texts:
I'm trying to have a light which will light up at specific times given to it by a list. What I have right now puts a keyframe at 0 right before, then goes up to max at the time given, then interpolate back to 0 a constant time later.
The problem is, I want it to be so that if I have multiple blink times in a short period it adds on - right now it sort of "overwrites" it. To be clear, if I have 2 times close to each other, I want it to do it's thing for the first time, and then from wherever it is in the interpolation back to 0 it goes from /that/ value back to the max value. As I have it now, it interpolates to 0 right before the second time.  Hope I made myself clear! This is my current script: def blink(mat,t,len,b):#Assuming material already has an emit node
    mat.use_nodes=True
    n=mat.node_tree.nodes
    out=n.get('Material Output')
    emit=n.get('Emission')
    emit.inputs[1].default_value=0
    emit.inputs[1].keyframe_insert(data_path='default_value',frame=t-1)
    emit.inputs[1].default_value=b
    emit.inputs[1].keyframe_insert(data_path='default_value',frame=t+1)
    emit.inputs[1].default_value=0
    emit.inputs[1].keyframe_insert(data_path='default_value',frame=t+len)


texts: Issue with multiple edge selection from vertex in Beldner 2.79

texts:
I have been working trough a youtube tutorial on making a low poly space ship. After several attempts I can't get the same result as the instructor at time 5:30.
BLENDER-EP/02 - how to model a low poly spaceship 1/2

When selecting the a vertex, I notice not all edges connected to it are highlighted. It would appear I have some how created two vertices in the same point.

Is there a way to prevent this from happening? I have followed the Tutorial step by step multiple times yet I still get this issue and later on when I UV unwrap, my model is a mess.

Thanks in advance.

Tutorial:

My Model:


texts: How do I resize a folded box without messing up the folds on the top or stretching out the squares (thus messing up mapping)?

texts:
I'm using a classic folded box that has already been created by someone else.
I want to increase the height, but when I scale along the y axis, the folds on the top get stretched too much.

How do I just stretch the bottom of the box in height and leave the folds alone?

Edited for new issue: When I drag and stretch, all those little squares get messed up and then when I map a graphic onto it, it looks all stretched in that area.


texts: Why NLA editor run only the top action strip

texts:
I get an error when I try to create a walk cycle using two action strip. The first is walk cycle in place and the second moving cycle from point A to point b. I could not understand why the NLA run only the top action ?
When I put the walk cycle as the top, the person walks in place and when I put the moving cycle at the top the person moves from A to B without any motion walking!!!


texts: draw lines like electricity from objects origins, across particles in a volumetric material to other object?

texts: How would I draw lines connecting object to other objects using particles to simulate lighting inside a volume? I want to use it in a fire sim like this.


texts:
just wondering how to import brushes into 2.8 and have them be there when I open a new file.

I downloaded a .blend file with some cool brushes that are in the file and are categorized with the existing brushes, but then they disappear when I go to open one of my designs.

Let me know if you have the solution!

-MC


texts:
How can I make make shadows blur as they get further from the object casting them?

I have set up a relatively simple scene witch includes two pots on a clay ground texture, and I am lighting it using an HDRI image. Here is my render result right now:

How could I go about making the shadow of the pots gradually blur more the farther it is from the pots?

This is the HDRI i am using to light the scene.

Thanks in advance!


texts: Blender is not running on Nvidia gtx 1050TI

texts:
Problem
I tried to install Blender software on my computer. I tried installing it via the .msi file downloaded from the blender site.
Installation was a success, but I was unable to run the app, neither as a user or administrator.
Each time I was receiving Exception_Acces_Violation and the app was not running.
What I have tried so far
After installation, I tried to use OpenGL to run it, but there was no success. I have also tried to run via command line and even in debug mode - I was still receiving Exception as stated over.
After those problems, I've decided to download it as a zip, unzip it, and create a shortcut to it. Also - I have changed my computer to use Intel GPU rather than Nvidia GPU for Blender and somehow I was able to run Blender finally. The only thing I was mad about was performance - it was more than bad.
What I hope I would like to run it on Nvidia with better performance. For now, I have no idea what to do.
I am trying to run in on a laptop, specs below:

Processor Processor Intel Core i7 7th Gen 7700HQ Base Clock Speed 2.8 GHz Cache 6MB

Memory RAM 16GB

Graphics Graphics Processor Nvidia GeForce GTX 1050 Ti Dedicated Graphic Memory Type DDR5

OS Microsoft 10 Home Edition OEM


texts: Possible to use object speed/acceleration as driver variable?

texts:
If I have an animated moving object, is it possible to get its speed and/or acceleration vector into a driver variable?

Some ideas I've thought of and haven't worked out:

Obviously differentiating the position F-curve is the raw math way to do it.  But finding and (repeatedly) differentiating the interpolation function seems a bit beyond Blender's Python capabilities.  And I am hoping there is an easier way.
If it is possible to get the position at the previous frame the first derivative could be approximated.  This doesn't help with acceleration though.

To be clear, I'm not talking about physics simulations, I'm talking about keyframed animation.


texts:
is there any reasonable way to import foam particles from Realflow to Bledner (and satisfyingly render them in Cycles afterwards)? Foam converted to mesh works but it's far from perfect. I don't mind any crazy workaround solutions, everything than might work (additional After Effects compositing, other software use etc.)

I am thinkig about learning Cinema from scratch just because of Realflow integration. Unless there is a solution that works with Blender, but I was unable to find anything so far.


texts:
I want to do this:

myLocation = (-0.9056, -0.0628, -3.000)
SplinePoint.co = myLocation

Where myLocation is a blender Vector.

i.e. I want to assign a vector to a spline point's co attribute ...

in other words I want to convert a vector object into an array that matches the co attribute per:

https://docs.blender.org/api/blender_python_api_current/bpy.types.SplinePoint.html?highlight=splinepoint

Note: SplinePoint.co requires 4 values in its array (not sure why???)
This is the error I'm getting.

