texts: What does Lightmap Pack's "Pack Quality" option do?

texts: What does the "Pack Quality" option do in the Lightmap Pack settings box? The option's tooltip says Pre Packing before the complex boxpack.


texts: How to use the golden spiral composition rule

texts:
We've all heard of this magical thing called the golden spiral, which derives from the golden ratio; However, I feel like there's a general confusion around how to use it in the composition of an image.

This image includes both the golden spiral and the golden triangles.

The golden spiral is a logarithmic spiral where the growth factor is φ (phi); Where is the positive root of:

Which is, by defenition:

This pattern is present all throughout nature, since the ratio of two consecutive numbers in the Fibonacci sequence tends towards φ.

So, how does one apply this rule to the composition of an image?


texts:
I was following the Blender Guru tutorial for adding sprinkles onto the icing.

However, When I try to do what he did at 32:59, I encountered this:


texts: Bone with TrackTo constraint isn't rotating properly in poses on 1st frame [video included]

texts:
See video example here: Watch Video on YouTube

My problem is that, in pose mode, when I'm in the Action Editor, the initial pose of the bone (that controls the lower cylinder of the excavator/construction vehicle) is off. It's not what the keyframe has it set as. Attempting to rotate the bone or move forward in the timeline, however, puts the bone back to its proper rotation. It's only when switching between Actions that this off-rotation issue appears. The problem is the issue is continuing into Unity, the game development program, and messing up the animations. My expected behavior of the bone is that it wouldn't glitch on the 1st frame of the Action when I switch between actions.

Here is a screenshot of the TrackTo constraint I have on this bone, targeting an object above it near the upper-cylinder:

Here's what the bone & cylinder should look like from starting frame:

Here's what it actually looks like when I switch between Actions (this glitch also carries into Unity):

Does anyone know how I can fix this problem? Any help would be greatly appreciated. Thank you!


texts: How to create a checkbox in the Properties>Render tab?

texts:
sorry for the noob question, but i can't create a simple checkbox inside the render tab...
Here is my code...

import bpy
from bpy import context
from math import degrees, floor
#from bpy.types import *
from bpy_extras.io_utils import ExportHelper
from bpy.props import BoolProperty
from bpy.types import (Panel,
                       Operator,
                       AddonPreferences,
                       PropertyGroup,
                       )
class MySettings(PropertyGroup):

my_bool = BoolProperty(
    name = "render scene",
    description = "render a reference copy of the scene",
    default = False
    )

class BlenderCam_exportFile(bpy.types.Operator):
    bl_idname = "myops.blendercam_export_file"
    bl_label = "Export File"

    def execute(self, context):
        #------------------------------------
        #    my code is here....
        #------------------------------------
        return {'FINISHED'}

class BlenderCamPanel(bpy.types.Panel):
    """Creates a Panel in the Render context of the properties editor"""
    bl_label = "BlenderCam"
    bl_idname = "blendercam_panel"
    bl_space_type = 'PROPERTIES'
    bl_region_type = 'WINDOW'
    bl_context = "render"

    @classmethod
    def poll(self,context):
        return True

    def draw(self, context):
        layout = self.layout
        scene = context.scene
        rd = scene.render
        #label
        layout.label(text="Label")
        #chechbox
        layout.prop(rd, "my_bool", text="Bool Property")
        #button
        row = layout.row()
        row.operator("myops.blendercam_export_file")

def register():
    bpy.utils.register_class(BlenderCam_exportFile)
    bpy.utils.register_class(BlenderCamPanel)
    bpy.utils.register_class(MySettings)

def unregister():
    bpy.utils.unregister_class(BlenderCam_exportFile)
    bpy.utils.unregister_class(BlenderCamPanel)
    bpy.utils.unregister_class(MySettings)

if __name__ == "__main__":
    register()

The code runs fine and doesn't return any error, but while the label and the button are present, the checkbox doesn't show up... Any clue?


texts: Blender Archipack can not select object's frame when creating a new one

texts:
Hello every I got some weird issue from archipack add-on
running 2.90.1  tried on 2.90
Version archipack pro
When I create a new objects(ex.window door wall all the same) the objects appear but I cant not select the the objects that i just created.
For a half secs the frame was selected and then its gone( I can see a orange frame for a half sec)
I tried re install achipack/blender, no lucks
I find out that when I create an object, I have to manually hide the whole thing and then bring it back(got an error messages), then I can select the object. And if I use shit+d copy move the frame there is no window shown on the copy one unless I modifies the dimension of the objects and then the window is back again
anyone has any clue what is happening? I am super confused....and this is really annoying


texts:
I am very new to blender, I have rigged a few characters in the past and I wanted to try rigging only the limbs to this character.
When I parent the mesh and armature with automatic weights, it works exactly how I expect it to on one half of the character and the other side deforms and doesn't follow the bones as I want them to (It bends out of the bones and gets skinnier the more it rotates and shifts position).
I tried looking for a solution but couldn't really find anything that looks like it would help. I don't know if its the rig itself I'm using, but I tried making one from scratch and then tried a meta rig I modified to fit but both give the same results. This only happens when the left and right limbs are one mesh but if the two sides were separate meshes it works fine but is just a big inconvenience.


texts: How to switch background image during video compositing?

texts:
Greetings,
as you can see in the picture, I want this picture to be background image for my amateur video.
Any advices?


texts:
So I recently made the switch to cycles rendering and smoke modifiers, but it's been giving me loads of problems already.

This is what the model looks like:

And then when I go to render it, this is the result I get.

Why is this happening?


texts: Is there a way to link uv's so as to tile them onto an object?

texts: Take the default cube, unwrap it and apply a texture. Looks nice; none of the textures are stretched or squished. If you go into edit mode now and select the top face of the cube and move it up or down it will look as though the texture is stretched or squished on the sides... is there a way to stop this happening? A way to link the object to the uv so as you edit the proportions the uv automatically updates the sizes automatically in proportion? In google sketchup you can tile textures so when you edit the size of a surface it just draws more or less tiles and doesn't cause stretch or compression of the textures... I'm looking for the same sort of functionality in blender.


texts: Axis of an object change direction with camera

texts: I'm new to Blender and recently on my first creation. However, I encountered a  problem - the axis of an object flips (changes its direction) as I move the camera around the object. For example, whenever you start a new design, you will only be able to move the cube in six directions - up, down, left, right, back, forward. In my case, the directions of arrows will change. Is there any way to return the setting back to normal so that the axis won't flip?


texts: How to smooth an arrayed object so the breaks between objects are less obvious?

texts:
I have this shape, made by arraying a single tentacle segment, using an empty scaled to 0.9 for the offset.

I want to smooth it out, so that instead of looking like a bunch of blocks laid on top of each other, it's a smooth shape, like this:

I tried using the Smooth modifier, but it only smoothed the individual segments, even after applying all modifiers.


texts: How can i view the vertex and face data as a text file?

texts: I just downloaded blender and made a really simple model. I want to view the vertex and face data generated by blender in a text file. Currently, when I try to export a model, it exports an obj file, which if I click, load the model itself an MLT file, which I don't know what that is. All I want is to view to vertex and face data for now. Thanks


texts: Execute function only once in a infinite loop on blender game engine?

texts:
I'm new to blender and python..I want to clear the input serial buffer of the blender game engine before reads data from it.

I have used GameLogic.SerialPort.flushInput() to clear the buffer. I have connected "always" sensor with the "True" level triggering.Therefor code can run infinitely.

I only need to clear the input buffer once in the loop but it always clear the serial buffer..

Any ideas how to clear serial buffer once in the infinite loop...

Blender code

import GameLogic
import serial

port = 'COM12'

try:
    GameLogic.SerialPort
except:
    GameLogic.SerialPort = serial.Serial(port,115200)

GameLogic.SerialPort.flushInput()
.
.
.
rest of the programm


texts: How to spin more than one propellers(objects) at the same time

texts: I was making a drone animation and i wanted to know how i can make the three propellers i made to rotate like a helicopter does at the same time in an animation.


texts: Armature deformation behaviour with shape keys

texts:
I have a gum squeeze bulb rigged with an armature (simple two bones), when I turn the bone the top of the bulbs vertex group is attached to I get a nice bending of the whole bulb. Please see the attached images.

Now I want to have the same behavior accomplished by shape keys.
I found the Corrective Shape Keys addon, but can't get it doing a good job. The resulting mesh is a mess.
Also I found the option to apply the armature modifier as a shape key, which gives me exactly the same result as with the armature, but instead with a single shape key. That's too good to be true. So I found, that when I want to bend the bulb in +X/-X and +Y/-Y after the first time using the armature modifier as shape key, my rigging has gone and I can't do the -X/+Y/-Y motions with the "use armature modifier as shape key" process...

Help is greatly appreciated!


texts:
I'm new to Blender so please bare with me - I imported a photogrammetry model made in AgiSoft and patched it up in Blender. I then grouped together multiple cube meshes that I used to patch up the original model with the dollhouse so it's just one group. I have set all the materials to shadeless and have not added any lights to the scene.

My model in blender (view mode set to material) look like this below.

Why though when I export the group as an obj, it comes out looking like this? (below editing for animation in VideoCopilot's Element 3D v2):

My export settings that are checked off are:

Apply modifiers
Include edges
Write normals
Include UVs
Write materials
Objects as OBJ groups

Ideally, I would like my model to be exported and when imported into another software, look like how it appears on Sketchfab and in Blender - not bumpy, shadeless, and top green floor and other meshes included with the photoscanned dollhouse mesh.

In short, I can't get Blender to export all the grouped meshes together into one OBJ model even though they're grouped together in Blender. Likewise, why isn't the model as smooth and shadeless as it appears in Blender.

UPDATE: I've managed to export my OBJ to include all the necessary meshes. In Element 3D I then just had to manually check "draw backfaces" for all the materials BUT the interior of my dollhouse is still looking very bumpy like it does in the picture originally posted. How do I get my exported model to appear smooth like it does when uploaded to Sketchfab here? (copy & paste and delete space in below link)

https: //skfb.ly/6s9rI


texts: How to add a mesh to each vertex (30k vertices) so can import into UE4

texts: I want to import a set of vertices into UE4 but am unable to do so since it lacks any mesh data. Is it possible to convert the 30k vertices into having meshes at each vertex so they are visible and can be imported? e.g. adding a small sphere or cube for each vertex.


texts: Can I add the output of the VSE as input to the node diagram?

texts:
I know how to add the output of node composition to the VSE (add 'Scene'), but can I do the oposite?

