texts: Icon Preview for internal images not working

texts:
Here is an example file for internal images that should be displayed with the template_icon_view or just as enum property.
This works if the files are saved externally. At least for if used with layout.prop() but not with layout.template_icon_view()

Is there a way to get this internal images displayed by the template_icon_view? I get the image ID and the enum properties are generated correctly but the icon preview doesn't work.

https://dl.dropboxusercontent.com/u/1250100/Blender/template_icon_view.blend


texts:
It says there is no UV texture on the two materials part of the object, but if I add the a UV texture I will have to remove the cloud texture needed for the displace modifier. Could someone look at it please and tell me what I can do to bake the object the way it looks?

Here is my .blend


texts: Deforming a modified Mesh to Match a sculpted Mesh with an extra Subdivision applied

texts:
I want to add some detail to my model using the Multires modifier, sculpting and then baking it to a normal map and applying it to my simpler mesh.  Before I did this, I stupidly applied the basic subsurface modifier (with a factor of two) that I had already added to my mesh, so now it had all these extra vertices.

Of course my thinking was, "I'm just going to create a multires mesh and bake the normals back to the original model, so it doesn't matter if I apply my subsurf modifier and add a hard 2 extra layers of subdivision."

I haven't worked a ton with sculpting and multires, and I'm much better for the experience, but I figured out as I went along the reason this turned out to be dumb.

I ended up making a few significant tweaks to my character through the sculpting process, pushing them outside of a reasonable change to be recorded in a normal map.  It was only when I went to apply the changes to the base mesh that I remembered that I had applied the two extra layers of subdivision, so my base mesh was still higher res by a power of 4.

I of course still have a copy of my base mesh without the subsurface levels applied, but I cannot use the "Reshape" option by adding a multires to the original mesh because the two meshes have a different number of vertices.

Right now my compromise will have to be to bake the normals, edit the normal map to remove the areas that are significantly different, and re sculpt those changes the proper way.

However, I'm hoping that there might still be some way to displace the original mesh to align with the vertices of the modified mesh, as they are 90% the same.  I thought maybe the skin modifier?  I'm going to toy around with some ideas now, but hoping maybe someone will have a quick and easy solution in the meantime, or in case I can't figure it out.

Thanks a bunch!


texts: I need to update an alembic and keep materials

texts:
I need to import alembics in my scene and I would like to do a lots of updates of this object without losing my materials (& other datas).
For example, I have a main scene, I import an alembic, do some shading. Then, each time I modify the alembic, I need to re-assign the materials (or animation or modifiers).
I already tried to put the alembic in another file, link it and adding a library overide. It keeps my modifiers but not the materials.
I need to solve this problem because It is an important part of my worflow and I will have to work with differents peoples & we need to find a way to update easily the datas.
Do you have an idea ?
Thanks


texts:
Made a shape key to make my character get taller, it has a negative value (so they can be shorter as well). The animations look fine when the shape key causes the body to get taller but not when they get shorter.

I just need to move a couple verts on the -1 value on the shape key but If I go into edit mode it only allows me to edit the +1.

Is there a way to edit the -1 shape key's verticals? I just need my armature bone to be at the correct level for the dudes elbow when it gets shorter.

This is a dupe question cause the first time it went unanswered


texts:
I’m using the Displace option in the Dynamic Paint modifier to leave an indent from one sphere on another as the first sphere orbits the second. Pretty cool, right? Wrong!

I have Subdivide Surface modifiers cranked way up on both spheres (before the Dynamic Paint). I have also added a Smooth modifier after the Dynamic Paint.

How can I smooth out the ridges you see in the trail left by the metallic sphere?

Thanks!

EDIT: Displace, not Deform

EDIT 2: Sub Steps set to 20, using Volume only on the brush


texts: Using python to change the settings of all subdivision surface modifiers

texts:
I found this python script to add a subdivision surface modifier to all objects

import bpy

#Iterate over all members inside the Object struct
for ob in bpy.data.objects:
     #Check if object is a Mesh
     if ob.type == 'MESH':
         #Add a SUBSURF Modifier with the name "My SubDiv".
         ob.modifiers.new('My SubDiv', 'SUBSURF')

Is it possible to modify this so that it instead changes the view setting of all subdision surface modifiers?


texts: Unwanted line revealed during Cycles Render

texts:
While rendering in Cycles, an unwanted line revealed on the green wall. It didn't show up in Eevee. In wireframe mode, it doesn't seem to be any problems either.

How should I resolve this?
Appreciate all the help. Thank you.


texts: Snap two nearly identical objects exactly together

texts:
I have two objects that were originally the exact same object.  I duplicated one, and then made changes to it, rotated it, cut it, etc...
I'd like to overlap it with the original (both objects pictured here):

And, regarding everything but the things I changed on purpose, I'd like it to overlap exactly.  I.e. not simply really close with trial and error of rotating, but for instance if I could pick 3-4 vertices on each object and have them snap to each other, that would be great.   Any idea how to do this?


texts: What does the mouse-binding "in-between move" do?

texts:
Soo, changed my settings around a bit so that Shift-C is cursor-to-selected and Ctrl-S is "view all without moving cursor". After doing this I had some intermittant trouble with the view resetting with the original Shift-C action when I alt-tabbed or used my screenshot program.

I finally tracked it down today; somehow this got set instead of disabling the original command:

I can't find "In-between Move" anywhere else in the key list; though that might be because search dosen't seem to work on it:

Note that the box dosen't become red like you typed something invalid in it.

Sooo ... what is this mouse action supposed to represent, anyway? I can't consistantly do it, so I'm not positive what it is, but I guess it has something to do with dragging between windows?


texts: Rescaling a baked F-curve to values between 0 and 1

texts: I'm trying to drive a shape key by baking an audio file to an F-curve. However, although the audio is normalized to -.1 dB, the peaks of the baked curve are far too low, and never even get close to 1. I need to highest peak to give the shape key a value of exactly 1, and the lowest to give the shape key a value of exactly 0, so I need to scale the F-curve and possibly also move it up or down a bit. To do this, I need to find the maximum and minimum values of the baked F-curve. How can I achieve this?


texts: How do I make the Particles and Curve Guide Work?

texts: I have a sphere and added particles to it. The curve was selected. In the physics tab i selected the force type as curve guide. Why are the particles not following the path? The particles still dropping down. Whats going wrong? Any suggestion or help. Thanks


texts:
With the Booltool addon. Im slice the mesh to get a top part separate. Im looking for this type of battery opening.

I tried to add a sphere and with booltool i tried to slice the mesh. The mesh get extracted with extra edge and the base mesh got union with it. Any other cool way to have slice the mesh.
I tried this with booltool addon (gif)


texts:
I am following this BlenderGuru tutorial on making an asteroid and when it comes to rendering the scene I get an unwanted "shadow". The shadow starts to appear in frame 36 of the render (but is clearer in frame 40) and i do not know what i have done wrong. Here is the blend file.

The effect described here is clearly visible in the right top corner, like a polygonal darkness.


texts:
I have setup R and L labled bones and am trying to copy all of the weight gradients of the bones labled L, to the similar named bones labled R on the symmetrical model.
The model is resting in the center of the scene, and all R labled bones have been exactly mirrored across the x-axis as well as being rotated normally to "view axis".

Thanks for the help!


texts: I have doubles, and remove doubles won't delete them

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I'm having lot of trouble modeling a room, the general problem is that lines overlap. I tried removing doubles but nothing (all the mesh was selected). There must be something i'm not doing right but i don't know what

Here you can see the lines overlaping


texts: Can I use a texture as hair density map?

texts: I would like to use a texture as density map because it can be much more precise than a vertex group, is it possible? In Cycles render.


texts: VSE script for to add constant gaps between strips?

texts:
How to add equal distance between the selected strips ?

Is there a script to access strips it will be great ?

Note: The I am aware or Shift + = to remove the gap between strips
I want to do the reverse of it I want to add equal space


texts:
I have a simple Object and one armature (1 bones).

In Unity, object have a Mesh renderer like this :

WIth a Ctrl/P, I set the object's parenting to armature

In Unity, a black zone appears and a Skinned mesh renderer
replaces the Mesh Renderer.


texts: Performance impact of turning up Max transparency bounces?

texts: When using transparent objects, if you do not allow enough transparency bounces (set in Light Paths) then you will get black artifacts. Having more transparent surfaces and bounces slows down the render. But does it matter if your Max bounces area higher than the number of surfaces in your file? If you have 0 transparent shaders present and turn Max bounces up, does it matter? Is there any reason not to always leave it at a high number?


texts:
so I have a problem with both Eves and Cycles rendering. In Eves my banana looks bad, as it looks flat in some areas, this is a high poly model, it has both smooth shading and auto shading, as well as a subSur on 3 and I have tried the SubSur on 6, and I created the texturing in vortex painting.
https://imgur.com/EEjMFG8
While in the Cycles render, everything looks good, except the apples are slightly transparent. These apples like the knife have been UV unwrapped, and I painted the texture on from an image. The bowl and cloth were procedurally generated. Although there is no problem with the bowl and cloth, I thought I would mention it, in case it is relevant.
https://imgur.com/SWJgJAw
So does anyone know why this is happening with the banana in eve and the apples in Cycles?
I plan on baking the high poly banana to a low poly in the end, as the scene will have multiple objects, and I don't fancy waiting until next year to render. It feels like eve is faster at rendering, but cycles looks better. So I would rather fix both issues, and then I will A, know why this is happening in the future, and B, gives me options on what to render in.
Thanks.


texts: Every time I add a material to a smoke domain, it always adds a "Principled BSDF" shader and not a "Principled Volume" shader. Is there something I should be doing to add the "Principled Volume" shader as default or should I just keep removing the "Principled BSDF" shader and adding a "Principled Volume" shader?


texts: Image Render Works, Animation Render Doesn't

texts:
I've been working on a donut (BlenderGuru) and it's all been working great. I render a single frame with F12 and it renders fine. Once I go to Render -> Render Animation, it's just one of my textures?
Viewport:

Image Render (Frame 0):

Animation Render (Frame 0):

Yes I know it's Eevee engine, but it shows the same thing in Cycles. I did notice that the animation renders part of my plate texture, but with a pink tint. Any help is appreciated, I'm trying to get this finished by tomorrow (Valentine's Day!)


texts:
Good afternoon guys,

i have this little animation:

https://gyazo.com/aa8917e8bcbc0988f47d5f1b3a3617b9

I want to make a popup like stairs, i am copying the rotation from the major bone in each little bone and then i am inverting like this
(invert,non,invert,non,invert,non)

The problem is that the last bone should remain in the "ground" and the other bones shouldn't go in the z axis more than what they are to be physically correct. But i am having a rough time finding how to...