Traceback (most recent call last):
File "/home/iainm/Desktop/objects/dev_space.blend/Text", line 209, in <module>
ValueError: bpy_struct: item.attr = val: sequences of dimension 0 should contain 4 items, not 3
Error: Python script fail, look in the console for now...


texts: When I open blender it loads a previous project

texts: when I open up blender it loads a previous project. When I load factory settings it resets but then when I re-enter blender, the project is still there!!! I don't know what to do I tried deleting it but it just won't work.


texts: How to model effectively using exact measurements?

texts: I always struggle when trying to create a floor plan or furniture. How do I model using exact measurements.


texts: What are the differences between an environment node and a image node?

texts: Are there any differences between the cycles Environment texture node and the Image texture node besides the available projections?


texts: Blender Cycles viewport preview adjust resolution

texts:
I am using Blender for daily work on 2540x1440 external display.
I usually work in full screen layout and sometimes i want to preview scene in cycles. Problem is that working area is over 2000px wide and it totaly waste of time to wait for each sampling iteration. My question is: Is there any kind of method to decrease the resolution on preview. Something like quality switcher in After Effects (25%,50% full etc.)
For preview purposes it could reduce the pixels like 2x 4x or 8 times. This way instead of rendering full resolution the "pixels" could be bigger allowing user to preview faster.
Thanks For Your reply!


texts: What is Blender 2.8 alternative to ctrl+shift+alt+c? (Set Origin in 2.8)

texts:
I don't understand how i can move the orange dot which is my origin to the center of my active object? I could do this before in blender 2.79 with CtrlShiftAltC and it was BEYOND useful. Now my whole workflow has slowed to a glacial place because I cant figure out how to centralize the origin point to my active object NOT to the center of the whole model?

I need the active point to be in the middle of the highlighted object (building on the top left).


texts:
I have recorder cutscene where the characters and the camera are teleported depending on the camera frame using constant keys.
When exporting to unity, the keys become linear and the movement between teleportation becomes noticeable, how do I solve this? (Simplify doesn't help)
To reproduce the problem, you need to record the constant key, export fbx, import it, and it will become linear (in the span of one frame).

baked :


texts: How do you get xcftools or an alternitave to work in windows?

texts:
there is plenty of talk about xcftools for Linux (obviously as its only Linux compatible) but there is no mention of windows or mac. not even an alternative.

its imperative that I can work the GIMP plugin. as I do not have the money to purchase the full version of AE or PS.

I am now using GIMP and Blender as the alternative for Adobe for these, only i've ran into road block after road block. The only one which is physically stopping me from working though is the need for xcftools.

If anyone has overcome this hurdle, your wisdom would be greatly appreciated.


texts: My Sculpting Object Is Darkened And Can't Be Sculpted

texts: This is what it looks like. I do not know what I did but I can't sculpted. It seems like it is not selected. Any suggestions?


texts:
Im using rainv2 using this link https://cloud.blender.org/p/characters/5f04a68bb5f1a2612f7b29da
im following this tutorial https://www.youtube.com/watch?v=_C2ClFO3FAY&t=784s
This is the problem im experiencing im fairly new to blender but know the basics to please help,
https://youtu.be/sb7xfeVRsfA
I dont know why the rig wont behave like normal it like the objects aren't parented to each other or something, I would really appreciate the help as I really want to do this tutorial, thanks.


texts: How can I add a 2D asset as a 3D object in the shape of the png minus the alpha?

texts: I have a PNG sequence of an animated 2D character waving. I'd like to put it in my blender scene like a cardboard cut out (so the scene treats it as a 3D object with a very small amount of depth). Basically it would be like if you had a cardboard cutout that can move around and the shape of the cutout coincides with the character's body movement (basically the shape of the "cardboard cutout" would exclude the alpha of the current PNG on each frame). This means the shape of the 3D object would change every frame and match the shape of the 2D character. Is there a way to do this that wouldn't be a huge headache? Let me know if there are any clarifications you need to form a better picture of what I'm going for here. Thanks in advance!


texts:
I am trying to make a cloth cape for a LEGO Character, but the flow is always strange. It won't go down and won't stay still.
What am I doing wrong?


texts:
I am new to Blender. I bought a 3D object to import into Photoshop CC. But, when I did, it came with parts I didn't want. So, I imported the OBJ file into Blender.

I've been able to hide those elements, but when I export as an OBJ and import it into Photoshop the unwanted elements are still there.

Can someone tell me how to get rid of the unwanted parts and just export the parts of the model I want?

Thanks.


texts: Duplicating an object in script (by name)

texts:
I want to duplicate an object (by name). In this case, tried "Cube":
src_obj = bpy.data.objects["Cube"]
#print (src_obj) #ok, seems selected
new_obj = src_obj.ops.object.duplicate(linked=0,mode='TRANSLATION')

which gives me:
'Object' object has no attribute 'ops'
How can I fix it?
Thanks.


texts: my name is Mackenson, I am a beginner on blender and I have a problem and I would need help please. I learned about the internet and even on your site about the pink model. It explains to me that you have to go to external data, then find missing file. I followed, but I'm getting error messages. I show you my zip file, where the source of the model comes from. Also, I tried to click on the viewport shading button, but nothing happened. In the screenshot, it's at the top right. In short, I send you 5 screenshots to better understand my problem. My actions are framed in red. Help please


texts: Blender 2.78a crashes when setting up IK system

texts:
Okay, this has wasted fifteen minutes of my entire life.

I'm using Blender 2.78a with a Windows 32-bit OS. I was just following a character creation tutorial in Youtube
and I made it till the end of setting up the bones. I added a bone constraints (IK) to my character's leg bone, and tried to set the Bone field to the IK bone I just created a while ago. Just when I select the bone, Blender crashes.

I tried doing this over and over again and luckily, Blender didn't crash one time. But when I try to grab or rotate the IK bone that controls the leg bone, Blender crashes again. Now every time I try to open the blender file in Blender's splash screen, Blender crashes.

I managed to get this screenshot luckily one time :

There's this other screenshot :

Someone PLEASE help me! I can'r proceed with 3D modelling if I don't fix this error (or maybe if I buy Win64). Thanks :)

P.S.

Mind my spelling of Character in the splash screen - I saved it in a hurry :)


texts:
So I'm creating a UFO, but I want to create that eerie transparent light when they're abducting someone. This is the best that I've come up with, but the light doesn't exactly go through all the way down when it's rendered.
Does anyone know a better way to create this?


texts: Can I get the orientation matrix in real time?

texts:
I need to calculate the normal orientation matrix for the tool. There is a way to get a custom orientation matrix

bpy.context.scene.transform_orientation_slots[0].custom_orientation.matrix.to_4x4()

Is there a similar method for getting any orientation matrix ? (GLOBAL, LOCAL, NORMAL, GIMBAL, VIEW, CURSOR)

I will say in advance that I am not satisfied with creating a custom orientation, since I need to get a realtime matrix


texts: I'm creating some airplanes in Blender, and when I was modeling part of the wing, I used smooth shading. This made the part really messed up, like there was a bunch of faces (see images). anyone have any idea why? wireframe view looks normal.


texts: How do I make a boxed extrusion on a cube that has a subdivision surface modifier?

texts:
When I try to extrude a face on a cube that has a subdivision surface modifier it's always circular. Even when using edge loops. How can I achieve this? I'm new so I'm sure I'm missing something here. There is still a lot of things I don't know how to do.

