texts: Python module installation does not work

texts:
For some of my python scrips i need additional modules like pytables. I followed the instructions here, but nothing worked for me:

first I set the PATH and PythonPath system vars to C:\Python34
then I tried to copy the module files from C:\Python34\Lib\site-packages to C:\Program Files\Blender Foundation\Blender\2.74\scripts\modules, but when I try to import a module in the blender python console, it gave me an error (see below)
I deleted the C:\Program Files\Blender Foundation\Blender\2.74\python, but then in the blender system console it says: Warning: bundled python not found and is expected on this platform. <if you build with CMake: 'install' target max have not been build>

this error:
import tables
Traceback (most recent call last):   File "<blender_console>", line 1, in <module>   File "C:\Program Files\Blender
Foundation\Blender\2.74\scripts\modules\tables\__init__.py", line 25, in <module>
import numpy   File "C:\Program Files\Blender Foundation\Blender\2.74\scripts\modules\numpy\__init__.py", line 185, in <module>
from . import add_newdocs   File "C:\Program Files\Blender Foundation\Blender\2.74\scripts\modules\numpy\add_newdocs.py", line 13, in <module>
from numpy.lib import add_newdoc   File "C:\Program Files\Blender Foundation\Blender\2.74\scripts\modules\numpy\lib\__init__.py", line
8, in <module>
from .type_check import *   File "C:\Program Files\Blender Foundation\Blender\2.74\scripts\modules\numpy\lib\type_check.py", line 11, in <module>
import numpy.core.numeric as _nx   File "C:\Program Files\Blender Foundation\Blender\2.74\scripts\modules\numpy\core\__init__.py", line 6, in <module>
from . import multiarray ImportError: DLL load failed: %1 ist keine zulässige Win32-Anwendung.

I am using Win7 64bit version, python 3.42 and Blender 2.74.
I really don't know what I can still do to import these modules.


texts: What is a more Pythonic way of setting the value of multiple attributes?

texts:
When a custom property is updated, this function is triggered and changes the boolean value of all the 10 others. It's a long and dirty code... is there better way to do it ?

def swap(prop):
    s = bpy.context.scene
    if prop == 'meshes':
        v = not s.meshes
        s.meshes = not v
        s.lights = v
        s.cameras = v
        s.nurbs = v
        s.lattices = v
        s.empties = v
        s.texts = v
        s.bones = v
        s.surfaces = v
        s.metaballs = v
        s.fields = v
    elif prop == 'lights':
        v = not s.lights
        s.meshes = v
        s.lights = not v
        s.cameras = v
        s.nurbs = v
        s.lattices = v
        s.empties = v
        s.texts = v
        s.bones = v
        s.surfaces = v
        s.metaballs = v
        s.fields = v
    elif prop == 'cameras':
        v = not s.cameras
        s.meshes = v
        s.lights = v
        s.cameras = not v
        s.nurbs = v
        ... and so on (11 times)


texts: Duplicate along a path WITHOUT transform

texts:
I have seen several tutorials about the subject but I get something wrong.

I need this:

I have made a box and a plane. Related the box to the plane as a parent.
Then a applied a Mirror and a Curve modifiers to the plane.

The result is not what I need:

QUESTION:
How to duplicate the box along the path as it shown in the 1st picture.


texts:
I have an object to which another object has been added.
However, only the first object appears in the outliner.

I'm able to select it using the B key and then trying to catch all vertices of this object, but if the 2 objects were even overlapping, this wouldn't be possible.

Is there a way to select the attached (or the original object) with a shortcut instead of having to select each vertex of it?


texts: I'm getting a distortioned weird effect when ''Setting up the tracking scene'' in my movie clip editor

texts: Whenever I look into my 3d viewport through my camera I see this weird effects, how do I get rid of them? My resolution matches the footage's


texts: pack addon with custom properties and directories 2.8

texts:
I currently have an addon that works fine. It really is a fairly simple file explorer with a preview, which takes the path of the elements to find from the directory where the script is.
my goal now is to join it together with other operators and a folder containing the files that I want to show in the preview

To validate if the item search is successful, I copy the folder containing the items to the blenders addons folder; and everything works perfect. Although of course, it is not ideal

this was a task that in 2.7 was easy but now this stuck in 2.8
I create a folder that contains the "Categories" folder that has all the elements that I want to search for the previes, as well as the operators, properties and panels folders to divide the addon just as it did and could keep it ordered in 2.7

in the main  init  I put the typical information and I have tried to import in a thousand ways the properties and the operators, but the properties always generate some kind of error. please remember that I want join this addon with others .. for example
bl_info = {
    "name" : "TEST",
    "author" : "Diego Quevedo",
    "description" : "",
    "blender" : (2, 80, 0),
    "version" : (0, 1, 3),
    "location" : "",
    "warning" : "",
    "category" : "Generic"
}

import bpy

from .included.paneles import TEST_PT_LoadAnimation
from .included.paneles.TEST_PT_LoadAnimation import TEST_PT_LoadAnimation

classes = (TEST_PT_LoadAnimation, TEST_OT_explorator)
register, unregister =  bpy.utils.register_classes_factory(classes)

some fail test to import the properties
into main file

as external file in properties folder

as external file in properties folder and as propertie group

as external file with his own register and unregister

and others!... but always something happens and the 2.7 method obviously don't work
some errors are for example
items functions don't return anything or are not found

I change the code in order to find that functions then “Writing to ID classes in this context is not allowed: Scene, Scene datablock, error setting Scene.frame_current”, if I what modify wm["my_previews"] =0 for example
if I fix that then WindowManager don't get the properties  and more more and more errors.
or even they don't install
I can't believe it's that complicated, but I'm stuck
any help is welcome  thanks


texts: Will rendering on a second GPU leave rest of the system (mostly) idle?

texts:
we need some longer Cycles Renderwork to be done an found that buying a second GPU is probably a lot cheaper than renting render nodes in the cloud. We're talking about weeks of render time.

The question is: Can we equip one of our workstations with a second GPU, have Cycles render ONLY on that second GPU and leave the rest of the system free for some other heavy tasks, like video editing?
I mean some CPU peaks here and there and some memory and disk usage are totally ok - blocking the CPU with 50%-100% of usage is not.

Rest of the system is a Ryzen 7 1800x with 32GB of RAM and primary GPU is the GTX 1080

Can someone who has 2 GPUs please render a benchmark on only the second GPU and give some stats about the rest of the system usage?

Thank you so much!


texts: How to convert a curve-based animation into an exportable keyframe amination for a video game?

texts:
I have a conveyor belt animation obtained by moving on an axis a plane to which is applied a list of modifiers.
The rolling animation is due to the "Curve" modifier, the first one in the list :

As it is, it is impossible to export the object and its animation for real time use.

I have already looked at other posts on stackexchange with a similar question, but the answers don't seem relevant in my case.The treadmill is one single object.

Any idea how to export the object and its animation so that it can be used in real time?
Keyframes or ShapeKeys?
Thanks for your help.


texts: Curve modifier does not work when you merge another curve to the original curve

texts:
I am trying to make a roller coaster. I started with making a single piece of track, then added an Array Modifier, then Curve Modifier (where my curve was a simple NURBS curve).

Now, wanted to add a nice spiral to the curve, so created a separate spiral (using special curves add on), converted the spline format to Nurbs, and then merged it to my original curve (by Alt + J).

As soon as I do that, the curve modifier stops working on my rail track and the track just forms straight line (as if with only the array modifier and no curve modifier).

I tried this with simple examples and this always happens. Whenever you add a curve to your current curve, the curve modifier stops working. Any help on this please ?

Here is the file in case needed https://drive.google.com/file/d/1Mq1H64ShBL2adKhVeDP2mN5fVZcHl-4i/view?usp=sharing


texts:
I am working on micro patterns. I want to subtract an array object from a cylinder using Boolean modifier. It is simply subtracting squares from a cylinder. Can someone please simply guide me through with steps such as;

1- Create the array

2- Select array object you want to subtract
etc.

-If there is anyone who could do it since there are around 625000 squares you will probably need a computer with at least 32 GB ram capacity (I can't). However it is a simple 5 minute work and I would appreciate help a lot.

Thank you.


texts: Set Animation Nodes to work with animated baking

texts:
I am not able to bake texture sequences with AN generated mesh (like Dynamic Paint or Animated Render baker add-on). It looses vital data on frame change, thus confusing baking.

I tried to use expressions to hold proper UV map for the full timeline:

bpy.data.meshes["Mesh"].uv_textures.active_index = 1

and

bpy.data.meshes["Mesh"].uv_textures["UVMap.001"].active_render = True

But this is not enough, blank Image doesn't associate with UV layer after frame has changed (checked it after re-entering Edit mode).

So, is there any way to make it work, or exporting meshcache is the only option for this?


texts:
I'm working on a lip sync animation and my audio playback isn't always synced.  It's hard to describe; if I play the animation from the beginning of the timeline, it works just fine.  But if I have to adjust a keyframe or something within the timeline, the audio is always playing from a different spot.  I'll write out the scenario for a better description, hopefully it will make more sense.
If I play from the timeline's beginning, I get full almost 10 second quote.
If I pick a spot somewhere in the timeline that isn't the beginning it will pick somewhere close to the beginning, but it screws up the timing and length of the clip.
I'm sure I'm missing a setting or something somewhere, but I don't know how to fix this on my own.  Any thoughts?


texts: cycles - different effects when order switched, even with opposite factor

texts:
I was trying to fade shadows out and found animated shadow fade on Blender StackExchange.

In the setup described above, shadow rays are multiplied by a factor, and that's applied to the factor on a Mix Shader that uses 0 for a Diffuse shader and 1 for a Transparent shader. You can animate the amount of shadow casting by animating the multiplication: 0 means cast shadows, and it fades up to 1, where it doesn't cast shadows. I duplicated that in a material that's normally blue, as in the screenshot below.

I found that counterintuitive, and wanted to switch the multiplication value so that 0 meant no shadows, and 1 meant regular full shadows. "No problem! Just swap the Mix Shader inputs so the Transparent is on top, and Diffuse is on bottom! Like the red material in the screenshot below.