I tried to limit location but didnt work maybe i did something wrong.

The blend file is here:

https://www.dropbox.com/s/a9tzk4oagqfpenm/PopUpStairs.blend?dl=0


texts: My fluid simulation baked and showed up, but when I rendered it it shoed no simulation. The rendered viewport even shows the fluid! The bottom part of the screen shows the rendered viewport, the top screen shows the images after rendered


texts: How do I make my low poly rocks look more sharp?

texts:
I have been making this scene with big rocks/mountains in the background, but from far away, the rocks look bland, how do I make them look more sharp and interesting?
For some reason, the rocks in the background don't look too great from far away, however, when you get close, you can see the detail that I made.
Any ideas on how to make them look good even from far away?
The last picture is now an updated version, where the tips in the comments were used.


texts: How to make a 2d cloud texture more "stylized"?

texts:
I've figured out how to render out cloud textures to a sphere for an easy way to make hdris for ue skies.
This Is what I have done now. It looks alright but it's far to realistic for my needs. The video tuts I've seen always end with a cloud mesh or some sort of volumetric effect. I specifically do not want this to be 3d, I need a simple 2d cloud texture.
Any blender masters here are able to tell me some tricks or tips on how to make this more stylized? I'm a noob so I'm not aware of very many texture nodes or things I could potentially do to make the texture better.
End result would hopefully be something similar to ghibli or the witness or some indies title. Any help appreciated, thanc.
With Christopher Bennett's settings I got this


texts:
I made two objects. I cant make uv mapping well.
My objects have many faces. This is problem maybe.
I try to put wood texture to them.
It looks very bad.
I added my objects pictures in render, solid and edit mode.
How uv mapping can fix on my objects well?
or
How can I create those objects smart way?
note; I have used array modification for object 1.
both in cycles render
Thank you for help :)


texts: Hamiltonian Cycles (See image) - Script Possible?

texts:
(More info in the comments below)
Cube, Tetra, Octa, and Pyramid (x4) / Half an Octa (hedron)
These were simple enough.  The more complex the poly (ex: Cuboctahedron or Dodecahedron or, if you're feeling more ambition, Icosahedron or Truncated Icosahedron - Soccer Ball)
Is there an easy way to figure these out?  Perhaps a python script or mathematical formulas?
The tracings don't cross, or connect - there than as one continuous line.
These are the beginner level tracings.
Could be interesting at more complex levels.
(I've seen it done elsewhere with a a truncated icosahedron (see comments below).  That's what got me thinking about it.


texts: Trouble with realistic bright white plastic

texts:
I'm having a bit of trouble creating a bright white plastic material and having it look like my reference image.

I'm using cycles, a principled bsdf shader, hdri lighting and a filmic base contrast look.

I've tried quite a few different hdri backgrounds to see if maybe the type of lighting was my issue but that didn't seem to help. I tried different studio setups, various indoor and outdoor images.

They all had the same issue of if I turned up the image background strength high enough to make the plastic material appear to be bright white, the label on the bucket would get completely blown out. (That light grey color on the label is a very important color that needs to remain visible.) Seeing as the label was getting blown out so much, I'm thinking my problem isn't with not having enough light in the scene.

Render with color correction:

Render without color correction:

File being used for the label:

Plastic material nodes:

Super basic color correction happening in the compositor:

Bucket render next to a real photo of a plastic bucket (Roughly, this is what I'm hoping to achieve):

Here's a link to the project files for reference.

So basically, I want the white plastic to be brighter like in the reference image and I also don't want the label color to get faded too much by an overly strong light source.

The way the finished image will be used will be on a website with a solid white background and printed in a catalog with a solid white background.

Please let me know if there's any more information I can provide to help make things more clear.


texts: Duplicating objects for modeling buildings

texts:
I would like to model large buildings with many duplicated features, e.g. balconies, windows, etc. I would like to use the building mesh and duplicate an object onto selected faces or vertices. For example, an area of a building wall should have identical windows on part of the wall.

Is there an efficient way to build up a mesh this way?


texts: How can I blend a matcap material with a texture

texts: I love the matcap mode in Blender for modelling, because it allows me to get a good idea of the shape of the model I'm working on as the 'lighting' is fixed to the camera and changes as I move it around (similar to the default lighting mode in Maya). However, when I want to view textures, I either have to set the shadeless flag (no lighting), or place lights in the scene, which is both annoying, and static, so it's still quite hard to appreciate the effect the texture is having on the perceived shape of the model. What I would love to have, is a way to have either default lighting that is fixed to the camera, or some way to blend the texture with a white matcap (or any matcap) to simulate that default lighting. Ideally this would be great as a default feature in Blender, but I'll take a workaround for now :)


texts: Textures show up in 3D View but not in Cycles Render

texts:
Here you can see two very different viewports, but they are the same scene. The bottom right is the un-rendered view on Material View. On the first picture you see the rendered view, but it does not show the texture applied to the cubes and to the lines... why?

.

.

These are the node elements for the textured material.


texts: Can Freestyle Visibility accuracy be improved?

texts:
It seems to me the freestyle visibility computation is erroneous. I am getting lines where they should not be visible.
This is the scene I am trying to add freestyle lines to:

This is the result including freestyle lines:

As you can see, it seems you can partially see through some of the geometry - for example the axis on the right side. On the other hand, some lines seem to be missing as on two of the screws.
To clarify, this is what's wrong with it:

The freestyle settings are pretty common ones - you can't even adjust anything regarding the visibility.

I need to get rid of these artifacts. My guess is that I am missing precision somewhere - I tried adjusting the camera near and far limits, for example. I also searched for a way to set the depth resolution. If there is such a thing, I didn't find it. The result is the same for Eevee and Cycles, by the way. It also does not seem possible to composite the image by myself, as the new Freestyle Render Pass (new in 2.83.1) does not have a Z Buffer I could use to merge it to the rest of the image.


texts:
So I did add Glare in Compositing mode and when I render, it works as it should.

But when I try to render it with transparent background, it's not working. Why?


texts: Creating a 3D object from a side and top view outline?

texts:
So, I have some knives with handles that I'd like to 3d laser-engrave pockets for the knives into wooden cutting boards, using bump maps that I generate with Blender.

I have traced the side view and the top view of the knife, and from those two dimensions, I should be able to create a 3D model that I can export as a bump map.

Any ideas on how to do this? I'm pretty new to this.

Thank you!


texts: I have been following a modeling tutorial, and they had me mirror the legs of the character and merge them at the groin.  Then they want me to select the top loop of the new merged legs, and I can select the edges on the original leg, but the mirrored leg won't let me select anything.  Is there something I'm missing?  I'm fairly new to blender and im sure I'm just missing something.  Any help would be appreciated!  Thanks in advance


texts:
I need to prepare a textured simple, plane of cardboard, made of a simple mesh plane but using only, for example, solidify and subdivision modifiers. The thickness I've made as a second material on the object's rim with transparency. In real - cardboard has empty spaces between waves and two planes - spaces that look like holes.

From the right angle, as a fake, it looks quite nice :P
But it's not a solution:

Unfortunately, this problem occurs when I try to use displacement...

Help ;)
(edit)
My intention is to fold the cardboard into a cardboard box during animation close-ups of the camera. The plane must be rigged and the edge of the cardboard looks photorealistic and unfortunately also in high resolution

Thank you all for the advice. Unfortunately, my intention is to fold the cardboard into a cardboard box during animation during close-ups of the camera. The plane must be rigged and the edge of the cardboard look photo realistic and unfortunately in high resolution


texts: Weird flashing vertices when a mesh becomes higher poly

texts:
Whenever I have a low poly object I have no issues. When I try and make an object with a higher number of vertices I start to get weird graphical glitches in edit mode, with many of the vertices flashing as I move around the object. As far as I can tell, it's not having any permanent effect on the model, but it's extremely annoying to put up with while modelling!
Does anyone know what is causing this?


texts: How to achieve a retroreflector material in Blender Internal

texts:
As the title says how can I achieve a retroreflector (like you would see on bikes and street signs) material in Blender Internal? I haven't been able to figure it out, is something impossible to do in Blender?

I'd like to pull off something like this:

Or this:


texts: Are the books written for blender 2.5 or 2.6 still useful for the latest blender 2.7 version?

texts: I know that latest blender will have more features and better perfomance, etc., but is there a big difference between 2.5, 2.6 & 2.7 that will cause trouble for me as a beginner?


texts: How can I reflect the world background on an object

texts:
It just reflection the object so i need to make a sky background on it.
I am using cycles render.


texts: Can textures be set to specific size and tiled that way?

texts:
Not sure how to explain this, since English is not my native language, but Sketchup automatically tiles everything and you just have to set a length and width of the texture in the material section, you set it in inches, centimeters or whatever and it will be that size no matter what face you apply it to.

In Blender I can't seem to find that, I know that you can down and upscale textures in the uv editor and make them tile, but what if I want the same texture (to remain the same size, for example 5x5 centimeters) on 2 different size faces? I can try by downscalling it, but that's not precise, so can I adjust the texture size automatically and not in relation to the size of a face I'm working on?

For example I have a grass lawn on one part of the map in Blender and another one on the other part of the map, how do I make the texture to be the exact same size here and there, no matter what the size of those lawns are?


texts: 3D Octant cube model from Rubik's Cube 2x2

texts:
I would like to create a 3D Octant cube, similar to the following image.

In order to do so, started trying to find a 3D model of it but couldn't find any. So, instead, started thinking about similar objects that could be easily adapted into that one. The one I think closely resembles it is a Rubik's Cube 2x2.

