texts:
(blendfile attached : https://drive.google.com/file/d/1DwS8ZN3pF6nQY0i9CgwZgsIfeeG0TcSD/view?usp=sharing )
My hair is very buggy.
I have a hairstyle composed of two layers, two particle system, one for the main hairs, and one for the frizzy hairs. The scalp where the hair is, has modifiers set up like this :

And here is a picture of the hair how I want em, and how I stylized em in the particle editor :

But this is how it looks when I disable the fluid modifier that the scalp has
<img src="https://i.stack.imgur.com/FAsda.png" alt="Screenshot 2021-01-29 013058
Screenshot 2021-01-29 013058
528×510 67.7 KB" />
And this is how it looks when I uncheck the “Dynamic Hair” box

I want to simulate my hair, but when I bake it, it comes out weird and deformed, plus, the main hair are static, there is only the frizz going crazy.
I want to simulate hair correctly, looking exactly like the first picture, but without the fluid modifier, wich I think is causing problem in the sim.
(blendfile attached : https://drive.google.com/file/d/1DwS8ZN3pF6nQY0i9CgwZgsIfeeG0TcSD/view?usp=sharing )
Edit : If you wanna see the particles in edit particle mode, make sure this option is set to particles :


texts:
In the above image there are depressions (ex: pointed by the red arrows). On the other hand, in the below image same points are flat.

So how can I enable the depressions? I want to do that cause it helps me seeing easily objects. Thanks.


texts: How does Blender decide random physics events?

texts: I placed a cube over a plane and made both of them rigid bodies, and gave the cube a box shape under the rigid body options (the cube is active and the plane is passive). The bottom of the cube is parallel to the plane. However, when the cube falls, it doesn't bounce straight up, but in the way you would expect a die to bounce. It seems to me that Blender is adding some sort of random variable to the collision, but it falls exactly the same way every time. I'd like to make the cube fall in several different ways. Is the "random variable" for the collision seeded in some way, and can I change the seed?


texts: Why use hair instead of emitter as particles?

texts:
So I was watching Blender Guru's Donut tutorial and for the sprinkles on top of the donut he uses hair and not emitter as a particle. Why does he do that? What is the difference between hair and emitter?

He is the video:
https://www.youtube.com/watch?v=jNmnPXY9UQA&list=PLjEaoINr3zgEq0u2MzVgAaHEBt--xLB6U&t=0s


texts:
I have linked a group of meshes. The geometry needs to be linked in case I want to update the imported architecture model later, and keep all my new materials setting and attribution. (I model in Sketchup, render everything on blender.)
And then, all I want to do is to replace the materials of the linked meshes with new materials, but I can't do that?
I just want to have access to the greyed out drop down material menu in the material properties panel, then replace this linked material with another one in the entire scene, but I can't? Why? It's just a replacement of the material, I'm not altering any data!
The only way I found is by changing the material in question from data to object.
But this solution requires me to change this for EVERY object one at the time
and the "icing on the cake", it transform the material to single user
so when I link a scene with 300 meshes, and some materials that have 120+ users, I'm just screwed...
What am I supposed to do?


texts: How to make nice curvy contour on high detailed (sculpted) mesh?

texts:
I run into the problem that I have quite irregular (bumpy) contour shapes from certain angles on my sculpted model.
So I have this form:

And I want to correct it to look something like this:

The only way I know in sculpting mode to adjust the form is the grab tool, but it is very hard and time consuming to solve this.


texts: Rendering Freestyle along with Grease Pencil

texts:
I’ve been trying to render a grease pencil drawing on top of a Freestyle rendered object. But, when I do it the Freestyle lines can be seen behind the Grease Pencil object. Is there a way to solve this?

I made an example with a blue circle made with Grease Pencil, in front of a cube rendered with Freestyle.

I’ve tried using Eevee, Cycles and Benchmark.

Thanks in advance.

Viewport:

Render:


texts:
I have a model in which sharp edges are achieved with duplicate vertices. I would like to be able to select linked vertices, in such a way that duplicate vertices are considered 'linked'. Is there any way to do that?

(I can of course remove duplicate vertices first, but then these edges become smooth, which is not what I want).


texts: I am wondering if and how to add your own picture here.


texts: I have looked all around with no avail. I opened blender today, and now am unable to delete any keyframes. When I hover over it in the timeline with the green line, then "delete keyframe" and confirm, it says "Successfully deleted 0 keyframes from camera." (for camera). How can I fix this? I have tried selecting on dope sheet, but for some reason nothing happens either. Thanks in advance!


texts: Why is the mesh deform modifier taking forever with new meshes in 2.92?

texts:
The mesh deform modifier is taking an inexplicably long time to calculate. Precision 5 takes about ten seconds or so, and levels above that take at least an hour but have never been completed. I first noticed this in 2.92, but I think it could have been the case in 2.91 as well.
This is not an issue with computer speed or mesh complexity. Meshes that I had prior to the update can be unbound from their cages and rebound at precision 7 in four to five minutes, which is what it was before, but new meshes do not. Some scenarios below:

New mesh+new cage, both moderately complex=binding takes forever.
Old mesh+old cage, both several times the vertex count of scenario 1=four minutes or so.
New mesh+old cage(From 1 and 2 respectively)=four minutes, does not completely bind due to parts sticking out.
New mesh+separated part of old cage=forever.
New mesh+new cage(Both cubes with no subdivisions, 8 vertices each, in a new blender file with only defaults)=forever.
Old mesh+new cage(from 2 and 1 respectively)=forever.

Any idea what's going on here?
Update: Attempted  reinstalling with no addons and this did not fix it.
Update 2: It's leaking memory for some reason.


texts:
I'm learning how to use Blender through numerous tutorials. Today, I came to a point where I'm not sure if there is something wrong with the version (2.77) of the program, or if I'm doing something incorrect. I will attach a screenshot (on the left is shot of the documentation I'm reading and on the right is the Blender window). I'm asking about the missing Properties panel > Textures tab options.

Could someone help me find them?


texts:
This flag seems to be pulling into itself for some reason. I've been successful in creating a flag along with wind physics before, but that was with only the flag in the project.

Now, following the same steps I had done before, the below is the result when I play the animation. The only difference is that there are quite a few objects in this scene. For one, the rocks are part of a particle system.

My guess is that the flag is influenced by something else in the scene, maybe?


texts: how to make a limit for the loop cut tool

texts: are there any way for making the loop cut not going to certain vertex group in the mesh ? as you see in the image when i click on ctrl + r the loop cut go through all the character from her head to her foot but i want to not add any new loop cut to the character head so are there any way for that ?


texts: Change sculpting brush alpha visibility?

texts:
When using brush alphas/texture as stencils in sculpting mode, it's often really hard to actually see the stencil image and know where it is or how it is rotated.

Is there any way to bump up the contrast or something so it shows up better?


texts:
i went to user preferences, 3d view, sculpt, then i scrolled down a clicked on add new, but how can i add a bush short cut? the existing bush short cuts look different than the one that i added. Any suggestions?

thank you, here was my attempt.


texts: Orientation of array objects along a helix path

texts: I made an array of cylinders following a helix (which is going round three cylinders). The cylinders are parented to a plane to avoid distortion, this is my result - how do I manage to fix the orientation of each cylinder to make it orthogonal (to path)? Thanks.


texts: I'm exporting a blender game as an .exe file and it won't export properly because my blender file uses Start game from file... How can I export the file?


texts: On blender im trying to create a 500000 particle simulation.  Before that I made a 15000 particle simulation and it worked but when I leave my computer on and come back itll say blender is using too much memory and ill have to close it.  I also use all eight of my cpu cores, I changed it to six and it stilled crashed.  This is the third time it crashed.  Ive seen videos on youtube of more than a million particles so I dont know why I cant get 500000 particles with my pc.  I use a Alienware Aurora R5 so it should be able to do this probably.  I also close all other programs when I leave the blender to calculate physics.  I also use my gpu as my rendering device. So I have no other idea than to ask here, hopefully someone here knows the answer.


texts: How do i get rid of the ugly cross splitting after seperating my faces

texts: I'm making a Faceplate for my Self FNAF character and while trying to seperate the mouth plates from the head plates this problem happens. As you can see this is before i hit the Y button to seperate the mouth faces from the Top FacePlates And this is AFTER. i hit the y button to seperate. Do you notice how that looks just weird. I Dont want that, I Need it so it looks flat on the bottom of the top faceplates. But the top of the Mouth faceplates look like they do with Y pressed now.


texts:
I am new to both Blender and Python coding, so here is my question: Is it possible to make arrays of cylindrical structures of random heights and/or random interspace? Is it possible to code something like that?

Thanks a lot!


texts: How to make smoke flow in different direction?

texts:
I am trying to make the smoke flow down from a mesh but at the same time go in the X and Y direction.

Here is what I mean:

The red lines indicate direction of the smoke.


texts:
Not able to play full animation but in preview its playing fine

if someone can help me regarding this


texts: How do I get the object to the ground floor grid?

texts: I have an object that is far away from the starting point grid. When I Add a Bezier Curve, it is on the grid and switch to Top view, it is too far away to see and manipulate. How do I get my object in the center of the grid so I can do the curve-the-object around the Curve trick?


texts: What's the best way to take a bezier curve and have it render as a freestyle line?

texts:
I'm attempting to draw a road onto a mesh terrain and am looking for a better solution than the one I currently have. At the moment I create a bezier curve in the shape of the road then apply a Shrink Wrap modifier to it so it hugs the curves of my terrain mesh (Fig 1.). That part works fine.

The mesh terrain is rendered as a series of lines using Freestyle. I would like the bezier curved road to also be rendered as a single Freestyle line, but it doesn't seem possible to tell Freestyle to do that.

Instead I have to extrude the bezier curve by a very small amount, convert it to a mesh, and then use "Mark Freestyle Edge" on one edge (Fig 2.) to get Freestyle to render it (Fig 3.). That works to some extent, however (a) that seems like an ugly workaround, and (b) I don't want the extruded shape of the road to render at all, as it blocks a small part of my terrain – I only want the Freestyle line.

So, is there a common workaround for: bezier curve -> Freestyle line?