That does eliminate the shadow at 0 and show it at 1, but the object is completely transparent. The screenshot below shows a scene with two cubes that would normally cast shadows to their LEFT. The left, blue cube is not casting shadows, with multiply of 1, as expected. The right, red cube casts faded shadows on an inverted factor, as desired, but is unexpectedly completely transparent.

Obviously my understanding is flawed. Can someone explain this effect to me?


texts: Unmerge Vertex with Mirror Modifier On (Make Two Vertices from One at the Center?)

texts:
I'm trying to model a collar on a shirt, and I'm using the Mirror modifier. I have one vertex at the center; is there any way to "unmerge" it and create two vertices (for the points on the collar)?

I know there are other ways to get the effect I want (Knife tool and then deleting the vertex at the center) but I'm just curious to know if this is a feature.


texts: I am sculpting a head with the mirror modifier enabled and this crease at the center is appearing. I am new to sculpting, so does anyone know how to get rid of it? Thank you.


texts: Grease pencil + multiply layer blend mode = small gap where layers overlap

texts:
I'm wanted to draw with two colors, each on a layer with a multiply blend mode of the same Grease pencil object. It always ends up having a thin gap where the colors overlap. Any ideas of why this is happening and how I can fix it ?

Here's a screenshot and more info :

So the red layer is the one underneath and the blue layer is on top, but only the red layer (bottom) has this gap or line around it.
I've tried changing the stroke depth order, the blend mode, and basically all the other parameters in the object layer tab. But nothing gives, and when rendered it's still there.

It looks like it may be because the layers are on the same plane, but I know I can't move them individually as they're part of the same grease pencil object. Then again I've seen videos where this issue isn't present, so I wondering if I'm not the one doing something wrong here.

I've found this thread that as the same issue in the developer forums.

I'm running Ubuntu 20.04 and using Blender 2.82a.

To replicate this issue :

Create a new 2D animation
Create 2 new materials (or use the default black and red strokes)
Use any brush, with strength at 1.0 for better results
Make overlapping doodles with one of the colors on one layer and with another color and a second layer
Switch the top layer's blend mode to multiply (or any other but regular)

Any ideas ?


texts: Is it possibile to change the location of the startup.blend file to my documents for example, in Windows? Thank you. I found useful to have an unique location like all the other software templates, especially in workgroup projects


texts: How can I keybind the fly navigation camera in 2.8?

texts:
The fly navigation tool exists in 2.8 Beta, but is only accessible via Search. (This surprises me because it seems pretty finished.) I use it a lot and would like to have quick access to it. In particular, I use it to take videos of work in progress for vlogging, and having to call it with search really puts a crimp in that.

I have looked for it in the Preferences > Keymap section, but I don't see it. I tried under 3dView(Global), I don't see it there. There is a section for View3D Fly Modal, but it only shows how to control it once it is active, not how to start it.

It seems like it must be in there somewhere. Am I missing it somehow? Can I keybind it if it indeed isn't there?


texts:
So I need to create smoke because I'm doing a render of a crashing plane. What I was wondering is that do people only simulate smoke or do they sometimes model it? I've seen people do both but I was wondering which way works well.

Thanks!

NOTE: I'm not sure if it changes anything but I use cycles.


texts: Cycles texture with alpha doesn't work after using AnimAll for animating UVs

texts:
I need a texture to be animated with AnimAll and have transparency at the same time. Is this possible?

Here is the .blend file. It is the bird that encounters the problem. I'm trying to make its wings flap.
https://drive.google.com/file/d/0B2VC7joyS00fNUdPYWk1M0ZoWTA/view?usp=sharing


texts: Inverse Kinematics - saving, loading file and showing animation in BGE

texts:
I'm working on a application where I want to save animations as a script where I write only changes in positions.

something like :  L_Hand L_Arm -0.015 0.20 -0.18     (Start_of_Chain(dynamic) End_of_Chain(static) X Y Z)

and show it by inverse kinematics algorithm (something like CCD).

So questions is:

Can I directly save the animation in some file format like my script?
(because I haven't good view about all file the formats blender can export animations)
Can I load that file and show animation in BGE application?

My main idea is about saving and loading animations not frame by frame, but
only in script. Then show the animations in the BGE.


texts: Replace object's normals with normal map

texts:
I baked the normal map in substance painter and it looks fine in substance painter, but when I exported the textures to blender cycles the normal map does not seem to be applied to the model in the same way as substance painter - substance painter seems to ignore the normals of the low poly model, but blender does not.

Is there a way to achieve the same look of the normal map as in substance painter?

model in Substance Painter

model in blender cycles

model in blender view port


texts: How to rig a bone that moves the entire object?

texts: So what i'd like to do is use that bone to move the entire rig. Right now it is not parented with any other bone, i've just created it.


texts: I was trying to download the filmic blender plug in but I do not believe that I successfully integrated it with 2.79. I do not have the RGB EOTF option as you can see in the rendered view section under colour management.


texts: How can I precisely set my mouse location for tools which use it?

texts:
I'm learning the bend tool. It works by having you start with two points in space. One of them is the 3D cursor, and the other is your mouse cursor. The line that connects determines what your geometry bends around.
I can precisely position the 3D cursor with 3D Viewport > Sidebar > View > 3D Cursor, so I'm good there.
But I can't figure out how I could be exact about my mouse's location. For example, if I want to start bending along the Z axis from Z=1.0 to Z=2.0, I can get the 3D cursor to Z=1.0 but I can only get my mouse approximately at Z=2.0 by using one of the orthographic views. I can be closer if I zoom in, but then I might not be able to see the area I need to in order to express the bend I want. And even if I zoom in as far as I can, it still wouldn't be perfect.
What I'd really like is a second 3D cursor. Am I missing something? Is there a way to perfectly position the mouse so I can be precise when using tools like bend?


texts:
I want to create a viewshed analysis with Blender. Something like this:

I tried it using light in Blender Render and Cycles but I can't get it to work due to the light fall off. I have already set the light bounces to 0.


texts: I was using Blender, and i accidentally changed the start up file. I was wondering if i could change it back to the original starup when you first download Blender?


texts: Rotated array modifier around constant origin?

texts:
I'm trying to use an array modifier with a rotated empty to expand and contract six sectors of a circle. When I move the actual mesh, I want the five copies to move directly away from the origin. However, when I move the actual wedge, the copies are offset by the position of the empty, not just the rotation, so they don't move directly away from the origin. The second, expanded, picture is how I want it to look, but for the picture I had to move the wedge, then set its origin back to the center. Is there an easy way to do this without changing the origin each time?

Contracted:

Expanded:


texts: Recreating Minecraft-like Voxel Lighting in Eevee or Cycles

texts:
I've ported the model of a world from the game Minecraft into Blender to transfer to another game engine altogether, however I can't seem to properly recreate the in-game lighting for baking.
From what I understand of how the lighting in Minecraft works, (from here: https://minecraft.fandom.com/wiki/Light) every block that releases light does so in a pattern like so:

Light falls off discretely for 16 levels between fully lit and fully dark, and the light patterns can overlap with other blocks that release or absorb light as well as the ambient light from the sky, resulting in this (the torches are the main blocks emitting light in this particular shot):

before applying interpolation between blocks (and ambient occlusion in model corners) to make the lighting look smoother in the final result:

While I understand some of how it works on the surface, I can't grasp how to implement such lighting in EEVEE or Cycles.
I do know however that once I do get such a setup running I could bake it into a texture with closest pixel interpolation, with each face of every "block" of the world taking up one pixel of the image to preserve the effect, applying interpolation as needed to finish the effect off in-engine.
Other than shading the model by hand (which would be extremely tedious) I don't see how to recreate this properly enough to resemble the source material well, so help would be much appreciated. If such a lighting scheme is impossible to recreate, then one with a similarly-functioning aesthetic might satisfy my needs.


texts: Bubble like fur with displacement modifer

texts:
What kind of texture would I need to use to get what you see on the left, with a displacement modifer?

The left hand side model is made with sculpt mode and dynotopo, but that of course ruins the topology.

I tried using black circle texture to no avail, and kind of stuck on what kind of texture I would need to create to achieve what I'm after.

Any help would be appreciated, blend attached!


texts: How to make the mesh not bumpy? On subsurf modifier

texts: How to make the mesh not bumpy? (Like the images below) It has subsurf modifiers and adding loop cut isn't work anyone know how to handle it thanks


texts: Blender 2.8 Material colors bleeding through faces in render

texts: I apply simple materials with color to an object. The object has some duplicate faces behind the outermost face and the colors just seems to blend and get weird in render. I cannot bake the image properly. How can I make it so their is no bleed through and the faces look like material preview?


texts: How to Drive an animation with an object

texts:
Hi I have an animated Bezier curve that is not shape keyed but the control points are individually animated. I have a bezier circle that I have in the file that I would like to drive the animation.

see attached file >>> https://drive.google.com/file/d/1L_Qhphzd1msYmUaE1R6ZwgRiLxk84y7J/view?usp=sharing

The idea is the bezier circle is rotated and the animation is played according to the bezier rotation.

Any help would be appreciated.


texts: How to export an animated texture from Blender to WebGL?

texts:
I have an animated fire "burning" on a round plane by using the fire and smoke features on Blender. It's very similar to the one found in this tutorial link. I want to the render the model on three.js.
I tried the Blend4Web HTML format and only the texture of the fire doesn't appear.
I also, exported it to .json and collada with the three.js exporter. No results.

Do I use UV mapping? But the flame isn't a defined model.


texts: I'm practicing with a mesh body from a game. I'm using XPS to import it into Blender, but the body mesh appears to be separated and not one uniform object. I can't find the mesh listed as an object in the layer tab either- am I uploading it incorrectly?


texts: In Cycles Preview (not rendering), GPU is 20 times faster than CPU, but only double in Rendering!

texts:
In Cycles Preview (not rendering the image), my GPU is 20 times faster than my CPU, but only twice as fast in Rendering! The GPU and CPU speed, as stated, is compared in Preview mode, so if there was any thing that would weight it down in the actual render then it would affect both CPU/GPU basically the same (I think).