Using Sketchfab, was able to find some models of it

https://sketchfab.com/3d-models/2x2-cube-solve-c2e32d6cc9dd49b7bdd98d04f0c3bb4e
https://sketchfab.com/3d-models/rubiks-cube-2x2-black-b3579a67f12b4c67ba5cb5b802cd6704

Even though the models look very close to the octant I want, it still needs

the xyz axis,
transparent cubes with respective text (-, -, -), (-, +, -)
panels (seen in the first image in purple, blue and orange)

I know how to import models but nothing more than that. My take to solve it would be to search for "how to create axis / make colors transparent / .... in Blender", ... until the solution is pieced together. So, stuck by not knowing the answer to such questions.

I suspect the hardest one for me is to create the panels. How could that be done?


texts: I am still in the learning stages of Mesh modeling, but I've just sculpted two well looking Mesh Sci-fi helmets and I wish to have them textured by a Friend. I tried to UV map both of them but they both froze after clicking 'Unwrap'. Im positive it must be too high polly, and if so how could I fix this problem? Or how could I get a viable texture map a different way?


texts:
So...

I am making a simplish maze game.

My Issue at the moment is with making the character jump. I have a keyboard sensor for SPACEBAR that when the player presses it, it gives them 0.05 motion upwards.

Well, you keep going upwards until you let go of SPACEBAR, and when you do, you go slamming back down to the ground.

Another thing, you can jump 1. when your in the middle of a jump, or when you have fallen off the edge...


texts: How do I access a property in the Preferences in 2.80 with Python?

texts:
I want to place a shortcut in the panel I'm creating for changing the F-curves Default Interpolation Type found in Preferences> Animation> F-Curves.

I have the Python Tooltips enabled and it says:

PreferencesEdit.keyframe_new_interpolation_type

How do I write a script to access this operator with its functionality?


texts: I have been searching on the web and I can't find this. What is the meaning of the color of the node sockets in the node editor?


texts: Difference between subdivide smooth and multiresolution?

texts: I wonder if there is any difference when i select multiresolution modifier on an object instead of going to [edit mode] choose whole mesh then press [W] subdevide smooth. If yes where both are used for and what reason.


texts: rotating edge loops individually on their own axis

texts:
I would like to know how to rotate edge loops individually on their own axis. I tried doing this with pivot point as individual origins and rotating along normals X with normal as the transformation axis. Actually, I tried all combinations with all the axis, but none worked.

I need the selected edges rotated individually 45 degrees forward.


texts: Create duplicates of objects and give them different rotation

texts:
I thought this would be best explained with an image :)

Posting a duplicate of the written text below for search engines:
Is there a way to project an object on each of these colored faces.
With the ration of the faces included.  So i can instantly update and change and place new objects on all these faces.


texts:
Lightmap pack makes sure that no face overlaps and that each face is (mostly) scaled in proportion to it's real size and is undistorted. It also leaves a margin between faces.
However, this margin can eat up quite a bit of space in high-poly meshes:

Adjacent faces if the mesh face are smooth (which this example is) don't need a margin because the normal changes smoothly anyway. Also, a small amount of distortion is tolerable. Thus it make senses to pack regions of nearby faces together rather than make all faces alone. Is there an easy way to do this?


texts: Hide Object or Collection using Keyframe

texts:
I have seen tutorials on the older Blender version to hide and unhide an object using keyframes.  I haven't been successful in 2.8.  I thought you could use collections to control this, but no luck.

I basically want to control the visibility of an object and various parts of the timeline.  What's the trick in 2.83.  Thanks


texts: If I use the Geometry node as an input for Fresnel, which attribute of the Geometry node do I connect to the Fresnel node (and why) ? Below an image of the node tree that I am building


texts: Exporting Cell fracture animation to After Effects

texts:
So I made a cell fracture for a couple cubes and worked perfectly... Rendered it in Jpeg sequences and mp4 as well.
Now question is how do I make place this animation in After Effects?
I tracked a footage and was thinking maybe I could place the animation in a 3d space on tracker so it works perfectly?
Any suggestions or has anyone done this before??
Thanks UwU


texts: Blender 2.8 rendering is using a lot of psu power

texts:
So when I'm rendering something in blender my pc makes a lot of noise, but like airplane level noises. So I checked my task manager, and it uses about 60% cpu power, 80% gpu power, but psu usage is also marked as very high. Is this normal? Is there anything to make this less extreme without doing further rendering optimisation?

I'm rendering in Eevee btw.


texts:
I receive a very distorted output result when trying to render my finished blueprints. I follow a tutorial in which the instructor converts lines made of hundreds of vertices into a curve, chooses Full as Fill Type and applies some bevel to it. He then makes a material with black as diffuse color & viewport color. Before rendering, he ticks the Transparent box in Film category in Render menu and chooses RGBA and PNG. I did the same but my render is very weird. How can I fix it?

My blend file: CGIVI_test
Note: Layer 10 and 11 are original lines; layer 1 and 2 are curves.
The tutorial in case you need: https://bit.ly/2MudMeR (11:35 mark)


texts: Python script that takes xyz and returns the perspective matrix vertex coordinates

texts:
I've been trying to write a script that receives the xyz coordinates of a vertex of a 3D object and returns the xyz coordinates of the vertex in a prespective projection plane, more or less like in the following image:

Example:

get_prespective(3,4,8):
     bla...
     new_vector = [3,4,0]
     return new_vector

Supposedly you need to multiply the vector with a prespective matrix, like this:

Or multiplying the vector by this matrix:

But I'm having some trouble figuring out which matrix to use or how to use it. If somebody has a better idea, that would be great ;)


texts:
My blend file

I'm playing around with the Softbody engine in Blender to create something like this:

...but I've had no luck yet. Whenever I try to simulate, I get very strange results like this or this, shown here (links are better quality):

Although they're hilarious and fun to show to my friends, they're not what I'm trying to achieve.


texts:
I'm trying to extrude the faces of a part along it's normals but it's not working. In edit mode in the tools panel I click Extrude Individual but the faces don't move in the right direction. I've tried extruding and right-clicking to make extra faces then moving those faces about their individual origins with the normals coordinate system turned on but that doesn't work. I made another part which is just a simple cylinder and extruding individuals works fine on that one. Maybe there is something wrong with my mesh.

Blend file:


texts: Why is rendering only showing images from the previous render?

texts:
I am a blender novice. I've just finished rendering my first animation. I've cycles-rendered all the images and then put them all together into a movie with video editing layout. The problem is that the output was very noisy. After doing some tweaks, I wanted to render again, but all it did was show the images from the previous render.

My question is, how can I return to creating the images stage from the stage where blender puts them all into a movie?


texts:
i was hoping someone could tell me how to change the color of a color ramp using other connected nodes.

the second image does it almost right but the color of the whites from the color ramp are only half as strong as they should be. what im trying to do is to change the hue of the white values of the color ramp to a selected color using other attached nodes. the desired effect would be similar to simply changing the white stop of the color ramp to a desired color. but i need the color to be accessible from a group node which is why i cant simply do that.


texts: Material disappears after using quick explode?

texts:
When I place an image texture on an object it works fine, the material shows up and looks good. I then go and place a quick explode effect on the same object and my material goes away. Can someone help we with this?

Before

--

After


texts: Problem with wavy edges in pattern - equirectangular render/Cycles

texts:
I have a problem with wavy artifacts on straight objects, when I render panoramic scene. It’s shown only in pattern floor and it’s more visible as it’s closer to camera, like it could be caused by images stitching point.
First, I thought there is a problem that the floor is 3d model so I baked it and I made that floor as a texture on simple plain. But that problem still existed.
I have tried various settings, playing with dithering, rendering that floor in bigger resolution and scaling down… Nothing changed.
Of course these artifacts are only visible in panoramic viewers, like in google images, panoraven or newest Photoshop. When it’s shown in regular image viewer, edges looks straight.
Did someone has that problem and know a solution?

Edit: There is a blend file:


texts: How to rip open an n-gon (circle) and lift one vertex out of the plane

texts: I'd like to rip open an n-gon (circle) and lift one or more vertices out of the plane using proportional editing, to create one revolution in a spiral. An easy way to do this would be to delete an edge, then lift an unattached vertex out of the plane, but is there a way to do this without deleting an edge? I tried hiding an edge, but that didn't work. Tks!


texts: Zoom to selection in Python gives RuntimeError

texts:
I'm new to Blender Python and writing a start-up script that imports mesh from another application to Blender for rendering.

I have a small problem however - imported mesh objects are too large for default Blender view-port, so I wanted to somehow make the script correct this issue.

I tried something with bpy.ops.view3d.view_all() but I can't get it work. I read the execution-context docs, but I always get this error:

RuntimeError: Operator bpy.ops.view3d.view_all.poll() expected a view3d region

Any suggestions?


texts: How can I reduce polycount without using decimate?

texts: So, I have a mesh that I'm done with, however there are too many polygons for what its use is. How can I reduce this? I've used decimate but it's way too destructive. Are there any other options?


texts: python - How would I run code like a normal script (in addon)?

texts:
I'm trying to set up an array of certain PoseBones by scanning all the bones in the blender. But attempt to loop through all the objects via

for ob in bpy.data.objects:
    print(ob.name)

I get this error

AttributeError: '_RestrictData' object has no attribute 'objects'

Here's the source code: https://github.com/kojocrash/Blender-Weld-Plugin/tree/master/weld

I put the piece of code at the end of weld_op.py


texts: How to animate a change in the height (Z) of a grid using shape keys

texts:
I want to animate a landscapes that "grows" up, using a grid. The landscape sits in a numpy matrix. After I update the Z values in the grid, the shape keys don't capture this.
Below is my current code. At line 49, just below the text "### Below here', the data can be set. If you fill in "False", the grid values get replaced by a random vertex transform, and this works fine, creating a changing grid between frame 1 and 100.
If "True" is filled in, the numpy matrix data is used (here a funny sine wave for testing) and this sets the Z coordinates directly, to adjust the mesh. The problem is: the shape-keys/keyframes don't capture this, just showing the landscape that I set for the entire animation.
What am I doing wrong?
import bpy, bmesh
from math import pi
import numpy as np

O = bpy.data.objects

# --- Cleaning previous iterations --------------------------------------

for o in O:
    if o.name[0:4]=='Land':
        O.remove(o)