I want to post-process my video sequence with a filter only available as a node (Stabilize) without pre-rendering it to a file first, because it would deminish quality and waste hard drive space and processing time. Can this be done? Or is the order (3D Scene -> Node composition -> VSE) fixed?


texts: make model render as it appears in 3d view texture or materials?

texts:
Is there a way to uvmap and texture a model, so that it appears more or less as it does in the blender 3d view with no materials or texture ?

Crappy skin texture I'm using:

Blender 3d view which would be fine for me:

Thanks!


texts: Cut hair particles using boolean modifier

texts:
I've sculpted a head and added some hair particles to half a sphere positioned on top of the head. This all works fine.
I now modeled a hat and placed it on top of the hair. Obviously the hair goes through the hat.
So I figured I'd just add a boolean modifier to the hair emitter and cut the hair using a cube but I can't get it to work.
Is it not possible to slice hair using a boolean modifier?
Is there another way I can achieve  the same thing?
Edit: I got the boolean modifier to work (it was in the wrong order at first) but instead of cutting the hair it obviously cuts the actual hair emitter instead, resulting in the troll going bald :P
I also tried the collision tip in the comments, but that just made the hair go crazy and still clip through the hat :/


texts: How do I adjust for overexposure using physically based lighting?

texts:
I am trying to get my head around physically based lighting in Blender.

I read somewhere the Cycles Sun Lamp is measured in W/m² so
assuming that bright sunlight is measured at 120000 lux (https://en.wikipedia.org/wiki/Daylight) my intensitiy for the blender sun will be (given that 1lux = 0.0079 W/m2 for sunlight) around 980 W/m². This matches more or less with the readings from wikipedia, that states that the max sun intensity depending on its distance from the earth is 1050 W/m² (https://en.wikipedia.org/wiki/Sunlight).

Using the filmic Blender add-on I am now way overexposed.
Here comes my first question: where do I compensate for that? I found two exposure sliders within Blender. One directly in the color management tab, which I assume doesn't affect the final rendering, but only the viewport lut. Or do I use the exposure slider under the render tab/film?

Second: How does cycles handle the light contribution from environment maps? In what relation do they stand to the sun intensity as they have a seperate intensity slider. Is there a rule of thumb to get them in the right ballpark?


texts:
I am using blender 2.66. I have added a text object and then selected the Object tab in the properties window, went up to the bottom and the used object color picker to choose a color.

But even after choosing a color, when I render the scene as image the color does not seem to be applied to the text object. Is there anything I am missing?


texts: How to change the default views of quad view in blender 2.8?

texts:
I have the same question as How to change the default views of quad view? but for Blender 2.8 where you can not press N to display the View Properties.
I would like to have a 3ds max view and change the viewports accordingly.


texts: Why can't I see the camera, empty, lamp, speakers, and some physics in add object Menu when a python script is run

texts:
I have a very long script for doing some specific action in the scene. When I run the script, mysteriously camera and other objects just disappear from the the Add menu in the working space. I am importing currently these libraries. Do I need to import more libraries in order to get full functioning Blender Interface.

import bpy
from bpy import *
import bmesh
import random
from random import randint
import bpy.props
from bpy.props import *
import os
import bpy.utils.previews
from bpy.types import Scene

and these two functions I used to register and unregister properties which i used for my task.

def register():
    bpy.types.Scene.sub_divs = bpy.props.IntProperty(name="sub div", description='', default=9, min=9, max=50, update=update_func)
    bpy.types.Scene.seed = bpy.props.IntProperty(name="seed", default=0, update=update_func_seed)
    bpy.types.Scene.bool = bpy.props.BoolProperty(name="color 1", default=False, update=toggle_bool)
    bpy.types.Scene.bool_invert = bpy.props.BoolProperty(name="color 2", default=False, update=toggle_bool_invert)
    bpy.types.Scene.bool_color = bpy.props.BoolProperty(name="color scheme", default=False, update=toggle_color)
    bpy.types.Scene.bool_toggle = bpy.props.BoolProperty(name="Toggle select", default=False, update=toggle_select)
    bpy.types.Scene.pieces = bpy.props.IntProperty(name="Lipid types", min=0, max=10, default=0, update=update_pieces)
    global custom_icons
    custom_icons = bpy.utils.previews.new()
    script_path = bpy.context.space_data.text.filepath
    icons_dir = os.path.join(os.path.dirname(script_path), "icons")
    custom_icons.load("custom_icons", os.path.join(icons_dir, "icon.png"), 'IMAGE')
    bpy.utils.register_module(__name__)

def unregister():
    del bpy.types.Scene.sub_divs
    del bpy.types.Scene.seed
    del bpy.types.Scene.bool
    del bpy.types.Scene.bool_invert
    del bpy.types.Scene.pieces
    del bpy.types.Scene.p1
    del bpy.types.Scene.p2
    del bpy.types.Scene.p3
    del bpy.types.Scene.p4
    del bpy.types.Scene.p5
    del bpy.types.Scene.p6
    del bpy.types.Scene.p7
    del bpy.types.Scene.p8
    del bpy.types.Scene.p9
    del bpy.types.Scene.p10
    global custom_icons
    bpy.utils.preview.remove(custom_icons)
    bpy.utils.unregister_module(__name__)

if __name__ == "__main__":
    register()

Do I need to import more libraries for smooth work.


texts:
can anyone quickly tell me, how can change the dimensions of my whole project. For example: If I am building a skyscraper and it is to big to navigate, it would be much easier to just put in the numbers for the cube at dimensions (20m20m100m) and still have a relativeley small object. But if its a bigger project, I wouldn't want to divide every dimension by 100. Is that understandable or do I need to elaborate? :)
Cheers


texts: How can I create foam and spray in a fluid simulation?

texts:
Hi! I'm working on simulating an ocean; after working on it for quite a while, I've come to the realization that my ocean is missing the characteristic ocean foam and spray.

I saw some vids where there is a fluid that interacts with objects and foam and spray appears; how was this accomplished? (I tried to use dynamic paint but it didn't work, at least not the way I did it.)

Any help appreciated!

Thanks,

EvilAsuratos


texts: Trying to install Animation Nodes - How to make Blender forget?

texts:
I tried installing animation nodes. Blender thought it installed it but it actually didn't (because it was the windows version and I was using Linux). I realized this when I ran into this problem. So I deleted that zip and downloaded the linux one. Now it shows up in the Add-ons folder when I select the .zip (as shown below)

but when I click the checkbox to enable it, it gives me this error message:

Thinking that Animation Nodes is already installed, even though the Windows version didn't show up in the Add-ons panel or anywhere on my hard drive. How can I get the proper version installed?


texts:
blender 2.81
I accidentally moved an object and can not undo it. How may I move the object to the world origin, and/or set the location of the object at the center of x, y, or z axes.


texts:
I've ran into a little problem while trying to create a sort of railing - i've created a plane, subdivided it and then deleted only the faces which left me with this.

Next Step was to convert this into a curve to then bevel it and have a railing - but there lies my problem. The Bevel is very inconsistent and all over the place.

Scale is 1,1,1, all transforms are applied and switching to 2D doesn't help - so after gooogling for a while i'm all out of ideas.
Any help would be much appreciated.
Thank you


texts: Extruding / Scaling from reference edge (?)

texts:
I'm a beginner in blender and am trying to model an axe for a logo, but when scaling the "sharp" edges, they scaled outward from the geometry origin, which made some edges go inward, instead of facing outward (showed in example foto). Is there any way to reference an outer edge loop to make the inner edge loop scale outwards from that edge, instead of from the geometry origin (if that makes sense)?
Blend file: https://www.file-upload.net/download-14381184/Draven_Logo.blend.html


texts: Can i Render a specific region in blender with specific resolution?

texts: For example, can I define a Render Region, but render it at the resolution I've specified in Output Properties?


texts:
I have created kind of a.. Robot in blender, a legged boat, complete with bones and all.

I have also created, in the same project a character, rigged and ready to go.
In my animation I would like for the character to stand on the boat. Is there a way for me to attach the character armature to the root bone of the boat and still have the character armature fully functional within itself?

Sorry for bad phrasing. I am having a hard time explaining my issuse.


texts:
I have a model created via photogrametry. I removed lots of unuseful geometry, but the UV map stays the same, taking a lot of space containing non useful data. I need to optimize the model for the smallest possible size.

Is there a way to optimize the materials so they're only made of the remaining part of the geometry?

Thanks for your help


texts:
how to get rid of black spots (artifacts). I'm using gradient animation on water simulation 2.80 (old fluid sim.) But, when i play animation on viewport, there is no issue of black spots.
Video https://vk.com/blender_3d?z=video-947906_456245040%2F97f5a90e1d430fd5c8%2Fpl_post_-947906_987830

2nd link for video https://drive.google.com/file/d/1OChLqpIZiNyb-Mn2C6QW5Y06L3JnPBym/view?usp=sharing


texts:
This is my first time going through the process of modeling something start to finish and I'm running into a problem with the normal map.

I created a high and low poly version, the low has uvs. Now I'm trying to bring back the detail with a normal map but it doesn't seem to be coming through right. What is causing the distorions on the original?


texts:
I've been working on python Curve Deformation tool. I need some help with the math. Possibly someone can help here. I cannot find correct UpVec for my custom curve.

Here are the screens which explain the problem:

Here is my tool in action:
https://youtu.be/Nxu6-0xm3Io

Here is the code I did but it's buggy in some angles. It inverts to 180 degrees on some angles:
https://github.com/mifth/mifthtools/blob/96e73eb3a2613b3f1396ddd7c4bdd9d0419ca5e3/blender/addons/mira_tools/mi_curve_guide.py#L515-L537

All I do is just cross direction of the point to global X and Y axis. Any help will be appreciated to get the quality of upVec as in Blender Curves.