Fig 1. bezier curve shrink-wrapped to terrain

Fig 2. thin mesh with one edge marked for Freestyle line

Fig 3. low-res render result

I'd appreciate any thoughts.

Dunstan


texts:
In my scene i have 3 objects that are in exact distance from light source (camera is always in the same position). I want to every object to be affected by light in exactly same way, but as you can see, bottom right object is dark:

For more reference: top row is rendered exactly how I want. I need bottom row to be exactly as a top row:

Is there a material that will not take into account surface normal vectors to calculate final colour? So I can get effect the same like for example Don't Starve? As you can see bush below fireplace is visible instead we are looking at the side in opposite of lightsource:


texts:
Is there a way to use the update function when group properties are used? Am I not registering it correctly? I need to keep unique properties attached to each newly added object however. It seems that if I use the standard update on the pointer for the group functions, it doesn't maintain unique settings for each object.

import bpy
from bpy.props import *

# ---
# Group Properties that include Float, Integer, and String
# ---

class MyPropertyGroup(bpy.types.PropertyGroup):
    custom_String = bpy.props.StringProperty(name ="My String")
# Update Function for Boolean
    custom_Boolean = bpy.props.BoolProperty(update = UpdatedFunction)

# ---
# Layout
# ---

class LayoutPanel(bpy.types.Panel):
    bl_label = "Test Text"
    bl_space_type = "VIEW_3D"
    bl_region_type = "TOOLS"
    bl_context = "mesh_edit"

    def draw(self, context):
        scn = bpy.context.object
        layout = self.layout

        row = layout.row(align=True)
        col = row.column()
        col.prop(scn.my_prop_grp, 'custom_String', text="")
        col.prop(scn.my_prop_grp, 'custom_Boolean', text="")

def UpdatedFunction(self, context):
    pass
    return

# ---
# Registers
# ---

def register():
    bpy.utils.register_class(MyPropertyGroup)
    bpy.utils.register_class(LayoutPanel)
    bpy.types.Object.my_prop_grp = bpy.props.PointerProperty(type=MyPropertyGroup)

def unregister():

    bpy.utils.unregister_module(__name__)

if __name__ == "__main__":
    register()


texts: How can i simulate erosion and corrosion on objects?

texts:
It´s possible to simulate corrosion and erosion on object geometry and texture ?

So, what im trying to ask, is if it´s possible to simulate erosion on this blocks. By Geometry and texture. Like reducing the geometry of the individual blocks (for each block is a rigid body).


texts: Clamping camera to path, existing keyframe positions are thrown out when path is extended?

texts:
I'm using a Clamp constraint to animate a camera along a path for a long, continuous fly-by shot with pauses and target changes along the way. I'm keyframing on the transform of the camera dolly, but every time the path is modified, particularly extended, the position of the dolly in all the previous keyframes is thrown out, requiring lengthy repositioning and re-keying to correct all the timing. I've experimented with using a Track constraint instead, and animating the Offset, but this still suffers the same issue when the path is modified.

This behaviour suggests to me that, even when keying on a transform rather than an offset, Blender is doing some math and quietly converting everything to a relative offest. When the length of the path is modified then all the previously keyed positions also change because they're relative to the length of the path rather than being, say, fixed distances from the start of the path.

Is there a way to 'lock' an object to a fixed position in a keyframe so that it doesn't move when the length of the path is extended, i.e. if object A is X units from the start of the path in keyframe Y, when segments are added to the path then object A is still X units from the start of the path in keyframe Y.

Gracious thanks for any advice, it's much appreciated and may save me from this slow descent into madness. My apologies if my description is not clear, if this question has already been solved elsewhere, but especially if I am doing something really dumb, missing a trick, or otherwise dementedly trying to stuff a round thing into a square hole.


texts: Move cursor to center of some selected geometry/faces

texts:
I am making a gun. What I'd like the to do is this

Select all the faces that make up the handle
Move the 3D cursor to the center of the selection (or center of mass)
Set the origin of the object at the location of the 3D cursor

I can do 1 and 3 but I'm stuck at 2.

Thanks!


texts: Trying to make object look like metal doesn't work

texts:
I followed a tutorial on how to make something look like metal, it worked in the video and seems to have worked for everyone in the comments. For me it looks like this even tho I have checked that everything is the same as in the video. What did I do wrong?
Also I'm wondering what the little piece of white is in the eye.
Tutorial I used: https://www.youtube.com/watch?v=BtVYCMNvykg


texts: Why my textures have a dark color in game engine?

texts: When I click P for game engine the objects which have material their color become dark.For example the station has blue color in texture mode,but on game engine is dark blue and etc.How to make the texture to have the same color on GE as in texture mode?


texts: Adding a vertex with control-LMB does not work on OSX - how can I fix that or work around?

texts:
A technique used in a number of tutorials is start with a mesh, delete all the vertices and then start adding new vertices with control left mouse click.

It seems this never works on a mac.  At least there are a lot of forum posts out there saying it doesn't work and asking for help.  I haven't yet found one that results in useful answer.

The user preferences, 'input' tab, shows very clearly what keys are bound to actions and allows you to reassign them but mouse gestures don't seem to be exposed to configuration with the same clarity.

I'm working on a macbook air with a three-button wheel mouse plugged in.  I've tried turning 'emulate three button mouse' on and off, I've tried working with the inbuilt trackpad instead, I've tried all the combinations of modifier keys and mouse gestures I can think of.

I have come close to using harsh language.

Does anyone know how to add a vertex to a mesh on osx?


texts:
In Photoshop and some other image editing programs, Blending modes allow you to composite images by creating various types of transparencies that adapt to other layers. The user can quickly cycle through different Blending Modes with a keyboard shortcut.

Here's an example of a composite image made with Blending Modes:

These are the different Blending Modes in Photoshop:

In Blender, transparency is usually done in the Cycles render engine, in the form of shaders applied to a material or an imported image. The Compositor can also be used, but usually applies to the whole image outputted (if I understand correctly).

However, I am trying to understand how this works better. Say I want to "fake" smoke with a 2D alpha layer, or use a Color Dodge blending mode for a mesh, how would I proceed?

I could only find this reference online, which seems obsolete and whose links are broken.

How would I try different Blending modes for 2D layers or meshes as can be done in Photoshop? How many different Blending Modes can be produced, and how?

(I understand the tools are very different, and I do know how Nodes and materials work pretty well.)

We can use this file for tests


texts: File browser filter not working correctly

texts:
I'm writing a python script which can open multiple files and I want to filter certain file extensions.

This code is working perfectly fine:

filter_glob = bpy.props.StringProperty(
    default='*.pmx;*.pmd;*.xps;*.mesh;*.ascii;*.smd;*.qc;*.vta;*.dmx;*.fbx',
    options={'HIDDEN'}
)

But as soon as I add ".dae" as another file extension like that:

filter_glob = bpy.props.StringProperty(
    default='*.pmx;*.pmd;*.xps;*.mesh;*.ascii;*.smd;*.qc;*.vta;*.dmx;*.fbx;*.dae',
    options={'HIDDEN'}
)

the filtering stops working entirely and every file is shown. I have no idea why this happens and it looks like a totally random issue to me.

Does anybody know what happens here or how I can fix it? Is this a bug in Blender maybe? Thanks!


texts: Babylon.js export - AttributeError: 'NoneType' object has no attribute 'name'

texts:
When exporting my model using the Babylon.js exporter, I get the following error:

Traceback (most recent call last):
File "C:\Users\AppData\Roaming\Blender Foundation\Blender\2.83\scripts\addons\babylon_js_init_.py", line 65, in execute
exporter.execute(context, self.filepath)
File "C:\Users\AppData\Roaming\Blender Foundation\Blender\2.83\scripts\addons\babylon_js\json_exporter.py", line 115, in execute
mesh = Mesh(object, scene, self)
File "C:\Users\AppData\Roaming\Blender Foundation\Blender\2.83\scripts\addons\babylon_js\mesh.py", line 158, in init
mat.processImageTextures(bpyMesh)
File "C:\Users\AppData\Roaming\Blender Foundation\Blender\2.83\scripts\addons\babylon_js\materials\material.py", line 79, in processImageTextures
tex.process(self.exporter, True, bpyMesh)
File "C:\Users\AppData\Roaming\Blender Foundation\Blender\2.83\scripts\addons\babylon_js\materials\texture.py", line 84, in process
self.uvMapName = bpyMesh.data.uv_layers.active.name
AttributeError: 'NoneType' object has no attribute 'name'

location: :-1

I can not find any answer to this. Whats wrong with my model? Seems like about uvMap config...?


texts: Is there a way to restrict blender renders to a predetermined 256-color palette?

texts: I suspect there isn't, as this sort of thing is rather retro these days. But any help would be appreciated!


texts:
Absolutely new of Blender, I do have great difficulties to follow tutorials, because the size font appear on my screen 3840x2160 too much small, and I (myope) have to unwear glasses and approach the screen to read.
How I can change the font size of the interface ?
I couldn't do by the usual Windows screen Tools.....

Many thanks...
Bruno


texts: is it possible for me to use the values/colours in an image texture/vornoi to cut a mesh into pieces. eg light grey is split into one section, black another, white another. etc. if not, what alternatives should I try looking into?


texts: How can I improt a motion file (animation) and then connect a skeleton to a mesh with animation working?

texts:
I have been working with Daz Studio, Mixamo, and Blender trying to get proper animations working. If I try to import Mixamo animations to Daz it's broken, the main focus of this question is obviously Blender related. When I import the motion into Blender, it imports a fully rigged skeleton and the animations work properly, however the skeleton is separate from the mesh and is counted as a separate entity. how can I easily add the skeleton to the mesh and have the mesh function properly with the animation.

A major issue with this is the model (which comes from Daz studio originally) has many different vertex groups such as index finger Left, or right hip making parenting bones very difficult if not impossible (for me as an unskilled Blender user).


texts: Why does increasing resolution and then downsampling to desired size increase render quality?

texts:
Hey there Blender Community,

I've come across an odd problem with rendering. When I render an image at 256*256 the image is blurry. But when I render the image at 1080*1080 and shrink the image such that it takes up the same space on the screen as the 256*256 image, the quality is markedly better.