# --- Function setting the mesh -----------------------------------------

def SetMesh(me, V):

    # Get a BMesh representation
    bm = bmesh.new()   # create an empty BMesh
    bm.from_mesh(me)   # fill it in from a Mesh
    bm.verts.ensure_lookup_table()

    # Modify the BMesh, can do anything here...
    for i in range(len(bm.verts)):
        bm.verts[i].co.z =V[i]

    # Finish up, write the bmesh back to the mesh
    bm.to_mesh(me)
    bm.free()
    me.update()

# --- Generating data (wavy landscape) ---------------------------------
GridDim = 20
R=np.linspace(0,pi,GridDim)
X,Y=np.meshgrid(R,R)
D=np.sin(X*Y)
D=D.flatten()*0.1

bpy.context.scene.frame_current = 1
bpy.ops.mesh.primitive_grid_add(
    x_subdivisions=GridDim, y_subdivisions=GridDim,
    size=2, location=(0, 0, 0))
bpy.context.object.name = "Landscape"

bpy.ops.object.shape_key_add(from_mix=False) # The basis shape_key
bpy.ops.object.shape_key_add(from_mix=False) # The "Key 1" shape_key

### Below here, the data can be set
if True:
    SetMesh(Landscape.data, D)
else:
    bpy.ops.object.editmode_toggle()
    bpy.ops.transform.vertex_random(offset=0.2)
    bpy.ops.object.editmode_toggle()

bpy.context.object.data.shape_keys.key_blocks["Key 1"].value = 1
bpy.context.object.data.shape_keys.key_blocks["Key 1"].keyframe_insert(data_path='value', frame=1)

# Setting keyframes for animation
sk1 = bpy.context.object.data.shape_keys.key_blocks["Key 1"]
sk1.value = 0.0
sk1.keyframe_insert(data_path='value', frame=1)
sk1.value = 1.0
sk1.keyframe_insert(data_path='value', frame=100)


texts: baking a procedurally textured sphere to equirectangular normal map

texts:
I'm trying to bake a prodecurally textured sphere to an equirectangular normal map.
I followed this answer https://blender.stackexchange.com/a/91784/75987 and it seems to work well.

But when I bake the normal map and apply it to a simple UV sphere I always get some lighting artifacts. The same happens when I just use the normal map that was provided in that answer (https://i.stack.imgur.com/cuurB.jpg).
You can see the artifacts on this screenshot:

When I change e.g. the rotation in the mapping node the artifact stays in place though, while the texture rotates accordingly. This is very confusing to me because if the artifacts are caused by the normal map shouldn't it follow the mapping rotation also?

I'm not quite sure what I'm doing wrong.
How can I get a clean result without artifacts?


texts: Best way to complete a cylinder from a segment

texts: I have this section of a cylinder and I want to duplicate it around a central point to make a whole cylinder. What is the best way to do this?


texts:
I'm trying to create mesh on tracking markers with python by this code:
Exporting camera tracking markers from Blender
However I'm still getting error:
Line 19, in execute
TypeError: Element-wise multiplication: not supported between Matrix and Vector types
location: : -1
using Blender 2.91.2


texts: How to cut line in a face without Knife?

texts:
I have this square and I want to make cut along the green lines.

The problem is, I try to use the knife tool (K+C) and the proper camera angling to connect the vertices and the edge, but the knife wont cut.

I want to be able to "loop divide" (line?) the face and drag a line so I can line the needed line to it's location. Or, atleast get the knife tool working properly.

How can I do this?


texts: I have a mirrored object with a multires modifier. When i apply the mirror modifier in a lower Level the higher multires Level are lost when i apply it in a higher Level the mirror is not closing all the gabs in the middle... I checked it in edit mode everything is in the middle but still not working..(increasing the merge Limit will also not help because the mesh is not even)I also tried baking a displacment map which works kinda well but one part was not good and i had to exclude it with weight paint but then it is just at Level one and Looks ugle.. also the seam is bad.. hope someone can help?


texts: How to switch fluid domains during animation?

texts:
I started learning fluids and domains, and i got amazed at this effect on https://youtu.be/8hpqwfZah08
At 0:36
How can i switch fluid domains during animation? Like Exclude a cube, and them the fluid Falls into a bigger one?
I eagerly awaits an answer.


texts: Multiple Object Editing: Affect all with proportional editing

texts:
Blender 2.8 allows to select and edit multiple objects at once (see developer task here).

When I do that, and I turn proportional editing on, only the object from which the faces I have selected is affected.

Is there a way to turn affection on for all objects in edit mode?
It works if I select a single face from each object:


texts:
I'm trying to make a background using this tutorial and I've been doing some renders, and they've been going well. (if only baking didn't take so long... )
Anyway, I have a problem, as you can see in this image,

the smoke has weird noise within the transparent parts of it, does anyone know how to fix this? I upped the resolution, so that's not the problem... I'm not too experienced with Internal so I don't know if noise is normal.
Do you guys have any ideas?


texts: Changing a material effects both text objects

texts:
I am making a Banner for a friend, I have it mirrored and pretty, Same text twice, The main one with bevels and Glass. The one behind it as an Emission source for light to get a nice reflection.

Now here is the problem, I was wondering why it wasn't detailed, When I move back and fourth between the two Text items, They keep moving the properties! Example, I change the color of the Emission text, Suddenly the Glass text isn't glass but it also has Emission property now, For some reason when I change anything on one, It changes in the other.


texts:
i apologize in advance because im sure my question isn't very clear.
Basically when I extend these faces out:
i want this face:
and this face:
To be merged so it would look something like this:
Except i did that manually is there a way to have that happen automatically? Also its probably important to mention that im new to blender, and not very good at explaining. Any help would be appreciated!
Edit: When i say new to blender i mean you might have to explain more than usual.


texts:
I'm having problems with the new smoke and fire features for 2.71. I have followed Jonathon Lampels tutorial but it quit working at the part where you put in the attribute node with an attribute of "density". Any idea why it's not working? I also tried the "fire" attribute as well, with no luck.

Here is without connecting the attribute node.

and here it is with it connected.

Thanks in advance!


texts: Not every bone position is saved on the pose library

texts:
I'm trying to save the facial bone poses to use them later simply clicking on a button. Let's say that I would make this first pose :

I started from a neutral pose and I rotated,scaled and translated the bones,so I have reached this final pose :

I saved the bone positions using the pose library. When I did "apply specific pose library pose to the rig",not every pose has been set correctly. Infact,the bone called "DEF_jaw" has been ignored. I tried to place it again in the position I want,but every time it is ignored. Can someone tell me why ? Check also the attached video for a better understanding....

what I did

I attach also the blender file...


texts: After changing my voxel size from .03m to 1m, my mesh sculpture disappeared and I don't knowhow to get it back. How do I fix this?

texts: I am relatively new to blender so I'm hoping this will be an easy fix... I was sculpting a samurai mask with my Voxel size at .03m but then I changed it to 1 m and my mesh dissapeared. I tried changing it back but it is not re-appearing again. I've tried like hell to find an answer on how to fix this, but to no avail. Any help would be greatly appreciated!


texts: Is there a way to import camera tracking data, like .json or .jsx files into Blender?


texts: How to orbit previously weight painted vertices in Blender?

texts:
Is there a way in blender to orbit around the vertices or vertex that was previously painted in Weight Paint? Like in the Add-on section?
Im trying to clean up this hind leg mesh, but im having trouble positioning the camera to paint well.


texts: Blender 2.9 Constraints always minimized?

texts:
Is there a way to always have all the constraints open ? In the new versions of blender 2.9+ constraint tab always has all the constraints minimized which i find really annoying due to the need of changing values and targets for those constraints. I recently switched my rigging pipeline to use the new weight painting introduced in 2.82 so i'm loading in my 2.81 universal rigs into 2.9 and by default they all come with minimized constraints which is a really big time waster.
If there is no way to change that, where is the palce to submit that kind of feature to the devs ?


texts:
In Blender Compositor: how can I convert the black in an image to transparency?

Ultimate goal is to add one image A over image B without image A darkening image B.


texts: Cycles compositor - apply color balance node only on a part of image

texts:
In compositor I want to apply color balance node only on a part of image for which I have a mask.
I have issue with combining original image with modified part so that a colors aren't mixed together but they're replaced (in place of the mask)
How can I achieve this effect?


texts: Hide object part under a plane base on normal and point (dynamic bisect) with python

texts:
I'd like to hide a part of an object based on a plane, like a bisect with clear inner/outer but i want to keep the possibility to make this change dynamic in real time (it is done with python through an handler).

Some precisions:
Performances is my main problem. I dont really need a neat cut and a closing face, hiding a part of the vertices could be a good enough solution.

The different solutions I explored:

A first obious solution would be to use a boolean modifier but my object is too complex(between 50.000 en 200.000 vertex), the boolean operation could take several seconds and I need to be able to update it several times per second.

The bisect is maybe be fast enough but I need something that can be configured in real time, like when the bisect is in the "creation phase".

A last solution would give a less good result but maybe better performance is to add part of the vertex to a vertex group and use the mask modifier:
I need a script to add each vertex to a vertex group based on my plain informations.

def hidePart(ob,normal,point):
    if(bpy.context.scene.hide_cutted):
        indexList = []
        for v in ob.data.vertices:
            vcow = ob.matrix_world * v.co
            distance = normal.dot(point-v.co)
            if distance >0:
                indexList.append(v.index)
        for elem in ob.vertex_groups:
            if elem.name == "cutted":
                ob.vertex_groups.remove(elem)
        vg = ob.vertex_groups.new(name="cutted")
        vg.add(indexList, 1.0, 'ADD')
        bpy.context.scene.objects.active =ob
        bpy.ops.object.mode_set(mode='OBJECT')

Unfortunately, even if it is faster than boolean modifier, it is still quite slow (between 0.5 and 1 seconde) and the update is jerky. I also need to make the object active and go to object mode to update the mask modifier.

A solution to only restrict the view like the alt+b shortcut but with a different one for each object would be a great solutions but i think it is impossible.

Any suggestion?

A new possibility:
I discorvered the Vertex Weight Proximity Modifier. Combined with the Mask modifier we have something close from what i need exept that by default we remove a slice of that object around the plane, and not the upper part.

