but it is not a simple XYZ to RGB thing.  Here are a couple renders I did:

(the sphere is 75% SSS and 25% white diffuse)

So [1 1 1] seems to be just white scattering, while a [0 1 1] vector gives a turquoiseish color.  Setting it to [1 0 1] gives a pinkish color and [1 1 0] produces a yellow scattering.

Intuitively, I would think that radius would mean the distance that the rays are scattered from where they hit the surface.  But that would not change the color of the scattered rays and could be accomplished easily enough with a scalar value as opposed to a vector.

I am looking for a technical, mathematical explanation of exactly what the radius value does.  I think I have a pretty good grasp on how SSS works, but it wouldn't hurt to explain that as well.


texts: Blender uses more ram than my pc has when rendering

texts:
When I preview cycles render in viewport, the performance is solid and using 1 or 2GB memory. However when I render, at 128 samples, my pc freezes after about 2 seconds. Also, I have only got 16GB of ram, but the lower right corner says that the memory usage is 17.24GB. I render on the CPU, which is a Ryzen 2700x and I use blender 2.82. The scene is a desert render with an animated person walking. The desert has a subsurface material set to adaptive. There are only about 200.000 faces. Does anybody know what’s up with the ram and why my render freezes?
Thanks in advance


texts:
I've never used Blender before but I need to make a web page to monitor for render. I was thinking about a little software in Python  that runs into each PC which is rendering. This software should read some data from blender like:

Project name
Current Frame
Time remaining
GPU usage
List of GPUs

and it should write them into a file or send them somewhere through the network.
I need help to understand how to get these datas(and probably more) from Blender

Thank you!


texts: How do I attach an object to an animated Fps Model?

texts:
My goal was to have a rectangular prism under an animated first person shooter arm and track its transformation without it warping.

This is the arm that I am using. As you can see there is no armatures to animate the arms, but there are vertex groups. I didn't animate this, this is exported from a game.

The red rectangular prism is what I am trying to attach under the arm.

The idea I had in mind was to put them together and parent each other with automatic weights.(I got this from this tutorial: https://youtu.be/FiaXBDsk4M0?t=193)

Things didn't go its way and this was my result.

Although it has tracked the , the rectangle warped itself.

I have been having trouble for a LONG while and it led me here trying to get some help.

I need the rectangular prism to be stiff(not warped) and follow the transformations of one of the arms. Anyone have an idea to do this?


texts:
My scene consists of a Null, key-framed rotation on itself, with a cube as child. The cube is translated at (6,0,0) and has a key-framed rotation along the x-axis.

What I would like is to bake or compress (not sure of the right term here) the transform hierarchy. The end result is the cube, moving exactly like when it was the child of the Null, with the offset, but now, it's not the child of the Null any more.

And if there's a way to do it with Python, that would be a must!


texts: How do I stop the cloth modifier from treating a joined mesh as separate meshes?

texts: Is there any way to prevent get this to act as a single mesh? Also, I should note that it is pinned at the top.


texts: Operator camera_to_view_selected() doesn't work as expected

texts:
Gist:
Why bpy.ops.view3d.camera_to_view_selected() doesn't work from a Class method or even a global function, when it's called from any regular method within a registered Class?

My scenario:
I have a scene with multiple cameras "binded" to different Markers (in the Timeline) at different frame intervals. I am trying to re-align all the active cameras at their respective frame to a selected object. For example, lets the selected object be our default Cube here.

def cam_realign():
        for i in range(1, 9):
            bpy.context.scene.frame_set(i)
            bpy.ops.object.select_all(action='DESELECT')
            active_obj = bpy.context.scene.objects['Cube']
            active_obj.select = True
            bpy.context.scene.objects.active = active_obj
            bpy.ops.view3d.camera_to_view_selected()

cam_realign()

The above code snippet works absolutely fine if I use as it is, i.e. just as a normal function. However, if I try to execute those very set of instructions from within a Class method it doesn't realign all the cameras except one.

class CamRePosition(bpy.types.Operator):
    bl_idname = "object.cam_reposition"
    bl_label = "Repositioning of Cameras"
    bl_options = {'REGISTER', 'UNDO'}

    def execute(self, context):
        for i in range(1, 9):
            bpy.context.scene.frame_set(i)
            bpy.ops.object.select_all(action='DESELECT')
            active_obj = bpy.context.scene.objects['Cube']
            active_obj.select = True
            bpy.context.scene.objects.active = active_obj
            bpy.ops.view3d.camera_to_view_selected()

        return {'FINISHED'}

Any idea where I could fix this?