And you can get the tool here:
https://github.com/mifth/mifthtools
http://blenderartists.org/forum/showthread.php?366107-MiraTools

Thanks.


texts:
I want to get some light coming through the window but At the end of the render, just after the first denoised tiles, I notice that there is some undesirable reflection on the floor surface that I don't see on the rendered display as you can see in the pictures.

in the rendered mode this reflection does not appear

Somebody help me to solve this please.
Thanks in advance


texts: Best way to mark seams and unwrap this mesh?

texts: I want to unwrap and texture paint this mesh,but as you can see it looks like a mess in the uv editor right now. Where can i add seams? what is the best place ? when i tried it as it is (with smart uv unwrap), it just stretches my texture and looks awful.


texts: What are the not so obvious features of Rigify?

texts:
I watched a tutorial which explained that scaling the finger controls would make them curl.

Are there more features like curl by scale in rigify which are not intuitively discoverable  ?


texts: is there a way, how to use a object with a hair particle system to be emitted by another hair particle system?

texts: I want to make a tree, so I made a tree and a plane for leafs and then used the particle system to emit leafs from the tree. That worked, but it didn't have enough branches and I am limited on faces per tree, so I made a branch with leafs (the same way: branch hair particle system with leafs as object), to emit it together with the leafs, but now I can't emit it with the leafs, all I get is a stick sticking from the trunk. can I somehow apply it or something, so that it would emit together?


texts:
Hi I want to find easiest way how to model a circle with circular holes:

The holes should be precisely positioned (e.g. every 15°).


texts: Is there a way in which we can merge two meshes in edit mode?

texts:
I have two mesh islands in the same plane which overlap as shown in fig1.
 Now when I go to selection and do "select boundary loop", it selects the full boundaries of both the islands as shown in fig2 . But what I ideally want to select is just the outermost loop of both the meshes combined as shown . For this I wanted to merge both the islands as one island. Is there a way I can do this?


texts: How to calculate Specular value for Principled BSDF node from IOR?

texts:
With regard to the manual the Specular value for the new Principled BSDF node can be computed with following formula:

$\text{specular}=\left(\frac{\text{ior}-1}{\text{ior}+1}\right)^2/0.08$
For example:

water: ior = 1.33, specular = 0.25
glass: ior = 1.5, specular = 0.5
diamond: ior = 2.417, specular = 2.15

But I am getting other numbers. Is the formula wrong? If so, what is the correct one?


texts: Mirror Axis and Rotation of Whole Object

texts:
So I am following a tutorial by Grant Abbitt and I have learned to use the mirror modifier. I have created a monster using the mirror modifier along the x axis seen below.

Now when I built the scene, my monster was facing the wrong direction as seen below.

I later successfully rotated the monster around by having the pivot point at the origin but that got me questioning how the monster was not distorted since it wasn't perfectly align with the x-axis (the mirror modifier). An example is here below where the monster is not aligned with the x-axis (mirror modifier) but still in tact, how is this possible? It got me more confused when people started associating the axis of the mirror as the symmetry of the object mirrored since it seemed to contract my photo below. Can someone help explain this?


texts: How can I make objects duplicated by script to have manipulated properties which are different from properties of the other duplicated objects?

texts:
I am no beginner of blender and python but I have a problem and therefore a question which couldn't be solved with help from all other internet pages.
My problem:

I have put one object in another layer to be duplicated several times by scene.addObject(). The duplicates show up in another layer perfectly. I have one object checking for collisions. The duplicates are 'spawning' on the object which is checking for collisions and my created dictionary-variable will be the .hitObject of the collision checking object. For example: one object is called "a". As soon as "a" hits the collision checking object the variable will also be "a".   "a" is also full of properties which I can access by calling this my variable and then look for property. When my collision object is "b", I will get access to properties in object "b".
So the line:
If ( for collison checking object).positive:
Dict[variable]=(for collsion checking object).hitObject
variable=Scene.objects[str(variable)] #so is object is "a" i call a=Scene.objects["a"]
variable["property"]+=5

To change the property of whatever object comes on my collision checking object.
But now I have made another collision checking object with the same code but "variable" changed so it will manipulate every objects property which comes onto my second collision checking object.
So variable will change only what comes onto collision checking object1
And variable2 will change only what comes onto collision checking object2
But variable name turns out to be the same as variable2 because when duplicating the objects they will have the exact same name. And so on if I call to change property of variable2 object, variable objects property will change as well. And I don't want that to happen. So is there any kind of trick to have unique things so I can only change variable2 if I only want to change variable2?
All the other methods I've seen let you change property and based on that have a "unique" system. I know how to check for property in "variable2" object. But that isn't going to let me change other variables.
How can I solve this problem?


texts: Why wont the changes in color I make in UV/image editor show in rendered images?

texts:
When attempting to change the color of a specific texture, a Minecraft leaf block to be precise. I wanted to change it from green to pink through the UV/image editor

The color changed

however when I, later on, tried to render an image the color was still green but it's pink in the normal view:

Is there something I need to enable to change the color in a rendered image? I'm in cycles render and the color of the texture resets itself if I close blender and reopen it, regardless of whether or not I saved my progress.


texts:
I want to loop through my skeleton and duplicate each bone but also making the new duplicated bone parent to the original bone. Kinda like this:

for bone in bpy.context.active_object.data.edit_bones[:]:
    new_bone = bone.duplicate_move()
    bone.parent = new_bone

But this results in this error: AttributeError: 'EditBone' object has no attribute 'duplicate_move'


texts: Is it possible to not create keyframes automatically when drawing with Grease Pencil?

texts:
Is it possible to use the grease pencil without creating keyframes when you draw: I just want a single drawing so I don't need keyframes, but I need to be able to scrub through the timeline when drawing.

I know I can move the keyframes or delete them, but it would be easier not to have any.

I have already tried turning the "automatic keyframe" button from the timeline off.


texts:
Why is the edge length not changed when I scale the object?
As in the picture below, the description of the edge length is not changed from 2m after scaling.


texts: Blender 2.8 equivalent of UV Squares / make islands straight?

texts:
I'm starting to use Blender 2.8 beta and have a question :
Is there something like UV Squares that I could use to make my UV islands straight ? I already tried with pins, didn't worked.
Thank you ! :)


texts: texturing - uv maps - seams - why did it unwrap this way?

texts:
I thought I had marking seams down after I successfully predicted the outcome of all my seaming on all the primitive objects, including Suzanne, but I have just marked a seam and expected it to result in a separate island for the arm of my character but instead, it seems to have resulted in this...

ps. I did have a clear image of the seam but I don't have the reputation for 3 links.

In case you can't see it clearly, there is a seam at his wrist, his shoulder then one going down the arm to unroll it.


texts: coinciding faces - how can I remove both of them

texts: Is there an easy way of removing these two faces at the same time as I extrude to make them overlap each other? I also would like the coinciding edges (and vertices) to merge. I am using Blender 2.8 if it matters.


texts: Is there a good/industry methodology to setup folders in blender projects?

texts:
I need a good way to organize my blender project files in the project folder.  I've tried a universal texture folder (any movement and things get lost), I've tried to include a texture folder in the project folder (lots of duplicates with other projects)

What is a good methodology to set this up and easily transferred to another person or team or GIT.


texts: How do connect this without ruining the topology

texts:
I am almost finished making this character butt I can't seem to connect her head to the back of her head.
i have a picture right here


texts: "Freestyle" lines not complete, missing or inexplicable

texts:
See title. I marked the inexplicable lines red and the missing ones green, how I would like it to be. I use cycles, does that matter anyway? What settings do I have to use or is there a good comprehensible introduction?
The ornament is one (applied boolean unison) object.


texts: How can I select all the keyframe for an object or many objects?

texts:
Example 1:

I have object selected. How to select all the animation keyframes for that object?

Example 2:

I have 10 objects selected. How to select all the keyframes for all the 10 objects?

Goal:

I am to copy objects from one blender file to another. I want to keep the animation for the object but I want animation to happen at different time. So I need to select all the keyframe at once so I can grab them move them all at once.

Problem:

I cannot select the keyframe one by one, it would take too long. I cannot box select all the keyframe because there are too many objects (would take many pages of scroll down and box select) and cannot be selected on one screen. Plus the box select does not work good in dope sheet view. Even if you put the box around all the diamonds, it will not select all the diamonds in the box area. It will only select some diamonds. I have proof:

But this is beside the point. I want to select all keyframe for one object or for many object.


texts: Edge holes topology. How to make holes like this?

texts:
I do not understand how to properly make edge holes for a subsurf modifier.
What I want

What I have
(Some artifact on the corners)


texts:
I'm trying to make a sort of an elongated tear drop.

First I tried to draw it manually with vertices in 2D and then extrude to give it height.
Then I tried to utilize the Screw modifier but none of the properties I tried made it look correct.
I also tried was to make a straight bezier curve, add a solidify modifier, and then fatten the points near the end of the curve to try and create a tear drop shape.

What is an easier and quicker workflow that gives a more accurate shape?
Thanks.


texts: Cycles: How can the camera position be removed from the Light Path node's Ray Length

texts:
Related: How to get length of specific ray type and use that as color?

So the idea is to use the Light Path node's Ray Length to form the basis for ambient occlusion but the Camera position relative to the object is a part of the Ray Length info and this makes such a calculation difficult since this alter the results based on how far a specific position is to the camera.

Here is a demonstration of what I mean.

Here's a node setup that shows this effect.

For AO to work, this effect has to be cancelled out since the dirt and grime which tends to accumulate in crevices will not be affected by how far the viewer is from the object.

So my question is this.  Does anyone have some ideas on how to remove the camera influence from the Ray Length result?


texts: How to position an object in the middle of of two parts of another object

texts: How would I place the circle in between the top and bottom of the box? The box is all one object.


texts: Some objects don't deform with the others while in pose mode

texts:
This is mainly what happens when I try to pose the rig.

http://imgur.com/buRLGWp  (GIF)

Almost all the rig works fine except for these few, even though these few should be in the same group:

All of the rig is colored blue in weight paint, no color difference.

As for for the snag in the dress in the gif, I can fix that.


texts: How do I fade in/out an object in Blender 2.8 Eevee?

texts: I'm kinda new to using Blender Eevee. I used to use Cycles, but that took too long to render. I'm doing a text animation with a video in the background, and I want the text to fade in and fade out. However, I cannot do this because Eevee is different from Cycles. Is there any way I can animate the transparency of an object so I can fade it in and out?


texts: First Complete Lockup Hard Reset of New PC

texts:
When I subdivided the pants mesh a few times to 160,000 or so faces and then attempted to return to object mode, my new computer became totally unresponsive, and I was forced to carry out my first ever hard reset of this computer.

https://drive.google.com/open?id=0B3iO3keGWrXMMjM2VW5ENjRDWUk


texts: Can you assign a background image per camera?

texts:
Quick question that I don't see an exact answer to, but is there a way to lock a background image to be displayed when a certain camera is set (Ctrl+0) as the camera?