The difference is subtle, but here's the proof:

This is the 256*256 image:

This is a 1080*1080 image, shrunk to 256*256:

The resized image is less blurry, the shadows are less grainy, and the overall quality just seems ineffably better.

Why is this so? If nothing in terms of sampling has been changed, and the final product is the same size in terms of pixel space--why is the quality of one superior? And is there any way to achieve comparable quality without having to render and downsize?

I ask because I'm rendering a ton of images and video and am trying to find the optimal method to do so. Obviously, increasing the resolution of the render is going to increase the rendering time. Is there a way to increase quality without increasing time?

Edit: I've noticed this discrepancy in both cycles and internal, even with the sampling fully cranked in cycles.

2nd Edit: Below are what I believe to be the relevant dimensions of my render settings. Note, however, that these were held constant across the 256*256 render and the 1080*1080 render. I do recognize that my raytracing samples (constant QMC) are low, but varying this parameter didn't seem to accomplish anything meaningful for a scene this simple.


texts: Mesh became grey when I recalculated normals, can't fix it

texts:
So I was cleaning up an object in blender (mold I'm making of an eyelid to 3d print and pour silicone into) and things started going haywire.  I filled a hole in some faces and the new face became purple (In solid mode, whether in object/edit mode) and I read online that could be because the faces didn't align properly.  So anyhow I selected everything and recalculated normals, and now my mesh is dark grey (Pictured)

I read that dark grey faces could be directly because of the normals (make sense) but I can't fix it!  I'll recalculate them, look at them in face orientation mode, etc..   and they're still dark grey.  Help!
Blend file if you're interested:


texts:
I was wondering how to use the decimate modifier. I want to take an existing 3d model and be able to reduce the vertex count on it so I can use it in a virtual table top game I'm playing with on Steam.

More than willing to put the time in to learn, but I don't know where to start.

I'll continue my search on self teaching, but I really could use someone's help.

Thank you


texts:
I'm making a terrain by Blender Guru tutorial: https://www.youtube.com/watch?v=-VgtSL5ZpYc

I wanna sculpt my terrain(not using displament map), but it distort textures in circle...


texts:
I am currently looking for a way to make normals "brighter".

The reason is that I was looking for a method to combine two normal maps and found this question: How to Combine two Normal Maps?
I implemented all of the described techniques and two of them deliver the same result but the second one is a bit brighter. I wanted to make the first one look like this too.

First one:

Second one:

Thanks in advance!

EDIT: Actually it's the other way around. The second method seems to brighten the color.

EDIT: For clarification the first method is the one by redcapricorn / Secrop and the second one by Bithur.
I think it might appear brighter because Bithur divided with an HSV Value of 1.25 but I don't know how to enter anything beyond 1.


texts: Hair goes out of place when moving the armature!

texts:
So... The I have a rigged model with clothes and all, particle hair that follows the model, everything seemed to be okay until I moved the right arm!

If I reset the position everything goes back to place, but as soon as I move that arm in pose mode, those hairs go crazy. Everything else seems to be okay, I have the armature modifier avobe the particles, I don't know what to do, I'm actually pretty new to blender so It'd be awesome if someone could help ;v;


texts: Modify light source so it will only create highlights and not reach into shadowy crevices?

texts: My model has many protrusions and crevices.  I am satisfied with the shadow that currently exists in the crevices, but the protrusions need more highlight to create a sense of volume.  How can I adjust a light source so it only effects the protrusions and does not reach further into the crevices? As in, the light "falls off" at a designated point.  The goal is to make highlights with soft edges.  Thank you!


texts: How to create cylinder with varying radius at different height

texts:
My goal is to create a imperfect cylinder with a script, where some randomness is added to the radius of the cylinder at certain intervals. I am very new to blender unfortunately, and am lost at the approach to take.
I would imagine I would need to generate circle of vertices, connect them with edges, duplicate and extrude, move points and repeat. However, I don't have the faintest idea of the commends I would need for each step, and would appreciate any help/hints.


texts: Is there an easy/right way to join these vertices?

texts: I'm making a hexagon-type shape here by first outlining the edges and then proceeding to the centre as mentioned in some tutorial I followed. Is there an efficient/right way to go about this without making a mess of the topology? Links to any relevant tutorials are appreciated too!


texts: Hair won't bend in a specific direction as if something is blocking it

texts:
I've been trying to comb a hair on a model with no luck so far. I just did this yesterday on 2 other models where everything worked fine. This time when I try to comb the hair particles, it won't straighten and starts to deform into curly curves, as if something is blocking it in the air. This happens on some strands only but it is enough to ruin my character completely.

I first thought it's maybe because of hair dynamics and collision but
1.) there is no collision on the body
2.) this happens with hair dynamics turned off. And when I deleted the body, rig etc (everything), the hair still curled this way.

In fact, hair dynamics is the only saviour as if I wait and let the hair fall down, it will straighten but this isn't a viable solution.

Second try

Same method and settings are working on another model


texts: I have a humanoid model with its parts like head, torzo, leg etc assigned to vertex groups with corresponding names. I want to make models from these vertex groups. Is there a way to accomplish this without deleting the other vertex groups.


texts:
Hi ppl :) need help.

This is a window that opens and closes. I need that when the window is open the particles pass but when the window is closed the particles do not pass.


texts: How to get mouse position in draw event (before modal or invoke)?

texts:
Let say, I want to make a Gizmo, that will react with mouse position. So these events are perfect for me:
class MyGizmo(bpy.types.Gizmo):
    def draw(self, context):
        print("draw")

    def draw_select(self, context, select_id=0):
        print("draw select")

But to get mouse position, typically the Modal event is used, which have a event property with mouse position. But I want to get mouse position before the Invoke. So maybe I can get mouse position differently?


texts: Speedup Cycles for material-only renders

texts:
I render planes with procedural materials and don't need any other effects in those renders. The preview is generated within seconds but the final render takes minutes.

What and how should I disable to make the final renders be generated as fast as the previews?
Is it possible to setup those configs with a Python script?


texts:
I have somewhere (not somewhat) between 3 to 12 (that all indecates a variation from one number to a larger number, not a set of 3 or 12 film strips. which the words somewhat and the word 'and' indecates. I knew what I was speaking of. leave that alone Mr. MOD man)

I have somewhere between 3 to 12 film strips in Video Editing, then when I mark a point in the film, then I try to select a film strip to move it into place to find where I want to cut to that (different) strip, the marker gets grabbed instead of the strip even though I right click the strip and NOT the marker. It still moves the marker instead of the film strip for some strange reason that lays beyond my comprehension.

How do I get it to stop selecting a marker when I right click on a different strip?


texts: How to remove all booleans (across all layers) from being displayed?

texts:
I have many layers with many objects with many booleans. Is there a way I can "un-display" all of them in the viewport?

Essentially, I'd like all boolean modifiers (across all objects and layers) to have the "eye" icon un-clicked.


texts: Material displacement looks slanted to one side in Blender 2.8

texts:
I've used MicroDisplacement before in 2.79 and all worked fine. Now, I have this problem, that all my displacements get slanted like this (see image).

I am actually following a tutorial for Blender 2.79 step by step and I still get this result. The only thing I found was that the Displacement setting in the Shader tab changed from True/Bump/Both to Displacement and Bump/Displacement only/Bump Only, but it seems to be working the same way...

Can somebody help me, tell what I might be doing wrong?


texts:
I'm trying to do an export plugin for Blender 2.69 to metasequoia file (.mqo).

Vertex is exported but i have some trouble with faces.

I used this has a reference but it's for blender 2.5 so i think it's outdated.

source code


texts:
I need to control an armature using Python so that I can animate a biped model using data from a text file.  I've been using this tutorial and some other sources to try and do so, but I can never see any results in the rendered game window.

The code I have thus far is:

import GameLogic

arm = GameLogic.getCurrentController().owner

print(arm.channels['Upperleg.L'].rotation_euler)

arm.channels['Upperleg.L'].rotation_euler = [5, 5, 5]
arm.update()

print(arm.channels['Upperleg.L'].rotation_euler)

In the console, the values for BL_ArmatureChannel.rotation_euler are changing...

<Vector <0.0000, 0.0000, 0.0000>>
<Vector <5.0000, 5.0000, 5.0000>>

...but nothing is happening with the model linked to the armature (not visually at least).  If I change BL_ArmatureChannel.rotation_euler to BL_ArmatureChannel.joint_rotation the values being printed in the console don't change at all.

On my armature, I have an "Always" sensor attached to a "Python" controller to execute the script.  There are no IK constraints on the armature and no other sensors/controllers/actuators.

Any help on this matter would be greatly appreciated.  I have a tight deadline on this project and I can't seem to get this very simple (but necessary) part of it working.


texts:
What is the way to multiply a texture across one axis?
Lets assume that I have a plane. How can I multiply the "Gradient" texture in the node editor (Shift A > Textures > Gradient) several times across the plane surface?
Here is what I mean -

I'm aiming for a holographic like effect so that texture will be used for something like this -

I tried using the "Mapping" node, but I still can't figure out what to do. Here's my node setup for the hologram like effect -

The results from the node setup -

My aim is to replace that texture with a "Gradient" texture. What would be the approach?

Update - Is there way of using my own created tiled texture to achieve that effect?
I tried something using the tiled texture above - http://www.pasteall.org/blend/31547
Basicly, I want the darker parts to be used by the one node group and the lighter parts to be used by the other and all in between to transition from the first to the other. Am I doing it right?


texts: bone spine004 cannot connect chain bone position is disjoint. incorrect armature for type chain_rigs

texts: Using rigify when generating the rig I get this error message Does someone know how I can fix this I don´t want to start it all over :_C


texts: Where is the Sculpt Brush radius lock in 2.8?

texts:
I've been trying to find the radius lock in 2.8 and i just can't find it anywhere

[![enter image description here][1]][1]

[1]: https://i.stack.imgur.com/x3ehS.png


texts: How to make a walking animation for a character in the BGE on a uneven or steep floor?

texts:
I'm looking for a method to make a character walk properly to the angle of the floor.

So when he walks up a hill the feet have to be always touching the floor correctly and the walking motion of the legs has to change with the angle too.

Walking the hill straight up or down is one thing, but imagining the character running sideways on it so that one leg is at a higher level than the other is more difficult.