Edit: I did check in the console that the camera is being updated as it iterates through different frame (as also suggested by batFINGER).


texts: How to remove jitter on cloth simulation?

texts:
Scene: A cloth (plane) falls on top of a stool (cylinder). Then the stool rotates 180degrees, and stops. The cloth continues to simulate after the stool rotation is complete. This is fine, but what is not fine is that instead of the cloth finding a state of rest, it just continues to jitter (oscillating around a rest state).

Question: How do I fix/remove this jitter in the cloth simulation?


texts:
I am having a problem with my render layers. For clear illustration, I created a plane and a box. The box is partly beneath the plane. The plane is on my first render layer and the box on the second. Now when I render, the part of the box that is below the plane is shown in black.

I know that the black part of the box is below the plane, but is there a way to cut this part from the image or even exclude it from the rendering?

I hope someone can help me.

Marijn


texts: How to divide a circle into slices for each side

texts:
Sorry if the terms I used are incorrect, but I was wondering how I can divide a circle into several triangles, one for each side of the circle, as well as subdivinding those into quadgons like so:

I made the example on the left by hand (selecting each vertex and adding a face) which took way too long, and would clearly take too much time to do with other more complex circles.

I tried using subdivide and loop cut and slide, to no avail. So how can I do this quickly?


texts: How do you control the speed of rotation?

texts:
Heyo, I've been using Blender for about a year now. I came from Maya and C4d. I have a problem that seems like it should have a simple answer, but I can't find it. How do you control the REVOLUTIONS of something rotating? When I try to set keys from 0 to 360 degrees, it works fine, but if I THEN add a 3rd key frame, so that the object slows down back to 0 degrees, from 360 degrees, the object starts to spin backwards halfway through the animation. I just want it to start spinning, get faster, and then slow down. What am i doing wrong? Is this something that con only done in the NLA? If so how?

Thanks in advance to anyone who can help.


texts: rotation via python does not the way i would it have expected

texts:
I created a cylinder via python.
I rotated it it 2 times (y and z axis). Then moved it up.
Then i changed the origin to be in world center and rotated in on z - axis.
So the result is like this (which is ok)

then i added these line to my code
# expected: rotation "in place" - so same as before, but vertical
setOriginToGeometry(bpy.context.active_object)
bpy.ops.transform.rotate(value = math.pi / 2, orient_axis='Z', orient_type='GLOBAL', orient_matrix=((1, 0, 0), (0, 1, 0), (0, 0, 1)), orient_matrix_type='GLOBAL', constraint_axis=(False, False, True), mirror=True, use_proportional_edit=False, proportional_edit_falloff='SMOOTH', proportional_size=1, use_proportional_connected=False, use_proportional_projected=False)

and as i wrote in the comments i expected the green bar to rotate "just in place", instead i got this:

so obviously i am doing and understanding something wrong, but what? Any help appreciated!
my code:
import bpy
import math

def setOriginToCursor(object):
    bpy.context.view_layer.objects.active = object
    bpy.ops.object.origin_set(type='ORIGIN_CURSOR')

def setOriginToGeometry(object):
    bpy.context.view_layer.objects.active = object
    bpy.ops.object.origin_set(type='GEOMETRY_ORIGIN')

i = 0
name = "object"
halfPi = math.pi / 2
radius = 3
number_of_objects = 1

angle = 2 * math.pi / number_of_objects

bpy.ops.mesh.primitive_cylinder_add(radius=1, depth=2, enter_editmode=False, align='WORLD', location=(0, 0, 0), scale=(0.1,  0.1, 1))

new_Name = name + '_' + str(i)
bpy.context.active_object.name = new_Name

# rotation 90 y-Axis, so i can see it from top view (result : horizontal)
bpy.ops.transform.rotate(value = halfPi, orient_axis='Y', orient_type='GLOBAL', orient_matrix=((1, 0, 0), (0, 1, 0), (0, 0, 1)), orient_matrix_type='GLOBAL', constraint_axis=(False, True, False), mirror=True, use_proportional_edit=False, proportional_edit_falloff='SMOOTH', proportional_size=1, use_proportional_connected=False, use_proportional_projected=False)
# rotation 90 on z axis, so it is vertical
bpy.ops.transform.rotate(value = math.pi * 2 - angle * i + math.pi / 2, orient_axis='Z', orient_type='GLOBAL', orient_matrix=((1, 0, 0), (0, 1, 0), (0, 0, 1)), orient_matrix_type='GLOBAL', constraint_axis=(False, False, True), mirror=True, use_proportional_edit=False, proportional_edit_falloff='SMOOTH', proportional_size=1, use_proportional_connected=False, use_proportional_projected=False)
# move it up on y-axis
bpy.context.active_object.location[0] = math.sin(angle*i)*radius
bpy.context.active_object.location[1] = math.cos(angle*i)*radius
bpy.context.active_object.location[2] = 0