I have several cameras when looking through, line up my reference with my geometry.  I'd like it to automatically use "reference001.jpg" when "Camera 1" is activated (and looking through it).  Then, if I activate "Camera 2" as the active camera (and look through it) it displays "reference002.jpg" and so on.

Right now I just have 5 different background images assigned to camera view, and have to disable the current one and enable the one I want (the little eye icon).  Just wondering if there's a better way.  Thanks!


texts: Blender UI bleeding through and refresh is messed up

texts:
who do I report this too? whenever I mouse over it the UI goes bonkers, redraws previous states of being or the desktop bleeds through. If I change the lay out it will show parts of the previous one when I move the mouse over it.

default showing with video editing being selected.

Default just bleeds though showing desktop and part of UI.


texts: I'm having issues with my first Rigify rigs

texts:
I'm getting into animation and am testing out with blenders rigify basic meta human rig. What I'm doing is  matching as best I can the meta rig with my character model then hitting generate rig. My first issue is the generated rig. As you can see in my pictures the top half is way off, the control rig is much higher than the characters torso and there's a mess of spine bones bunched together in the characters chest and back.

And when I start moving the bones you get weird deformation that I don't see in peoples rigify tutorials.

I wanted to get a picture of how I matched the meta rig to my character but it won't let me redo till that point. So I'll redo the matching and try again and send pictures.

In the meantime does anyone know what I'm doing wrong with my setup?

Thanks,
Jack


texts: UV mesh is distorted, not a reliable representation of the model?

texts:
Im working on a face model, trying to create a single 2d printable image of the face's texture.
I created the desireable uv layout, used the texture paint tool- stencil brush in order to create the texture.
Now, after printing the result, I realised that the UV layout that the Blender created does not represent the model in the correct way. I know that after realising that the both parts of the same seams are significantly not in the same size, although these lines are the line in the 3D model.
I realised that there are two kinds of UV unwrapping methods, but I couldn't find any information on the subject, not in stackexchage and not on different manuals on the net.
What is the cause of this distortion? Can the UV unwrap setting fix it?
Thank you in advance


texts:
I try to get my name object from Object struct, but it seem that name doesn't exist in this struct. Where is name of Object. ?

Thanks a lot.


texts: Lightmap overlapping error when importing to UE4

texts:
I'm using Blender as a modeling tool for Unreal Engine 4. It usually works great, but when I import into Unreal it gives me a lightmap overlapping error. So, I ask, whats wrong with my lightmap?

Lightmap:

I have already aasked the Unreal forums to no avail. So how can I get these to work?

EDIT:

Packed island lightmap:

Also the exact error is: "Lightmap UV are overlapping by %65.3. Please adjust content"

Packing the islands bulks the number from %28.5 to %65.3 overlap.

Had to delete the image of UV for textures becqause the exchange only currently allows me two links.

EDIT EDIT:

I have unpacked, which makes the problem worse and the scaling is correct.

EDIT EDIT EDIT: Do I add threads or remove them? How do i this? How do I unwrap uniquely? Thank all of you for your help so far.


texts:
It DOES create smoke but the smoke is pitch black

i have tried everything, searched everywhere but cannot find a solution! i need white smoke

anyone know of a solution or have had the same problem?

Rendered in Cycles in 2.71.5 using CPU


texts: Text fractured with cell fracture add-on doesn't resemble text object on first layer

texts:
I'm wanting to use the cell fracture add-on with text converted to mesh, however I'm finding that when I run the add-on, what is generated in the second layer is not what I am expecting, meaning it does not resemble the text object on layer one.. When I run the add-on with a uv-sphere (as an example), I will have a fractured sphere that correctly resembles the object on layer one. Here's a couple pictures after running cell fracture.Both with the default settings. What might I be doing wrong outside of the default settings that could fix this? Or does text not work well with cell fracture?

.


texts: Change a Driver based on which Scene is being Rendered

texts:
I am looking to drive a property in a material node based on the current Scene when rendering. The purpose would be to mix between two different parts of the node tree so that one Scene renders one input of a Mix node, and the other scene renders the other. The objects the material is on exist in one scene, and a group instance of the objects exists in the other scene.

The reason for using different Scenes is that part of the material is regular shaders that need to be GPU rendered, and part are OSL shaders that need to be CPU rendered. So the only difference between the scenes is that one has the device set to GPU and the other CPU.

I know that I could make copies of the objects/materials and so have a different material on the OSL version, but this gets cumbersome as i'll need to re-copy the objects or re-create the whole scene every time I change an object. This is too inefficient while still working on the project. The Group instance means that any changes I make to the models are instantly updated in the other scene, and lets me use the Group to control which models are rendered in the OSL scene at all.

Is this possible?


texts: Can I have two separate meshes in the same object?

texts:
I have a head object that did not come with a set of teeth. I added a mouth object into my collection, but now I want the mouth mesh to be incorporated into the head object, while still retaining the mouth mesh.

The reason for this is so that I can animate the mouth and the teeth individually, but have them operate under one shape key change.

What I have:
|collection
- (yellow triangle) head
--- (green triangle) head
|
- (yt) Mouth
-- (gt) Mouth

What I want:
|collection
- (yt) head
-- (gt) head
-- (gt) Mouth

Unless there is another option? I am aware of drivers, but those won't work for the application I'm developing, since I need to use Three.js


texts:
I am trying to make a simple scene where there is a glass bottle with some liquid inside of it. To make the liquid, I just sliced a sphere in half, gave it a volume and glass shader, and put it inside the bottle.

When I rendered it (Blender Cycles 2.83 Beta), I noticed some very strange things appearing in the liquid. (Look below)

Here is the .blend- before discovering this issue, I wanted to replace the liquid with fluid simulation. The objects that you won't need to investigate should be hidden from view.

Here is a closer view with the problems labeled:

As you can see, the borders of the liquid inside the glass have a strange "pixelated" look that does not match the resolution of the image, nor does it look realistic.

For lighting, I am using a completely black environment. I added a red and blue light next to each other to use as the main lighting.

I can also guarantee that there are no intersecting surfaces. I have no idea why this is happening. I also couldn't find any other people who have experienced a similar issue.


texts:
I have a stripe down the center of my model and I'm not sure why. I used mirror mod to create the vehicle and have tried reseting 3D cursor and moving the mesh in and out.

Here is the .Blend file


texts: Why does baking a fluid sim use so little CPU?

texts:
The CPU graph on my Windows machine barely moves up when I start a fluid sim bake, and the bake takes at least 10 minutes.

It's very different from rendering where I can see it max out all of the cores.

I also changed the render device from GPU to CPU wondering if it might be using the GPU for baking but that didn't change anything.

I have the slider for Simulation Threads at 0, which says it automatically figures out how many threads to use.  I tried changing it to how many cores I have but that didn't change anything.

When I open the Windows Resource Monitor it shows the usage for each core, and they're all low and just about exactly the same, about 1/8th of the graph's size.

My only guess is that the Intel CPU has only one floating point core and the baking is all floating point. (But then why have the Simulation Threads slider?)


texts: How to create a dynamic UI-list similar to the outliner

texts:
I'm currently trying to create sort of a "navigation" UI list with the parent/child concept like the outliner or any classic folder navigation.
But I'm stuck at the part where I need my items to be dynamically hidden.
the problem is that this kind (if close: return) of code won't actually hide the drawing of an element, as the element will still be drawn
class EXAMPLE_UL_folder_navigation(bpy.types.UIList):

    def draw_item(self, context, layout, data, item, icon, active_data, active_propname):

        if not item:
            return

        wm = bpy.context.window_manager
        if (item.parent!="") and not wm.scatter5.folder_navigation[item.parent].is_open:
            return
            #Element will still be drawn, in an empty row

        #draw the row
        row = layout.row(align=True)

        row.separator(factor=item.level*2)

        row.prop(item,"is_open",icon="TRIA_DOWN" if item.is_open else "TRIA_RIGHT", icon_only=True, emboss=False)

        row.label(text=os.path.basename(item.name))

In my code I try to re-create folders structure, here's a sample of how I get the structure
Mapping = []

def recur_dir_mapping(path, level=0, parent=""):

    global Mapping

    Mapping.append({
        "is_folder":True,
        "name":os.path.basename(path),
        "path":path,
        "level": level if (level==0) else level-1,
        "parent":parent,
        })

    for p in os.listdir(path): #order of list generated by listdir is important..
        p = os.path.join(path,p)

        if os.path.isfile(p):

                Mapping.append({
                    "is_folder":False,
                    "name":os.path.basename(p),
                    "path":p,
                    "level":level,
                    "parent":path,
                    })

        elif os.path.isdir(p):
            recur_dir_mapping(p, level=level+1, parent=path)

    return None

and then how I create my UI list
        for i in range(len(collection_prop)):
            collection_prop.remove(0)

        recur_dir_mapping( mypath )
        global Mapping

        for element in Mapping:

            #library navigation = every folder & files
            e = collection_prop.add()
            e.name      = element["name"]
            e.path      = element["path"]
            e.parent    = element["parent"]
            e.is_folder = element["is_folder"]

        #Reset Mapping
        Mapping = []

But this is the easy part,
the hard part is to truly "hide" elements dynamically, such as suggested in the gif above  similar to the outliner

I'm sure this has been done many times in the past right? Maybe UI lists aren't a wise choice for such dynamic drawing


texts: 2.9 dirty shading on model in object mode when subdividing?

texts:
This is my first time creating something like this so it could just be bad modeling, but for some reason when I add a subdivision modifier the shading becomes strange on the model.
I checked the normals and the autosmooth but it didn't fix anything.

Does anyone know how to fix this? And if not, will it show up in renders/other programs?
EDIT: Here's the .blend: https://blend-exchange.giantcowfilms.com/b/eZpLwDyo/


texts: Export animation from blender to a threes.js program

texts: I am trying to export an animation from Blender to a program using Three.js. The animation is  a boolean modifier. I don't know how export it from Blender correctly and after how to insert it in my three js program. I want to export it using the collada format because the .json three js export, doesn't work well, in my program.


texts:
I'm trying to create a circular saw blade like the one pictured here, which I grabbed off blendswap.