$500 GPU! - GTX 1060 (6GB), CPU - i7-6700

I tried tile size at 256 x 256.


texts:
My current UV Map looks like this:

I tried looking up a solution and couldn't find one. I either need the UV Map Image or for it to export with color as a .fbx file. Someone said something about when exporting as a .fbx to tick the "export vertex colors" option. But there isn't one?

Hopefully someone can help me out, I'd appreciate it, thanks:)


texts:
For example, rigid bodies and fluid. I know it's kind of possible by setting the rigid bodies as fluid obstacles, but it's not "true" interaction in that the fluid does not affect the rigid bodies...

By "true" interaction I mean where two (or more) physics systems affect each other simultaneously. For example, with rigid body and cloth, the rigid body affects the cloth but the cloth doesn't affect the rigid body (at least the way I'm doing it), so the rigid body just eventually stretches the cloth to an extreme and falls through...

Are there any ways to achieve this? (for any interaction, not just rigid bodies and fluid)

Or, if not, does anyone know whether there are any plans to implement this sort of feature?

Thanks


texts: Automatic weighing deforms my character when rigged

texts: The rigify armature was adjusted so the whole armature was inside the character mesh and when it came to weighing part it deformed any help on how to avoid this?


texts: So this is the problem. Ive been tring to put the red dot on the 3d model, but i cannot seems to understand how texturing works, I already have a texture for my plane, but i want to put a png on that texture.


texts: rendering: is a transparent material equivalent to a non-existent part?

texts:
I would like to know if assigning a white transparent material on some parts of a mesh is equal to deleting thoses faces from the mesh; regarding the rendering times ?

I like to keep faces on my meshs and assigning a transparent material on it since it allows me to still be able to select edge loops, etc.

But I don't know it this is a good technique.

Thanks for your advices !


texts:
I'm a Blender newbie, following a tutorial. The floor is dull, showing no glossy contrast like in the tutorial (shown in the lower part in the picture). Even if I raise the power of the environment texture to 17 as instructed, the floor is just all lighter, not having the contrast of shadow and light.

Anyone can help me with this? thanks a ton in advance!


texts: Follow Path constraint moves object away from curve?

texts:
I added a follow path constraint the camera.

I adjusted the start point of the path and the location of the camera so that they were very near, but once I set follow path constraint to the camera, it jumped to another location unintentionally.

So, although camera is following the path, there is some gap between the path and the camera.

According to a YouTube tutorial, this doesn't happen using the same steps.


texts:
Hi, I downloaded this texture but it's not showing on viewport.
enter image description here


texts:
TL; DR;

Using Sverchok, how might one construct a loft between edges that follows a defined path, as per figure 3 below?

Discussion

zeffii recently provided a nice demonstration of using Sverchok for Lofting between edges.

This was by way of augmenting an answer to a previous question (Sweep along a path through multiple cross-sections). However, I think that there was an aspect to that previous question that was glossed over in the answer, so I'd like to present it again here.

When constructing a loft object , it's sometimes useful to define a specific path that the loft is supposed to follow, and more convenient than defining edges all along that path - especially when the intermediate edges can be inferred from the start and end edge.

Once again, here's an example to illustrate the point...

Here, in each case, a circle morphs into a square. Figure 1. shows a simple transition from one shape to the other, and figure 2. shows a transformation that can be achieved using the solution zeffii provided in the link above.

The next challenge is figure 3. Constructing a loft between edges that follows a defined path.

Note that non-node-based solutions have been provided (e.g. Lofting between two different shapes along a path) but I'm all about those nodes.


texts: Editing the normal direction to be parallel with the face.

texts: So I am looking to change the normal direction from being 90° on the face to just kind of lay flat on the face. Is that possible to achieve in Blender? Or are there any addons that will help with this?


texts:
How do I create a procedural brush stroke texture in cycles such that:
(A) There is a distinct and noticeable shift in the saturation and value of the color(s) as shown in :

(B) Each "stroke" simulates pen pressure in the size on the leading and trailing end of the "stroke" :

(C) The strokes should have randomized noise variance in the stroke and around its fringes :

(D) There should be no blank spaces between the strokes to expose the mesh underneath :

I have attempted to do this in cycles using the following nodes :

1 - controls intensity
2 - controls rotation and scale
3 - creates the stroke effect
4 - adds noise
5 - controls sharpness of the color
Now, the problem is, I'm not getting the desired effect as stated above and instead the nodes outputs as follows :

What am I missing here?
PS: I'm aware of this : Procedural brush stroke texture? and part of my setup is based on it, but the results aren't satisfactory.
Hope you can figure it out. Thanks in advance.
PPS : closest thing to my desired output would be :


texts: Blender not recognizing 1060 gpu, even with latest drivers

texts:
I am using Blender 2.78a with a gtx 1060 with latest drivers installed on Windows, and for a few days I haven't been able to render using the gpu, as Blender doesn't seem to recognize it

I've already tried reinstalling the drivers, but it doesn't seem to solve the problem, and the card works with every other software


texts:
Any way to import particles from a 3rd party software and have them import as a blender particle system so I can use them to scatter objects?

I'm using Houdini, so if I can bring in the density, scale, rotation attributes etc that would be great.


texts:
I understand the principle of the thing, but being a novice I just can’t get the pieces together.

I’m modeling a LEGO brick, and want to add the raised logo on the tops of the studs.  I thought a height map would do the trick.

I found the logo in a PNG file.
I added a seam around the top (round) face of the stud and UV Unwrapped (just that face), and lined things up in the UV editor.

Now what?  I’ve tried feeding a Bump Map node to the Normal input of the Principled shader, and various ways of feeding information to the Bump Map node.  Nothing works.

Meanwhile, I tried using the Texture Paint mode, but it shows its own UV mapping unrelated to what I unwrapped, and does not seem to connect with the images I have available rather than painting something directly.

Please note that I’m using Version 2.8 Daily Build.  Old tutorials will not help; I already looked, and the UI and nodes just don’t line up, or uses the Texture Paint.  (Specifically, the video in this answer is not useful for me.)

In this version, there is a “UV Map” node, not any “Map UV” node.  This one has a UV output but no inputs, and a field that can be left blank or choose “UVMap”.


texts: Interchanging characters within the same scene

texts:
Will I be able to create an image with a static setting(a playground for example) and then be able to interchange different characters into the picture without having to recreate the entire setting?

Also will I be able to change features on a character (e.g. hair) without having to recreate the entire character?


texts:
First of all, sorry for the bad English.
My problem is, that when I start the rendering (no matter if I start it with F12 or over the button at the top) the render pop-up window doesn't show up. At the bottom of the screen, there is a blue bar that fills up over time like it would render something but if I look in the folder with my rendered images there are only old renders.
I have tried to render another file but that doesn't show up as well. Do I need to reinstall Blender? and if I do so, are my files still working then?


texts:
I have created a light bulb and I want all the objects of the light bulb "behave as one entity". So I thought I should create an empty and make that empty the parent of all child objects (together the light bulb). But now it is still possible to select and move an individual child object. And I don't want that. If I select the glass and move that I want the whole light bulb to move.

I want to build a library of 3D models and I want to be able to append a 3D model (for instance a light bulb) and move that model in my scene. But I do't want to join all meshes, I want the individual child objects to stay separate objects.


texts:
I made a path based on a background image, which is the peace sign. Now I've created a path and then turned into a mesh using Alt+C.

Since the sign is symmetrical I'd like to mirror this piece of mesh using the mirror modifier and make a separate mesh, which in turn will be moved along the x-axis. The overall goal is to use the knife project to carve a disk and eventually make the peace sign.

One of you guys here in SE has suggested going into edit mode and selecting vertices. That's not possible in here since the mesh is irregularly shaped from the path.

How can I make a separate mirrored shape?

As you can see, Blender is creating one mesh.


texts: How can I properly import Blender meshes on keyshot without geometry issues?

texts:
I can properly visualize this mesh on Blender (fig.1) but seems something goes wrong when importing to keyshot (fig.2).
It is like the boolean cuts get filled with some geometry. What kind of issues is this?
Thank you all


texts: How to keyframe "Use Count" in particle system?

texts:
I want to change the distribution of objects in a particle system between two frames.
Though there is an option to keyframe I cannot get it to work.

Am I doing something wrong? Or is there a bug?
I am using Blender v2.76.

Example file:
http://s000.tinyupload.com/index.php?file_id=72573226735559326311
In frame 1 I want to have 20 times as many icosphere as cubes.
In frame 2 I want to have 20 times as many cubes as icosphere.


texts:
I can press numpad- to zoom out the properties panel, but how about the outliner ??
How to zoom it out without change the global resolution scale in v2.90 ??


texts: Can I update an older fbx model, so it can be used on the current version of Blender? (Version 6000 to Version 7100)

texts:
I am asking a question regarding whether older models that are classified as "Version 6000" can be updated so that they can be used on the current version of Blender.
As I just downloaded an FBX model (this one from DeviantArt) but when I try import it onto Blender, it comes up with this pop-up in the bottom of the screen.
So I was wondering, is there any way that I could potentially update this model so it can be used on the current version of Blender? Or is that not possible?


texts:
I've been blocking out the shapes of a rather visually complex interior. I used fSpy to match the camera to the perspective.

I've got some of the shapes blocked out, but finding the correct scale, orientation, and location of each part has proven to be extremely time consuming. Thus far, I have been just messing with the elements and moving then around and doing tiny little adjustments until it finally clicks in place.

For you folks that have more experience with this, is there a better way?

Are there any strategies to make this process more streamlined and easier?

Thanks in advance


texts: Unwanted patterns in texture from repeated, seamless image

texts:
I added an Image Texture to a plane using a seamless image.  In the Texture context of Properties window, I set Scale to be X:10, Y:10.

Unsurprisingly, a pattern forms when you zoom out from plane:

How can I get rid of this pattern?  (this is supposed to be grass, so it should look very random)

EDIT: For example, is there any way to add distortion to how the image is tiled onto the plane?  So if I were to represent the surface of the plane with a grid, the pattern on it would become distorted, like this


texts: Problems with Baking (three materials into one texture)

texts:
I am new to blender and I downloaded a model with three different materials shown on 'Textured' mode, I also tried this first on Blender Render and here's what I did.

The model is a pokemon, credits to ROEStudios.