#i = 2

# works as expected

setOriginToCursor(bpy.context.active_object)
# moved and rotated to the left from origin - horizontal
bpy.ops.transform.rotate(value = math.pi / 2, orient_axis='Z', orient_type='GLOBAL', orient_matrix=((1, 0, 0), (0, 1, 0), (0, 0, 1)), orient_matrix_type='GLOBAL', constraint_axis=(False, False, True), mirror=True, use_proportional_edit=False, proportional_edit_falloff='SMOOTH', proportional_size=1, use_proportional_connected=False, use_proportional_projected=False)

# expected: rotation "in place" - so same as before, but vertical
# but it is: in world origin :(
setOriginToGeometry(bpy.context.active_object)
bpy.ops.transform.rotate(value = math.pi / 2, orient_axis='Z', orient_type='GLOBAL', orient_matrix=((1, 0, 0), (0, 1, 0), (0, 0, 1)), orient_matrix_type='GLOBAL', constraint_axis=(False, False, True), mirror=True, use_proportional_edit=False, proportional_edit_falloff='SMOOTH', proportional_size=1, use_proportional_connected=False, use_proportional_projected=False)


texts: How to exclude a Shader from direct the direct Lightning og a HDRI Background

texts: I am new to to Light Path Node in Blender and was wondering if there is way of using a HDRI Background in the world settings while excluding specific Objects in the Scene from the direct illumination from the used Background? So that those excluded objects are getting a toonish kind of look. I just can´t get my head around this topic. Thank you for your help.


texts: Rendering crash with new gpu (rtx 2070 super)

texts:
So I changed my graphics card from gtx 1060 6gb to rtx 2070 8gb super.

I have the exactly same scene and options. I'm start rendering and after 30min or sometimes less blender randomly close itself without any error message. If I do something else on the pc it's closing way earlier like in a few minutes.

I'm rendering with cycles, I tried with CUDA and Optix.
I checked the temperature of the card with multiple software and it was max 65 degrees Celsius. Though it felt way hotter when I removed it.

I have only 8gb ram what could be the case, but it never crashed with my old card so I don't understand.

If I put back the old card back still never crash, I have no idea what is the problem with my new card, please if you have any idea share with me, thank you.


texts: Why is using 'C.object.data.uv_layers.remove()' in a loop not removing all UV layers?

texts:
After hours of arguing with my code (Trying to eliminate some uv_layers), I'm trying this script directly in the console:
for uv in C.object.data.uv_layers:
    C.object.data.uv_layers.remove(uv)

This is producing unexpected results, including partial, but not complete, deletion of all uv_layers (Uv Map)
I would have expected all maps to be deleted.
In addition in some cases I get strange errors, with uv_layers names that are not even present in the C.object.data.uv_layers list.
I would like to be sure that we are talking about a bug, in this case I would eliminate the question right away.
If not, I'd like to know if I'm doing something wrong.
A simple test is to add a dozen or more uv_layers, manually, and run this code
The result:


texts:
I've got this problem with layered planes where planes behind are showing through the top ones.
Tried spacing them further apart but that didn't fix the problem since I plan to make a lot of these for foliage so I can't do that. When spaced really far apart, the problem does not happen, but this is not viable in my use case.
Made a video to illustrate the problem so please take a look at the link below.
https://youtu.be/LGGhv192yzo


texts: Extrude curve given by mathematical equation

texts:
How can I extrude curve given by mathematical equation?
I know how it works for a Bezier Curve.

I tried to use Solidify modifier but it doesn't work


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I have a planar bezier curve, this curve is in general not closed but it can intersect itself.

What I want is to give this curve a finite width in the plane of the curve. I have found many ideas about giving a curve volume or extruding out of the plane of the curve but that's not what I need.

Is there a way to achieve a finite in-plane width (as if I was drawing the curve with a thick pencil) ?

Thanks!


texts: How do I join the output meshes of the Cell Fracture addon?

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I have a simple, unsubdivided plane mesh with a particle system that I want to apply Cell Fracture on, following this step-by-step guide: http://blendersushi.blogspot.de/2012/07/vfx-voronoi-cage.html

But I'm stuck at the part where the author writes

  For the purpose of creating Voronoi Cage, I actually just need the "wireframe edges", so I join the Shards back into a single mesh (CTRL+J).