I thought I might be able to create the handles for one of the teeth, then spin around the origin for the rest - there is no spin tool for curves though.

Is there a way to create this saw blade, without scripting?


texts: Sequnce of images: Some images gets rendered with black glass

texts:
I have a script similar to https://blender.stackexchange.com/a/14754/107494 where I generate a random scene and render a few images at different angles. In some of the images the glass becomes black like in this problem: Glass rendering very dark/black, but it's only SOME of the images. I can generate a new random scene and get all images fine, but then in another scene some will just be black and I'm only changing the rotation of an object, nothing about the lights or properties.
Any help as to how to debug the problem? I can't share the .blend file.


texts:
I'd like to iterate over the properties (names and values) of a dialog operator in its execute method.

My current way of doing this involves a metaclass and multiple inheritance...

Is there any simpler way?


texts: How to scale multiple faces without moving them towards each other?

texts:
I am making a hand on this model and for fingers, I want to scale individual faces of the fingers without moving those faces.

When I try to scale them I got the following results...

Instead of that effect, I want them to be scaled in place, without them moving closer.

So is there any shortcut key or other solution?


texts: How to rename instanced objects in animation nodes?

texts:
I am using the 2.1.8 Animation Nodes + Extra Nodes build from https://blender.community/c/graphicall/ in Blender 2.90.1. I am using this build specifically because the Materials nodes are different and seem less functional in AN 2.2 (in particular, the Cycles attribute output node does not accept a Material input in 2.2, but in 2.1.8, the Material Attribute Output node does).
I am instancing materials and applying them to different metaball systems, which are all instanced from a single metaball. The metaballs all get the same name by default, with instance numbers: if the parent object is named "MBall" then the instances are "MBall.001", "MBall.002", etc. Because the objects are metaballs, this puts them into the same meta system, and the whole system uses the material of the parent ball. Therefore I must rename the instanced objects to assign individual materials.
This is how I did that:

It works but the project becomes very unstable and usually crashes on render. In the crash report file, the stack trace seems to indicate an issue (EXCEPTION_ACCESS_VIOLATION) during renaming from within the node graph:
Stack trace:
blender.exe         :0x00007FF6A7795820  blender::deg::`anonymous namespace'::deg_graph_node_tag_zero
blender.exe         :0x00007FF6A7795E30  blender::deg::graph_id_tag_update
blender.exe         :0x00007FF6A7796AF0  DEG_id_tag_update
blender.exe         :0x00007FF6A76E9780  ED_node_tag_update_id
blender.exe         :0x00007FF6A76E98A0  ED_node_tag_update_nodetree
blender.exe         :0x00007FF6A725AD00  rna_NodeSocketStandard_value_update
blender.exe         :0x00007FF6A7240C00  rna_property_update
blender.exe         :0x00007FF6A723DB10  RNA_property_update
blender.exe         :0x00007FF6A7337D40  pyrna_py_to_prop
blender.exe         :0x00007FF6A732F4E0  pyrna_struct_setattro
python37.dll        :0x00007FFB0D1B6D90  PyObject_SetAttr
...

Is this a bug or is there a different/better way to rename my objects?


texts: Can blend files be queued for animation rendering?

texts: I would like to be able to render several files one after the other, when I am not using my computer, e.g. at night. Is there a way of doing this?


texts: Copying and pasting keyframes from a source camera to a destination camera (with no keyframes inside) remove all the keyframes from the source camera

texts:
I'm trying to copy all the keyframes from the camera 1 (called camera) to the camera 2 (called voodoo_render_cam) that's connected to an empty. What I do is : (in the dope sheet window) I select first all the keyframes of the camera 1 and then the camera 2 (it has no keyframes) and then I press CTRL + L and then "animation data" and happens that both the cameras have anymore keyframes embedded. All the keyframes are deleted. What's wrong ? what I'm trying to do ? I would like that the camera 1 (camera) disappear and that the camera 2 (voodoo_render_cam) take its place. It could also not disappear but I want that the camera 2 is placed on the same position of the camera 1. Maybe there is another way to do that. I have attached a video to show you what happens.

you can find the blender file here.


texts:
While testing the armature of my character, I've noticed that I've messed up the model and now when I move some of her bones around some parts of her body disconnect from each other...

I've already tried using ctrl-J to fix it, but it has done what it could and it's still messed up, help?

//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////

P.S.: I've heard of it but now I forgot what command fixes faces that are occupying the same place like in this situation...

Any help on that too?


texts: Blender 2.80beta - A tutorial to animate character in Blender and export it to Unity

texts:
can you tell me a video or written tutorial to create a 3D character animation in Blender 2.80 beta and then export it as .fbx for Unity 2018.3.7?

I tried starting with a character downloaded from Mixamo (only the tpose) and then imported to Blender 2.80beta, so I tried to create the desired keyframe (in Blender it seems to be OK), but when I export it to Unity as .fbx, I don't I know why but the animation is not the same as that of Blender (the arms remain always extended along the shoulders and only part of the arm moves). The animation I wanted to create is that of the character who stretches his right arm to open a door.


texts: Can I lock rotation to the "closest" rotation axis?

texts:
I like having close control over how I rotate an object. So I usually only rotate along a single global or local axis at a time.

This requires me specifying the axis I want to rotate around ("r x", "r y", "r z" or, using the middle mouse button). But I often find myself rotating around the axis that is closest to the viewport normal. Is there a simple way to accomplish this that will determine the required axis itself, without me having to explicitly specify it?

n.b.: I don't want to set the transform orientation to "viewport", I want to actually rotate around one of the global x, y, z. I also don't want to align the viewport to one of the axis first (which would require me to figure out which axis to rotate around too).


texts: An edge turned pinkish but it's not seam after putting subdivision surface modifier

texts:
I am making the Blender Guru donuts. I noticed this edge of this reddish color after putting subdivision surface on the donuts icing. It's not seam cause I can't remove it with U -> Clear seam.

What is it and how do I remove it?


texts: How do I achieve this color effect in the compositor?

texts:
I have been wanting to create an effect where the contrast between the warm and cool colors, or the green and violet is very visible. At first I thought I could increse the contrasts on the A or B chanles of the LAB color space, but when I asked this question I was told that this is not the right way to achieve this efect. link to old question: how do I work with LAB color space in the compositor?
This should be somthing that can work for animations. (I.e no pixel by pixel color correction.)

These are some pictures of the effect I am trying to achieve:

Effect #1
https://istoleyourcereal.wordpress.com/2012/05/03/warm-and-cool-contrast/#jp-carousel-117

As you can see the warm and cool colors are very distinct.

Effect #2

https://www.flickr.com/photos/iucnweb/6146692092

It was mutch harder to find an image with this effect, but as you can see the reds are very contrasted with the greens.


texts: Trying to bake a scene with multiple objects & unique UVs into one object with 1 UV

texts:
I'm having issues with trying to bake a scene I made.

I have many objects, a bunch of them with their own UV maps and textures, and I'd like to join them all together into one object with one UV map and one texture so that I can bake it as one. Things I've tried:

-Joining all objects together, then trying every type of UV unwrap--this ends up with all the UV maps overlaying each other and textures becoming misaligned and messed up.

-Duplicating all objects, joining the duplicates together, and trying to bake the textures of the originals into a new image on the duplicates. This ends up taking forever, with things ending up mostly black and still odd-looking.

-Baking everything separately then joining them... again, textures become messed up.

-Using the Texture Atlas addon, but that doesn't seem to work either following various guides I've found on YouTube and other forums.

I've watched a bunch of YouTube tutorials and have tried following along with answers I've found in this forum, but with no success. Could anyone offer me some advice?

Here's the file if you'd like to take a peek: https://drive.google.com/open?id=0B2qBRR30UYv5UW90cGpVbmktaGc

Thanks in advance for any help anyone could offer! I really am enjoying learning Blender, but this has been a big roadblock.


texts: Best eGPU to use with MacbookPro 15" 2018

texts:
I'm using Blender 2.9 on my Macbook Pro, but it renders very slowly in Cycles on CPU. I've tried using ProRender but it makes the interface very laggy and it doesn't render any faster (at least nothing noticeable).
When rendering I know to set all the settings properly for faster render (samples, tile size etc.), but I would like to render my art and animations on proper GPU.
These are my computer details.

What would be a proper eGPU to use with my computer? I realize this could be more opinion based question, but there are so many options out there that I am lost, also it gets expensive buying wrong gear.


texts: Eevee - Irradiance volume and light baking in complex environment

texts:
I am in the learning process of Blender, currently working on my own interior environment and I would like to use eevee for rendering. I have a problem with indirect light baking and irradiance volume (IV) in particular. Problem is that whatever I do, I am not able to get a satisfying result without shading issues, artifacts and sometimes spiky shading.
I watched numerous tutorials, problem is that all of them consider simple scenes such as plane, sphere and sunlight, or simple rectangular room with window and basic furniture, nothing really advanced. My interior is quite complex and it´s not shaped regularly, it includes some curved walls and numerous props. You can see the environment in attached pictures. Following one shows the best baking result so far but not good enough because it still has some artifacts and irregular light on the ground, particularly along the wall with light strip.

I spent 3 days and endless hours trying, doing bakes, different settings, different resolutions of IV, I tried one IV, more IVs for different parts of environment etc, unsuccessfully. I tried even some insane resolutions (50 by 50) but the result was shit, it was better with lower number of probes. With model like this, it is almost, if not completely impossible to place the volume without some probes being inside of geometry and causing problems. How would you solve this? Is it even possible? If I use more probes (higher resolution), I can´t avoid bugs, if I use less probes, diffuse light on the ground (mainly) looks bad. Sorry for long text but after so many unsuccessful attempts, I feel really desperate and I have no idea what to do. I also attached solid shading picture so you have idea about what my model looks like.


texts: how do you open an FBX file on blender 2.49?

texts: i have quite a difficulty on opening an FBX on the old version of blender. help


texts:
I'm trying to extrude a BezierCurve in Blender. I do that with pressing E but it extrudes a little too much. Seems like, it is defined how much it should extrude by default.
Is there any way to change that?
This is what happens after I press E. I can't control the length of extrusion!


texts: these green numbers are there and they are bothering me and making it hard to work. I can't seem to find a reference to them anywhere. any help would be much appreciated


texts:
I'm looking to apply hole pattern to make this shoes. I've look up methods to create hole pattern but normally it'd be used to create something as simple as a cylinder (gun) or a ball (karaoke mic).
So i wonder if there is any way to create the hole pattern for (a more rather) complicated mesh like in the photo.
Thanks!