Step 1: I imported the model //The Model is a wavefront file//

Step 2: I added the texture to it + I deleted the lamp and cube

Step 3: I split screened it and I went ahead and add a blank image with a size of 4096 * 4096

Step 4: I joined the model into one + I UV unwrapped (Smart UV Unwrapped)

Step 5:I selected the UV unwrapped model and the other one and hit bake, my choices are:

*Bake Mode: Texture

*Selected to Active

*Margin is 16px//Distance is 0.000//Bias is 0.001
And from there, the texture/material seems deformed and out of hand.

Is there more steps I might've missed, Thanks.
Model can be found here

http://roestudios.co.uk/project/3d-pokemon-models/136-flareon/


texts:
I'm currently working on this toy-robot shown in the first picture. At the top of its head I use two spheres to create some kind of an antenna, but as you can see in the second picture, it doesn't really react as desired, and both spheres draw two thin lines back to the spot they're placed by default before any changes of the armature.

The lines come from the two "end-vertices" of the spheres.

As far as I can see, the spheres aren't connected to anything but the headbone, and every single object is connected the exact same way, so I don't understand why it only happens for the spheres.

Anyone who knows this problem and how to fix it?


texts: Swapping Linked File Groups - Keeping Animations

texts:
I want to swap a linked group with another version I made of that group.  I wanted to swap the group with the new one, while keeping the old for other animations.
For context, I have a room of objects moving around.  I wanted to have a variation of the model moving in another part of the room but didn't have it modeled yet, so I used the current linked group.  Now I have the final groups, but I cannot replace the linked objects with the newly built one.
Every object in the scene is linked to another blender file.
Any ideas?


texts:
I have a scene with an object I modelled and UV-mapped.
When rendering, the object is very dark. The light in the scene doesn't seem to have any effect, either in rendered, shaded or solid mode.
Here's what I tried:

adding sun, spot and other light types with no success.
changing the light strengh to millions or other values
moving the light all around
adding a simple cube and it don't behave differently

I'm a beginner to the subject so I must be missing something very obvious.
Here is the scene in material preview:

render:

Any pointers ?
EDIT: don't why it was closed, the linked question doesn't help at all ?
EDIT2: closing and reopening the file solved the problem, no idea why it behave like this.


texts: What are the formulas to define the camera's view cone?

texts:
What are the formulas to calculate the 4 half-planes that define the camera's view volume?

The inputs should be the camera's world matrix, focal length (and maybe sensor size?) and anything else I overlooked.  I am not interested in the clipping start/end, but extra credit if you include them.

I plan to use this to calculate if an object would be visible to the camera, (which is slightly harder since the origin could be off-camera, but polygons could still be on-camera, but I can fudge that).


texts: I was looking for ways to make a sunset background like this one https://i.imgur.com/CNN2R4B.jpg and was wondering if you had any tips for this kinda stuff. I tried using regular gradiants but it doesn't look like that at all.


texts:
I have a directory with clips. For each of them I want:

Load
Reverse its frames
Render output to name-reverse.mp4

I know how to do it manually. The output format etc. is not a problem. My question is: how do I reverse frames of bpy.types.MovieClip using python?


texts: I am following a tutorial to create a 3D model. Then I accidentally pressed a button and the edges turn red. It is hard to see and how can I deactivate it? Thank You.


texts: Is it possible with bmesh to specify merge together 2 BMVerts easily? Or must I do it the manual way and delete faces, remove vertices, and recreate faces at the now merged vertex?


texts: Improving texture bakes with smoke domains

texts:
I am trying to bake my smoke simulation into a texture of a low-poly mesh, built around my smoke domain. And for some reason the final bake is not following conventional bake rules, just see for yourself:

Instead of smoke pixels being smoothly spread across the entire texture, I get these four distinct quadrants. Is there any way to tell the renderer to do things properly?

I created an almond-shaped mesh with a red emissive material and baked it onto the same low poly mesh. This is how the result should look like:

Obviously it's a rough example, if it was a proper smoke it would have texture and stuff. Only that texture would not be made out of 4 separate images like with the bake I get.


texts:
I have a mesh which I have imported from an OBJ file. I would like to apply Material A to the section of the mesh which is on one side of a given plane, and apply Material B to the section of the mesh which is on the other side of that plane. A potential plane is indicated here as a blue line. Note that it does not necessarily intersect the centre.

To do this, I need to split the any faces which intersect this plane, and select all faces on one side of the plane so that I can apply a material to them. How can I do this in the current versions of Blender?

I've tried using the K knife tool in Z cut-through mode, but the cuts haven't been reliable. Even when they were, after the cut was finished I  couldn't figure out how to select only the faces on one side of the cut. (The details were too fine to be reliably selected with any tools I know, such as the C circle select tool.) I tried using the B selection tool, but it only selected the faces on the near-side of the mesh.

We used to have a procedure to cut a mesh using a plane in Blender 2.4, but it involved using mesh boolean tools which appear to have been replaced, and I can't figure out how to adapt it.


texts:
It doesn't seem to be working when I click render viewport with EEVEE.

It's okay in the viewport but after render it's bad.


texts: exporting multiple animated objects to gltf

texts:
I'm fairly new to gltf and am gradually learning about it's abilities/limitations. I am currently trying to test a file that would have multiple objects animate in a scene. However, whenever I export, only one of the objects animates (but if I export them individually, they animate fine on their own).

I read in the documentation that "glTF allows multiple animations per file, with animations targeted to particular objects at time of export. To ensure that an animation is included, either (a) make it the active Action on the object, (b) create a single-strip NLA track, or (c) stash the action." but it's hard to tell if that means one object can animate multiple times, or if you can have multiple objects animate in the one export. As I tested this with no success, but maybe I'm not creating the NLA track properly.

Any help or clarification with this would be extremely appreciated!

Thanks :)


texts: How to convert a linked object into an individual object?

texts: Iam trying to use the subdivision modifier, I selected the linked image by Shortcut Key "L" and the I go to modifier tab and select sub.divide modifier and it sub divide the whole object so If anybody how to convert a linked object into an individual object please let me know?


texts: Blender 2.8 layer grid/palette not showing up in 3D view

texts:
Where is the layers grid? Mine seems to have vanished in the Blender 2.8 beta. on Mac OSX

I tried numpad/ or Object Mode, View, View Global/Local
but made no difference.


texts: Any feature in Blender which can show front edges and back edges differently like in Sketchup

texts:
I have asked on question here: Why the inner edge line segments are drawn in freestyle render output , but it looks like Blender's freestyle render does not works quite well, as it has bugs.

So my question is: Is there any feature that I can show the edges cleanly just like the ones in Sketchup, see below:

In the above screen shot, both the front edges and back edges are shown in 2D style(I mean they don't have any 3D projection feature, they just have fixed width), but this feature is useful for me to show the inner structure for teaching. Thanks.


texts: When drawing in a 3d space with grease pencil, is there a way to fill a curved / endless plane. for example, If I draw a rectangle, with 2 square corners on one end and a radius on the other. And then Duplicate and drag over.  is it possible to fill The gap between the 2 grease pencil objects? I have not yet found if this is possible.


texts: Is it possible to disable the mouse wheel?

texts: I don't see any way of disabling the mouse wheel, or at least to make it not control the zooming. The reason I need to know is that my mouse has an extremely sensitive wheel and I end up zooming in and out uncontrollably when I'm just trying to rotate the view, which is obviously something I need to constantly do. I used some registry edit method to disable the mouse wheel but it only seems to affect some programs and Blender is not one of them. I'd appreciate any help.


texts: Duplification preview with mirror modifier and subdivision surfaces

texts: I'm trying to make an object where sides of it interact, when the subdivision surfaces modifier is added. I need all 6 sides of a cube to be edited from a single plane being edited. I want to be able to apply the mirror modifier to the plane to make it symmetrical and the result be duplicated across the sides of the cube. I tried duplication faces, but when I applied the modifier, the cube stopped updating in edit mode and only updated when I entered object mode and when it did update, the mirror modifier wasn't working on the duplicate planes. I also need it to merge close edges and to put the subdivision surfaces modifier on the resulting cube. I basically need a real time preview of what editing the plane, applying the mirror modifier to it, duplicating it to make the faces of a cube, removing doubles and applying a subsurface modifier to it would look like. This is so that I can see how the edges of the cube and the subdivision surfaces modifier interact. Thank you for any help :)


texts:
From the wiki:

  With the Bokeh Image node you can generate a reference image for blurs.

What are some example uses for this node?


texts: is any way how to display total faces area of selected faces in Blender 2.8? Manually counting isnt possible...I want count 1000 and more faces...


texts:
Ok, so basically I made a 3d model using blender, and I imported it into unity by right clicking -> import asset -> 3dModel.blend.
It looks fine and all, but if I try to move the object, the object is far away from the thing that moves it.
Here is a screenshot of what I mean:

As a result, the asset would rotate in a BIG circle.
So... How do I revert this to a normal state? (Like this one)

Any help is appreciated.
Thanks


texts: Greasepencil strokes disappear behind geometry when rendering

texts:
I am wokring on a project using Greasepencil to add detail to 3D geometry.
Everything looks fine in the viewport, but as soon as I render, some of the strokes that are close to 3D objects start to disappear behind them, while others just appear very jagged.
What is the difference between the grease pencil rendering in the viewport and the render? And is there any way I can make grease pencil render behave like it does in the viewport?
It just seem that when rendering Blender calculates the depth of the grease pencil strokes differently than in viewport.
In the past I've usually fixed this by moving the strokes further away from the surfaces, but this is not optimal, especially when the object is not going to be viewed from just one angle.
Viewport rendering is not a great solution for me because I intend to do some compositing in Blender.
This is how the grease pencil objects look rendered:

And this is what it should, and does look like in the viewport:


texts: I need to get rid of these jagged lines in my render. I created the text then used a wave modifier and converted the text to a mesh. I then added the velvet modifier and feel like it has something to do with the velvet modifier but may be wrong. Il attach another pic of the file nearer to completion and show how it is just a few vertices that ruin it! Cheers


texts: In Blender 2.80, when i try to bake a fluid simulation using flip fluids, it gives me the error 'Cannot find fluid engine library: libblpyfluid.dll'

texts:
When I bake a fluid simulation in FLIP Fluids(which a built from source using Visual Studio 16 2019),it shows the error

  Cannot find fluid engine library: libblpyfluid.dll.