I would like to know how to get a box shaped extrusion (like the type of extrusion that you get on a cube with no subdivision surface on it) on a cube that has the subdivision surface modifier on it. The picture below shows what happens when I extrude on this cube that has the subdivision surface modifier on it. How can I make that circular extrusion rectangular?

Top picture is subdivision turned off and then you see in the bottom picture that when I turn it on my extrusion becomes circular.


texts:
Calling context.area.ui_type = 'IMAGE_EDITOR' succeeds before redraw.
After redrawing using bpy.ops.wm.redraw_timer(type='DRAW_WIN_SWAP', iterations=1) it fails, with the error:
AttributeError: 'NoneType' object has no attribute 'ui_type'
How can I restore the context so that area is not NoneType ?


texts: Why don't my constraints and rig update when the target moves?

texts:
So I have this basic rig. I have an empty for each bone. Each bone has 'Damped track' to its empty. Each empty has 'limit distance'(from head). No problem with 'limit distance',
but the 'Damped track' causes a few issues.
Grab the Empty and move, click Esc instead of Mouse buttons. The Empty comes back to its original position, but the bone does not keep track.
 PressG(grab) and Esc again without moving the mouse. Then it tracks again.

This is making animation really difficult. I am having to render each frame manually because of this issue. Please help.


texts:
actually I'm trying to get the vertice position in the blender's window

thanks to bpy.context.window.width and bpy.context.window.height I know the windows size but how to get  the vertice's Horizontal and vertical location in the window?

I think it is possible because I can set the cursor (Operating System cursor) to some location with cursor_warp

thanks for any help


texts:
Is there a way to call your own undo and or redo method when your operator is being 'undone'?
I already used this bpy built-in method:

bl_info = {'UNDO'}

but this didn't do the full undo.


texts: Pixelated shadow appearing in Cycles when using bump in node editor

texts:
I have a fairly simple scene with two cubes and a sphere on a plane. Each of the items has an image texture applied to it and a point lamp provides illumination.

The sphere has a slightly more complex material:

Images of the scene rendered in Cycles show a very unusual artifact:

As you can see, there is a very strange "staircase" pattern in the shadow of the UV sphere. What is causing this and how can I get rid of it?


texts: I've been trying to roll a sphere down a slope and I want to constraint axis of rotation (so that it doesn't veer off course) but adding rigid body constraints (generic) or regular object constraints (lock rotation and lock position) with values to 0 min/max simply doesnt work. The sphere keep going sideways and rotating to values that shouldn't be possible. Am I missing something ? Thanks :)


texts: I made this table for a game and it happens to have this weird lighting on the surface when I apply smooth shade.


texts: Error while exporting preset in sapling:add tree

texts:
I've created a tree on Blender but when it comes to export preset it gives me this error:

I can't understand what the problem is. Do I have to change some paths in the user settings?


texts: What are these white splotches on my smoke render?

texts: I can't figure out why my purple smoke is rendering (cycles) with these white splotches. Does anyone have any insight? It has very simple material nodes, so I doubt that is the issue here, but I've never used smoke before so I have no idea where to even begin "debugging" it. Thanks.


texts: How do I make bunch of objects be in one plane?

texts:
How do I take these blocks:

And place them all in one plane to get something like this:

So that none are sticking out or pushed in?
I run in similar situations all the time and I wonder if there is any way to do it more efficiently than manually rearanging each block, witch is next to impossible to level perfectly


texts:
I would like to purchase Embergen. There are free open VDB sequences available at https://jangafx.com/software/embergen/download/free-vdb-animations/ but after importing a .VDB sequence into Blender I always get this error message:

Single Open VDB file loads fine (non-sequence)
Am I doing something wrong?


texts: How do I get objects with visibility toggled off in a file saved in Blender 2.79 to be visible in Blender 2.8?

texts:
I started this model in Blender 2.79 and at the time of saving the .blend file last time in version 2.79, I had the visibility of objects with red arrow turned off.

Now how do I get those object meshes to show in the viewport in version 2.8? Their visibility is on as indicated by the eye icon but they still cant be seen or be selected in the viewport.


texts: Select all the faces with inverted normals

texts:
I desperatly need to clean up some geometry that was previously moddeled in a CAD software. Is there a way to automatically select all the red parts so I can filp them?
Recalculating normals does not work and selecting all the faces with "L" will take forever since this is not the only object I have to clean up.

Edit: Select Similar -> Normal also does not work


texts:
So, I'm trying to bake a high-poly mesh onto a low-poly mesh. I made sure to check the "Selected to active" box. And I've played around with the ray distance. But no matter how I tweak it, the normals come out looking incomplete, or even spotty. Also, I always select the high-poly mesh first. It's been a while since I've done this, so I bet I'm just rusty, and have missed a step. The picture shows the two meshes in the same location, ready to bake. The idea is to get the higher-poly soil detail onto the normal map.

I want to thank you so much for taking the time to post a response to my question! I'm sure we're on the right path to finding a solution. So I have tried baking it a few times, with different sizes of the high-poly mesh, and with adjustments to the ray length. But I still cannot quite get the detail on the soil to show up. And the lines around the pot look a little odd now... Maybe it is because I didn't UV unwrap it very well?


texts: Having difficulty with unwrapping a simple part of an object

texts:
I am having lots of troubles unwrapping an object. I tried to start simple by selecting only part of the object and unwrapping that, but even something simple is not turning out intended.

Here is the simple part of the object being unwrapped:

I have tried Applying the Scale, using Ctrl-A > Scale and I have marked seams as shown below:

And here are the UVs after choosing "Unwrap" from the "UV Mapping" menu:

I have no idea why it looks this way. Can anyone add any insight?

Thanks!


texts: Alpha transparency not showing in cycles viewport

texts:
Using cycles I have simple cut out people in the scene: planes with .png textures on them. The transparency shows in the material editor and is rendered correctly but is not displayed in the viewport. This isn't a single case, I haven't seen alpha showing in the viewport since I started using blender. See screenshot:

Today I took the time to investigate because it would be really helpful to see the cut out people with alpha when finetuning their placement in the scene. I found instructions on how to enable it in BlenderRender but not in cycles. I found some related things on blender sites - even here at StackExchange - but no real answer so far... It appears that alpha should show by default when in texture/material shading modes - so what's wrong in my system?

I use windows 7, Blender 2.73, ATI Radeon HD 4300/4500 Series


texts: how to specify active window for a series of screen captures in python

texts:
I am trying to write a script that does various things to a mesh object from within a loop, and updates the 3D window each time, based on this script. This would be for explanatory and instructive purposes.