Here are a scrshot of what i'm working on


texts: Determining the object detected in sensor

texts:
Is there a way to determine which object has been detected with the sensor?
For example, if the owner's collisions sensor turns positive, is it possible to get the object collided with?

Something like this:

if own.collisionSensor.positive:
   obj1 = owner of detected collision object
   (print obj1)


texts: Blue line appears on the side of liquid after render

texts:
I can see an unusual blue line on the side of the liquid inside a cup after render. I cannot understand how to remove it. Check image:

Notice the liquid carefully, you will notice a blue line in it.
Here's the file:
Doughnut with tea.blend
Please guide the steps to remove it, if possible.


texts: How to key out a white background in compositor?

texts:
I've been trying for hours to remove my white (well, grayish white) background from a video, and I thought you could remove it with keying nodes in the compositor (cycles).  I managed to get somewhat close, but it still has pieces of white, and it affects the colour of my sunglasses.  I've tried tutorials meant for green screens, keying/chroma/difference/luminosity nodes, but I just can't figure out the right settings.  Core matte mask helped a little, but made it impossible because my body moves in the video.  I played around with the keying colour a lot, and nothing seems to help.
Is this possible or is a green screen absolutely necessary?
I've attached the .blend file with a screenshot rather than the whole video due to file size, but I imagine it's the same principle.
Here's a screenshot of the original image:

Here's the node setup:

Thanks in advance!


texts: Array modifier (vary textures on duplicates)

texts: Using the array modifier and textures, can the individual array objects be slightly textured differently for individual look?


texts: Merging characters body parts with a different edge loop count

texts:
I am just working on a new 3d Character for a little mobile Game. Since its best practice regarding performance to keep the polycount low, I am trying to figure out how to merge my hand with my arm since they have a different edge loop count.

The problem I ran into is, that the end of my arm needs way more detail (edge loops) than the arm itself (due to the fingers/claws). The arm is made of a simple cylinder shape with 8 Edge Loops. See the image below.

I than attached three fingers (or claws in this case) to the shaped arm, like so:

As you may see, the claws use more edge loops than the actual arm. And that's okay so far, since I want them to bend nicely. But the problem is to get from an edge loop count of 16 back to 8. The only way I came up with is to use triangles but I don't know if that is the correct way or if there is any other/better solution, since I read about the fact that you should avoid using triangles in character animation.

I will attach my workfile to this post so you guys can jump in and have a look on the character if you want to.
https://drive.google.com/file/d/0B89oIuOBdiu0Wi1MUUNjTUxUWTg/view?usp=sharing

I appreciate any kind of help with this issue:).


texts: Particle system is not using density vertex group

texts:
My particle system doesn't seem to be using the vertex group which I set to effect the density. I am a little bit confused as to why this is happening.

Here is my blend file http://www.pasteall.org/blend/33498

Thanks


texts: Best way to export scene objects to external program?

texts:
Lets' say I have this scene:

The columns, floor, center pieces, etc., are all individual objects but all reside in the same Blender file. I wish to rebuild this scene in Unity3D, like I did here already:

I did this by saving the assembled scene in a blend file called "SceneAssembled". Then I would delete ALL objects EXCEPT the one I wants, say the pedestal in the middle. I would go File -> Save As "Pedestal", then I would close that file and re-open "SceneAssembled" and do that for every object, then re-assemble in Unity.

Is this a good way of doing this or are there better workflows?

Thanks.


texts: Cycles in 3D View unusably slow in scene with only 3 spheres with 6GB VRAM

texts:
I'm new to Blender (v2.78) on a new Windows laptop (MSI GS73VR 6RF Stealth Pro).

Hardware: 16GB RAM, GeForce GTX 1060 6GB, Intel Core i7-6700HQ (~3GHz), 1920x1080 17" display

Blender: v2.78, samples set to 10; below-mentioned spheres have subsurface set to 2; rendering samples are set pretty low (around 6 to 8 for things like bounces, diffuse, glossy), CUDA is on and the graphics card appears to be recognized. Switching rendering between CPU and GPU reflects a clear difference in speed.

Last night I was doing this Blender Guru tutorial
http://www.blenderguru.com/tutorials/earth-cycles/

With samples set to 10, as I see the host has set as well, I found Cycles rendering in the preview to be relatively snappy until I hit "adding the atmosphere" at about 19:46 in the video.

After adding that, turning on the hot pink visualization, Cycles preview rendering in the viewport slowed to a crawl. Like, unusably (the application is rendered unusable) slow. Try to rotate the view, and there is no update in the viewport at all. Then after a long (5 sec?) pause, the view jumps to the new view angle.

The fans kick in, and memory usage hits about 450MB; not enough to stress a 6GB video card I think? Many times during this part of the tutorial, Blender crashes.

If I turn off the atmosphere object from being viewed, performance returns.
The host of the video doesn't seem to be having this slowdown (granted, he's likely using a far more powerful system than me, but this tutorial isn't very heavy, I think)

This seems unusual to me for a scene which contains only 3 spheres, on a 6GB VRAM graphics card. I've found the system to be a powerhouse in gaming, including Unreal Engine 4 based games, and I think rendering (F12, 1920x1080@50%) is relatively speedy in Blender (BMW test @ 1:45, though I see lower-spec'ed machines besting me?)

One thing to note, and perhaps I don't understand how Blender manages its memory usage, I do have some relatively complex PBR node setups in the project, but those are not being used on any object in the scene. I don't think the mere existence of those in the project would have such a specific effect on Cycles in the viewport, right?


texts: how to make each pixel the same setting color in the rendered image?

texts:
I have a problem. And it will be a great help to me if you have a solution.Thanks a lot!I need to render a image of a model, and I need every pixel of the model the single color.
I want to render a image using Cycles engine and GPU Compute(these two are necessary). In Material, I set the model surface type "Emission" and a single color(e.g.RGB(255, 0, 0)),and in Render-Film, I set the Gaussian Width is 0.01(it can not be set 0). Then I render the image. Almost each pixel is (255,0,0),but there is still several pixels whose color are different.

We can see when we enlarge the picture,  some pixel's color is not the setting color(255,0,0). I need to calculate the pixels of setting color accurately, so I need every pixel is the setting color. I am new about the blender. And is there any solution to my target? Thanks.


texts:
this is a quick question, idk if this has been asked already but is there a way to use the matcaps as materials on objects?

also why is the matcap applying on all objects instead of just the active one? (heard somewhere) any help would b nice :)


texts: Copy and Paste Specific character into existing pose

texts:
I have what might be a tough or easy question. My overall use for blender is to create multiple animations for different characters. Some of these animations will be the same, and I was wondering if theres a way that I can make a basic animation, then copy and paste the character's look (skin, mesh, whatever you want to call it) onto the base character. So then I can just do that with all the different characters.
The proportions will be the same between characters.

I just need a way to have the exact same animations for multiple characters without having to animate it myself many times over, because I wouldn't be able to make it exact.

Any questions about this, please just clarify.


texts: So i'm following a guide by blender guru and i'm following his exact steps. when he goes into the node editor it shows the nodes for the quick smoke. when i do it its just blank. help?


texts: How to cleanly do overlapping action in Blender?

texts:
I've been struggling lately to do overlapping action in Blender without using the
"offset keys" technique. I can easily get overlapping action in Maya with a pendulum rig, but when I follow the same steps in Blender, the curves are extremely awkward and floaty. Easing in and out is seemingly random, and the curves generated are way different than what Maya creates. I was able to get decent results after trying for about an hour to make the curves look like Maya's, but it was agony.

Is there a certain method I need to use to make this painless? Perhaps a certain interpolation method? As I've said before, I'm trying to avoid using the "offset keys" method.

Maya's animation and curves: https://imgur.com/HA8mgUg

Blender's animation and curves: https://imgur.com/TQkTaxP

My awkward attempt to fix the curves: https://imgur.com/QyJDgEM

Any help would be massively appreciated.


texts: How can you increase the number of octaves for the Musgrave Texture in cycles?

texts:
I'm trying to use a musgrave texture (fBM), but there doesn't seem to be a setting to increase the number of octaves.

Does anyone have a node setup which can add more octaves to the musgrave texture?


texts: Using a previously made animation and trying to move 1 object in all keyframes

texts:
I'm using an already existing animation in StoneHearth because I want it to be similar in style to the original.

What I'm trying to do is basically take this walking animation where a guy is holding two swords in his hands, and I want to move the 'offhand sword' away from his hand and onto his side because I'm going to replace the model with a sheath. I can do this for one keyframe but then the other 192 keyframes move it back to his hand. So I'm wondering if there is a way for me to move the object to his side and then make it attached there for the rest of the key frames.


texts:
I'm working on cloth rigging.

first I select the cloth mesh and then bones, parented with the empty group. then I selected the rigged mesh and cloth (as active mesh) and applied for weight transfer under weightpaint mode.

I check the rigging and found a lot of glitching, penetration of skin through the cloth. I tried to find help inline but all are scaling up the cloth that is not required in my case so cloth looks inflated.

what should I do?


texts:
I am attempting to follow a youtube tutorial for decimating a model - I need to do this for a continuous LOD in a game I am creating.

However, in the tutorial, he uses some "Apply modifiers" button, which I can't find anywhere!

If I start up blender with the default box, I see it, but when I open a .blend, or import a model, the button disappears!