I really want to use flip fluids and mantaflow seems to be less powerful.

On https://blog.dodslaser.se/Building-and-Installing-the-Blender-FLIP-Fluids-Addon-from-Source/ I did try to change

if system == "Windows":
    libname = "libblpyfluid.dll" to

if system == "Windows":
    libname = "blpyfluid.dll")

Specs:
OS:Windows 10 insider build 18956
Blender version: blender 2.80
CPU: Intel(R) Core(TM) i7-4610M CPU @ 3.00GHz
GPU: using integrated graphics with PHDGD Skylake v2.9 custom driver(i tried it without it and same error)

wanting t build it to see if any limitatios are not in the build one(RLGUY could you update your answer for this?)


texts: I'm trying to learn how to use blender but everytime I try to model... it spawns on different levels! There is a big space and I dont know how to keep them on the same level


texts: Object visible in preview disappears when I render

texts: I had accidently deleted the Render Layers and Composite nodes in the Compositing nodes section. When I discovered this problem (as it wouldn't render of course) I re-added those nodes. However now when it renders it only renders the white cap part and not the glass bottle of my scene. Any suggestions please?


texts: I'm trying to setup rigging a scales. I have 2 main bone (pan and indicator). I want indicator to rotate when pan move up - down and  I even want indicator rotation makes pan move up - down when I rotate indicator by an IK. I don't know what bone constraints should I use.


texts:
My problem is the following:
I have a wall wich I textured with a Uv Map. Because I dont wanna have N-gons in it, I made a triangle. But do you know any other way to texture the wall without any extra slides (in UV map) and without n-gons?

Thanks for your help - this forum helps a lot! :)


texts: Is there a way to determine the left 3D view sidebar's current width with python?

texts:
I want to display a custom menu when it will be in the left top corner of the 3D View, over the view name ("User Persp" etc).

I guess this is the long way, but if I'll also know the window location and area (already answered here How to get mouse position in a window with Python?), and mouse position, then I'll be able to calculate if the mouse is in the right spot or not.


texts: I have an issue with eevee. After render I got some strange lines on the sides. Everything is fine in the viewport. How can I get rid of them?


texts: The tool simply creates other vertices and edges to be the closest edge, if it is 3-sided it is cut, it generates 2 lines and if it is 3-sided it generates a line.


texts: How do I get out of this weird zoom in/out?

texts: Can someone please diagnose this. I clicked on something on the keyboard but I don't remember what I pressed exactly.


texts:
I've had plenty of experience and usually can troubleshoot baking problems, but this one i haven't seen before.
I'm using the 2.79 cycles renderer to bake the normals of a hi-res sculpt into a lower res mesh for use as a wrinkle map on a face, and some of it renders as usual and some of it renders negatively because i haven't perfected the ray distance, but no matter what ray distance i use most of the relevant part of the map are much smoother/blurrier than the original sculpt.
the area of the sculpt is in the top left corner, the rest is identical to the low poly.
my low poly mesh has an armature modifier and then a subsurface modifier, which i don't want to apply because of the armature and thus want to be used in the calculations. this occurs with and without the armature modifier active.


texts:
Greetings to the Blender community,
I'm using an Array Modifier on object A, with object B and C as caps. My problem is, that if I edit object A, the edge doesn't align with the caps anymore. Is there a way to share the shape of a specific part of the mesh, in my case the edge loop, between object A, B and C?

If it's not possible then at least I know I can stop searching. :)
Best greetings,
Daisy


texts: Convert skinned character in a pose frame to static geometry with Blender python API

texts:
Given a character with rigged armature that has animation of 30 frames, how can I convert it to 30 static meshed, each with their pose applied?
I found an answer applying the armature of pose in here, where current pose can be retrieved by applying armature modifier and removing the armature.
However, I am wondering if this can be automated with Blender API?


texts: Attach blender hair to mixamo fbx character

texts:
I created a character in Fuse, imported them in Mixamo for animation and finally imported it back in blender. Thing is, I made hair with blender seperately but cant attach it to the movements nor the head of my character.

How can I solve this?


texts: I'm a new user of Blender. I started to learn it about 1 week ago. I watch channel BlenderGuru on Youtube and it is clear for me how to make a mesh and add modifiers, but I have a problem with render. It is always looks white. I'll upload a screenshot, so you can see what's happened. I tried to move the light and even delete it, but it is always looks the same. Could you please help me to fix this problem?


texts: I rendered an intro template and I don't want to have to render it again. If I didn't select an output folder, where would the file end up?


texts: How do I change the Copyright information on a rendered file before rendering?

texts:
I was looking at one of my render outputs (from blender render) and when I looked in more info (on OSX), I saw something that caught my eye.

How do I make it so that I can change that text in Blender before rendering? I'm using Quicktime with H.264 output but was wondering if I could do this with other video output types. I'm assuming python is required.


texts: why is there a black spot right on my mesh?

texts: Ive tried joining the faces but it just gets worse. I've also tried sculpting. And for some reason the decimate modifier doesn't count any faces.


texts: Python SCript - 'NoneType' object has no attribute 'vertices'

texts:
I have several pieces of geometry, seemingly imported from some parametric modelling tool. They all have an ".ipt" in their object name.
My original goal was to write a script that goes through all the objects in the scene, gets the object's dimensions, counts the number of vertices in a an object, compares it to the same parameters in the active object, and replaces object data if it finds a match. To that end I wrote the following:

from bpy import context

scene = bpy.context.scene

actob = bpy.context.selected_objects[0]
actobdat = bpy.context.selected_objects[0].data
ob = bpy.context.object
dimact = actob.dimensions
conapp = 0.007
actobvert = len(actobdat.vertices)

for ob in scene.objects:

    dimob = ob.dimensions
    obvert = len(ob.data.vertices)

    if abs(dimact[1] - dimob[1]) < conapp and abs(dimact[2] - dimob[2]) < conapp and abs(dimact[0] - dimob[0]) < conapp and actobvert == obvert:

        ob.select = True
        ob.data = actobdat

In response to this I received the following error message:
AttributeError: 'NoneType' object has no attribute 'vertices'

I did some searching online, but still failed to solve the issue.
Any help would be greatly appreciated! Thank you!


texts: How to make Blender keyboard shortcuts work in a non-Latin keyboard layout?

texts:
my keyboard has two layouts - Latin (English) and Cyrillic (Russian). Currently, in Blender 2.8, keyboard shortcuts work only with English layout - at least, on a Mac and Linux. Is there any way to make them work with Cyrillic layout too?

(Because that constant layout switching is very inconvenient and slows the work down.)

Thanks!


texts: Why are these faces acting like an n-gon?

texts: It should select these faces one by one, since they are quads as you can see from cuts, but its like, selecting a n-gon. Why?


texts: I deleted a preset, but can't reobtain with Load factory settings

texts:
In the recent version of Blender, panel Properties, Render tab, Dimensions section, I deleted a preset, but I can't reobtain it.

I tried this: File > Load factory settings, but it doesn't affect the presets.


texts: Started sculpting before I should've, how can I add a mirror modifier again (without messing things up)?

texts: I started sculpting before I finished my base mesh. I am wanting to add to the base mesh using the the mirror modifier for symmetry, but when I delete one side, then add the modifier, there is a gap in the middle in sculpt mode. How can I add to the mesh with the mirror modifier, without losing my progress on sculpting?


texts: Is it possible to export keyframes with constant interpolation to FBX?

texts:
I'd like to export an animation with Constant interpolation (as opposed to Linear or Bezier) to FBX. If I export a sample animation to FBX, then import it back into Blender, the keyframes are imported with Linear interpolation. I'm not sure whether this is due to a limitation of the FBX file format or a limitation of Blender's FBX exporter and/or importer.

Is it even possible to specify keyframe interpolation modes in FBX?


texts: Spot light shows dimly through solid plane

texts:
I'm attempting to shine a spot light through text that has been cut out of a plane. The effect works pretty well, but some of the light from the spot light that is behind the plane shows through as seen in this picture:

The plane uses default settings and has no material or texture associated with it, though adding a solid black material has no effect on the render.

Lamp is set to Spot, Buffer Shadow, Halo, Step=1, Distance=10, Size=130.  Other settings are pretty much the default settings.

I've been playing with this for hours and can't seem to figure this one out.  Any ideas?

Thanks!


texts:
When I add objects to my scene from the add menu at the top I cant see them. They are toggled as visible in the outline and they are positioned so that I should be able to see them. However if I use ShiftA I can see them fine. This isn't a problem except that when I try to add an imported model it is also invisible.

EDIT:
Here is my blend file. You can see everything except for the cube object. The cube however is set to visible in the outline and it is in the first layer. It doesnt show up in either the 3D view or the render
http://www.pasteall.org/blend/33167

EDIT 2:
I was just playing around with some other stuff and the cube randomly just showed up in the render, but it is still not in the viewport


texts: Jagged edges using a toon shader and Evee

texts:
I am trying to create a cartoon style render using evee with light reflections on the material (wich is suposed to be metal). I tried everything like subdividing, auto smooth, changing shadow resolution... Nothing seems to work.

My node look like that ( the part with colors really close together is to make the reflections apear)

If anyone has an anwser to this problem, it could help me a lot, thanks :)


texts:
According to my notes from when I have done this before:

Q. How do I bake or fix the pose to the object?
A. Pose the model and then switch to Object mode. Select the model (not the armature) or shift select all the parts of the object if it isn't one single mesh. Next, add a new modifier and choose "Armature". Make sure that the armature is moved to the top of the stack and in the Object dropdown menu, select the armature that you created and then press apply.

So the problem that I am having is that I have followed those directions exactly, but then when I delete my armature, my pose resets and I lose the pose. It doesn't seem that it baked it at all.