A solution is simply to put another plane parented to the first one, lets say 400 blender unit higher than the first one and give to the maximum a value near to 800 in the Weight Proximity Modifier.

The result is very smooth when moving the plane with up to 100k vertices. But the computation of the distance between a face and a vertex is way more complex than the distance between an infinite plane and vertice. So basically this solution is more complex than the one I wrote in python and stay more efficient. An implementation of a modifier like that based on a normal and a point would be perfect to allow even more vertices.

At this points I have something working and almost maching my needs, but I'll wait a little to post this solution as an answer: maybe someone has a solution giving a cleaner result based on bisect, or an even smoother solution based on mask.


texts: Selecting a face - wonky in 2.83.2 with XRAY turned on

texts:
I think I'm running 2.83.2 with factory presets. I have a giant model in Blender (a building) and it's ghosted from being selected. I HAVE XRAY TURNED ON. Next, I make a plane, STRETCH IT (big!), and am looking straight down on it from above. I go into edit mode, then face select mode, and click near the center of the plane, where the little dot it. The face gets selected. Dandy. Now, I click near the edge of the plane/face, and it does NOT select! the selection goes away. Turn XRAY off - and it works fine.
Is this a known bug?


texts: Is there a way to view edges in weight paint mode?

texts: It would make the process a bit easier I am aware of face-select mode but I don't like the way that works. I would like to be able to weight paint across all faces as I normally would without either weight or vertex selection but with my edges more visible. I am aware of wireframe mode but... obviously that does not give you the visual cues you need for weight painting.


texts: How can I see vertex alpha as I paint it in Vertex Paint mode in 2.8? I get how to see vertex colors, via the node system, in LookDev, but I can't seem to figure how to see vertex alpha as I go to add and erase it...


texts: Solidify issue at sharp bifurcation location

texts:
I am trying to solidify a stl file which has a sharp edge at the center. When I try to solidify, there seems to missing faces in the solidified region. Normals seem fine. Any thoughts on it?
Sorry if its a noobie question :)!

Best,
Rahul


texts: Blender: Make seams and UV mapping not working

texts:
Im extremely confused as to what is going on with my file and why the seams and uv mapping are not working. can someone help me?

https://youtu.be/DB40DHK7bSU


texts: Blender Render, can't render a background

texts:
I am new to blender, and I just finished my first low poly scene. I would like to add a night sky background, but when I click render, the sky disappears.

Is there a way to render my scene with the background? I have the Sky option checked in the 'Shading' tab as well as in the Render Layer.


texts:
I've created these 2 objects and want to create a new object that represents the area where they intersect. I'm really confused as to why I cannot do it. I practiced on a cube and a cylinder in a new file and it work as expected. How do I find the issue with these objects?

You can check out the file in question.


texts:
Is there a way to extrude around 3d cursor like this

I know about spin but that doesn't serve my purpose.
Or any other way to do it with accuracy.


texts:
I'm rendering volumetric clouds using Procedural cycles Clouds shader.
I'm getting a good result, but with a strange noise (middle bottom screen):

It's about 180 passes. As you can see everything is good, but this place is noisy.

How to reduce it next time?

Also first time I used a default Transparency value – Min 3, Max 8. I got this result:

As you can see in the same place a black box are visible. In other places you can see other boxes. I think it is one of many particles border. I reduce it by increase Transparency value.

Why the boxes are visible with default Transparency value?

May be I should change another value to achieve better result?

Thanks for your suggestions!


texts: Symmetrize bones not working as expected

texts:
I feel like an idiot for not being able to follow this tutorial, but it seems things have changed. https://youtu.be/Q9f-WVs3ghI?t=1013

I dont want to follow the tutorial exactly because the FlipNames has changed, it leaves the .001 extension.

If I select W>symmetrize parent bones stay on the left side, and only the children bones are copied(and parented to the left side).

Here's the file https://tinyurl.com/y99pl9dt


texts: How can I make a custom IK arm rig on an already made Auto Rig Pro rig

texts: I rigged my character with auto rig pro but a disadvantage of Auto Rig Pro that I've experienced is that the arm moves as an FK rig (As opposed to Rigify with its IK arm rig). I've tried to customize an IK of the arm movement by applying an IK constraint to ARP's hidden bone layers. But I cant manage to do it without messing up with the rig. Can anyone help me?


texts: Shading tab seems incomplete (Blender 2.8)

texts:
I am running blender 2.8 and am in the shading tab. On the tutorials I've seen on YouTube, the background in the top 3d viewport is a shade of light gray and there always seems to be a second texture circle next to the white one.
As is seen in the image, my background is black and I only have one of the circles. Why is this happening?

Thanks
EDIT: Here's the file

PS. There are no nodes in the image because I have the camera selected, once I select the cube I get the default ones.


texts: Cycles render changes to Blender render when I open it?

texts: I was making a project in blender, with cycles render. I saved it but when I reopened it, it changed from cycles render to blender render. It said: Does anyone know what to do?


texts: Smoke animation not showing in viewport 2.78 (iMac OS Sierra and Surface Pro3)

texts:
I'm new to Blender and hope this is an easy fix that I missed. Running current Blender and using this on an iMac up to date as well as Surface Pro3 up to date.
I'm following a tutorial by Blender Guru on YT, it finished with adding smoke to the monkey head mesh object using quick smoke option. The smoke animated the first time in the viewport. When I try to switch to smoke+flame or just frame nothing shows other than the monkey head in the viewport. I try switching back to smoke and the smoke doesn't show anymore? This is the case for both my computers I tried this on. I closed the program and tried several times with similar results.
Is this just my computers not keeping up, or something that I should expect?


texts: Copying mask key frames but different shape

texts:
can I copy keyframes of one mask to another but with different starting shape? I need to move it only in x-axis and y-axis, I mean no need to further change the shape. Just to like parent this mask of 1st one. If yes, please tell me how.
Thankyou.


texts: Issues with normals to create more depth

texts:
I wanted to create a displacement to create something like this. I have a existing metal texture applied to the object.

This is how it looks like now

I have included my shading editor for more information

UpdateThis is with the displacement.


texts: Selecting the nearest of overlapping faces

texts:
I'm working with a relatively detailed model, which some some inner detail. At the moment I am not concerned with the inner faces, I would just like to select the outer faces so that I can apply a material to them. However, whenever I try using the Face selection options I often end up selecting an interior Face rather than the external Face I'm looking for.

  Are those faces on top I've selected?

  Nope.

Is there any way I can use the Face selection tools to target the closest faces that intersect the point I click, rather than whatever the default behaviour is which typically catches these internal faces?

I've been trying with both the current Blender 2.68 and the older 2.49b.


texts:
In Blender The GPU-Compute button is greyed out. I have a fully updated system with a Nvidia GTX video card and the current version of blender.
http://image.prntscr.com/image/9e80916076b944f8a5cc9c6ec78a1a99.png


texts: I have a very high resolution sculpted mesh that I want to deform with an armature(bones). Weight painting is very slow given the vertex count. I want to drastically decimate the mesh and weight-paint the result, then use that mesh as you would a lattice modifier to deform the high-res mesh. Is it possible to use a custom mesh as the lattice deformer? Is there a similar method for this?


texts: How can I get the dimensions of a newly-created material node via Python?

texts:
I am using a Python startup script to add repetitious details to
a scene.  Arranging the nodes of the network for a new Cycles material
is cleaner if I know the size of each node as it is created.  The height
and width attributes are not correct, but the dimensions attribute
is accurate — once it is set up.

What I am looking for is a way to get the dimensions attribute
updated right after the node is created.  (My current workaround
uses a table of node sizes.)

If I run the equivalent of

    import bpy
    mats = bpy.data.materials
    mat = mats['GlossyGreenMaterial']
    nods = mat.node_tree.nodes
    newNode = nods.new('ShaderNodeBsdfGlossy')
    newNode.name = 'Glossy BSDF added'

to set up the node and then immediately execute

    print('newNode.dimensions: ', newNode.dimensions)

it will display

    newNode.dimensions:  <Vector(0.0000, 0.0000)>

If I bring up the Node Editor so the node is drawn and then
execute the print statement again it provides the expected

    newNode.dimensions:  <Vector(150.0000, 142.0000)>

Is there some update routine I could call as each node is
added that would cause the dimensions attribute to be set?

Thanks,
Roy Earle


texts: Why don't "control" show up in fluid types in blender 2.8 and 2.9 for me?

texts:
It is supposed to be there:

As shown in this website: https://b3d.interplanety.org/en/fluid-simulation-in-blender-2-80/
But instead I have:

I need the control object but for whatever reason I cannot find it.


texts: Why do my textures look different in texture paint mode and object mode?

texts: As you can see in the attached image below, my textures in object mode (top one) and texture paint mode (bottom one) look different. When in object mode it looks blury, which is not what i want. I will export it to a game engine later, so i dont want it to be blury. Why is it doing this and how can i change it ?


texts: Why can't I use the bevel equally on all my loopcuts? Double edge problems

texts:
I found some answers in this question already posed, but without finding the solution.
(Bevel tool creating intersecting faces)
I knocked down the wall several times rebuilding it in different ways and then cutting it again with the loopcuts, but each time I was presented with a different error that I will try to point out through multiple screenshots and also uploading the file, which had already been subjected to a another question.
1). So, what I have to create NOW is a wall that includes cavities along all the cuts (loopcuts), the same ones that I managed to create in the central entrance doors. see fig. 1.
while in fig. 2 I show you how the wall texture should be.
 (fig.1)
 (fig.2)
I would like to create them manually instead of attaching a texture to you, what do you recommend?
2). Alternatively I thought I could create them by directly extruding a portion of the cut face, but this would involve further cuts to my only surface, which already seems not to work correctly. (besides, there are also some oblique cuts to be made).
This is what I would like to do: in figure x, you can see the exact blunt edge, where some loops work correctly, while others don't. fig.y
furthermore in figure y, you can see how in transparent mode some walls are visible and others not.
 (fig.x)
 (fig.y)
3). I noticed that there are several double edges and vertices which sometimes prevent me from loopcuts or change the direction of the bevel. How can I remove all duplicates? (fig. 3 and 4)
In the vertices I tried using the merge - by distance, it signals me a lot of vertices and applying it several times gets to 0, but I'm not sure if it has removed them. What about the edges instead? how do i locate them, know where the duplicates are and remove them? Do I have to do it manually or is there a shortcut?
 (fig.3)
 (fig.4)
ps. I wanted to upload the file but now it weighs 76mb how can I do? is already compressed.I put this google drive link to download the file.
https://drive.google.com/file/d/182UTa6t7IOB7K0iE7T3Nr6QqnF-4NoOk/view?usp=sharing


texts:
While trying to model the Mi8 HIP (Russian helicopter) I came into a few problems as the top view of the blueprint didn't seem to match inside sort of view as shown in the screenshot below, I'm not sure if its me that's making the mistake or the blueprint is incorrect. if anyone could tell me what I was doing wrong that would help a lot as this has had me confused for ages now. This question may not be entirely related to blender it is still related to modelling.
Thanks for the help :D


texts: Must I UN-parent the child object to keyframe it?