Plus it will have a joystick-like rotation whilst walking so it blends from the "sidehill" animation to the uphill or downhill animation.

Does anyone have experience with this issue? Any tutorials, hints, tips, guesses, ressources, etc. would be much appreciated.

Any guesses on how to script this? E.g. how to change the model/animation according to the angle of the floor?


texts: Why doesn't Animation Nodes' '3D Viewer' node display anything in the viewport when connected to a 'Distribute Matrices' node?

texts:
In Blender 2.81.16, AN 2.1.5 connecting a 3D Viewer to the Distribute Matrices does nothing - you would expect there to be 16 here...

In the following animation from the Animation Nodes docs it looks like a plain axes is being manipulated. However, there doesn't seem to be anything connecting a plain axes to the nodes.

Am I missing something that is assumed about the setups shown in the Animation Nodes documentation?

For comments...the setup!


texts: using python to find object with the pixel information from the render

texts:
I wanted to know if anyone had to find a object by only knowing the pixel (x: 300, y: 300)information in a final render say like (essentially using camera view)

Is there a way to find the correct object on that pixel from the scene (retrieve the object ID) by scripting via python in blender.
Example scene would be:(essentially this but the other way round from 2d to 3d object How to find image coordinates of the rendered vertex?)


texts: How to make my scratches have a metallic look

texts:
I've watched a lot of tutorials to make my scratches metallic and glossy, but my scratches only have a white color and are not reflecting anything.

My last try with that

I want to have something near this


texts: Which is the better Topology? Left or Right? - [With Image Reference]

texts:
Which is the better topology for swimsuit?
Left or right.

I am thinking right because legs might move around.
But when i combine the meshes and sub-D them the left one looks better.
What do you guys think?

i started with planes to draw the line of how the V of the shape is made.
And from there i would build inwards. i also already make the center.
But you always get in trouble at some point. xP

Also is it best practice to keep every square same size?
cause sometimes i see people having way longer squares like i have at the edge.

  (Was already answered with it being a choice not a fact)
  "Entirely depends on what you're doing. It can make certain things easier, like UV mapping (especially if you have to unwrap manually), and animated meshes will deform better (more predictably) if all the polys are the same size, but the renderer shouldn't care."

Its bottom part of swimsuit btw.

Ty so much everyone for all the tips.
I am trying my best to make this edit the best ^^

<3


texts:
How do I get rid of that nasty black thing at the bottom of the glass?

Shouldn't it be lighter than that? It disappears when I move the plane further down, but I need it close to the glass.

Any ideas?

http://imgur.com/a/u3USN -- far away plane.

http://imgur.com/a/dE0hO -- close plane.


texts:
I'm a beginner to blender, so please ignore my mistakes and be kind enough to guide me through this :)

I've scene this question before, but never got a satisfactory answer. I'm working on two animations, a over shot water wheel, and an Archimedes screw.
 My problem is, the fluid simulation does not work the way I want it to be.    when I bake it with the fluid it starts leaking through the solid object, even though i made it an obstacle . I tried baking it with a higher resolution and thicker walls, but i could not get the expected results.

Is there any way to stop this ? please help me to solve this


texts:
I imported a file that was created by another program. At one point, It has a large group of identical components, but they are not linked together. I know I can press Ctrl-L to link them, but when I select object data, they are all rotated to align with each other (not preserving current rotation). How might I fix it so that they do that.

Re-linking mesh data while adjusting object transform to undo minor edit-mode tweaks seems to have a simmilar issue, but his fix did not work for me.


texts: Yafaray render with hdr image as light gives black and white objects

texts:
I've created a modern interior scene with cycles and now I would like to render it with YafaRay.

In my original scene I'm using an hdr image as environment texture for the world and as only source of light. When switching to YafaRay I enabled use IBL in world settings, but when I render not only the world image is just white (it is supposed to be a field so from the window, in the cycles render, you could see the green and the sky) but all the objects in the room are rendered in black and white and not with textures and colors.

Where am I going wrong? And which lightning method it is better to use for rendering? Also, when I try to modify the world settings, Blender starts to not responding and freezes


texts: A few automatic weight / weight painting questions

texts:
I'm quite new to Blender.

I've been following a few tutorials on Youtube and have made and rigged a human model.

I've merged the armature with its bones and applied automatic weights but barely any of the model has lit up in Weight Paint mode and what has lit up appears to be mirrored on the opposite side of the model which can be seen below.

I don't understand why this bone is having so much influence over the rest of the armature when the whole model is blue.

At this point you might already know what the problem is, but if not here are my thought. The character mesh is being mirrored and I think that at some point I was meant to turn off the mirror, duplicate half of the mesh, flip it and then merge it with the other half. But at no point in the video series I'm watching was this done, so I'm sceptical.

I also can't find how to turn off the mirror. Though I suspect I could if I just googled and while that might fix my issue I'd still appreciate some reassurance or advice.

Thank you.

In the odd chance anyone would like to download this blender file here is a link.


texts: How to get old Mapping and Voronoi nodes into Blender 2.82?

texts:
I noticed that some nodes changed significantly with Blender 2.81 and 2.82.
Now I can't follow older tutorials, because some have different options than me.

Voronoi Node is totally different
Mapping Node is missing it's maximum / minimum clipping controls

Q: How to get these older nodes back into Blender 2.82?


texts: could anyone advise how to change background image in different key frames in 2d animation? I need to have one background image on the 1st frame and other images on other frames. If i change a background image on the 2nd frame then it is automatically changed on the 1st frame. It looks like i can have only one background image on all key frames or not?


texts: Why is the bottom of my triangle vibrating?

texts:
I am making a logo animation and I used keyframes to have the logo rotate. But whenever I play my animation on the 65th frame the bottom of the triangle starts to rotate

All I did was model a triangle and a star duplicate the star and parent them all so    I could rotate them together. My file down below so anyone can download then look at it.


texts: How to emit particles evenly within single particle setting

texts:
How to emit particles evenly from verts / faces within single particle setting?

For example, for the default cube, I want to emit 80 particles in 10 frames, in other words, each vertex should emit 1 particle together per frame. (Note that this is a simple case to show what I'm talking about, not a specific one)


texts:
Blender Noob here. I am following alongside this tutorial and I am stuck. At the 4:40 mark he selects the front most vertex of the eyeball and then says he presses "Ctrl+" to make the face step selection. Ctrl+ however is just zooming me in like it should? Am I hearing him wrong in the video?
Thanks!

https://www.youtube.com/watch?v=tCuMiE91p-I&list=PL32001WLw6WG8glAk8LpFO1dbDbBGE8bI&index=3


texts: Poly build tool, how do you drag/move a vertex?

texts:
I have to create a mesh with the poly build tool which I never used but would be perfect for what I'm trying to do. But what's the shortcut to simply move a vertex without 'leaving' the poly build tool?

In this video you can see it in action: https://youtu.be/U3sY3f6aKB8?t=153
But I don't see any specific shortcut, and I've tried everything I could think of to replicate this.

So, with poly build tool, how do I move an existing vertex without creating a new one?

PS: Also I can't find anything on the poly build tool in Blender's documentation...


texts: Viewport shading has no light even though there's light

texts:
The viewport shading is just grey, with no light even though there are a few lamps in the viewport. Can anyone explain why?
As you can see, the black vertical line down the middle is the sun lamp

EDIT: I couldn't find out the problem, but I just exported the model into another blender file and it was fine there.


texts: Exporting a range of keyframes to COLLADA

texts:
I've imported mocap data to Blender to clean, and am now trying to break the animation into multiple COLLADA files. I have two strategies, but I don't know if they are possible.

Export a specific keyframe range - I don't see any option to do this
Cut a keyframe range and replace the entire animation with the range I want to export, and do this for each range - I'm not sure how to cut the entire animation

Are either of these possible?


texts:
The pieces are separated from each other, I use cycles, there is no modifier on them. Origins are in the right position.
In the outliner, the render icon is on. The missing pieces appear under the object. In solid and lookdev mode everything looks fine. In solid mode, I have applied all transform. I did not put any animation on them accidentally. I am using Blender 2.92
Thanks in advance


texts:
I'm having problems using the UV mapping in blender 2.67. Specifically, I am trying to unwrap a really simple mesh, but the UV map is still giving me a net where some of the boxes are completely out of proportion to the others, which causes the texture to stretch horribly. Here is a picture to illustrate:

The mesh only has those three faces you can see in the picture, and the single seam on the front corner. It's a trivially simple mesh, so I really don't understand why the two side faces are being stretched in the UV map to be the same size as the top face. I've tried clicking the average islands scale button as suggested by some of the answers to other questions but that has no effect. It's frustrating because it seems so simple.

Hopefully someone can show me the presumably simple mistake I am making!

Edit: Just to make this clearer, I have already added a seam as the first answer suggests i do. Hopefully this picture will make that clearer, the yellow arrow is pointing to the edge i seamed. The mesh is only three faces so should only need this single seam. The image shows the mesh from infront and behind/underneath so it should make more sense.

Double Edit: One more picture for clarity on the seam issue. The mesh is unfolding correctly, it is just the scale of the unfolded map that is incorrect (in relation to one another)


texts: Stretched texture with Principled texture setup

texts:
So I've been trying to set up a base color image texture for my object but the image only seems to be affecting the bottom area of my object (as in image below ) and for the rest i'm getting a stretched out image. I've also tried using the node wranger setup using Ctrl + Shift +T  but it still gives the same results .
Is this a glitch because I've never encountered this problem before . Does anyone have any solutions ?


texts: How can I add an ant terrain to an arbitrary shape?

texts:
I am attempting to create 3D hex models that can be used in the board game Settlers of Catan. Many of the tiles are based on geographical features (such as a mountain). The tiles are also regular hexagons. As such, I would like to use the ANT Landscape plugin to create the terrain shape and then apply it to a hexagon. I can use the circle tool to create a regular hexagon by setting the number of vertices to 6. When I create a hexagon in this manner, and then add an ANT landscape to it (by simply positioning it so that it's outermost points align with the Z value of the hexagon), I get the following:

This has two major issues:

The landscape is too small (I would like it to cover as much of the hexagon as possible, ideally with falloff based on the hexagon rather than square shape)
It is impossible to have a recessed landscape as the hexagon's surface will cover it. Removing the hexagon leaves a square landscape which isn't what I want.