I would like to trigger a screen capture (to PNG) of only the 3D window each time as well.

I'm experimenting with this:

bpy.ops.screen.screenshot(filepath=path, full=False)

which I found in the documentation.

I have to include ...blah.png in the path name in order to get a PNG, or else it writes a .blend file each time. That's OK I guess.

But with full=False so far I don't seem to have good control getting my mouse-hover to tell the already-running-script which window I want to be active in order for the script to capture it.

Q: Is there some way I can just explicitly specify in the script which window should be captured?

(I made this GIF by hand from 34 manual screen shots, I'd like to automate this kind of thing)


texts: Is it possible to get a proper terrain-like height map?

texts:
So I've been working with a displacement map through the shader editor in 2.8 because I need to create a terrain, I need it in Unreal but given I don't have the means to something like World Machine it seemed like Blender would be able to do it, but I haven't had that much luck, I've got a height map but it really looks nothing like the displacement I have in Blender so I'll cut to my question. Can I get a proper terrain height map in blender?

Can I get this

Out of this? Or is Blender or any plugin not capable of getting that kind of definition out of a displacement map or modifier?


texts:
I'm currently experimenting with building a simple set (a room with a bed, nightstand, etc) with the idea of using it to generate backgrounds for a 2D art project.  I hate drawing backgrounds and I'm quite enjoying getting to grips with Blender.  :)

I've run into an issue with this though, in that the "room" is basically a big cube inside of which I'm putting the furniture.  It's also quite a small room so in order to create the shots I want the camera has to be "outside" the room.

I'm aware that in reality TV sets are built with 3 walls so that the camera can be placed where the action is to be shot from (hence "fourth wall" to refer to the audience) and I figured that'd be easy enough to do and indeed it is, but doing so involves deleting a face from the room cube.

If I want to move the camera somewhere else then that face needs to be put back and a different face needs to be deleted.  Complicating this is the fact that at some point the room will need windows, a door, etc, and there will be posters, pictures and other decorative items hung on the walls.  It'd be easy to delete a wall with those kinds of details and forget to replace it (or lose it in the undo buffer)

I thought of making each wall an object in its own right and hiding them, but this only hides them from the viewport.  They reappear in the render.

I considered making a transparent material and applying it to the wall I want to shoot the scene through.

This worked fairly well... except that I'm also using Freestyle to create a hand-drawn effect, and apparently the big cube in the way prevents Freestyle from applying line effects to anything behind it, even if the face I'm viewing through is invisible.

There has to be a simple way of managing this.  If so, what is it?  How to I create a room with walls (and other items) I can non-destructively remove from the scene so I can view the interior, without deleting the walls entirely?

I'm using Blender 2.81a. with Eevee serving as the render engine.


texts: How can I access the graph editor for keyframes on node values?

texts: I'm trying to get rid of the acceleration of the mapping node keyframe but I can't find where I can adjust it.


texts: How can I use several computers to speed up rendering?

texts: Is it possible to set up and use a number of mac minis to speed up rendering, if yes how do I set it up? I am working from a Mac Pro and have 5 additional Mac minis.


texts:
I am developing software on OS X.

One component requires blender, and it requires a custom plug-in which I have had to write, and which I have to continually modify.

Now it's a very bad workflow if I am modifying in-place, because it is outside of the project tree. So when I back up my project I'm not backing up the blender plug-in, as it is in:

/Applications/blender.app/Contents/MacOS/2.69/scripts/addons/

What I try to do is create a symbolic link:

ln -s /path/to/myproj/blenderplugin \
        /Applications/blender.app/Contents/MacOS/2.69/scripts/addons/pi_project

But then blender can't find it.

Does this qualify as a bug?


texts: Import polygons with predefined coordinates

texts:
Let's presume I have a file with polygons vertices coordinates in any format. I need to import the polygons into Blender. Can it be done?

Thanks!


texts:
All sculpting brushes draw two straight lines and out come two lines, each with an accompnaying perpendicular line. Any idea what's going on here?

Edit: I should also mention that it only happens in this singular location. No where else really. So I don't think it could be an issue with the axis.


texts: How to expand and contract the current selection in Edit mode?

texts:
I watched a video of somebody selecting more vertices/edges/faces using the < and > signs in edit mode. He would select one face then using the > sign it would select more connected faces.

The problem is I'm on a Mac and those two keys are under the , and . that will also no work using the the shift key.
Is there another shortcut to do this?


texts: Recognize bridging faces of splits at a plane

texts: I've got a plane with multiple splits. Unfortunately there are undeleted vertices bridging these splits. Is there a way to automatically recognizing these bridges and selecting the faces of them?


texts: Why isn't the rendered image a readable file?

texts: When I try to render this animation the file is a file I am not familiar with and it's not an image file as I was expecting. I attached some images.


texts: Blender only rendering one frame from animation - Using Cell Fracturing

texts:
The animation is 40 frames long, however Blender will only repeat the first frame 40 times.
I have tried changing the output format (I.e. PNG) but does not change anything. I just get 40 *.png files.

http://www.mediafire.com/file/1dcy81gt9967r5j/Explosion.blend/file


texts:
Before making a dodecahedron animation I want to construct the lower half as a static object. In my screenshot you see the initial, flat construction, for which I've rotated five pentagons around the vertices of the central pentagon in order to have their edges aligned to each other. The next step would be to set those edges as each pentagon's individual axises and "fold" the pentagons, compared to folding a paper, upwards, so the neighbor edges would align, too, at a certain angle.

How do I set edges as axis for object rotation?
How do I define the meeting points of two edges?

The pivot point of selected pentagon on inner edge, the modifier's local axis is not aligned with the edge.


texts: GTX 1070 8gbs Rendering In Cycles Out Of Memory

texts:
I don't quit understand why my blender is running out of memory. Is this memory for the GPU or The CPU.

GPU:GTX 1070 Armor 8gbs

CPU:i7-6700 4.00ghz

Ram:16gbs

Scene Info, Verts:1,601,803 Faces:1,422,392 Tris:2,844,680 Image Size 1920X1080
1200 samples
I am trying to make a house with trees and grass around it. I am not using volume scattering, I used subsurf on quite a few objects in the scene and I have no clue about bit size or depth.

Picture of Scene.