What is going on? How do I delete an armature but keep the baked pose?


texts:
System Specs:

Intel i7 930 @ 2.80Ghz
16 GB DDR3 Gaming RAM
64-bit Windows 7 Ultimate
Nvidea GeForce GTX 780
1 TB Western Digital HDD (non-SSD)

Blender Settings:

Audio Dev: SDL
Compute Device: CUDA GeForce GTX 780
OpenSubdiv Compute: OpenMP
Memory Cache Limit: 10240
Anisotroptic Filtering: off
VBOs: ENABLED
Window Draw Method: Automatic, No MultiSample

So I have been using blender for youtube video's I've been making, since I need a free/open source video editor. I've been rather satisfied with the editing itself. With the rendering however, I have not.

I have rendered a 40 minute video in both Blender, and Adobe CS5 Premiere.

Video Specs:

Settings used for BOTH blender AND Premiere

1 video imported
2 images (intro & outro fade)
1 music track (outro for about 15 seconds)
Audio Codec: AAC (same as source)
Audio Rate: 192 kbps (same as source)
Stereo Audio (same as source)
Resolution: 1080p (same as source)
Framerate: 60fps (same as source)
Video Codec: H.264 (recorded in x264)
Video Rate: +-8000 mbps (same as source)
Format: MPEG-4 (same as source)

Blender Specific:

GOP size: 30
Tile Size: 256x256 (seemed to be the fastest?)
Start Resolution 64
Output: Xvid

What I found was fairly displeasing.

Blender takes up to 6 hours to render the video, and produce a file of about 2.5 GB.

Adobe Premier takes about 1 hour to render the video, and produce a file of about 1.9 GB.

Both programs I have configured to the best of my abilities to fulfill the recommendations set by Youtube/google, which can be found here: https://support.google.com/youtube/answer/1722171?hl=en

Not only this, but whilst monitoring my components, I found the following things:

Blender uses 5 GB of RAM, about 20% of my CPU and about 5% of my GPU.

Premier uses 2 GB of RAM, about 75% of my CPU and about 1% of my GPU.

So my question is:
Can I configure blender in a way that it performs more favorably? (like Premiere)

I can accept it if it renders for say 2 hours, but if you take over 5 times as long as is required (apparently), then that definitely means I'll not be continue using blender for editing video's.


texts:
After creating this image I received comments on the poor lighting.
That scene is lit with a sun lamp. The single sun lamp creates very flat and direction light, the way I thought a day time outdoor scene would be lit.

This question mentions using a hdr image to light the scene. Is there a good lighting setup for outdoor scenes, without the use of a hdr image?


texts:
I'm having trouble finding an answer to this, as all my searches come up with people suggesting ways to make a camera shudder effect!

My problem is that in Blender Game mode, when I switch to camera view and play the game, the background outside of the camera view jitters/ flickers very fast.

If I start the game in user/ortho view, it doesn't happen, and when I move to the next level, the camera view is perfect.  It's only when I start the game in camera view.

Does anyone have any suggestions?  Is this a known problem?

Thanks!


texts: Thicken Walls of Building without Distortion

texts:
I've been designing a building in Blender 2.77a. Tried making the external walls out of scaled and altered cubes, but I had a lot of overlapping faces issues. I then went back and redid it with just planes; now the source of my question is how can I take the shape of the walls, which are made of various sizes of planes and scale it or alter it so that the planes can be made thicker without losing the shape of the structure? Extruding then scaling on one or multiple axis results in glitches in the mesh where the overlapping from alternate positioned planes mix up.

As a bit of information to assist possibly, I have tried doing this same building with Archimesh which works fine for single story simplistic buildings but crashes if making multistory, and cannot do interiors easily. When I made the walls with the solid cubes that were shaped there was so much overlap the Boolean tool actually glitched leaving hangover after vertices were deleted. I have never found a real way to scale or alter even slightly complex shapes without them messing up.


texts: Dynamic Paint with object material in cycles

texts: How do I use dynamic paint (cycles) to paint with an object with texture. The dynamic paint / brush in BI seems to have a “use object material” setting to allow the brush to use the paint from a material, but cycles does not have this option. Is it possible to use an image texture to dynamic paint in cycles?


texts: How I could replicate this bumpy texture?

texts:
I was curious if anyone had any ideas on how I could replicate this texture? If I start playing around with texture displacements, but it always breaks the mesh.

Any help would be appreciated!


texts: Creating new face between selected vertices not working

texts:
I'm trying to fill the space between an outer an inner circle with faces. When I select the vertices I want to use to make the face it doesn't work. This is the tutorial I'm following for this. https://www.youtube.com/watch?v=KzA5fOIq8Qw

I'm at the part for the screw. I've done exactly what they've done in the video but it always does the same wrong thing for me. If anyone can tell me what I'm doing wrong, please let me know. I'll include a picture of what it does for me. If you were wondering, I selected the vertices on the hexagon closest to the vertices I selected on the outer circle. Blender changes the ones I selected when I try to make the face.


texts: How to debug (more or less) random segfaults?

texts:
I ran into a wall with my add on development. (I am still a beginner with python and programming and add on development, so please be lenient).
I am running a modal operator to do some changes on the selected object (via raycast i get the face index under mouse cursor and on mouse click the mesh content gets deleted and new content, depending on the face index, will be generated).
Sometimes this works, sometimes it segfaults.
It segfaults more often when in texture display mode, less often in material display mode and even less often in solid display mode.
The crash happens after the new mesh content is created but before the modal operator checks for new events. (In the script itself nothing should happen inbetween).
So i used pdb.set_trace() to set a breakpoint right after the content creation and step through everything that happens after that. There is actually a lot of stuff going on (mostly (re)drawing the Ui afais ... it takes ages to step through everything).
Sadly it never crashes when stepping through it so i still do not know when (and why) exactly the crash happens and now i am lost, having no idea how to find the error.

Edit 1:

I striped down the code a bit. As it is still quite big and a certain material is needed, so, here a blend file:

http://www.codexofdreams.com/VA_Studio.blend

To produce the Error open the file (tested with Blender 2.79 and 2.79a) run the script, find the VA tab in the tool shelf, click the button in it and then click on the object. At least for me it sometimes works (The Part of the mesh under the cursor vanishes) but mostly it segfaults.

Edit 2:
I startet Blender with --debug until now but stumbled across --debug-all. It gives a bit more information on what is going on and i might have found the culprit: Before the EXCEPTION_ACCESS_VIOLATION there was no clue with only --debug, but now with --debug-all right before the crash it says:

WM_operator_last_properties_init: loading previous properties for 'VIEW3D_OT_select'

I am not 100% sure what it means but since i use left mouseclick in the modal operator as event to call the function that changes the mesh (delete all geometry and puts new in) and also to select objects in the scene there seems to be clash of those two maybe. At least when i use a keyboard key to call the function it does not crash (hopefully it remains like this).
Now i have to look if i can find a way to overwrite the mouse click selection while modal is running (prefered... if i cannot find it out on my own i might do a new question) or if i need to use keyboard instead. So this is now at least half solved.


texts: Copy Motion Capture Movement of each track without Copying their Location?

texts:
I'm doing some facial motion capture for my character and the problem I'm running into is that my face is obviously a different shape than the character I created in Blender. With that being said, I have motion capture data I created from my face that I transferred to my character's face by linking empties to each track and giving them depth information to project on my character.
I already created bones for each track so I have that setup, but is there a way for the bones to copy the movement of the motion capture tracks without actually copying their physical location? If I use "Copy location" I can get the bone to behave the same way as the motion capture tracker which is good, but the bone also snaps to the location of the track which is what I don't want to happen.
I want to be able to move the bones where ever I want so I can align them to my character's face precisely, but still have them maintain the same movement as the motion capture tracks. This is the tutorial I'm watching and at 21:26, Blender 2.8 Facial Mocap Tutorial this is the part where I need to do something different since my character is not exactly like my face. If I need to clarify anything, let me know, thanks in advance.


texts: how to set musgrave to get something periodic?

texts:
I would like to know if it's possible to get something periodic only through the parameters of the musgrave node with cycles.

sorry if my question isn't clear, here is an example of what I'm doing:

the brick texture node is periodic, I mean f(0)=f(2*pi) while the Musgrave texture gives something with a discontinuity. Honestly I don't think it's possible to solve this problem trough musgrave node in general case, because I guess it uses a pseudo random generator and when you code a such thing you search to avoid periodicity.


texts: Blender Joins objects on creation when parameters are changed

texts: I've been having a problem with 1.90.1. essentially whenever I add a new object to the scene and attempt to change its size, subdivisions, preset, ext from the add object box at the bottom left The object jumps into edit mode and brings the last selected object with it. It then moves that object to the world origin and joins it with the new object. This doesn't affect the first object created in a new scene or the first object selected upon opening a preexisting scene. It got to the point that I just downgraded to 1.8 because it was such a hassle. I've uninstalled and reinstalled and the problem still persists. Am I missing something painfully obvious?


texts: How to reduce project file sizes when using subdivision surface?

texts:
I am using blender to create some rocks and trees and using subdvision surface modifier to sculpt and bake Normal maps on the low poly meshes.
The problem is that I now have a file size of 1.5GB just for 6 rocks.
Is there any other kind of workflow to achieve the same sculpting + baking results without such large file sizes?


texts: How to create a gradient backround in the compositor?

texts:
I want to add a gradient background to my render, but within the compositor (not with the actual background world setting of the scene). I would also like to don't have to use an image (neither external nor internal) to achieve that.

I rendered my image with transparent enabled in film section of render panel. Then I tried to add a ColorRamp node with an Alpha over node, but now I'm stick on how to give a Factor to this color ramp.

My thought is to give it some coordinates corresponding to Y axis of the image, but I can't find a way to.

Is there a node that give some image coordinates ? (like mapping node in materials)


texts: Select a file from an invoke menu rather than ImportHelper or Panel

texts:
What I'm after here is to give the user the freedom to either search for a missing image texture via file selector or replace it with a dummy image stored in the addon folder.