How can I solve both of these issues?


texts: Why Grease Pencil will only let me draw a circle around a red dot? - 2.8

texts:
Out of the blue this red dot appeared on my canvas. And when I try to draw, the only strokes I can do are those around the red dot, making a circle around it. I can draw near or far from the dot making a big or large circle. Nothing else!
If I use a different tool, like the Fill, or the Eraser, the red dot goes away.

What could I have inadvertently activated?


texts: Is there a way to set an angle between to edges?

texts:
I've seen that it was part of the MeshTools-AddOn long time ago.

I know that I have several ways to measure angles (through the Overlay, the MeasureIt AddOn or the default Measuring in Blender) but sometimes that's not as exact as needed.

Can you help me?


texts:
Is it possible to create a lens shader with EEVEE/Cycles ?
I'd like to have the control over the camera position and the ray direction per sample. This allows to simulate various conventional lens distortions (which I'm not interested in) and other deforming effects.
Houdini and Arnold supports a camera lens shader, someone also used it to run across the objects and bake textures.
Some other ideas include run a particle simulation, and assign each particle to a pixel in the image as if it were a camera looking from that particle. Or you can just use an ordinary object to sample the space around. You can mix perspective and orthographic in different parts of the image, blending between them, or even zoom only part of the image.
This thread shows how to set it up and one possible use that this kind of level of control gives you.
https://www.sidefx.com/tutorials/lens-shaders-for-gamedev/
I insist that I'm not trying to replicate this specific effect, I'm looking for this level of control per pixel.


texts:
I am creating a year-long time lapse, with one image taken at exactly the same time each day.  However, due to changing memory cards changing the position of the camera by a small amount, many of the photos have a shift.
I have tried carefully putting tracking markers and using 2D stabilization.  However, the final rendered video still shows some jerky camera movements, as the distance between two consecutive frames is too large for the smoothing to take effect.

The frustrating thing is that in the "movie clip editor", some of the "Display" options allows for "Lock to Selection" and "Display Stabilization".  When these options are ticked, the preview movie is beautifully centered and stable around one node in the center.  However, there is no way to render this movie, as they are not part of the "2D Stabilization" node.

How can I render the movie with the camera locked to one of the nodes?  The effect would be similar to a recent gif floating around the web of Emilia Clarke's stabilized eyebrows...
Many thanks!

EDIT: @3pointedit: I am using 6 points.  As I understand it, for my issue, it doesn't matter how many points I use, as the problem is that the image would be very stable for about ~10 frames (where the camera was still), then the next frame would be noticeable off (after I changed the card on the camera, but didn't set it back exactly in the same position).  Hence, no matter how much the software wants to "stabilise" (interpolation or whatever), the 11th frame would noticeably jump.  What I want is for every single frame to have the one designated marker in exactly the same position.  Other markers can help in rotation stabilisation, etc.

Sample of jump:

EDIT:

The white box is the designated marker that I want to stay on the one spot.  As you can see, the track path will jump towards the right in the next frame (just above the "E" in TELUS).  This tends to happen throughout the timelapse.

Sample of settings:

As you can see, I have "Lock to selection" ticked.  This means that during the preview, the video behaves as I would like it to; the marker above stays on the same spot on the screen.  However, during rendering, it does not.

Sample of 2D Stabilization settings:

I've tried futzing around with the various markers, autoscale on/off, etc, but to no avail.

Nodes settings (very simple and straightforward):

Thanks very much for your time and wisdom; I appreciate it.


texts:
I've recently built a new machine (i7900, 32GB RAM, 2 x Quadro P4000) and the render performance is good although the hardware doesn't break sweat and i think it could be even better if Blender used more resources.  Will continue to investigate how to do that.

Anyway, my current issue involves rigid body animations.  Once again the hardware is lightly used by Blender - CPU 7% max - and the simulation takes over 2 hours.  It involves 1300 spheres falling under gravity.

My question is, can i run the simulation with low poly substitutes (replace UV spheres with cubes or similar?) and then apply the simulation data to the spheres?  I think this would really speed things up if there was a way of doing this.

Appreciate any thoughts or ideas.


texts: Can someone fix this problem with cloth physics?

texts:
I am trying to re-create this scene from a youtube tutorial. There are two cubes in the scene (the bed and mattress). The cloth is supposed to fall on the mattress but it falls through it on the second cube (the bed). Can someone explain what I am doing wrong? The file can be accessed at this link (https://gofile.io/?c=1j2Icj)
Also, the cloth also acts strange when I run the animation.
I'd appreciate if someone can help me resolve the issue.


texts: the faster way to move pivot or origin in object mode

texts:
Pls see the image, It should be simple :

In object mode, i want to move the pivot (transform handle) to the other end of the curve. I'm thinking this should be done by simply drag the axis (transform handle) and snap it to the other end. Seems that's no way i can drag only the origin/pivot.

The only thing i can do is to go to edit mode, select the target vertex, move 3 cursor to jump to that point. go back to object mode and then move to origin to the 3d cursor. Seriously, how can i do it in a simple way ?


texts: Is there a way to make a gradient based on an object or a image texture?

texts:
I made this image with a monkey head and I want to be able to make something like the second image with nodes procedurally [i made this just by duplicating a cutout]

I want to be able to take a spherical gradient, or the result of the vector math length function, then use an object or a image like the first one above and make a gradient that has a value of zero at the center and 1 at the edge of the object/mask image. Making the rainbow pattern procedurally is not part of the question btw that's just easier then trying to draw the gradient.


texts: How can I make Blender put less strain on my CPU?

texts: I am using GPU rendering and my CPU is really bottlenecking blender down to only 50% of max GPU performance, while blender is taking up more than 90% of my CPU usage. How can I put less strain on my CPU so it will stop bottlenecking my GPU?


texts: View follows object when object moves? How do I turn this off?

texts:
I did something unbeknownst to me and have made my view constantly follow an object. If i move that object it remains constant in the center of my view while the rest of the scene moves around instead.

What is this setting? I've tried pressing . on the number pad and it did nothing.


texts: Python change of bone rotation is not update when export .bvh file

texts:
I want to write a function using python to modify the rotation_euler a bone in a frame, the next bones in that frame and the next frame it will automatically update under this change.
Can anyone give me ideas?


texts: Particles not view in preview render or render view

texts:
With the mesh selected i have a png image. I want my image facing the camera view. Im not animating. Just want my image to focus camera. I tried the particles setting. In the sold view i can see my png image.

(with the object option its visible.
with the billboard options its invisible)

When i tried to render or preview render i cannnot see my png image. Any suggestion or help. Thanks


texts:
Does anyone know how to rotate the texture pattern to be horizontal on my plane and not vertical (pictured)? I'm relatively new to blender and have tried everything I can think of - please note I am using 2.8.
I've tried to UV unwrap but nothing happens, and messing with the rotation options in my mapping nodes only adjusts the "spots", but not their actual rotation. I'm pulling my hair out over here - help would be much appreciated!

Thanks


texts: I want to make the year '2020' out of coronavirus cells... how can I do it?

texts:
I've already made the coronavirus cell.

There is no way that I am going to tediously move every single cell to create the shape of the numbers that'll take forever! Is there some way I could make the year '2020' 3D, turn the numbers into invisible containers and then 'pour' the cells into them? Or could I make the 3D numbers invisible and somehow make all the coronavirus cells stick to them as if they are magnets?
Ideally, I would like the coronavirus cells to look as though they have gathered together, like a swarm of bees, to create the shapes of the numbers in the year 2020. Is this doable?
It's not for an animation, it's for a still image.


texts: What is the FPS speed that the animation timeline runs at by default? Blender 2.9

texts:
I'm currently learning to animate 3D to export for videogames but I'm having trouble with identifying the FPS speed.
When I press PLAY, at which speed does the animation play in the timeline? Is there any way to customize it? I don't really want it to be in 24FPS if I want to export it at 60FPS or whatever speed suits the project.
I've looked in the timeline, dopesheet, render tab and can't find anything regarding the timeline's FPS
Thanks!


texts: I would like to define a different way of the brush size in the sculpt, is it possible?

texts: you press F in sculpt mode, and it appears for you to make the size with the mouse, but I would like to increase and decrease using keys like + or -.... how would you do that?


texts: How do I send multiple command line commands to the same Blender instance?

texts:
im pretty new to blender, and im facing the need to issue python scripts to blender outside of blender via command line.

Im using the following from a windows shell: "blender exe" --python "python script path" And it works as expected.

The problem is, the second time i issue the command, blender opens a new instance and that's not the behavior i need.

I need to be able to issue commands via command line to the same blender instance.

Is there something (like an argument specifiying the blender process id) i can use to execute different scripts in the same blender instance from the command line?

Thanks in advance


texts:
i created a wire using curve (grease pencil) and givi it a skin. The problem is when i convert to mesh, it become too dense. What is the best tips to reduce the poly. What should i do before i convert the curve ? and what is the best way to uv unwarp this very high poly ?

Thanks


texts:
I have a .blend file and an accompanying python script that needs running very often when the .blend file is open.

As such, I wish to just "embed" the script into the text editor window. This way, I only need to save one .blend file instead of a .blend and a .py. The ideal startup window of the .blend file looks like this.

Can this be specified when I create this .blend file with Python?


texts: How to add green screened footage to this scene?

texts:
I'm looking for advice on different ways and work flows for an animation idea. i want to get video footage of a human standing on the look out tower in my scene below (WITH) the 3d camera moving

1. tracking markers on a green screen, motion tracking the green screen, key out the green and then constrain the tracking data to the camera in the 3D view

is there any way to do this without a giant hollywood green screen studio?
how do i deal with scale? for instance i want my subject to be on the look out but the camera to be far away.

2. Adding a video image sequence with alpha to image planes and removing the alpha.

this would restrict some axis of camera movement but could in theory yield a decent result for some types of shots. Yes no?