texts: I've tried keyframing child objects, and always get wonky results. Keyframes earlier on the timeline become wildly different and unusable. It seems necessary to UN-parent the child in order to make useful keyframes. Is there a way to properly keyframe child objects without un-parenting them first?


texts: I am trying to import files from an intramural scanner, which is cerec inlab 4.2. I want to test some ideas and try some addons.  the file exporting in stl format is open in more recent cerec software.  knowing cerec I can imagine they are going to ask for unbelievable amount of money to upgrade me.  the main issue is I want to try addons and I want to make a virtually designed custom made implants and splints.  I cannot think of investing a bulk while I STILL do not know will things work with me or not.   Can I import .lab files in blender.  if not how can I transfer it to stl files


texts:
I'm trying to get used to Blender 2.9, but I've encountered a problem.

I'm trying to do something simple in moving a cube, but I can't seem to make it move out of its position, only the outline. Is there anyway I can fix this?


texts: How do I make volumetric light fade to nothing

texts:
I'm trying to make some beams coming out of the headlights to give the render a bit of atmosphere but I only want it to come out the headlights so I created an area in which to do so but it fades from the desired blue light to a white haze rather than to nothing. I've put a couple of vague reference images. I added a couple of area lamps just in front of the actual headlights as I still wanted to see the blue and the details in the headlights (as there is also another light source but more dim inside the headlights). Do you think perhaps it would be better to make particles for the light to bounce off?

Thanks in advance


texts: How to bake materials [With complex node setup] into Texture in blender 2.9?

texts:
I want to convert my snow material into texture and I followed the baking method but for some reason only the sides of the object are baked any kind of help or fix will be appreciated

my node setup for material is as follows

The required material render is as follows I need the glittery snow effect to the snow material but only the top face of the object wont render on the texture


texts: Cloth simulation not appearing in render. Works and plays properly on viewport

texts:
Been tackling this problem for some days now as I tried to get to the bottom of it. As the title says, I do a simple cloth sim, and even bake it. Upon rendering, the scene is as if no simulation was done at all. This happens in both EEVEE and Cycles, cpu and gpu rendering. I tried it with disk cache enabled. Tried it with all my addons removed and factory settings/preference. I've done this scene over 20 times the past few days in multiple blender versions (2.80, 2.83, 2,90). The only one where it does work normal as expected is v2.80.
Before anyone asks, yes, I checked the whether the cloth sim modifier is enabled.
At this point, Im thinking it may be a problem with my pc itself.
video demo:
https://drive.google.com/file/d/1ecCX9WNuhONNx0Jenx6ZPD0TiGGLrxpW/view?usp=sharing
with disk cache enabled:
https://drive.google.com/file/d/1C6s2zcLgAY2SjazmpcsGAi3RJEtYPCxI/view?usp=sharing
EDIT:
Okay, I've been testing a bit more and may have found some new leads.
The startup file I use was changed a few times since 2.80. I've opened my 2.80 startup file in 2.83 and problem seem to not appear. (Simulation appearing in render as normal and expected.)
2.83 startupfile
2.80 startup file
If someone could check if there is something I did with the 2.83 startup that could affect simulation rendering, that would be appreciated.


texts: I want to learn blender from basic to expert all options. Are there DVD available to learn.


texts: Is it possible to change the smoke colour without clearing the cache?

texts: Is it possible to change the smoke colour attribute in Cycles, without having to clear the cache and rebake?


texts: What does the all boundaries option in limited dissolve actually do? The only information I was able to find was this less than helpful thread.


texts: How to render each grease pencil layer as single png?

texts:
I'm using Blender 2.83
Right now I'm using Blender to create a character for a video game.
I create the character in Blender by using grease pencil.
in each grease pencil object this have "layers"
In the layers I have draw my character, each layer contains the head, hair, eyes, arm, hand.
It will be very helpful if we can render each layer in a single image like a png.

This is my source from Blender. This will be very helpful to create sprites for video games.
Right now you can do it by Hide all the layers and then render and save the image, for each layer.
This works but it will need a lot of repeating steps.
I'm not sure if this is possible like create any image file that holds all the grease pencil layers.


texts: Removing superfluous vertices in a large mesh

texts:
I have a mesh for a procedurally generated maze, in which there are, due to overlapping walls, a large number of superfluous vertices along the walls and corners.

(Edit: Actually, the walls are all individual, slightly overlapping cuboids, so maybe I should try some boolean operation like union on them?)

(Edit2: See below for the .blend file)

Is there an easy way to remove all of these so that I am left only with the straight planes? I thought I could use something like limited dissolve or the Decimate modifier, but I can't get these options to work. (Not sure what I am doing wrong, but applying them either does nothing or causes the mesh to go out of shape).

Here is the .blend file: maze.blend


texts: Align vertex with edge or rather the imagine line between two verticies

texts:
Next question from a total beginner..

Here is two images of the same thing seen from two angles.

How to i align the two sharp edges to the imaginary point between the two verticies (marked with a face/edge in white)

Is the only option to grab them manyally and drag them in place, or is there a smarter way?


texts:
I'm trying to fix some shading issues by adding some geometry near that hole. The problem is that Loop Cut tool doesn't let me add a loop cut in the front faces, only at the back, why?

As you can see, I was able to add 2 cuts near the hole, but only at the back faces. I need the loop cut along that front face (by the yellow line).

Am I missing something here?


texts:
I installed Blender and once I run it this is all I get

I have a win 7 64 bits and I already have the latest drivers of my graphic card


texts: Voronoi Texture scale issue when translating

texts:
I have a Voronoi texture using object coordinates and a Vector Math node set to Add to translate the texture along the Z axis. This works fine!
However, if I use another texture (Noise, Musgrave, Image, whatever) to control the Scale of the Voronoi for a type of distortion, as I translate the Voronoi, the distortion becomes more intense the more I translate, as if I were increasing an "Intensity" factor.

This is the result before translation:

This is what happens when the image is translated:

EDIT: After some further tests, I now see that this happens with all the built-in procedural textures; Voronoi, Noise, Musgrave etc.

EDIT: I get the same results even when using a Mapping node:

This happens in both Cycles and Eevee in 2.8, 2.81, and 2.82, which makes me think this is not a bug.
Is this correct behaviour, and if so, could someone explain why this happens, please?

Thanks.


texts: Does Blender have any way of using custom units? Say I create a "unit" called depth and set it to equal 5mm. I set an object to have the dimensions (1 depth, 5 depth, 3 depth) which would equal (5mm, 25mm, 15mm). Then I change depth to equal 6mm. The object dimensions would change to (6mm, 30mm 18mm). Does blender have anything like that?


texts:
I have rigged a low-poly block character so that it has an IK armature.  The problem is that when I try to animate it, when the legs get close to extending straight, the leg will be moving smoothly, then it will quickly snap straight.
This does not look realistic at all.  How can I fix this?


texts: When I have the skin modifier active on edit mode I cannot see my vertices. This is happening since I switched to 2.83. However, if I zoom far away I'm able to see the vertices. If anyone has a fix to this issue it would be very very helpful.


texts: Non destructing Boolean method causing weird corners issues

texts:
I'm using The bool tool addon practising with non destructive Boolean method. The corners of the mesh
depending on the scale of the Boolean get a weird looking angle. The larger the Boolean the better the result. But scaling down the Boolean is causing issues. And not all corners are the same. I've tried different mitre settings in the Bevel modifier but its not making the result any better.


texts:
I just followed the famous donut and coffee cup guide online (for beginners ofc) and I am facing a problem which I am not sure how to solve (or what exactly I did wrong .. that's a possibility).
I modeled a glass + applied materials to it and set it to be transparent ( i attached in the pictures the settings for the materials). Even so, when i render the object it appears with some gray lines over there which I am not sure how to fix.  You can see those gray lines (I am pointing them in the picture), which I am not sure why they are there, and how to fix them.
Any solutions (please explain it simply as I am still having a hard time getting all the elements)


texts: How to add a light to a live-action scene?

texts: Is it possible to add a 3D light to a live action shot to "relight" the plate? say I want to add a colored light to a shot in Cycles to a live-action scene that is lit with a Tungsten light.


texts: I'm not have shortcut about Selection to Cursor

texts:
I have blender v2.79. But i don't have shortcut "Selection to Cursor (shift+ctrl+Y)". Have anyone know how to Assign a shortcut?
https://youtu.be/W5Qp2pUMeQE?t=4m56s


texts: How to cut cylinder in a bending shape without deformations?

texts:
First message in blender but after hours trying to find a solution, I need help from you guys!
I would like to draw with 3 lines a sharp curve, in which a cylinder will follow them and be cut at the meeting points without deformation (like a rigid object).
Of course there will be superpositions of the pieces of the cylinder if there is no deformation to take the curve, but this is perfect because I would like to know the shape of this superposition.
Like that I will know how I have to cut the cylinder (so remove littles triangles) to shape it exactly like the curve.
so 1) Do you know a tool to design just lines linked together to design the shape (path is not good because it s not a curve I need, but a sequence of 3 lines changing direction at nods points),
2) I can I do to force the cylinder to take the shape of the 3 successive lines and tell me the superpositions parts?
Thank you so much!!!


texts: How Can I Quickly Create Embossed Text in the Style of a Label Maker

texts:
Some background:

I'm working on a big project, modelling a car, and I'm currently creating the cockpit
The car is a race-car, and the instruments and switches on the dashboard are all labeled blue and white embossed labels, a picture for reference:

What I need Help With

I need help finding a quick and resource friendly way to create all of the labels

I'd like the textures on a flat object that looks like it has texture using normal maps

My Current Workflow

Create text, convert to a mesh, planar dissolve unnecessary vertices, extrude the text, bevel the edges, joining it with a plane, use some mask tools to add dust and damage, the bake the diffuse, normal, and roughness maps to a flat plane.