, since there is nothing to join.

Here's a screenshot of my Cell Fracture settings:

And here's what Blender looks like after applying Cell Fracture:

Selecting the original mesh named "Plane" and hitting Ctrl+J yields "No mesh data to join", while selecting any of the new "Plane_cell*" meshes and hitting Ctrl+J does nothing, not even displaying some error message.

I'm certain that I'm missing something crucial, but I can't figure out what.

(Sorry for the uninspired tag choices, no other tags looked appropriate.)


texts: Blender API. Access face coordinates on image texture and UV map

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What I have:
Model with texture atlases inside material slots

What I need to do:
Iterate over faces of my mesh (done)
Find what texture atlas (material slot index) face using (done)
Get pixel coordinates on image texture corresponding to UV of this face.

Like this in pseudocode:

for face in faces:
    for vert in face.verts:
        vert_texture_coordinates = UVMap.get_coordinates(vert)
        # And here I want to get something like (13, 37)
        # representing pixel on my image texture

For now I only have data from bmesh.loops and have no idea what to do with it:

for face in faces:
    for loop in face.loops:
        uv = loop[uv_layer].uv
        # Getting <Vector (0.1116, 0.9408)>


texts: Part of my object disappears In camera view

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Hi newbie in blender here.

does anybody know how to solve the problem?

Outside view show the whole 3d model, but on camera and rendered it comes out like this:


texts: Geometry nodes Controle point scale with z position

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I want to distribute points on my mesh but scale them so they get smaller the higher they get.
I think that we can do this by using a color ramp but I want to separate my position values and clamp the z value so I can properly use it.
For that, I would need a way to feed it into a separate XYZ node but I can't find a node that outputs the position per point to use it later.
This is my current state:


texts: So I'm trying to render a scene, and everything looks fine in the viewport. But when I go to render it, it seems to have zoomed in way further than it's supposed to. I think it's zooming in on the backpack, but I have no idea why it would do that. There's nothing inside the camera, and there's nothing set to render that's not visible in the viewport. The first image is what it should look like, and the second image is what I get when I render it.


texts: Startup cube not display as other objects

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I started to learn blender on Dell Latitude E7450 with Intel Corei7 in order to participate a contest but after the laptop crashed I switched to Hp Protect Smart with AMD A10-5750M APU with Radeon HD Graphic 2.50 Ghz. I first encountered this problem when running a blender on HP.(If I clicked on cube then it shows the edges).When I switched to the HP I first encountered this problem.Startup cube not show in object mode but if highlight all its vertices then it is displayed in semi-transparent view.After this manipulation, the object is displayed in a translucent manner.It is not over.New objects that i created was same as it except the circle.I don't know how to explain it but I'll show you.What it is?I also became aware of this problem when importing a fbx character model]8Shall you help me please?Here are some similar questions that can help you:
Default cube not displayed
https://blenderartists.org/t/solved-solid-view-not-showing-the-default-cube/549643/9


texts: How to fix this Big eyebrow that keeps appearing after trying to get eyebrow

texts: Can someone tell me where I'm going wrong and properly show me as well, because it would be a shame for me to give up on something I love.the bottom is what i'm trying to get when i render it,but when i render it comes weird looking as the top.please help


texts: Is Object Space Normals the same as Bent Normals

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Is Blenders normals that are using Object space the same as what other engines/applications refer to as bent normals?

Bent normals are Tangent normals mixed with some Ambient Occulsion in some way, so to me I don't think object space normals are indeed what other refer to as bent normals.

However other posts on here confuse the matter, hinting that they are the same!.

Edit: To give some clarity, bent normal look to be the average of the unoccluded directions.


texts: I would like to know what variable Blender uses to determine location. Something like position_x = 0 or something? I dunno.


texts: How to texture paint only one part (normal map)?

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Ok, Ive baked normals and there are some I want to get rid of completely - meaning go back to the purple color so they dont show up black. I dont need them and want them gone, but need them on other parts of the model. Right now I have my normal map fed into my material nodes, and I can see on my model where I want to remove normal "bumps" (where it isn't purple):

Trying to find where each "bump" is in photoshop isn't working. How can I mask OR paint over these "bumps" with texture paint? I tried painting over but they persisted. Is this possible?


texts:
I'm trying to get round edges on my mesh but using inset extrude or subdivision and bevel don't seem to do the trick this is what i have

and this is what i want