Overall i'm rather confused. Any advice right or wrong would be appreciated as there is little info in this subject

Cheers


texts: I want to be able to look through the camera and draw in the camera view. and have the grease pencil stay attached and oriented with the camera even if I adjust the position of the camera.


texts:
I was searching for a way to make a script that will help me increase my work speed, in other words, I tried to make a script that duplicates an object, then set it a texture each time and then loops, but when I run the script, it makes 1 dupe and doesn't change the texture.
additionally: when the script runs without the changing texture part, it works as intended:

import bpy
num = 0
num2 = -4
for i in range (0,10):
    bpy.ops.object.duplicate(linked=0,mode='TRANSLATION')
    obj = bpy.context.view_layer.objects.active
    obj.location.y = obj.location.y + 10.24
    num = num + 4
    num2 = num2 + 4
    bpy.data.images['Texture.4.-12.'+str(num2)+'.DDS'].filepath = 'Texture.4.-12.'+str(num)+'.DDS'

from the answer that i've got, i've advanced to this:

import bpy
num = 0
num2 = -4
for i in range (0,10):
    bpy.ops.object.duplicate(linked=0,mode='TRANSLATION')
    obj = bpy.context.view_layer.objects.active
    obj.location.y = obj.location.y + 10.24
    num = num + 4
    num2 = num2 + 4
    prev_image = bpy.data.images.load( "D:\World\Textures\Terrain\Texture.4.-12."+str(num)+".DDS" )
    image = bpy.data.images.load( "D:\World\Textures\Terrain\Texture.4.-12."+str(num2)+".DDS" )
    bpy.data.images[str(prev_image)].filepath = str(image)


texts:
Is it possible to insert a variable into a bpy context?

Like

bpy.types.Scene.propertyNameProp = StringProperty(name="Name", default="", maxlen=10, description="Name of your property")
propName = bpy.context.scene.propertyNameProp
bpy.types.Scene.propName()


texts: How to deal with a scene that has both very large and very small objects

texts:
I'd like to make an animation of some objects moving around on flat plane which stretches to the horizon:

Then I'd like to move the camera waaaayyyy into the sky and show that the ground is actually a text object. I'm finding the difference in scales really tough to work on in a single scene (e.g. clipping is driving me nuts).

Is it possible to do the described shot in a single scene? Or am I better off splitting it into two scenes and somehow stitch the animation back together in the video sequence editor?


texts:
I am doing this tutorial to make a wine glass with the spin tool. After applying the spin tool, a subdivision surface modifier and the solidify modifier my glass looks like in the image. Somehow I did something wrong resulting in a "crack" in my wine glass. When I did this process again I am sure that I set the spin tool at 36 steps and 360 degrees. What did i forget ? Hope I did not ask a question that what was already answered

here is the blender file


texts: Brightness of environment texture diminished at last step of render

texts:
I'm rendering a scene in which a reflective plane (with ocean modifier) stretches to the horizon, and I have an image of a sunset for my environment texture.

My problem comes in the the last five seconds of rendering any given frame; the overall brightness of the image suddenly becomes dimmed as the render completes.  There is also a very slight glow around objects against the texture, like an alpha channel (although my transparency is turned off).

Attached image: TOP RENDER is calculating by going to Render > Render Image.  The BOTTOM RENDER is the viewport with view mode set to rendered.

Render settings:
PNG, RGB
1920x1080
100 samples
No clamping
Motion blur shutter: 0.5

Thanks


texts: Current object information inside OSL custom shader

texts:
I'd like to build a custom OSL Emission shader which behaves as follows:

1) Input parameters:

float Initial = 0   // minimum emission intensity
float Final = 1     // maximum emission intensity

2) Output:

output closure color Emission = 0

3) Applied to a plane with Origin at the left side edge it produces a light emission varying (linearly or by whatever else rule) from:

Initial at left side edge

to:
Final at right side edge

I've no problems applying the Initial rule but can't figure out how to apply the Final.

Initial emission is to be assigned at X=0 (in Object coordinates) but what about Final emission?

If I knew information about the size of the current object I could derive the rule to make the emission assume the Final value at the right edge.

Is there a way to get such information inside an OSL script?

Thank you.


texts: How can I make link group that look like this image, and how to make that group to my local asset so i cant edit mesh, material, texture of it

texts:
I'm blender beginner. I have a blend file called "final". And I have the other blend file call "origin".

How can I link the group name beigeBook of the "origin" blend file and add it to the beigeBook of "final" like this Image.
How can I make the group link "beigeBook" to my local group completely, so I can edit everything of this group: its object, its mesh, its material, its texture,...from final file and not effect the "origin" file.

Forgive me for my poor english, hope you understand


texts: Recording soft body deformations during simulation in bge

texts: I have either simple or complex soft body object, collision plane and run simulation in bge(recording is turned on). What i get is recorded animation containing transformations only. Mesh deforms during simulation- squeeze and stretch, has hull around, but does not record deformations. What would be solution?(tried latest release and older as well, probably have bad setup but can`t figure it out)


texts: Use different UV mapping with multiple textures

texts:
I am tring to set two different texture on a cylinder. The first texture has a text on it, the second is a paper cardboard texure.
In order to center the text in the first texture I had to select faces and scale them up, in order to make the text smaller.
Then I added the second Texture and I noticed that it has the same the mapping of the first texture:

You can clearly see that the cardboard texture has been scaled.
Is there a correct way to do this?
My shader:

UV Mapping:


texts: I can't get good displacement on my donut!

texts:
I'm a noob Blender user following BlenderGuru's donut series. I'm on the part where he does displacement, but it just doesn't look as good as his. Mine isn't horrible, but its definitely not good.
What I'm Trying To Get:

My Donut Nodes:

My Donut Finish:

My Donut Mesh:

Besides the displacement part the donut is fine with me, so that's all I need fixing right now. I have tried using a subsurface modifier, but that made it look weirder if anything. Any help is appreciated, and I'll give more pictures as requested.


texts: Stop object from being displayed on multiple layers?

texts: I accidentally clicked something, and now my object is on multiple layers. How can I fix this?


texts: Hair Particle System to Create Forest: Some Trees are Floating

texts:
So I've got a problem popping up. I was following this video tutorial
https://www.youtube.com/watch?v=iPOSAJuoEmU&index=3&list=PLvFQDY1Hrbb41mId9Evuvz3pDrHaGFDYI

I have noticed however that many of my trees are floating above the planes they are supposed to be growing from, which causes the immediate problem of shadows only appearing under some trees. I've checked around online, but most Q&A's similar to this one are because the person didn't use "Hair" or had their trees at the wrong orientation. I have tried to do what these other answers I have suggested but without much luck.

I don't mind if the distant trees float, but the ones on the closest mountain face are very obvious in the render. So any help would be great! If I have to I will just go through and manually move them if there is a way to do that! I just need them firmly in the ground, so to speak haha.

Photo time


texts: Huge cycles render - not possible to save image?

texts: I try to render a huge image in cycles. It's 16000x8000 pixels. Everything seems to work normally, the 4 CPU cores do their work, but once the final tiles are rendered the image vanishes and I can't save it. What could be the reason for this?


texts: The color of my object changes when I use Shadow Catcher

texts: So, I was playing around with the principaled shader and I noticed that when I included a shadow catcher to my scene, it changed the color/texture of my object. How do I fix it or is it a bug?


texts: So I'm 3d modeling a logo and there's one oddly shaped part that needs to be extruded. I am trying to use the knife tool to cut it out, but every time I finish it deletes the face. In the operator I can see the option that I obviously need to change, but it's grayed out saying redo unsupported. What do I do?


texts:
I recently started learning Blender and I'm really enjoying it, but it keeps freezing my system. I started a blender tutorial to create a donut and my setup keeps freezing. Every window freezes and starts flickering, but it seems that the desktop underneath still works, I can start any software, but the blender window stays on top. I'm using Manjaro and if I press F12 I can shutdown and restart my laptop from the terminal. However, this happens quite often and I cannot use Blender anymore.
My setup is the following:

Operating System: Manjaro Linux

KDE Plasma Version: 5.18.5

KDE    Frameworks Version: 5.70.0

Qt Version: 5.15.0

Kernel Version: 5.7.0-3-MANJARO

OS Type: 64-bit

Processors: 8 × Intel® Core™ i7-6700HQ CPU @ 2.60GHz

Memory: 7,7 GiB of RAM

I checked top and it didn't seem like Blender was using too much memory or CPU. I'm open to any suggestions as I can hardly use the software and couldn't find anything when googling around.
Thanks in advance!
EDIT: Forgot to mention that since blender only becomes unresponsive and doesn't crash there aren't any logs.


texts: Converting particle simulation into meshes for Keyshot

texts:
I created a particle simulation that emits icospheres with 0 gravity, but affected by a wind force field, with the intent to make it look like it's being blown away by the wind. I'd like to render this animation in Keyshot, so I have to export this file as an Alembic. I used a Python script posted by jasperge to convert the particle simulation into meshes.

The script ran successfully, but playing the animation shows that the particles are gigantic. Anyone have an idea why this may be, or if there's something I need to change in the script? I'd appreciate any help. Thanks!