Currently I feel like there should be a simpler way to do this, specifically the baking. If I only had to do this for one object it wouldn't be that big of a deal, but there are like 25 labels on this dashboard, all with different text.


texts:
I was trying to follow this tutorial to increase my understanding of bevels.
I got to 19:36 when I noticed that my cylinder can only go so far towards the edge, until it starts acting strangely. Is there a way I can fix this?

Further from edge

Closer to edge


texts: Script to adjust vertices on random edges?

texts:
With the mesh of the active object, I want to adjust a few edges selected randomly. For that I choose edges, split them in 3 parts and move the related vertices. I'm a beginner in Blender and Python, and would like to use the regular modules, not BMesh. I imagined that:

# Get edges and edge count
edges = mesh.edges
count = len(edges)

# Set EDIT/EDGE mode
bpy.ops.object.mode_set(mode='EDIT')
bpy.ops.mesh.select_mode(type='EDGE')

# Pick a few random edges
picked = []
while (count > 0 and len(picked) < 6):
    # Get another random edge
    edge = random.choice(edges)
    if not edge in picked:
        # New edge, use it
        picked.append(edge)
        count -= 1

# Process picked edges
for edge in picked:
    # Select this edge only
    bpy.ops.mesh.select_all(action='DESELECT')
    edge.select = True # Is this correct             <--- ?

    # Split edge in 3 parts
    bpy.ops.mesh.subdivide(number_cuts=2)

    # Get vertices of the 3 parts
    vertices = # how to do that?                     <--- ?

    # Process each vertex
    for vertex in vertices:
        # Do something with the vertex

# Return to object mode
bpy.ops.object.mode_set(mode='OBJECT')

Could you help me filling the 2 marked lines?


texts:
I have a problem with soundtrack and sounds
In the Blender Game (while using blender) sounds and music seems right and i can clearly hear both of them. but when i export my game as game engine runtime, and then play my game, sounds and music disappears. Can somebody help me?


texts: How do I avoid rendering glitches from overlapping faces?

texts: For instance, here I have two cubes that are offset only on the x-axis. When I render them (using Blender's internal renderer), the overlapping faces interfere with each other and the result looks awful. A quick and easy solution would be to offset them by just a smidget, but is there another solution that allows faces to overlap and not exhibit this graphical glitch?


texts: My object is disappearing in sculpt mode

texts:
After I sculpted my object in Blender and switched to the viewport, I can no longer see it. I tried pressing tilda>view selected. All that happens is a thin orange outline of my object appears, and then disappears when I rotate it around. The grid and x and y-axis guides are also no longer there. I also tried editing the clip start setting to 0.001, also to no avail. How can I fix this?

EDIT 5/2/20: My object is now appearing in Layout and Modelling mode, but not in Sculpting mode. When I press 0 (camera view) I can see and edit my object, but as soon as a rotate the camera, the object disappears. How can I fix this?


texts: Spot light not working in render or the game engine

texts:
When I render it the light doesn't appear.
In more detail, the Spot kind light does not appear in rendered or in the game-engine. I do have GLSL shading activated.
By the way this worked perfectly in 2.65 but it won't work now even if I re-download 2.65.


texts: How does one figure out how big to make an object to make it scale to fit a Curve Modifier perfectly?

texts:
Suppose I want to make a flat surface curved using the Curve Modifier; how do I do this so that the flat surface follows the curve from end-to-end exactly?  I can hackily scale the flat surface along the curve but then it flies off the end of the curve and the vertices on the curve are all arbitrarily placed!  Is there some sort of "Stretch to Fit" option for the object having the Curve Modifier being applied to it?

This is my curve from above:

This is my flat plane I want to have mapped to the curve:

You can see that the flat plane is the same length as the curve from the front view.  However, when the following Curve Modifier is added to it, it shrinks and for some reason, the 45-degree-angles lines become curved!

The origin of the curve and the plain are in the same place (I was having other weird issues before having done that).  I've subdivided the plain into 16 faces per square so that it can curve and used "Set Smooth" on all of those faces).  What do I need to do to stop the plain from orthographically shrinking laterally when it uses the Curve Modifier?


texts:
I want to make a key chain of a cartoon character,I modeled it but when i exported the model and inserted it in the slicer software i had problems with details like the eyes and the outline of the character what should i do?

I don't know if this is a modeling problem or a printing problem thank you for your help.


texts: I want to make a ground for a forest. But it's boring when it's only one seemless tiled texture. So I thought i can use multiple textures, but how can I combine them? I want some gradients between each of them. A bit of dirt, a bit of grass, a bit of leaves etc. Maybe with projection painting, but then I have no hightmap of the whole ground texture. How can I handle this?


texts: Black areas on textured model, that are not on the texture image?

texts:
I have a model of a character, I have been texturing the clothing objects and all was fine. However, when I came to creating  texture image for the skin of the model there were weird black shadows on the arms in the texture view.

I baked the model to create the image and there isn't a black area on the texture image [See Below]
[[1. Image of the problem]

The bake was done using no light source only the light of the world colour and I have already checked things like normals on the model and they are fine.

[][2.Normals]

Here are the normals, I think they are fine.

Can anyone have a solution for this? the texture seems fine so I'm confused with this.

thanks in advance.


texts: How to give the "low poly" effect to a flat surface

texts:
I'm looking for a way to achieve this kind of effect; the ground path seems to have 'relief' but in fact it's flat; the character doesn't bump on it.

For now i'm starting with a plane; subdivide; displace (cloud); and then I select a bunch of faces which i scale-z to but even; i end up with a shitty flat surface with no color.

What am I doing wrong ?


texts: Invisible / transparent source of light. How to turn on?

texts:
Something happened and the light source is no longer visible to me, how to make it visible again? Light falls, but the source is not visible.

If you make an object and apply the emission shader - everything is visible. And standard lighting objects are not visible (spot, plane, etc)

I already tried creating a new file


texts: How do I get hair strands to curve in blender?

texts: How do I get the hair strands in blender to curve? I tried the forcefield but that didn't work either...


texts: White material shows up as gray regardless of lighting

texts:
i have just finished Blender Guru's rigid body simulation video and was looking to texture and render it, but i have encountered an issue with adding a white material and having it show up as an adequate shade.

So far i have tried:
Changing the brightness of the light
Changing the emission of the material
Changing the render engine (To Cycles)
Changing the color of the blender background
Exporting the rigid body sim to keyframes and changing the material

Some of these work, but do not give me the result i am looking for. The two files attached below show what i am up to (rigid body sim) and what i am aiming for (default). Essentially i can make a new blender file and add a plain with the default material and have it work, but when adding the default material in the rigid body sim, it looks very dissimilar.

I feel like  this post is vaguely relevant, but (i thought) material override is removed in blender 2.8.

Files:
Simple blender file with the color that i am looking for:  Default.blend
The file that i am trying to fix:  Rigid body sim.blend

Thanks!


texts:
I understand this is a very basic question, but I cannot find the solution. Google & other Stack Exchange gave me no solution either.

I am following Blender Game Asset Creation guide from Blender Cloud, at some point Aidy selects his whole model and does Shade Smooth. Then he selects some edges and marks them sharp.

In Aidy his tutorial you can clearly see the difference between marking sharp and not. As seen here (this is taken from his tutorial)

When I do this in my Blender File, I see no difference. I've tried removing any doubles, but I can not think of anything else. What could be causing this?


texts:
I need a slot to connect multiple links.
In the API is an attribute of links to the type of collections:

links = self.inputs ['ListAttrs']. links

for link in links:
...

How can I connect several links in the input node?


texts: How to add a distortion/roughness on a Vector axis/mask?

texts:
I have seperated Z-axis from vectors to mask a texture to appear only on faces (normals) facing upwards. This is working this far.

But the masking is linear and "clean". Is there a method to distort this vector "mask"? so that there is some "rough edging" or changes along the Z axis along the mask.

I hope my question makes sense. Thank you for advance.


texts: User References : After Change Language (window 32bit): very slow

texts:
I use 32bit window and blender OS 32bit, After changing the language, the program runs slowly, start the program after the last open,when using (64bit window with blender 64bit) is running normally, but when I use OS 32bit blender in window(32bit) very slow.

I don't know why, please help me

Thank you so much!


texts: Extra bone showing in Pose and Object mode, absent in edit mode

texts: Good afternoon! I am having an issue with an extra bone on the ankle of my model that is only visible in Pose and Object mode. I have tried restarting Blender to no avail, as well as selecting the bone in Pose mode and trying to delete it after switching to Edit mode. This bone ("Pelvis 13") isn't in the tree menu in the top right corner either, oddly. This is causing issues in animation.


texts:
I am attempting to render an animation where the camera rotates around an object that is engulfed in flames. My goal is to have the camera rotate but for the flames to be immobile throughout.

Is this possible? I have seen tutorials where the flames are made to slow down, but none where they are motionless.


texts:
I`m trying to create boolean insertions in a mesh part using blender 2.90.1. The problem is that, when using boltool difference, instead of making insertions like here:

It makes holes, no matter the mesh thickness:

I have removed the duplicate vertexes, checked that the mesh in manifold, the normals facing correctly I think, I don`t know what I did wrong on this part of the mesh.
File here: https://easyupload.io/9fvzff


texts: model is damaged when rendering blender 2.7b

texts:
this is the photo of the model in render view

and this the photo of the same model rendered


texts:
I am animating the camera to move forward through this DNA strand. It is backlit with a spotlight. I am using eevee in 2.83
I am getting very bad flickering in the backlight highlights in the image.
Does anybody know how to stop this?
Thank you


texts: Object not visible in render with hair particles enabled(!?)

texts:
In Viewport everything is okay and visible like it should. Hair and the body. But when I hit render (in Evee and Cycles both) only the hair is visible and not the body.