Screenshot:

What am I doing wrong here?


texts: Boolean operation with script produces error which requires keyboard interrupt

texts:
Cylinder 2 and Cylinder 5 are in the active screen.  Manual Boolean Difference works.  Following examples from tutorials and stackexchange, I've patched together the following script, which appears to mimic the manual operation:

import bpy
from bpy.types import Operator
from bpy.props import BoolProperty, StringProperty

#   need to spend more time on bpy: types, props,data,ops, context
xx = 15
while (xx < 16):
    yy = 15
    while (yy < 16):
        #  set the 'cutter' in location
        bpy.data.objects['Cylinder.002'].location=(xx,yy,0)

        #  make sure that the base object is selected
        bpy.data.objects['Cylinder.005'].select = False
        bpy.data.objects['Cylinder.005'].select = True

        #  set the modifier
        bpy.ops.object.modifier_add(type='BOOLEAN')
        bpy.context.object.modifiers['Boolean'].operation = 'DIFFERENCE'
        bpy.context.object.modifiers['Boolean'].object = bpy.data.objects['Cylinder.002']

        #  execute
        bpy.ops.object.modifier_apply(apply_as='DATA', modifier='Boolean')
    yy += 3
xx += 3

(not worrying about my inability to properly paste a code block for the moment)

Run Script produces the following screenshot after interrupting execution:

Aside from help with my immediate problem, would you suggest a particular tutorial on scripting?
Thanks.


texts: Start modal operator from a click in panel

texts:
I want to start a modal operator by clicking a button in a panel in the properties region. It should then stop when I click somewhere in the 3D viewport. I want to execute some code when I start and finish the operator (see the code below).
I tried modifiyng the modal operator template with an execute method to start the modal operator. But the now the context.space_data.type is always "PROPERTIES" because that's where the panel is located, I guess. Is this a bad way of doing what I want?
class MY_OPERATOR_OT_click_on_3dview(bpy.types.Operator):

    bl_idname = "mesh.click_on_3dview"
    bl_label = "Click on 3D"

    def modal(self, context, event):

        if context.space_data.type != 'VIEW_3D':
            return {'PASS_THROUGH'}

        if event.type in {'MIDDLEMOUSE', 'WHEELUPMOUSE', 'WHEELDOWNMOUSE'}:
            # allow navigation
            return {'PASS_THROUGH'}
        elif event.type == 'LEFTMOUSE':
            # DO ALL THE POST-SELECT STUFF
            return {'FINISHED'}
        elif event.type in {'RIGHTMOUSE', 'ESC'}:
            return {'CANCELLED'}

        return {'RUNNING_MODAL'}

    def execute(self, context):
        # DO ALL THE SETUP STUFF
        context.window_manager.modal_handler_add(self)
        return {'RUNNING_MODAL'}

    def cancel(self, context):
        print("CANCEL???")


texts: How to change objects texture using python in BGE?

texts:
What i want to do:

If player/ avatar is close to an object, objects texture changes to a higher rez one/ object changes material.

How to get distance between two objects using script?
How to apply/change texture to an object using script?


texts: How to make the sequencer 'Preview' area fullscreen with python?

texts:
How do I, with python, select the sequencer area which has a view type as preview, to make it active/context? (And not select the "strip" window)

EDIT: My overall goal is to add a windowless, fullscreen, correctly scaled video-preview function to the VSE view menu(shortcuts: alt+F10, alt+F11 and home). In the video-editing workspace, there are two areas which are sequencer areas. One is the view type: sequencer(with strips) and one is view type: preview. When adding the function to the menu with SEQUENCER_MT_view, it is added to both areas, but I only want to make the preview area full screen, not the strip area. So I need help to make sure that the full-screen functions only will make the preview area full screen. How do I do that?

Where I am now(after help from SNU) - But get the working code from Snu further down:

import bpy

class SEQUENCE_MT_true_fullscreen(bpy.types.Operator):
    """True fullscreen preview. Close in upper right corner"""
    bl_label = "True Fullscreen"
    bl_idname = "sequencer.true_fullscreen"
    bl_options = {'REGISTER', 'UNDO'}

    def execute(self, context):
        scene=bpy.context.scene

        if not bpy.context.scene.sequence_editor: #create sequence, if missing
            bpy.context.scene.sequence_editor_create()

        context = bpy.context
        for area in bpy.context.screen.areas:
            if area.type == 'SEQUENCE_EDITOR':
                if area.spaces[0].view_type == 'PREVIEW':
                   override = bpy.context.copy()
                   override['space_data'] = area.spaces.active
                   override['region'] = area.regions[-1]
                   override['area'] = area
                   override['screen'] = context.screen
                   bpy.ops.screen.screen_full_area(override, use_hide_panels=True)
                   bpy.ops.wm.window_fullscreen_toggle()
                   #bpy.ops.sequencer.view_all_preview() #uncomment this to crash
                   break

        return {'FINISHED'}

def menu_append(self, context):
    self.layout.operator(SEQUENCE_MT_true_fullscreen.bl_idname)

def register():
    bpy.utils.register_class(SEQUENCE_MT_true_fullscreen)
    bpy.types.SEQUENCER_MT_view.append(menu_append) # add to "view" vse header menu

def unregister():
    bpy.utils.unregister_class(SEQUENCE_MT_true_fullscreen)
    bpy.types.SEQUENCER_MT_view.remove(menu_append)

if __name__ == "__main__":
    register()


texts: Considerations for using .blend files between operating systems

texts: I'm creating a (fully packed) .blend file that contains textures, cycles materials, UV maps, multiple scenes, rigging, and fluid simulations. The OS I am working on to create it is Windows. However, I must send this file to Blender (same version, 2.66) on Linux. I plan to rebake the fluid on that machine. What considerations must I take with the names, content, etc of packed files and .blend data?


texts:
[

My drivers are not working correctly with my shape keys everytime i try to make a shape key work with an objects Z Axis i have to have it way beyond the mesh,I have already tried using the generator but that did not help.
how do i only have to make it so that i only have to move it up slightly.

I also have my shape keys needing the object to the go the opposite direction of where it was intended to go


texts: How would I build a twisted water slide?

texts:
I can't seem to find a tutorial or explanation as to how to do it - I start off with a cylinder and don't really get anywhere.

Something like this.

Any advice?


texts: Set GPU as render device when using Net Render

texts:
I have setup my master and slave blender servers following steps 1 through 16 on this link.

I can send jobs to the networked system and it renders but I can not, despite trying a great many things, get the network system with a GTX 970 to render the job using CUDA compute.

If someone with experience in this could give some insight and/or suggestions I would appreciate it.


texts: How can I reverse too many subdivisions?

texts:
i have added too many subdivisions and do not know how to reverse these. i need help with this

this would help understand the issue


texts: This seems so simple, I'm embarrassed to ask, but is there an easy way to change a fillet radius? If you look at the attached file, you should be able to see where I've highlighted a 5 unit radius; I just want it to become a mitre as opposed to a fillet (i.e. a fillet of radius zero). For the next step, it might be nice to control this radius (and all similar radii) parametrically in Sverchok, but perhaps that's for another day.


texts:
I am trying to make some clouds for a scene. In EEVEE the clouds look just fine, but when I view them in Cycles, they have really weird red artifacting going on. You can see this in the upper left- and right-hand corners of the attached image.
Here is a screenshot of my node setup:

And a screenshot of the relevant render settings:

More information:
This error only happens when I plug a texture into the density input of a Principled Volume shader.


texts:
I'm new to blender so cut me some slack but when it comes to rendering glass I always get black noise on the rendered glass. This doesn't affect other materials so i'm confused on what i'm doing wrong. Please help me.

]2


texts: Blurry reflections using Principled BSDF in Blender 2.79 test build

texts:
I did a quick test with the latest test build of Blender 2.79 (blender-2.78.0-git.db8bc1d-windows64) comparing reflections in a plane from an environment HDRI texture (free 8k "sunny_vondelpark" from HDRIHaven).

Using a horizontal plane with a simple Glossy BSDF with "Roughness = 0", the reflections are very sharp, but switching to the Principled BSDF with corresponding settings ("Metallic = 1" and "Roughness = 0") gives significant blurry reflections. Same results with 16k HDRI, as well as testing with "GGX" vs "Multiscatter GGX".

The Principled BSDF is configured with default values, except "Metallic = 1" and "Roughness = 0". I also recreated the Principled BSDF node just to make sure all other values were default, same results.

Please see rendered results below, what could be causing this...? The only thing I have changed is the shader for the plane, all other settings are the same.

Update: I also tested with importing an "Image as a plane", the reflection from this image is also blurred using the Principled BSDF, so the problem is not related to the HDRI setup.

Update 2: Same problem if using a procedural checker texture on the plane that is reflected.

Note that if i give the Glossy BSDF a "Roughness = 0.001" the reflection is very similar to the Pricipled shader with "Roughness = 0".

Rendered result with Glossy BSDF:

Rendered result with Principled BSDF:

Here's a comparison with checker texure as background taken fron top view:


texts: Can't see weight surface in dynamic paint

texts:
I'm applying dynamic paint to an object but when I use a Weight surface type, it doesn't change colors (normally it turns blue) but it is affected by the brush object. Am I missing something? Should I turn on something else?

Heres a screenshot of the program


texts: How to reset the GUI - without using the menu...?

texts: Picture says all... The GUI is extremely small - how can I reset it??


texts: How can I solve problems with Remesh modifier?

texts:
I used the Remesh modifier to turn an Ocean modifier blocky and this happened. What's going on?

The model shown below should just look like normal terrain, but it doesn't. There are walls covering it.

View from inside:

View from outside:


texts: Efficient way to get selected vertices via python (without iterating over the entire mesh)

texts:
What's the best/fastest way to construct a list of selected vertices for a mesh object in python?

I want to avoid iterating over every vertex in the mesh if possible, since that seems like a really inefficient/wasteful way to go about it.

There's a nice attribute called select_history in the bmesh module that gives you a list of vertices in the order that they were selected...but of course, it will only give you verts that have been selected manually (not by box or circle select) after the bmesh was initialized.

I've been searching through the edit mesh api for an attribute that will give me an updated list of selected verts (so that I don't have to iterate over the whole mesh). Does such a thing not exist?


texts: cannot see object from 3ds import; does not appear to be scaling or translation issue

texts:
I am trying to import this .3ds terrain model into Blender 2.79b:

https://interstice.com/bquery.3ds

The import from File->Import->3D Studio seems to go without error. After importing, I see that 54K vertices, 44K faces, and 44K triangles are now present (from the top bar of the Blender window).

But I see nothing in the 3d view windows. I select the object in the object hierarchy and then press . on the number pad. Nothing. I zoom in. I zoom out. I pan left. I pan right. Nothing. I've tried all the suggestions from every "object not visible" question here and elsewhere but still cannot see the object.