Before script:

After script:

Script used:

import bpy

# Set these to False if you don't want to key that property.
KEYFRAME_LOCATION = True
KEYFRAME_ROTATION = True
KEYFRAME_SCALE = True
KEYFRAME_VISIBILITY = True  # Viewport and render visibility.

def create_objects_for_particles(ps, obj):
    # Duplicate the given object for every particle and return the duplicates.
    # Use instances instead of full copies.
    obj_list = []
    mesh = obj.data
    for i, _ in enumerate(ps.particles):
        dupli = bpy.data.objects.new(
                    name="particle.{:03d}".format(i),
                    object_data=mesh)
        bpy.context.scene.objects.link(dupli)
        obj_list.append(dupli)
    return obj_list

def match_and_keyframe_objects(ps, obj_list, start_frame, end_frame):
    # Match and keyframe the objects to the particles for every frame in the
    # given range.
    for frame in range(start_frame, end_frame + 1):
        bpy.context.scene.frame_set(frame)
        for p, obj in zip(ps.particles, obj_list):
            match_object_to_particle(p, obj)
            keyframe_obj(obj)

def match_object_to_particle(p, obj):
    # Match the location, rotation, scale and visibility of the object to
    # the particle.
    loc = p.location
    rot = p.rotation
    size = p.size
    if p.alive_state == 'ALIVE':
        vis = True
    else:
        vis = False
    obj.location = loc
    # Set rotation mode to quaternion to match particle rotation.
    obj.rotation_mode = 'QUATERNION'
    obj.rotation_quaternion = rot
    obj.scale = (size, size, size)
    obj.hide = not(vis)
    obj.hide_render = not(vis)

def keyframe_obj(obj):
    # Keyframe location, rotation, scale and visibility if specified.
    if KEYFRAME_LOCATION:
        obj.keyframe_insert("location")
    if KEYFRAME_ROTATION:
        obj.keyframe_insert("rotation_quaternion")
    if KEYFRAME_SCALE:
        obj.keyframe_insert("scale")
    if KEYFRAME_VISIBILITY:
        obj.keyframe_insert("hide")
        obj.keyframe_insert("hide_render")

def main():
    # Assume only 2 objects are selected.
    # The active object should be the one with the particle system.
    ps_obj = bpy.context.object
    obj = [obj for obj in bpy.context.selected_objects if obj != ps_obj][0]
    ps = ps_obj.particle_systems[0]  # Assume only 1 particle system is present.
    start_frame = bpy.context.scene.frame_start
    end_frame = bpy.context.scene.frame_end
    obj_list = create_objects_for_particles(ps, obj)
    match_and_keyframe_objects(ps, obj_list, start_frame, end_frame)

if __name__ == '__main__':
    main()


texts: Can you animate objects using differential equations?

texts: I am looking for a software to animate biological processes based on differential equations, and I was wondering if Blender would work for something like this.


texts: How to generate Perlin Noise for materials

texts:
I want to generate something like this in the shader editor:
However, I can only find standard noise that I can't work with. How can I generate Perlin Noise?
Thanks!


texts: I have a model I'd like to export to UE4 but I'm going for a low poly "look" and want to keep the jagged and blocky look it has. Is there a way for me to export it into UE4 without the smoothing effects?


texts: How to pick an object in BGE and release it while using NLA actions

texts:
I am trying to a pick an object and release it, in BGE.
I am attempting to use the actions setup in the NLA.

While I can successfully pick and release the object (via Dynamic Parent addon) for rendering purposes, I cannot do the same for BGE as the plugin will not work when using BGE.

Here is what I am trying to achieve (Please ignore auto loop)

Here is my setup :

As of now, only the arm (parented to armature) rotates upon pressing SPACEBAR. This is because the cube only contains the animation curve for the parent influence.

How can I achieve the above animation in BGE ?

Regards,

pixelhaze


texts:
Is there some way to select one output from a number of inputs with a Fac, like a Mix shader, but instead of a 0-1 slider, use an integer index (for more than two inputs)?

Example (in Quartz Composer):

If possible, I would like to use an arbitrary number of inputs (e.g. with Python somehow), but I don't know if that is possible.


texts: Why is the Default Screen layout not showing all objects?

texts: Whenever I change the layout to Default, it only shows one object. Do you have any idea why?


texts: Is there any bpy python function that I can use to interpolate over bpy.types.Spline ? Function with some 'factor of spline' argument and result in translation and quaternion


texts: How to create an animation of a waterflow, from a sequence of .stl files

texts:
I am trying to make a video for a waterflow surface around a fixed box. From my CFD (Computational Fluid Dynamics) software I export the water surface as a sequence of .stl files, one per frame, so thousands of .stl files total.

In Blender, I want to render a video of that flow; So, how should I do that ?

All I can see is import a stl file, render the frame, save it, and do the same for the next stl file, and this for every stl files; but I have thousands of stl files...

EDIT:
I understand that there is no easy way to do this, but I have read that one way to do it is to use a python script to either toggle the surface visibility after I imported them all, or either process one surface face after another.
I have never used any script of this type before and I am new to blender, is there a similar script I could download and tweak to my case ? Or some kind of tutorial for that specific case ? I assume I am not the first one willing to do this type of video.

Thanks!


texts: Image Editor and Render Panel ... Pixel Click Color Information

texts:
When a Blender User Clicks on a Render or an Image the user interface show RGBA info.
Please see image below.
There are two pieces of information. One is marked [CM].
Perhaps this is Color Management.
I internet searched for a documentation link to explain this information ... I could not find it.
Is there a documentation link to explain this information? Can it be provided?  Thanks.


texts: What's going wrong with my Luxrender Prism?

texts:
I've just started playing around with LuxRender in Blender. I've made a scene with a sun and light going through a slit into a prism. To the prism I have assigned the prisma material from the LuxRender materials database. When I then render the whole prism seems to glow like the image below:

I then added the 'air' volume as the default exterior volume and the whole scene just ended up glowing:

Using a Glass material I seem to be able to get some renders that look quite normal, so any help with Glass 2 is welcome! Thanks in advance.


texts: How to catch light without the object it is hitting on for compositing? (2.80)

texts:
I want to render a neon sign along with its emitting light on the wall behind. Then composite it to a real video with Camera Match.
I suppose I'd need to render the light with transparency (somehow). But how exactly?


texts: how to move object to same location of another one

texts: I have two of the same objects. Now i moved object 2 lets say...how can i move it back to the same location and size of object 1  ? is there any way to copy this from object one to object 2  ?


texts: How to add a Bloom effect to this scene?

texts:
I want the windows to have a bloom effect around them, like this:

I've looked around online, and people have said using the following node setup created the effect, but it doesn't work for me.

.BLEND


texts: Need help with my roblox animations movements

texts: So im trying to make my animation movements more smoother, and more natural, but my question is there an easier more simple way to do movements? ive been using the move arrows and rotation button. I,m using blender 2.8 if that is any help.


texts: How to control color of particle instances (hair) that are objects, not paths?

texts:
When I want to control color of hair that are just paths, it's simple. I paint the emitter in vertex paint mode, then in the particle material I use vertex color node:

However, when hair are objects (for example grass strands), they have their own materials. The material for them can not be selected in the emitter. So how can I get vertex color data from the emitter into the material of another object, namely a different mesh that is used as particle instances? I would like to color them based on the vertex paint of the emitter.

EDIT: I'm using Blender 2.90 alpha and Eevee as render engine. In Cycles I could use Texture Coordinate node with "From Instancer" option checked, but it doesn't seem to work in Eevee.


texts: How to update compositor render after creating nodes in blender 2.81 with python?

texts:
This question has already been asked in the past for blender 2.79 and below, but I have seen that it has not received any useful answers, so now I try to ask it for blender 2.81.

I have created nodes in C.scene.node_tree.nodes

So far everything is ok, the problem is that it does not update, so the render is the same without taking into account the newly created nodes, obviously use_nodes, it is set to True, so I also tried to make C.scene.node_tree.nodes.update()

for n in C.scene.node_tree.nodes:
    n.update()

C.scene.node_tree.links.update()

None of these yield results.
I noticed that it updates, only in case the render window is open, and we switch to a compositor window, in that case it updates, at this moment I need to find a solution, even just a trick that does this, without risk receiving contextual errors.
Anyone who knows how to fix this?


texts:
I'm pretty new to Blender and I have created an environment. I import a vehicle model using the apend option but I have problems when trying to display only a portion of the car model. I press Alt+B and select the zone I want to cut, but for some reason Blender does weird things like making all objects disappear or cutting other zones. When I use the same tool in the project where i take the vehicle model from I don't have any trouble. What could be the origin of such issues?

Edit:

So this is my environment with the car model imported

I press CTRL + 1 to have the next view.

And I select an area with ALT + B. The result is this:

As you can see, everything disappears and I can't see the portion selected. There is another annoying thing. The vehicle surface is smooth in the original file, but when imported it is not like that anymore. Any ideas?


texts: As shown in the picture, I've selected five vertices and pressed the F key. But every time I do this, Blender always said "Could not create a merge face."


texts:
I have User Preferences --> Addons --> Import-Export: Autodesk FBX Format checked, but .FBX does not show up in  File --> Import.
Is there something else I need to do to enable this?

Thank you.


texts: Can't see a glass object through another glass object in Eevee

texts: I was just testing Eevee and found that you cannot view a glass object through another glass. Is there any workaround? It works fine only If I rotate the glass window or put my camera to the back side of the scene


texts: How do I remove a render engine in Blender?

texts: I'm new to Blender. I'd like to clean my Blender up and remove a render engine that I won't be using. How do I do that? Thanks in advance!


texts: UV mesh does not appear in UV editor in blender 2.8 but does in 2.79

texts:
as you can see in the below images, when I try to view the UV mesh in the UV editor In blender 2.79 It works perfectly, but when I open the exact same file in blender 2.8 It does not show up. I have already checked the "view" menu which only shows the options for "view" "mask" and "paint" and not "UV".

I have also tried this with a new object in a new file and that doesn't work either
Thanks for your help!


texts: Particle modifier object deformation problem

texts:
Im trying to make custom modeled monster tentacle to deform on the particle system hairs with the hair intance modifier. Particle system is animated with the turbulence field and working as expected. When i apply particle instance modifier the tentacles are oriented properly but loosing volume during the movement. Is there a way to preserve volume of the deformed geometry?
Thanks!


texts: I've looked all over the internet and found plenty of information on child-of constraints, but no site actually tells me how to make one. How are constraints made?


texts:
I'm going through BlenderGuru's tutorial and he's using Principled BSDF as a glass material and Cycles as the render engine. The cup by itself looks fine, so does the plate, but if you look through the cup at the plate, it's all weird and kinda dark. Same if you look through one cup at another cup.
I've set the Base colour of both the cup and plate's material to pure white (it's the same material anyway), same with Surface Colour. Roughness is set to 0, IOR is 1.5 and in Render Properties Light Paths>Max Bounces Total, Transparency and Transmissions are all set to 8 (I increased these to 12 to no avail). I also turned on Reflective Caustics and Refractive Caustics.
The last image is what BlenderGuru's realtime render looks like. No weird transparency issues there.