One screen the only card in the system and I am using windows 10


texts: Lighting preview does not work in Blender 2.78?

texts:
It seems that the OpenGL light previews are not available in the material preview mode (neither cycles nor internal edit: only in cycles) with the most recent blender version.
Was this intended or is it a glitch on my side? I really miss this feature.

edit: here is an example of what I Mean:


texts: How do I display the ~bounding box~ of a Render Border that is already created?

texts:
A beginner's mistake, but it's driving me crazy. How do these bounding boxes work? Sometimes they appear, sometimes they do not. I can not figure out how to enable them in order to resize manually the Render Border that is already created.

How Render Border is usually:

How is it when the bounding box accidentally appears in the Render Border:

What is the trick? How do I display the bounding box?

Thank you.


texts:
If I am rendering with blender, can I open a new project while it is rendering?

I will show you what I do when I try to open another page...

Ok, so while my project is rendering, I open up the Blender icon

This opens up a new page

I save this project

Then I open up the document(while my other project is rendering)

Then this pops up

I always thought that if I rendered something huge that would take weeks to render, couldn't I also be working with Blender on another project?
I know this a lot but it would really help me if someone figured it out...


texts: Merge two or more blender files with the same model but with different animations?

texts:
I have a a couple of blender files(.fbx files) where the model for each file is the same, however each file has a unique animation. (Examples of files: player_idle.fbx , player_walk.fbx and player_attack.fbx)
Since they have the exact same model. Is there a way to combine each blender file into a single blender file with all of the animations from every blender file?
Sorry, but I'm quite new to blender.


texts:
I've downloaded the mesh model importer addon version 0.3.3
installed it on various versions of blender
but when I try and import model as .rdc file I get this error
See photo
Any ideas what to do?


texts: Radius and strength sliders in pie menus

texts: How do I add the sliders (radius, strength)in texpaint to a pie menu ?


texts: Blender Internal Animation Render Crashes with New Font

texts:
I realize this sounds dubious ... possibly a bug... probably user error.

When I add a new font to a blender project that came with pre-packaged font it causes the BI animation rendering to crash Blender.

The message in the upper left says, 'Frame 1 ... Raytree Building', then Blender exits with no further warning or error message.

... on tinkering around a little more it's a specific true type font that I just imported ...

Any guidance would be appreciated.


texts: can the "channel" button for the preview screen be set to a new default value

texts:
When I create a new blend project... the "channel" button for the preview screen is set to channel 1, apparently by default.  Is there a way to make that button default to channel zero?

I ask this because I was trying to do a gamma cross transition and did not realize the viewer channel was set to 1... so even though Blender was doing the cross, fades, wipes, etc... I could not see them happen... and thought something was wrong with Blender... i.e. a bug... or more likely that I... being a noobie... was doing something wrong.
Once I changed the previewer channel button to zero... i could see the transitions happen... and naturally they were in the rendered video.

Please advise as to whether a new default for that channel button can be set in something like user preferences ... and many thanks!!


texts:
I have a camera object, let's say Cam1, following a path defined by a BezierCurve. The bezierCurve is defined as a constraint for the camera, and the camera follows it over 240 frames in an animation.

I would like to know if there is a way to recover the poses (rotation and position) of the camera for each frame.

I already tried some solution on python scripts, but each times it appears that my camera pose remains constant. Does anyone know if there is a practical way to do it?

Thank you in advance.


texts: Blender Video Editing: How to create custom effect strip?

texts:
I would like to create a custom effect strip for the VSE (Video Sequence Editor) and add it into the Add->Effect Strip menu. In my case I want to create a copy of the Transform effect, except with certain default values (ie. Blend=Over Drop, Scale X=0.75, ...).

How can I go about adding this custom effect?

I understand that blender is scriptable, but I have not found any resources that mention this particular topic. Any pertinent links or advice would be appreciated.


texts: I've been using a blender on a mac for a couple years now and navigation with the track pad worked perfectly. Now I'm trying to step up my game for rendering and physics simulations so I got myself a high powered gaming laptop. Problem is all the track pad inputs are all messed up on PC. Two fingers used to rotate in all directions now it only rotates sides and zooms up and down, its even worse wen i try to pan with shift, it only pans up and down and twists for side to side. Why are the Mac and PC track pads so different and ho do I make the PC track pad work as fluidly as the mac did.


texts:
Trying to rotate watch hands using an Empty, but no matter what I try, the hand rotates on a weird axis alignment.

What am I doing wrong?

I've tried Parent, Parent Keep Transform, Inverse Parent.
I've tried applying Rotation to the object before parenting and still same issue.
Apply rotation to the empty before parent, just does this weird axis flipping thing.

Thanks,
alldaron


texts: Is there any way to limit reflection on a specific part of a mesh

texts: I have horrible reflections of the inside of the ring when i render, i was just wondering if there is a way to hide these reflections, maybe adding an invisible plane that does not show on the render but does on the reflections? It just makes the render look horrible.


texts:
I am new to blender, but not python, and have been asked to create a user-input dependent, stylized animation of a protein network I am working with:

text document >> information processed by python-script >> blender animates

So, if certain parameters in the network are changed, the differences in behavior can be observed visually as well.

Instead of coding in Blender's built-in Text Editor, I have been working in "pycharm". However, when I attempt to run the program through blender, it will throw an error and inform me that all my custom modules cannot be found and imported, though they are all in the same directory. Same goes for all the text documents. The text files in particular are a problem as we are talking about thousands of data-points that can't be manually entered.

All modules and text files are saved in the same directory as the program's master runner.

I am working on a windows 7, 64 bit windows machine.

additional information

the errors:

 # import error:
 no module named 'x'
 # filenotfounderror:
 [errno2] No such file or directory: 'y'

blender_file_directory: C:\Users\Henry\Documents\Blender\file.blend

python_files_directory: C:\Users\Henry\PycharmProjects\project_name\runner.py

# import of modules:
from module import *

# import of txt file:
numpy.loadtxt('gillespie.txt', unpack=False)

The script is called through blender's own SDK like so:

filename = "C:/Users/Henry/PycharmProjects/project_name/runner.py"
exec(compile(open(filename).read(), filename, 'exec'))

Text files are stored in the same directory as python scripts, so importing them when running the script through python is no problem. Only when it's run through blender does it throw an error.


texts: How to get consistent normals on a curved mesh

texts: I'm trying to create a curved wall using a simple deform. I expected the normals to consistently point perpendicular to each face, but instead, there is a sudden change at different points causing the the angle between some faces to be harsh and noticeable. How do I fix this and how do I avoid it in the first place? Does it have anything to do with the placement and/or subsequent repositioning of the object I used to deform the cube around?


texts: Controlling the direction of face selection?

texts: I may be missing something really simple, but I'd like to know if there is a way to control which direction my selection goes when selecting with  Shift +Alt. A simple example is shown in the attached gif, it is just a sub divided plane object. I just don't understand why I can't control the direction (x or y) of the selection. It seems that I have to figure out the best way each time, and select the leftover faces afterwards.


texts: Blender Game Engine, python inserting a cube at coordinates

texts:
First of all I am a BIG noob at blender but not at python. I want to maker some python games so I thought that blender would be great for this.