This is what I'm attempting to do:
class FixMe(bpy.types.Operator):
    """Find or replace missing image texture"""
    bl_idname = "object.fix_me"
    bl_label = "Fix Me"

    file_: bpy.props.StringProperty(name= "Image File", subtype='FILE_PATH')
    replace: bpy.props.BoolProperty(name= "Replace with a dummy image", default= False)

    def execute(self, context):
        print("Selected image is")
        print(self.file_)

        return {'FINISHED'}

    def invoke(self, context, event):
        wm = context.window_manager
        return wm.invoke_props_dialog(self)

    def draw(self, context):
        layout = self.layout
        col = layout.column()
        col.label(text= "Replace image")
        sub = col.column()
        sub.prop(self, "file_")
        if self.replace:
            sub.enabled = False
        col.prop(self, "replace")

I'm trying to get the selected file path using self.file_ but sounds that all the code in execute() does not run at all and an error find_node_operation: Failed for (DRIVER, 'cycles.seed') shows up in the console.
Adding Replace with a dummy image as an ImportHelper property will make the interface less intuitive, the user should be able to select that option in a single click rather than open a file browse window to do.
I'm aware that I can do that via Panels and Properties, but this will not fit into the use case I'm after in this particular situation.


texts: Why is my Array modifier rotating my object at an offset angle?

texts:
I have created a button and i want to rotate the button in circular way. But the button shape should be same shape. I have added array and empty to rotate. I got this result.

Or with the array i want it to bend or twist in circular way

But i want to rotate the button in same shape. Near by near but the angle to be same. As show below.

There should be no space between them. Like the array no space between and bend or twist circular shape it should get the shape.

Any suggestion or help how it will work. Thanks


texts: How can I add mass to part of a cloth simulation?

texts:
I'm working on an animated scene with quite complex cloth simulation (2.83-2.90). Multiple characters and layers of clothing. The dress in the foreground is working perfectly now after much error and lots of trial. But I'd like to find a way to add more inertia/mass to the lower hem of vertices somehow, to give a sense of weight to the fringing along the bottom (this is created with particle hair btw).
I haven't tried stiffness scaling, as I don't want to change the stiffness of the cloth as such afaik. I thought about subdividing that part of the mesh, but this would likely mess up all the collsion/self-collision. Any thoughts anyone? Or do I just need to hope vertex group control is added someday? ;)
EDIT: I just discovered that this feature was implemented in 2006 Blender but later simplified/removed. Still wondering if there's a way to cheat this somehow.
from On what Cloth Simulation Model is Blender Cloth Physics Based?
re: 2006 Blender:

Mass Scale Vertex Group : This vertex group allows the user to
multiply the point mass by the influence/weight a vertice has in the
vertex group. Thus parts of the cloth can have different weights
making part of it appear wet or heavier for other reasons.
Mass Vertex
Group : This vertex group allows the user to directly specify the
weight of the vertices. The Scale parameter is used to adjust the
results of this.
Scale : This allows the user to scale the results of
applying a Mass Vertex Group.


texts: Is there a way to tell my particle system what collection to use based on what color the color ramp is using?

texts:
I am using the object info nodes random output into a colour ramp to decide the colour of my icing

Is there a way to assign what collection my particle system for the sprinkles uses so that I can set specific collections of sprinkles for every colour.
So if the icing is brown it uses sprinkle collection 1; if it's pink it uses collection 2; if it's blue it uses collection 3 etc.


texts: Does GPU volumetric rendering work with Mac Pro Radeon D700s?

texts:
Has anyone successfully rendered smoke (or any volumetric shaders for that matter) with GPU on a Mac Pro with Radeon Firepro D700s?  I saw that smoke/fire is supported on Open CL (as listed here: https://docs.blender.org/manual/en/dev/render/cycles/features.html), was curious why I'm still getting the ol' black box when rendering through cycles & GPU.  Is this card just not supported yet?

Working on a 3.5 GHz 6-Core Intel Xeon X5 Mac Pro with the AMD FirePro D700s.


texts: Blender output file size versus Zoom recording file size

texts:
Sometimes I need to tweak a video recording made in Zoom.  According to Zoom, it is an MP4 with M4A audio after conversion (the raw data is, I think, some propriety raw data).  However, a 13 minute Zoom recording resulted in 91MB after converting (within Zoom).
When I made my edit (silenced audio for 1 second where I cursed oops), the rendered output from Blender was 471MB!!
I have tried reducing the audio sampling (32 instead of the 192 default) and the result was still several hundred MB.  I tried removing the audio entirely and the output was about 150MB, still significantly larger.  The recording is a full-screen (2880x1800) so as is the Blender output.
I feel like I'm missing something.  I realize Blender doesn't output M4A, but I can't bring myself to believe an AAC or MP3 track should result in a file 4-5X as large.
FYI, I'm using Blender 2.79, but I get similar results in 2.83.1.
Ideas?
-C64Whiz
Edit 2020/09/22: I tried the 'ffmpeg' solution offered up by @Husch and the resulting file was 55MB smaller!!!!  WTH?  I cut out 1 second of audio, that was it!
Also, I tried again in Blender 2.79 after "Factory Reset" and no audio rendering...and still much larger than the original zoom MP4.
I've downloaded Blender 2.90 (Linux), cleared out all Blender settings I could find in my home dir (including within .config, .share, .etc) and tried rendering with no special settings: after 2% done I already had 10MB of data.  Extrapolate and the final file would be over 500MB...i.e. no change.
I will say this, I keep having to set the render resolution to 2880x1800 as the default even after I add the video to an empty sequencer.  I don't "import" a video.  I "add" one; could this be an issue??
Edit 2020/09/23: Attempted a fresh install of Blender 2.90 on Debian 10 (though a slow 2-core system), and didn't modify the added video...just rendered with settings allegedly identical to the source.  Resulting render was 511MB, ~5X the original 95MB Zoom file.  I repeated the render changing only the % of the resolution setting to 50% (X,Y was still 2880x1800).  Resulting file size was 178MB.
To @susu's comment about compression, I have it set for MPEG-4 container, Video codec H.264, Medium Quality, Good Speed, and audio AAC codec, mono, and 32000 sample rate, 192 bitrate.  The codecs are the same as the source as indicated by 'exiftool', as is the 32000 sample rate.  Not sure about the 192 bitrate and obviously no clue about the video quality level and encoding speed...
...then I did some investigation and found the source, according to 'exiftool', uses 16 "Audio Bits per Sample".  So I tried changing Blender's 192 default bitrate for audio to 16 but it won't let me go any lower than 32...so I kept it at 32.  Resulting rendered file size with Resolution % back at 100% - 494MB.
Sound doesn't seem to be much of a factor but I can't understand why I have to set Video % to 50 when the original shows no indication of it.  (Honestly, I don't even know what % means if the resolution is X,Y.)
I'm stuck. :(


texts: How to find the highest end value of nla strips in a group of objects?

texts:
I have a group of objects in my scene that have animated materials. I've converted the material animations to NLA strips, and am trying to find the highest value in the list of end frames that the script is supposed to generate.

The goal is to have it so that when I have an object selected, the script searches the material NLA strip end values for all of the objects in the selected objects group, and finds the highest value in all of the strips.

Currently, it seems to print the end values for all of the strips, rather than finding the highest value among them. For example, in the blend I attached below, the highest value for the strips in the group of objects is 112, but it prints all of the values when the script is run.

Does anyone know what the problem could be?

import bpy
from random import choice

scene = bpy.context.scene
o = bpy.context.object
random_group = choice(o.users_group)
obs = random_group.objects[:]
myMaterials = bpy.data.materials

for o in obs:

    myMaterials = o.data.materials

    for material in myMaterials:
        # Get all materials of currently selected object (if any)
        if o.type == 'CURVE' or o.type == 'MESH':

            if o.data.materials:

                nla_strips = []

                if  material.animation_data is not None:

                    track =  material.animation_data.nla_tracks

                    if  material.animation_data and  material.animation_data.nla_tracks:

                        for track in  material.animation_data.nla_tracks:

                            for strip in track.strips:
                                nla_strips.append((strip, strip.mute))

                                myset = set([strip.frame_end])
                                print (max(myset))


texts: Is there a way to reset the seed of random material in Blender 2.8 Viewport?

texts:
In the 3d-view workspace, we can use a random color to give our separated object a distinct look.

What if I don't like the result and I want to randomize the color again?

Swapping the setting doesn't change the random seed in color.

(Blender 2.80.64.)


texts: How do I turn off confirmation dialogues?

texts:
If Blender 2.77a has a user-configurable 'turn delete confirmations' on/off setting, it's sure hidden. To be clear: in Object Mode, for instance, when you key X or press the Delete button on a selected object, a confirmation dialog pops up - confirmations slow my work flow.

Two years ago, an answer to this question (Remove Unnecessary Confirmation Popups ... ) said they were removed - so perhaps this feature is still unavailable?


texts:
I pressed ctrl shift A on a particle mesh and this poped up

I don't know what it is called might be an array mode Operator from looking up in key-bindings.
Now my problem I can't close this menu. I tried pressing the same key and more pops up. I also tried altshiftA but it does't close.
This is how it looks now.


texts: How to bend parts of mesh with a force field?

texts:
I'd like to make feathers on a tail of a model bend to the force fields. I've tried some tutorials but after spending whole day trying different methods, none of them worked propely. For example in this tutorial:
-> Bending a pole with wind <-
I selected all the feathers and added them to the vertex groups, like this

then I followed rest of steps in the tutorial. Unfotunately when i started animation with wind, whole program started to lag extremely and crashed.
Then I tried to use Cloth physics, but it didn't work as rest of model completly colapsed as soon as I played the animation.
So far I can't figure out how to make that part of mesh bend propely with force fields, I'll be glad for any help!


texts: I have a plane with hair particles on it with the render set to "Collection". I have a collection made up of the tree and leaves on it's branches. When I set the collection particles to the tree collection, it only shows the tree. Why?


texts: Why are particles only covering half of a face?

texts:
Applying particles to a face, they are only being applied to half the face:

This occurs both with Eevee and Cycles. It also occurs in all viewport shading modes, and a full render. This occurs regardless of the seed used. The problem is not with the weight painting - in fact, the problem does not occur in weight painting mode:

It only occurs in object mode (and the full render). The split appears to be along the 45-degree angle between the x- and y-axes. How do I fix this please? Thank you.


texts: Freely move and rotate tip of bendy bone?