Anything else I can do?
Thanks!


texts: Random scale and rotation for each particle on all axis separetly (Animation Nodes)

texts: I'm looking for a way to randomize particles (objects) on all axis separetly, so I would get different shapes of them (not overall size). Just to give them a range for a random scale or rotation like 30% and they would get different shape each of them. I'm sure it's possible with Animation Nodes. Any hint about what kind of nodes I should use? Was experimenting with Vector Random but still no luck.


texts: Unwrapping with equal distance between islands

texts:
When i unwrap an object the distance between between the islands seems to be based off the size of the island. That means that smaller islands still lie relatively close to each other, compared to the large islands, causing artifacts when painting in substance painter.

Isn't it possible to make islands have a constant distance to other islands regardsless of size.


texts: Mirroring during retopology creates aberrations on mirrored axis

texts:
No idea how else to explain than to show this:

It should be mirroring it, but for some reason the other side comes out really weird. And not just this part. There are other parts, too.

Side A with mesh off:

Side B with mess off:

Side A with mesh on:

Side B with mesh on:

Even the back is messed up, where it is supposed to be symmetrical (note that the right side is the mirrored part):

For comparison reasons, here's the matcap version of the rear as shown above. It's symmetrical, as you can see, because it was done symmetrically when sculpted:

Out of interest in rearranging modifiers, moving the shrinkwrap modifier before the mirror and hiding the mesh makes the holes disappear that would otherwise be there, but the mirroring is messed up if mesh is enabled in that the "keep above surface" on the mirrored side doesn't work:

Again, it should not happen, but it is. Any help would be greatly appreciated.


texts: Restricted Frame Range disabled in ubuntu blender 2.90

texts:
I have created the walk cycle animation using restricted frame range in blender 2.90 windows platform, but it's disabled in ubuntu blender 2.90
It's only happened when I am using constant interpolation mode


texts: Faces of my object disappear when exported to Unity

texts:
I am very new to Blender, and I made a little house for my Unity game. It is divided into 2 layers, the base, and the roof, which I made by cutting off a face of the base and extruded it to make it cover the top of it completely. But, once I export it to Unity, only the top of the roof seems to stay, while the rest of the roof is just gone.

Here are pics of my house in blender, and my house in unity

Why does this happen? Thanks.


texts: Is it possible to quit blender from the command line?

texts:
Is there a way to quit blender from the command line?

I tried

killall -s QUIT blender

However, blender does not quit the same way as it does when pressing CtrlQ, and no quit.blend is saved.

Is there a way to properly and politely quit blender (with a saved quit.blend) from the command line?


texts:
Using Blender 2.8, and I'm using a number of empties to drive some animations within in a collection of objects in a parented structure.

I can mirror objects using modifiers, and I know modifiers are not available for empties, but is there a way to "mirror" axis empties in some similar automated way?

My workflow so far has been manual in a way to first dupe the empty (has the benefit of also copying the animation for it too), then manually changing the xyz loc/rot values -1 as needed to get them to be "mirrored". This was OK when there were a few empties, but as you can guess as the project has grown in scale and complexity this is becoming very time consuming, and the manual process in risky and prone to lots of errors.

Is there a trick/method to "mirror" empties for a more automated process to reduce time and risk/errors?


texts: Why do interpolated grease pencil strokes deform?

texts:
I have drawn a 2D Character using grease pencil and I’ve separated the limbs on different layers. When I interpolate the key frames, the strokes will scale or deform in strange ways. I’ve tried adding more key frames but I still have these deformed interpolations. I can go frame by frame and fix the strokes but I'm wondering, can anyone explain why this happens? Or what I can do to prevent this?
First example:
Here the left arm is support to rotate. When I interpolate the frames the arm rotates but shrinks.

Second Example: Here the left arm deforms in shape.


texts: My Textured object isn't showing up in the rendered view :S

texts: I am new to blender but I've looked all over for a solution and haven't found one, sorry to waste your time but it there a reason my model isn't showing up I've tried and untextured cube and that shows up in the rendered view. I've also tried "In object mode press W -> clear all restricted render." from someone else's similar problem which didn't work.


texts:
My goal is to have the animation I have set up play which is triggered by a collision with the players body to a sensor, in which the body gets deleted, the camera and gun switch parents to a helicopter, and then play their 1300 frame actions.

When I do this, the gun and camera return to the origin yet still play their respective actions alongside some relative changes due to distance from parent. I do not understand how to fix this and make the animation look as it does in the preview/timeline view.

I have attached the file from my game with all the relevant information, if you can get this animation to play correctly and identify the problem I would greatly appreciate it, been stuck on this for a while now.

https://www.dropbox.com/s/xskpc8arpj37roy/fixcut.blend?dl=0


texts: How can I avoid or clean distortion in curves imported from SVG?

texts:
I'm trying to create an image of a board (wood, silver, or gold) that is carved with some ornamentation, e.g.

The purpose is to create an imaging that will later be cut with a laser machine.
Therefore I first create the image in SVG, using inkscape (laser machine accept only VG), than I import the SVG in to Blender.

In Blender I grab only the ouyline, pull it down and create a Face (i.e. the board) and I use the rest of the part to carve through the board

I tried 2 method of carving through the Board - Knife Project, and Boolean Difference.

The methods works well when working with more simple structures, e.g:

But than other structure gets distorted, like in the images above.

My questions are:

Is there a better way to do it than the methods above?
How can I avoid/or clean the distortion in the image?

Edit:

As explained in How can I model Gothic style windows? (credit to ardito comment)

You don't actually need to separate the board and than curved it, instead:

open the SVG in InkScape and change the image to be filled (instead of only stroke)
import the SVG to blender
select the important mash and do ALT C and turn it into a mash
now you can simply extrude it and create a 3D img with carved spaces.

unfortunately it doesn't work on complicated image, such as this:

import the SVG version of this image cause blender to convert some of the colors: i.e. black becomes transparent and vice versa.

If I tried to use the boolean difference than blender crashes.

the knife project seems to work - it took about 10 minutes to complete, now I need to delete about 100 faces - but this sometime fails to delete the correct face.


texts: how to get 3D vertex bounding box around the object in python

texts:
I have a vehicle model, the 3D bounding box of the vehicle model contains the 3D coordinates of each vertex.  My question is would it possible to get the 3D bounding box coordinates, which is a 8 vertex vector [8,2] directly from python. With this bounding box coordinates, I want to do two things, firstly calculate the pose of the object, secondly find a way to calculate the image pixel coordinate corresponding to each 3D vertex.

I have found some related work,
this Save the 2D bounding box of an object in rendered image to a text file shows how to get 2D bounding box coordinates around the image, however it is 2D bounding box.
 Furthermore, Display bounding box around objects
can show us how to display the 3D bounding box around the object, it doesn't tell me how to get vertex in python.


texts: Blue color of material instead of one in texture

texts: The inputed file is typical sand, but i can not understant how it can become blue. I suppose, that it is connected with hdri, but every single one makes the same.


texts: Is there any way to reduce the spaces between UV islands without scaling the actual islands?

texts: I know about Ctrl+P, I know about Individual Origins scaling, that is not what I am looking for, I am looking for the scale tool that reduces empty space between a selection of scatered, non-uniform UV islands without actually scaling said islands. Any suggestions?


texts: How can I apply a twist incrementally along a curve?

texts:
I have been working on creating knotwork in blender - with the ultimate goal being to create a 3D print that I'll use to make jewellery out of.  So far the process I've been using is to design the curve for the knotwork and the bevel shape in inkscape (since it's curve tools are more sophisticated than what I've found in blender so far), importing both into blender, and then move the curve into the right spot, sometimes apply some modifiers to it, and then use the bevel feature on the curve to make the knotwork.

Overall this works pretty well - but if I need to go back into Inkscape to adjust the curve, it's a lot of work to re-apply all of the changes in blender.   I'd really like to be able to just copy the path/points from the new curve into the old one - and have the transform, modifiers etc. all applied to it automatically.   Is there a way to do that?

At the top of the curve properties panel, there's a drop-down that shows other paths that exist (where it says path871.002 in the picture below) - but it doesn't seem to be modifiable - if I could just change that to use the path from the newly imported curve, I think it would do what I need.

Is there any way to do this?  Thanks in advance!


texts:
I'm trying to get even offset loop cuts on selected edges on my mesh. I tried 2 ways, one with the Offset Edge loop cut, and the other with the bevel. The bevel option keeps the edges aligned perpendicular vertical & horizontal, but moves the rectangles on the mesh. The offset loop cut even I tried with the option even in the settings, makes the lines non perpendicular, and also creates a triangle face when offsetting. What's the correct method to achieve even off cut loops?

Thank you.


texts:
Is there any way to straighten out the default Bezier Curve? By default it looks like this:

What I end up doing is selecting the left control handle and rotating by 45° to make the curve straight. Is there any easier way, a keystroke?


texts: Does the Network Renderer addon support multiple render layers?

texts: I have a blender scene that has multiple blender layers that I would like to render using the network renderer. Are the slaves able to render out all the render layers and return the composited image to the master, or will I have to go look at the code for the addon to see if I can make this happen?


texts:
I'm trying to get an accurate index pass for compositing. My geometry (a window in this case) consists of straight lines and it would be nice to have a perfect mask for color correction. As you can see Anti-Aliasing is enabled, but there are still some weird pixels:

Until now my workaround was to blur the image, but in this case straight lines are key to work with. How to achieve this? Is there a render setting to prevent the noise or make it less noisy?


texts: position and scale of the model randomly changes on different actions/animations

texts:
i have downloaded a free zombie model and made some animations/actions for it in action editor like, walk, die, attack and so on.
but now, when i select and play different actions, my model's position and scale randomly changes, like every animation/action is playing on different position and scale.

I'm Pretty sure that when i was making different actions, the model was in middle of the screen.

here are a few pictures that shows the problem

i animated like 5 other models before and everything worked perfectly, and I'm pretty sure that i did everything like before.

i spent like 4 hours on this model, Please help me fix this problem.


texts: Export Distortion Node for Nuke or Natron?

texts:
Just start playing with Blender tracking recently, and everything seems to be pretty good. Except,I couldn't find a good way to export distortion data to Nuke or Natron. I used to use PFTrack and export their own distortion data,and read it into nuke with plugin. I was wondering if Blender can do the same thing? How's everybody deal with this? STMap? or Render 3D scene with distortion?

Best,

Han