I am half way through making my simple game where you move a block around and now I want to make it so when you press the E key, a block appears in front of the cube.

Here is my code so far which I found on-line:

import bpy

bpy.ops.object.add(type='MESH')
ob = bpy.context.object
me = ob.data

me.from_pydata(verts, [], faces)
me.update()

It inserts a mesh at some random coordinates. Does anyonee know how to make it insert a cube at some set coordinates or just simplify my code?

I apologise if my terminology isn't correct but I am new to all of this.


texts: How to fade one material into the other?

texts:
Hello blender community.

Could someone please let me know how to fix this issue?
I have one material for the whole face and a different one for the lips.
there's a noticeable edge that I want to get rid of. I just want it to have an ease fade instead of a sharp edge.

what's the best way to go about this?

Thank you in advance!

Finished Update

I wanted to give an update on how it was fixed with @hexbob6 and @Lemon 's help.

I needed two textures. One is the actual colored version and the 2nd is the black and white masked version. Hexbob6 described very well on the process here: Cycles Emit Light from area on Texture

A: The node process on how to do it.

The B/W masked texture is going to be connected to the Fac of the mixed shader along with its UV coordinates. Make sure the image is on clip instead of repeat.
the 1st shader is going to be the black part of the B/W masked texture. An important thing to note is if you have a texture already for the object, be sure to connect the other UV coordinates!
the 2nd shader will be the white part of the B/W masked texture.

B: This section is the UV layout called "mainUV" where all the color goes.

C: This section is the B/W masked texture to focus on the lips.

D: Just the render view

E: Best way to texture something is to be able to see it in 3D view and texture paint.

F: Just showing that there are two textures to keep track of. One is the main UV and the 2nd is to focus on the lip.

That was it. Once again thanks to those who replied and helped me figure this problem. In the process I learned other things that I didn't know about blender even though I've been using it for years.


texts:
I have a lag problem with my high poly model 12000000 poly, I made a quick video to illustrate my problem
https://youtu.be/luvN2IeYqNg
When the mouse is out of the 3d view it lags a lot. I have to unselect the model, select an other or refresh the page to have no more lags
I have a quatro m5000
A gtx 1080
2x xeon e5 v4 2,4 ghz
256go ram
Ssd drive
All drivers are ok
I should be smooth !
The problem is coming from my computer ? Blender ?
I need to work on high poly models for my work in archaeology


texts: Using volumetrics in Cycles I have to have the light strength super high

texts:
I have to have a spot lamp strength VERY VERY high to have these light rays come through 300000.0 and look good.  Sounds crazy doesn't it.  Maybe it doesn't matter but it doesn't feel right.  Will I start to have problems if add other elements?

Lamp Size: .2
Lamp Strength: 300000.0
World Volume: Volume Scatter World Volume Density: .05
World Volume: Homogeneous: True
Render Sampling Settings Clamp Indirect: 3.0
Rendering No Caustics: True


texts: Whenever I export Uv maps from blender and open them in any program like unity and gimp, they miss all color and only have the basic Uv outlines for the object, anyone know what I am doing wrong?


texts: How to make a logo cycle (or loop) on top of a clip in movie editing mode?

texts:
I would like to create in the movie editing layout a cyclic moving logo over a video, for instance a spinning globe.

I know how to make a static logo:

check the dimensions of the movie clip
create an empty image with same dimensions with transparent background in gimp, add a logo and export as png file.
add movie clip and image with logo onto different channels in movie editing mode of Blender with the image being on top of the movie clip.
choose "back drop" in the properties window of the image to the right.
expand the image to the length of the movie-clip

How to change the steps in order to achieve a cyclic moving logo ?


texts: Is there any way to disable the mirror modifier temporarily?

texts:
I'm currently modelling a creature with a different spikes locations on his back. I use mirror modifier to model the rest of his body because the only different part that is not symmetric are the spikes on the back.

Is it possible to disable the mirror modifier temporarily, so that I can model my creature with different spikes locations without being mirrored, and then enable it again? It would save me lot of time modelling the rest of his body that will be mirrored.


texts: Leaf texture is not mapping correctly onto leaves?

texts:
I am using sapling addon to create a tree. A tutorial says that the sapling addon is meant to map the leaves perfectly, once you add a texture. However, it isn't doing this when I try.

Instead, the leaves just come up colourful.

http://www.pasteall.org/blend/32879


texts: Applying scale and rotation making mesh disturb

texts:
I have a normal cube and added subsurface and displace modifier. In the below gif file its notice when press ctrl+A and applied rotation & scale the mesh get disturb and its no more normal shape. Any suggestion or help why its behaving. Thanks
"https://blend-exchange.giantcowfilms.com/embedImage.png?bid=2895" />


texts: Render Shadeless Image as Background with Cycles in Blender 2.9

texts:
How can I make a png image with an alpha mask shadless, meaning the image, which I want to use it as a background, won't be affected (washed out) by the lights in the scene?
I am currently using Blender 2.91. From tutorials, in older version of Blender, there was a shadless option somewhere in the material properties but I can not find it in my current version of Blender.
Simple example is provided in the screenshot below.
Regards


texts: Can you save a custom UI panels layout by project only and not have it as the default when you open Blender?


texts: wheres the settings box in lower left corner?

texts:
when I create a sapling or geometry, I noticed on the tutorials I watch a settings dialog appears where you can change vertex, branches of a tree, etc, how do I get that box?
-thanks.
-Steve.


texts: How to trim down the total ammount of keyframes in a animation

texts: Hey guys I'm currently working on a motion capture project using the rokoko studio. At the moment studio exports animations at 100 fps and can't be changed. This leaves a huge number of keyframes in the animation for me to have to go through and clean up. I was wanting to find out if there was a way to pack down the sheer number of keyframes to something more manageable like 30fps.


texts: Recent files not showing up in list...How to fix this?

texts: I have looked at my User Pref settings, and have checked the recent file (I have it set at 25)...not sure what is the issue. I have reloaded Blender, used various new versions...tried placing the file on my desk top (versus my wifi B/U network drive)...et me know what other info I can provide and thanks!