texts:
I have an object that i'd like to be able to translate and rotate freely, while the  bendy bone below stays attached and curves and stretches accordingly. This works in edit mode but not when i switch to pose mode, it only rotates.
see gif:

how do i rig this up?
it has to be a single bendy bone because of the weight painting


texts: Why has my timeline/keyframe filled the whole screen?

texts:
So i'm new to blender and have started my first 2D animation and i accidentaly pressed a button or clicked and now the keyframes/timeline is covering my whole screen, what can i do to stop this
Thanks!


texts: How to Extrude so That Extruded Face Isn't Parallel

texts: I just had a quick quick question.  So in the image, you can see that when I extrude from an edge loop, the extruded edge that comes out of it is always parallel to the original edge loop that I extruded from.  How do I extrude so that the angle of the extruded edge loop isn't parallel to the original ie) it follows the door.  I know there is a way of doing this without creating curves and beveling.  Any thoughts?


texts:
i would just like some help making an indent in a UV Sphere.
I've contacted the person who made the YouTube video but got no response.
An image will be below showing what it looks like. C:


texts: Even light emmission from area light in Eevee?

texts:
So I know that emmissions dont interact with volumetrics (fog in my case) in eevee if you don't bake in the lighting, but the emmission planes are going to be moving. I had the idea to use area lights as a stand in as I can animate them to move with the planes, but I can't seem to find a way to get the light to emmit across the area lights, they're just emmiting from the center like a spot light.
is there any way I can get the light to emmit equally across the surface of the area light? or am I gonna have to just put 700 lights down? I'd render it in cycles, but its a 90 seconds long animation at 60fps, and I don't think my Vega 64 and Ryzen 1600 will finish it before the heat death of the universe.


texts:
I am getting this undesired style of shading which gives a high contrast gradient across panels on a mesh object and even shows up in solid viewpoint mode:

What I'd like is a much flatter shading style, like it is on other objects in the same project, like this:

Not sure what is happening to create the undesired shading, because the object appears to be setup and lit exactly the same as other objects within the project. Help Appreciated.


texts: I am trying to make a simple script but I have a problem,the problem is when I separate some vertex from my mesh and go to object mode the active object is the unselected vertex,so how to make the separated vertex is the active object after separation with python?


texts:
Im doing a 3d model of a Mac computer and I am stuck at the computer stand. Specifically at the curved stand that starts very thin and becomes thicker as it curves.

I used a bezier curve and I created varying thickness by extruding the individual segments on the curve. Now how to join them so it is one continuous piece and not a bunch of gappy line segments clumped together to make a curve . I have tried segment dissolve as well as every trick in my bag.

Can you customize a curve by varying thickness and width in blender without making fragmented segments?


texts:
I have ubuntu studio, I want to active GPU rendeing in Blender,
I have a AMD Radeon R7 240 and it works fine when I play games so I don't think it's a drivers problem,it's  even on the list of the supported cards in blender... but still in the user preferences, in the compute device I can only select CPU and in the rendering option instead of the GPU option I have "Experimental" with danger sign ...

Why?


texts:
In comparrison with Unreal Blueprints i felt the need of Flow Controll in Animation Nodes, like gate. Is there another way then routing - for example - the transformation to an empty like in my example?

To compare Blueprints and AN is a bit off but i need the functionality to work with huge numbers of categorised objects. expl.: all chairs to height 1, all shelfes to height 2.


texts:
I have a 3-dimensional volume array of size (64, 64, 64) which has an extension of ".npy". I wanted to visualize in Blender so that I can do post-processing work from the software.

I tried loading through script as np.load('data.npy') after importing numpy library. It did not show me any error, but I am unable to visualize it.

Is there a way I could load ".npy" file extension in Blender and visualize it. Or, is there a way I can convert the possible format for blender.


texts: What's the best way to deal with zero-area faces that break normals

texts:
I run into this issue all the time and it's really frustrating to fix especially on high poly meshes. Either there's no face joining some edges ("zero-area hole"?) or there is a zero-area face. Either way it messes with the normals making ugly black spots all over the mesh. Here's an example:

To fix the normals I'd quite like to either...

split the upper face, as the dashed line shows,
or merge the two lower faces by dissolving the edge, as the cross shows.

How can I do this automatically to the entire mesh?

Manual methods aren't acceptable as there's a lot of this kind of geometry. I'd prefer to change the mesh as little as possible, or at least not lose any information by collapsing huge areas.

Sometimes is's hard to actually select the face and I resort to selecting an adjacent one, growing the selection with Ctrl Numpad+ and deselecting the others. Once selected, others can be selected with Select->Select Similar->Area. Adjusting the threshold is often necessary to avoid numerical inaccuracies. It also helps if the model is not too small, so maybe scale it up first.

Below is an example of a zero-area hole, although I've moved the vertex up so you can see it.

You can get the zero-area faces back with Mesh->Clean up->Fill Holes.

Even if I do manage to manage to get rid of the zero-area face, leaving a quad as shown below, I've found triangulating it splits the wrong way and just gives a zero-area face again (this really seems like a bug in blender's triangulation).


texts: I used a subsurface modifier, but the surface is still not smooth. I'm not sure what is wrong here. My setup is shown  above.


texts: I want to do animation which starts fluid at frame 150. I get that by setting offset to -150. but till then it gives this domain with material of fluid. What should I do to do it correctly??


texts: glass shader not working with normal map in cycles

texts:
1.-I am making some low poly objects with normal maps in cycles. All of them are working correctly but when I plug a normal map in a object with a glass shader it becomes opaque with some reflections on the surface.
Is there an additional step to make normal maps work with a glass shader?

2.-I discover something weird. The fact is that I am using a tangent space normal map(purple map), but if I change the setting in the normal node from tangent to object space(blue and yellow map) it seems to work fine.

I uploaded a zip folder with the blend file and the normal map here:
https://copy.com/ADi3bvAGpR9o


texts: How do I bend a 2D Mesh with or without more than one armature?

texts:
As you can see I had no problems bending a 3d mesh with 2 bones, but I had no such luck with 2D animation I'm trying to do.

I'm trying to make a wing flap for my animation. I want the wing to bend in an up and down motion when I animate it, but first the mesh needs to be able to bend.

As you can see I had no problems bending a 3D pipe object with 2 armature bones in pose mode, but had no such luck with a 2D mesh

Or is it possible to bend a mesh with a single bone? or in other words can you bend an armature bone?

Normally when you want to bend an object you would need 2 or more armature bones.parent the bones to the mesh, then put weight on the mesh etc . I'm trying to do that with a 2D mesh but not having much success


texts: I am using the Blender Internal render engine. I have an material slot with no material assigned to it. How can I assign a material to a slot using python? This should work in edit mode as well. Basically I would like to assign materials to specific faces.


texts:
I have a Problem with the 7.4 binary FBX Export from blender that when I Import my FBX File in Unity or Substance  that some objects what are parented are missing.

When I unparent them and Export this all is fine.

Also when I use the ASCII 6.1 FBX Export all is fine.

What I also done so far recalculate normals & Apply transform, Rotation & Scale to the Objects where i have Problems with.

Ok i could definitely reproduce this behavior in the Screenshot below you can see the small "Testscene" that I have done. When I now Export this then the small Cube is not shown in Unity or Substance.


texts: Script to Delete Every other Frame on TimeLine

texts:
I was wondering what the python script would be if I just wanted to press the run button in the text editor, to delete every other keyframe for all bones of a selected rig??
My reasoning is mocap data often keys every single frame, and I'd like to reduce the filesize.
If possible, I'd also like to know what the code is to do the opposite: Key every 3 or 4 frames(Location & Rotation) in the timeline of a selected rig for all bones-
Thank you very much for your time!


texts: Blender 2.8: Why cannot I colour on the same plane?

texts: Hi may I know how come I can't draw/colour on the same layer? the colour goes behind my intended plane of colouring. See the photo below


texts: Problems with "simple-mesh" smooth shading

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I'm modeling a wooden elephant and using this method for cleaning the topology.

I'm having a little problem with a "simple" mesh, when adding a subdivision-surface-modifier and applying the Shade-Smooth.

As shown on the video, near the base of the legs and the "bridge" between the legs looks kind of pointy instead of smooth. It really confuses me given that in theory I have a simple topology.

I already recalculated the normals in various ways and the problem persists.


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I'm currently working on a small creek for learning purposes. I've built the main terrain and am now stuck on the fluid animation.

This is my project so far:

As you can see, there are two inflow sources (the two white blobs) and one outflow (the white cube at the left side). The domain is already baked with a low resolution, the screenshot above shows the scene at frame 1, everything seems to be working.

However, from frame 2 onwards, the inflow cube at the right side doesn't seem to produce an inflow, it just looks like this:

Both inflow sources are in the domain, both have a starting velocity pointing towards the correct direction. It has worked before with only one inflow source (the one that isn't working right now), however I'm not sure what I could have done to break it. I've tried deleting the other inflow source, but that didn't help. Any ideas what's causing this / how I can fix it?

Thanks!

I'm following this tutorial on Youtube in case that matters. I'm a beginner in Blender, so I'm not sure if all relevant information is visible on the screenshots. If you need me to provide additional information, please let me know!


texts: Video texture on blender cube displayed all over the cube, not separately on each faces while using it in unity

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i don't really know if it's an unity or blender related issue, but i believe this question belongs here (else i'am sure you'll let me know). Also it may seems newbish and that's quite true, i'am new to blender.

I've created a simple cube and done an UV map for it, then i'am importing it in unity so i can use it in my project.

My problem come when trying to apply an Unity Video texture to it: The display is shared across all the faces, scattering the video trought the cube, but with a default unity generated cube each face are displaying the video separately, like they all are independent (and that's what i would like to achieve with my blender cube, and later on, with a 3D custom object).

My question now is why is that so ? Where does this behavior come from ? Is it unity or blender related ? Am i missing something about UV mapping, advanced features i don't know about ?


texts: How to set the correct keyframes on a motion tracked scene?

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I recorded this clip at school and I'm trying to track it, but the Solve error is usually around 3 and I think its the "Solve Keyframes"

I think im getting those two keyframes wrong, so could someone provide me with advice here? Or maybe suggest where the keyframes should be? Thanks.
Also my camera is a Canon Vixia HF M40

The Source Video: https://youtu.be/J5woVOZIhvs