I notice that some of the Translate and Scale parameters may be wacky for the object, so I reset those to seemingly sensical values. I still see nothing. Maybe the values change back on their own. I have another drink.

At some point in the past I was successful in importing this object into another viewer (probably Solidworks) and then exporting from there to a file and then importing that file into Blender, and then I could see the object. So it seems probable that Solidworks recognized something was wrong with the paramaters of the model and fixed it.

Now I'd like to figure out why I can't import this file directly into Blender and see it.

Thanks


texts:
I'd like to use blender to add some text in braille to some blender 3D modela in order to print them via 3D printers.
Is it possible in an easy way? How?


texts: Blender keeps freezing, and I have to close it with task manager

texts: Whenever I open Blender and do anything for more than 30 seconds, Blender just freezes up. I don't even know if it has anything to do with a complicated scene, because even when I work on fairly simple scenes, it will randomly freeze up in the middle of my work. It doesn't even turn white and say not responding, it just straight up freezes. This is incredibly annoying as I can't accomplish anything. I checked all my drivers and they all seem to be up to date, and it's not graphics card issue, because this happens even if I am in solid mode. Someone please help.


texts: Controlling robot servo arm (in real-time) via 3d model in blender

texts:
I am trying to create and control a robot arm (made of servos) via it's 3D model.

I am big fan of Justin Dailey's work -- he was one of the first few people to accomplish this but his 7 year old dropbox links to his files are inaccessible.

I have been searching for days and have looked everywhere and tried almost everything but still can't even get one servo to move.

This link has code for another type of robot arm but it doesn't work.

If anyone has a copy of Justin Dailey's files or knows how to control arduino connected servo via blender, could you please help?


texts: How can I scale a duplicate mesh to evenly first the mesh?

texts:
I have a snowflake mesh that I want to place on top of a scaled duplicate of the same mesh but when I do the points are not equidistant from their counterparts.

This first image is the scaled mesh on top of the primary mesh.
]

This next image is a rudimentary manual movement of each vertices that I hope to end up with.


texts:
I have a life size scene. But the lighting does not fit the size of the room, it seems that the room is very small
How can this be changed?
P.S
Texture coord.> mapping > env. texture - does not work


texts:
So I am stumped here in creating a 3D model of my house and cutting the holes for the doors and windows in the exterior walls for the most part is working great. However 1 wall is giving me fits in that the hole is cut when looking from the outside (I turned door object off in the image to show the hole better); however looking from the inside that wall simply looks "pushed" in and is solid (not cutting inside face of wall)? Now the strange thing is that if I slide the entire door in the wall to the right of left the hole of course moves with the door and it cuts both faces as expected.
See images attached:

Couldn't add video so here is a screen capture of after I slide the door down the exact same wall and the hole is completely through both faces! I move it back where it belongs and interior face is filled into the cutting object but exterior face of the cutting object remains wireframe only as in original image #1???

Any thoughts?
TIA!
Cheers!
Rick...


texts:
So I tried one of the Blender Guru tutorials, which ends with depth of field settings.

The blurred lights are however too noisy:

Which is strange, because when I turn DOF off, the distant droplets look all right

Any idea what might have caused this?
(Rendered at 500 samples. Droplets use simple glass shader.)


texts: Why can I see the inside but not the outside of some objects?

texts:
I'm running into this weird problem on my model where some objects have only their inside mesh visible, with their outside being "invisible". You can see in the screenshots below that, from any point you see, my arm is only showing it's outline, like you can only see it's inside but not the outside. Does anyone know how to fix that? This is not happening in any of the other body elements, just on the arms and the legs.
I tried using the Solidify modifier and it worked but created issues later. Since Solidify creates a "second mesh", the problem is that when animating with bones the now created inside mesh gets really weird and goes outside of the character depending on it's position, as you can see in the 3rd scrrenshot, so I'm looking to a solution without adding this modifier. Thanks in advance!
The issue in my model's mesh:

The bug that solidify creates on my legs when animating it:


texts:
I'm wondering why when I unwrap my mesh it creates weird shading artifacts on some places but not on others. I've tried using different unwrap methods such as cube projection, cylinder projection, sphere projection etc. I've even marked the necessary seams and tried smart uv project, but I still end up with some kind of artifacting.
*FYI, there's no z-fighting going on, no overlapping of faces.
Example:


texts:
I would like to make my textures visible in sunlight. I adjusted the exposure but that didn't help:

Right now when sunlight hits my textures they turn white. I want to be able to see the texture even in bright sunlight. Like in this image:

By the way I am using a free HDR (downloaded from poliigon.com) to light the scene. Increasing the roughness also didn't help. Any help would be appreciated. Thanks.

PS The first image, excepting the HDR, is my work, the second image was downloaded from poliigon.com


texts: How can I make color retain its properties behind glass?

texts:
Every time I apply a glass sphere around my eye, to give it the circular texture and glossiness, it creates a couple problems. The iris color changes as I put the eyeball into the glass sphere. I've tried tweaking the settings to make it more clear. The best I can do is in the material viewport, it shows the true color. But the rendered it doesn't show the true color, instead its a darker shade. I've included the pictures to show what I mean, and the node of the glass eye. The only modifiers affect the two objects are a mirror modifier that is irrelevant to the transparency properties. I've also allowed refraction and screen space reflections from the properties tab. Anything would be helpful, even if its a explanation of whether I'm doing this right or wrong (I'm just lost and confused, I don't even know if I'm doing this right.)
In the first image its viewport is in render, and the second is in material viewport. After that, I put the nodes of the glass.

Edit1: It's not based off the light source either, I've shined a 1000 watt light source at the eye, and it still gives off the shade.


texts:
How can I adjust some frames in BVH file?

Basically clean up the BVH from some noise.


texts: Create custom property for sequencer strip in python

texts:
i'm trying to write a little addon for the sequencer in blender.
I want to create a kind of custom category of clip easily accessible through ui panel (like "reference clip" which are not going to be rendered, for example)
I'm trying to use custom property for this, so long so good for iterate and finding them through the timeline, but i'm having hard time at creating the custom property through python... Here's what i've got so far :

    import bpy

scene = bpy.context.scene
strip = scene.sequence_editor.sequences_all
activeST = scene.sequence_editor.active_strip

if activeST is not None:
    if len(activeST.keys()) > 1:
        for CP in activeST.keys():
            if CP in "___reference_strip":
                print("Active strip is already a Reference Strip")
            else :
                activeST['___reference_strip'] = 1.000
    else :
        activeST['___reference_strip'] = 1.000

After creating the property with this piece of code, i'm trying to perform action, like mute strip with this property :

scene = bpy.context.scene
strip = scene.sequence_editor.sequences_all

for S in strip:
    if len(S.keys()) > 1:
        for CP in S.keys():
            if CP in "___reference_strip":
                S.mute = True

the custom property is created, but doesn't seem to be active, but the code above doesn't select mute the clip with it, i have to manually edit it to make it work...

Any help to find the origin of the problem would be greatly appreciated :D


texts: Blender 2.81 Principled BSDF shader with sss not showing diffuse pass

texts:
When using the the principled BSDF shader with any amount of sss the diffuse passes are completely black. It seems the sss passes inherit the diffuse pass information. The node tree is just the shader and the output node.

If I turn the sss down to 0, the diffuse passes work again.

When instead using a regular diffuse shader, mixed with an sss shader, everything works as expected. Diffuse passes included.

Is this a known issue, intended behaviour of the Principled BSDF shader or just me doing something wrong?

I'm using Blender 2.81


texts: How to activate an action with a button using python?

texts:
I'm making an Iron Man helmet.  I have rigged it and animated it.
I want to make a custom UI panel to control the animated action.  I'm completely new to scripting and I have no idea how to do it. Basically I want the action to be activated when the button in the panel is pressed.

Can anyone help?


texts: Packing and Animating Rectangles in Animation Nodes

texts:
I would like to re-create the effect in the below gif with animation nodes. As I see it the process would break down into these parts:

1)Define boundaries - Define some flat area that the animation will occur in

2)Create Geometry - Define a method of placing planes within this defined area, where the width and height of the plane randomly chosen between a defined min and max value. Together this arrangement of planes forms a perfectly filled flat surface.

3)Animate - The rectangles scale down in different directions. Not sure how you would do this a simple scale transform, I'm imagining controlling the vertex locations of the individual planes. The duration/rate of this animation is somewhat random, like the example.

Potentially helpful threads:

Omar Ohmad's Sphere Packing Answer:
How to animate spirals on packed spheres using Animation Nodes?

https://stackoverflow.com/questions/1213394/what-algorithm-can-be-used-for-packing-rectangles-of-different-sizes-into-the-sm

https://www.codeproject.com/Articles/210979/Fast-optimizing-rectangle-packing-algorithm-for-bu#basic


texts: Script node to affect photons on cycles?

texts:
To my understanding, cycles works by simulating photons. I would like to create a custom shader to put on the inside of a sphere that takes any photon that hits it and moves it to the opposite point on the sphere, while preserving the photon's velocity. If that didn't make sense, I can upload a picture. I believe this effect is impossible to simulate by combining other shaders, so I've been looking into OSL, but even that is starting to seem impossible. Does anyone have any suggestions?

Edit: Sorry, I didn't explain my goal very well. When I said opposite side of the sphere, I meant mirrored along the center of the sphere. I'll upload an image later today when I get back to my computer.

Edit 2:

Hopefully this image can clarify what I'm talking about. Points A, B, and the center of the larger sphere are linear. The light source is just there as an example. If a photon hits point A at the angle shown by the arrow, it should move to point B, at the angle shown by the second arrow. The angles should remain the same, only the position of the photon should change.


texts: Can I start panning after orbiting without re-pressing the middle mouse button?

texts:
Is there an addon or setting, that allows for smooth transition between zoom/pan/orbit?

What I mean is that if you push the middle mouse button you can orbit, but in order to pan you have to let loose of the middle mousebutton, press shift and press middle mouse button again, same for ctrl to zoom.

Is there an addon or setting that detects a shift keypress while in orbit mode and allows you to switch to pan without you having to let go of the middle mousebutton and goes back to orbit if you let loose of the shift key or switch to the ctrl key for zoom?

I am new to blender, and this would go a long way of healing my nose after the crash against the rightclicking edit mode wall.

Thanks!