texts: In need of node displacement on z axis only

texts:
I am working on a water shader, using nodes to displace the waves of an ocean. Here is the simplified version using a checker texture to visualize my problem.
Since I want to make a cross section of the ocean ( waves on top, and a smooth glass shader on the sides to see the inside ) I need the top of the plane of the cube to displace on the z axis only, while the sides adjust their height accordingly to touch the top plane. Is it possible, and how if it is, to stop X and Y from going outwards?
My Blender version is 2.83


texts: Does Blender support threading for data processing?

texts:
One of the most time taking part while working with images in Blender is to get pixels to numpy arrays and then to assign them back. As Blender supports multi-thread render I've thought it could be possible to make an image processing faster using  concurrent.futures like this (the script adds 10 images, 10 numpy arrays and assigns arrays as images' pixels):

import bpy, concurrent.futures, time
import numpy as np

def test(counter, multi):
    t1 = time.perf_counter()
    x = 1920
    y = 1080
    px = x*y*4
    images = bpy.data.images
    counts = [i for i in range(counter)]
    all_images = []
    for i in counts:
        num = np.ones(px, dtype = 'f')
        name = 'imgtest_'+str(i)
        new = images.new(name, x, y)
        all_images.append(new)
    if multi:
        def pixels(img):
            img.pixels[:] = num[:]
        with concurrent.futures.ThreadPoolExecutor() as executor:
            executor.map(pixels, all_images)
    else:
       for img in all_images:
           img.pixels[:] = num[:]
    t2 = time.perf_counter()
    print(t2-t1)

test(10, True)
test(10, False)

But it gives almost no time benefit. Also I've tried to split pixels lists to slices and process them with threading, but it doesn't speed up processes as well. I've never used threading before. Am I doing something wrong here or does Blender just not support threading for such tasks?


texts: Generate rig produces a "bugged" controller

texts:
I'm having a really weird problem. I added a metarig to the scene, edited the pose to fit my character,, apply it as the rest pose, applied loc/rot/scale, and Generated Rig. The problem is that on the rig that it generates there is a "bugged" controller in the image below.

On the left side is the controller in rest mode in the forward position where it should be. On the right side is the controller in pose mode where it slightly rotates on the Z axis, despite it being locked.
I thought the solution would just be to alt+R and G to reset rotation and movement but for some reason these controllers will not reset to the rest mode. And I don't know of any other way to apply the pose mode position to these. Even when I go to the skeleton layer that controls the problem controller I can't fix it because you can't move the actual bone in pose mode and it goes to the rest pose in edit mode.
Does anyone know why this happens and/or how to resolve it?
Edit: just realized it causes problems with the hand bones and toe bone as well.
EDIT2: Here is the file. https://drive.google.com/file/d/1jk5RvFQrdlHRr4Pruz8Sk9br0QX3_IYm/view?usp=sharing
You can see how the rig adjusts itself by going from the rest position to the pose position in pose mode.


texts: I can't see the 2nd layer rendered in the Compositor

texts:
I have been following BlenderGuru's Create a Spaceship in Blender tutorial.
So far so good, until now when doing the compositing.

I believe I have followed every step he mentioned, I have also revised them a few times. Yet when I change the ID Mask's Index (as he does), nothing changes on my screen.
I did assign the Material Pass Index to the material that will be glowing, which is on the 2nd layer. The Render layers are correctly setup, with the main layer set to create the Mat Index pass.

But instead of getting something rendered in the 2nd layer (so it can become the glow eventually) I only get a totally black or white screen.

Note Price only uses 1 render layer node. And only the main scene layer is enabled when rendering. Somehow this works for him.
I have been advised to use 2 render layer nodes instead, and to enable both 1st & 2nd scene layers for rendering. This alternative method does work to some extent, as the 2nd layer gets rendered. The problem is that you end up with the glow behind the box, when it should be over it.

If you go to this specific time in the video you'll see while he's creating the Render layers, he only needs to identify the Render layers, but the Scene layers stay the same, which is only #1 (where the spaceship is).

Anyway, you can inspect my test file should you want. nopass_02.blend. This one is the one like Price's, with 1 render layer node.

Here's the other one with the alternative method, with 2 render layer nodes.


texts:
I am making several renders of a scene, with each shot needing a different camera, pose, and Freestyle settings. I want to setup each shot and their settings separately. Normally, I would make different Scenes in the same file with Link Object Data. However, unlike other render settings, some parameters of Freestyle that I need to change affect all Scenes in a file. If I change a parameter in a Line Style such as the displacement value on a geometry modifier, it changes in all Scenes in the file. I can change Line Set settings per scene, but I need both.

Is there a way to make a whole new file but that still has Linked Object Data the same as if I had made a new Scene?


texts:
this is my mesh so far and its uv map, on the top is the stairs and the bottom is the walls

This is how big the texture is when i add it to the file and what i though would look nice is if i shrink it so that texture looks the same on every step but i dont want it to be repeated over and over

what im trying to do is just copy and paste it so its on every step the same but the problem is the texture is too blurry and cant really see the details when its rendered, I looked everywhere and i can only find how to use the checkers texture or how to uv map, Any advice?


texts: Is it possible to define the width of a dialog popup?

texts:
I am currently working on some Blender python exercises to expand my knowledge, my first project is to get a dialog popup to apply modifiers to specific object groups to speed up my workflow.

Everything currently works, however I have one issue with the dialog dimensions. It appears to stay the same size horizontally, no matter the content. This results in clipping etc.

Is there some way to either a) define an exact size (undesireable) or b) make it adjust to contain all content.


texts: Shiny Materials Not Showing Up In Render

texts:
Ok so Blender was working perfectly fine for months now until today I tried to render a weapon with a chrome material, only to find out that it rendered without the material! I already tried resetting Blender to all default settings and I've quadruple checked to be sure non of the objects are hidden. Yes, the lighting is very bright too, but that doesn't show either. See pictures below.

(Edit): Guys, I'm not stupid. I already tried the background idea. I looked around for an hour for solutions before posting this question and found a few people having the same problem, (including the thread that this is a "duplicate" of) but none of the suggestions people gave them fixed my problem. Even if there is no background, the object should at least be interacting with the light somewhat. Example:

That's a render I made the week before I started having issues, I'm not very proud of it but it proves my point. So what's below doesn't make any sense.

Even with a different color.

But when I use a dryer, non glossy material like leather or just the default diffuse mat everything shows up fine.