While searching for the issue I noticed that when I delete the hair particles through the little minus the body is visible again in my render.

How can I fix this that both appear in my final render? It is probably something in my particle settings(?)

Thank You!

Image 1 normal render without deleting Hair Particles

Image 2 deleting Hair Particles with the little minus

Image 3 render without hair particles (body visible again?!)


texts: How to change the object of an animations scale when you saved the key frames as LocRotScale

texts:
guys fairly new to blender and I ran into some trouble...

I worked really hard on an animation saving each keyframe via LocRotScale
However now I want to change the object size but I can't... Is there any way I could change LocRotScale to LocRot without losing anything else in my animation?

PS: in the image in the dope sheet panel, it says LocRot... that's because I tried to fix it because previously it said LocRotScale and I thought I could change it by getting rid of Scale in LocRotScale but It didn't work :(


texts: How to make 2 objects not intersect each other?

texts:
I have made an animated rigid body active character and the ground is passive rigid body. But the character's feet passes the ground that I don't want to happen.I want to move character so I don't want its feet sunken in the ground.
I am a newbie so please explain in details.


texts: Locking planes together and animating them separately with shape keys

texts:
I have several images-as-planes in Cycles that make a face.  I want to lock them all together so I can move them as a group while animating them separately with shape keys.  How can i do this?

Thank you!


texts: How to install Blender while retaining addons

texts: Since Blender is frequently updated, how do you install the latest version while keeping all of your addons including purchased addons from 3rd parties?


texts: How to apply rotations for seperate object's axis?

texts:
I have recently stuck up on problem where I have to set object's x and y rotation to 0.0, but keep z rotation equal to the current one (best way- don't affect at all). How to do that?

I was thinking of something similar to that what I used for other data(own.worldOrientation[0] = 0.0), but it didn't appear to work!


texts: Joining objects in Blender 2.8 causes the objects to disapear

texts:
I created multiple objects in Blender 2.8 using the Bezier curves and converted them to Mesh using the Object->Convert To->Mesh from Curve.

Now for whatever reason when I select all of the objects in object mode and do "Ctrl+J" to join them, 5 of the objects disappear and I'm left with only one.

I tried to replicate this again, but it's working fine for all of the other objects I try to join, it only acts like this for these 6 specific objects. I tried to select them and export them and then re-import, but for some reason blender is exporting only 80bytes for the STL, not sure if it's related or not.

When I go into the edit mode, I can see that they're all "Mesh" instead of "Curve" why is it acting like this? I never have faced this issue before, maybe I enabled some kind of 'property' for the object that causes this? Thanks!

Here is the Blend file:


texts: No audio playback in VSE but rendered file has audio

texts:
I can not get audio to play out of my speakers whilst using Blender 2.77a in the Video Sequence Editor. However when I rendered out a file (mp4) it contains the audio and can be played back on VLC. Plus when I use mediainfo it reports the file as having audio. I need to be able to hear the audio in the VSE whilst I'm editing the images.

When selecting Draw Waveform in the Sound menu a waveform is drawn on the clip that matches the audio (highs and lows are in the right place). Below is a screen shot of my Blender User Preferences.

I have tried all the Audio Device options under Sound but none of them have worked. Each time I changed the Audio Device options I restarted the computer.

Below is a screen shot of my Output and Encoding options from the Render menu.

From some of the threads that I read some people were pointing towards sound card configurations. I am fairly new with using Blender so I am not aware of more advanced configuration options. I have spend one whole day trying to solve this problem by following similar post found via Google but have had no luck. If you need more information please ask.

Thanks very much.

System information:

Ubuntu 14.04 LTS
Blender 2.77a


texts: I can always put so much work into making a car but I always get stuck on making the roof go inwards and the hood. I can't find any tutorials that help me with this. To better explain say you are looking at the car from the front the car goes inwards at certain points I can't do that does anyone know a good tutorial or care to explain?


texts: Geometry Nodes instantiate mesh primitives at points

texts:
I'm trying to instantiate line meshes with a random number of segments at the vertices of a mesh.
Blender 2.93 has shiny new mesh primitive nodes to instantiate meshes in your geometry nodes network. However the Point Instance only accepts the type Object or string and since all the mesh nodes have the output type of Geometry it seems to me that it's impossible to create a number of meshes at certain point locations.


texts: objects disappear and program lags when using the cloth modifier

texts:
I'm modeling a curtain and I need to use the cloth modifier, but when applying the modifier, the program lags and the selected object(curtain) disappears.
and sometimes the 3d cursor get away from the object and it takes too long if I wanted to move it.
what could be the reason ?


texts:
I have this model of an airplane transporter and I need a material for it. I already tried bunch of tutorials and even downloaded ready material, but it's all for smaller objects and my plane is supposed to be enormous. How can I achieve the effect of an old material on a really big object (I want that look you have on all big machines in films (like that flying fortress in avengers etc.) and in other people's models)?
here is my plane (about 50m ground to top)

I can't just scale the texture up, because at this size it is clearly visible that the texture is repeating itself all around the model, no matter if the texture is seamless or not. Is there a way to tell blender to slightly modify the texture each time it is repeated?


texts: How to get a body part to always stay attached to the center of another with an armature?

texts:
I have an issue when rigging a mech character (im a complete rigging novice):

I have these 2 metallic bars that are attaching the thigh with the joints of the lower leg. I have a bone for the thigh, 1 for the 2 metallic bars (maybe I could use 2?), and then 1 for the lower leg (Image 1).

You can see in Image 2 that when I move the leg forward, the mesh if moved with it, but the metallic bars are not lining up with the round joints anymore. That makes sense, but how to I fix that? What kind of constraints am I looking for so that these bars will always be pointing towards the center of these joints?

Image 1:

Image 2:

Thanks.


texts: My friend sent me a .3mf file to modify for him to 3d print. Is there a way i can convert it to a file type, that I can use in blender?


texts: Add multiplayer support to a single player game

texts: I've created a single player cricket game all using logic bricks. But now I would like to make that multiplayer game so that multiple people can play on their respective machines. Is there any way to integrate networking using logic bricks, if not, how to do it via python?


texts: Keep mesh strait with same scale when moving bones

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I need to keep the mesh from bending/scaling when I move the bones. What's the best way to do this? I tried the scale modifier for the bone, and that didn't help. I'm fairly new to blender. How do I do this?

EDIT:


texts: I don't see graph in Graph Editor window

texts:
Good day. I'm looking at the video where author makes manipuations in Graph Editor window. I'm followin them exactly, but graph doesn't display in that window for me, only Driver Editor is displayed. Why?
video

my window


texts: Scale Keyframes Together From "Medium Point"

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I have two key frames in order to make an object change location.  I decided to make it move faster, so I want to scale the key frames together.  However, when you select them and scale, both key frames will grow closer to each other, but they also start moving towards frame 0.
I want to scale both keys so that they move towards the middle of the original distance between them.  This would be like scaling two objects using the medium origin in the 3D view.  How can I accomplish this?


texts: Why do normal map ridges become grooves in mirrored object?

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My model has a pair of objects, one a mirror image of the other, like bookends or a pair of wheels.  They use the same cycles nodes material involving a normal map.  Ridges on the one object appear as grooves in the other.  It looks as if the normal-x component and the mesh x coordinates aren't in sync.

Note that I prefer to use normals, rather than the Displacement input of the Material Output, due the nature of the work, fine details. I don't care about seeing bumps or groove profiles along the edges of the objects.  But I did try Displacement anyway, and got the same result.   The attached images might not be the perfect example, but shows the problem.

I thought maybe "Apply Transform" might fix it, so each object has points in the same world coordinates, but nope, this didn't fix it.

Added note: experimenting on a new scene, it seems that applying the transform causes the problem. For the example shown, I had already applied the transform a few weeks ago when starting the project.  So the question is: how to have ridges not grooves for an already-applied-transform mirrored object?


texts:
I have a scene containing parts of a modular tileset to be used in the game.
I want to export every object into separate files, and in every file object is moved to default (0, 0, 0) position.

How can I do this?


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I am currently learning how to use Blender. I want to extrude this upper face along the three edges so that it extrudes into the tip of a pyramid, if that makes sense.
Hope you understand what I mean and can help me!


texts: Atmospheric Lighting: Am I doing it wrong?

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http://www.imgur.com/a/AXp3H

At the time I have posted these images and attempted atmospheric lighting, I have attempted to follow alongside a tutorial out of Blenderguru.com, but the results were much different from what the narrator expressed. Particularly, he used 2.71, while I am using 2.77 RC1 (Not even going to bother getting RC2, just waiting for the full release.), so there is bound to be plenty wrong with what I am doing.

Further in particular, he used a density setting of .1, while I had to use .0005, and the spot lamp I used needed a strength setting of approximately 500000, just for the halo rays. You cannot even see the world background around, it just goes completely dark. Am I doing something wrong here, besides using a version of blender completely different from what the tutorial had at the time?

Here is the blend:
http://www.pasteall.org/blend/41034


texts: Why isn't smoke flowing with the shape of the domain?

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I created this Smoke domain.

Then When I added smoke, it didn't stay within the domain, it went through the hole.


texts: Can't paint with texture while in single picture

texts: I want to replicate wood of knife to my object. On my first try I had no problems with front and rear, but had with above and under. Then I switched some normals and tried, now when I paint over it just paint with some dark brown color. I think I connected everything as I should but since there is problem, probably something isn't right or I messed with normals. Thanks!


texts: I have this weird (dark) shading (MatCap) on my model. I wonder what is wrong. The face normals seem to be correct.


texts:
I'm trying to understand what does not work correctly on the rigging of my model,because the head is not moving correctly when I move/rotate the head bone. I attached a short video to show you. Very thanks for every tip that you want to give me.

my situation

You can see the result that I want to reach at minute 37.15 of the JorgeBernier5D tutorial :

https://www.youtube.com/watch?v=CCGekumdLLU

he moves the head bone and all the head moves homogeneously. It does not happen to my bird.