Plz help ;__;


texts: How to get one object to copy a character's location but 10 frames later in bge

texts:
I'm making a 2D platformer game and the character I have is similar to that of donkey kong country. When the character you are playing moves (such as donkey kong), the unplayable character (like diddy kong) follows and does exactly the same thing except a few frames later and ends up by his side again. I am going to learn python, but have not yet since I am doing school, and I have not found a way (python or no python) to get this to work. I have tried doing a slow parent, but that cuts corners and the character that is following ends up floating or dipping below ground level. Here is a quick depiction of my problem:

I would love it if someone has a solution, but if it involves python, you'll have to show me step by step how to do it. :)
Thanks!


texts: No environment texture but there is one in the reflections

texts:
...something strange here. I have a scene with a node setup with no environment texture, but in all reflections i see one. The world tab and shader nodes are empty and it should be a dark, grey background. Background under the render -> film section is also not set to transparent. In both evee and cycles. I want to find the texture, since i somehow lost it in a later version of my scene.
...i thought at first i broke blender, since all reflections were gone as i used the undo function. But somehow this secret environment texture, which is not shown anywhere else as in the reflections of the object in the scene.
Any idea why this is happening or/and how i get the exact image background back?


texts: Point features to 3D models with same scale of object

texts:
Object Link Data Approach: as suggested in this given link: Is there any way to replace an object?
I have uploaded my screen shot of my workspace.

IMPORTED SHAPEFILE- using BlenderGIS Addon:- yellow encircled objects are those POINTS of pole locations.
IMPORTED COLLADA MODEL- Red encircled is the 3D collada model. I need to replace those points with pole.

I hope it is clear now. Pardon my language. I am ready to share the data if required.

Scales of both objects are different. even sources are different. There are so many such point features in this SHAPEFILE data (110 points needed to be replaced with POLE).
After doing that, a giant object is displayed as result.

Thanks for cooperating.


texts: How to do support loops to combine smooth, curved surface with hard edge

texts:
So time and time again I come across a problem with shapes like that one below, where the smooth faces are ment to keep the curvature but the extruded bits shoud have sharp edges and blend seamlessly at the top last face with to curvature.

But I'm unable to route the support loops in a way that would gime me a clean surface without pinching
Below are few of my failed attempts at this:

Using Bewel weight:


texts: Is it good to collapse some vertices on the mesh and reduce as result reduce poly count but make triangles for GameReadyObject

texts: There is so many opinions on this, so many articles, similiar questions, as I am reading one old article and see this. This is Article from Blender 2.4 but I assume logic is same. Is it good to reduce poly count and because of that produce Triangle. This is a very simple Object but I am asking for big and detailed ones. Is it good for "flat" and stationary object, but bad for human faces, animals and so on, or it isn't so important because it will be baked anyway. I am talking about objects for exporting to Game Engine. Be free to post a link to Article, Video, Book, Course which could explore this in depth for modern time, and modern engines.


texts:
Basically boolean union operation gives my mesh additional verts and edges I don't understand how and why it added them.

I'm using blender 2.81

My blender file:

http://pasteall.org/blend/index.php?id=52764

Videos of bug:

https://youtu.be/xb25F19fwnc
https://youtu.be/cNsM66S5KY4

Things I already did (for both objects):

I applied transformations
Double checked if there are any doubles
I'm pretty sure everything is planar

Any tips/guesses?


texts: I've made an animal model, which consists of two objects: eyes and a whole body. I decided to make them into one object. When I tried to do that with Ctrl  + J one eye joined to the body and the other disappeared. What's the problem?


texts: How to Add Visibility Keyframe on Collection?

texts:
I have many animated objects with keyframes. I want to hide/ make visible all objects with one click or one keyframe? How I can do this?
In previous versions, I could easily add a keyframe in outliner with shortcut key I but now I can't.


texts:
All flattened cubes have the same Bevel modifier settings, except for the left one, which has Harden Normals checked. The faces of the left two object are smooth shaded, the right object has flat shaded faces.

I want to use the custom normals created by the Bevel modifier in LuxCore. The result is supposed to look like in Cycles.

Using BlendLuxCore, how can I use the custom normals created by the Bevel modifiers Harden Normals option?


texts: Joined objects remain separated in edit mode

texts:
I apologize if this has been covered, but I have been unable to locate a solution.
I joined two basic objects together before applying array and curve modifiers, but they are still detached in edit mode. Is there a way to combine all vertices into one complete object? Any help is greatly appreciated.


texts: Making first intricate mesh on my own after tutorials, need some pointers

texts:
I have done a number of Blender tutorials and feel confident in making my first complex mesh. I am attempting to model a drum machine that I own. It's almost all simple shapes, nothing with a lot of contour or texture, so I feel confident about this as a first project. I am using background images from renders that the company use as promotional photos as I model, so I know everything is roughly to scale.

I am not wanting step by step directions from anyone, but rather general tips and advice to help me move forward. I have done tutorials that are more complex than this, but obviously I wasn't using my noggin for those :)

The drum machine is an Analog Rytm

I have created the body and faceplate as separate objects. I have modeled the nuanced beveling that the body case has under the faceplate through subsurf + mean crease. The faceplate also has a subsurf modifier. I created the drum pad indentations with a mixture of loop cuts, mean crease on certain surfaces and extruding them downward to make pockets. I am running into a road block on how to progress next: my idea was to tackle the sixteen buttons along the bottom

I am wanting to clear up the subdivisions that using loop cuts has created. When I click on edges I want to clear and use "dissolve edge", it removes the edge but it also turns the faces into warped textures that I can not use loop cuts on anymore. Here is a small screenshot that illustrates what I mean. From what I've seen on other forum posts, dissolving the edge is making that face no longer a quad so its unable to interact with loop cuts anymore ... do I have that right?

My dilemma: how do I keep cutting into the faceplate to make room for the buttons in a way that won't make the faceplate increasingly difficult to work with? Also, what would be the best way to make circular + oblong cuts into the faceplate for the rounded buttons? Also, have I gone about making the faceplate the wrong way entirely? I was basing this off of a laptop tutorial I followed since it handled building the keyboard in a very easy way, and since this has a number of buttons it seemed like a good guide to emulate


texts: Why does this armature move in a weird semicircular motion?

texts:
I applied transformations to both the armature and the mesh but whenever I play the animation the dog still goes in this semicircular motion. I want it to stay in original location.

PS. the mesh and the animated armature are imported as FBX (it is already made by someone else)


texts: One side of my mesh is completely dark and isn't being affected by lighting

texts:
I'm following the Blender Guru Tutorial for the anvil and I'm currently stuck on why this issue is occurring.  I had added the HDR lighting to my render when I noticed that one side of my anvil was completely dark compared to his: https://imgur.com/a/JKenUtG

I have no idea why this is occurring.   I have tried auto smoothing the normals, recalculating the normals, and making sure that I didn't accidentally mask any render layers.  Any help would be appreciated

(Also, if anyone could tell me why the horn is creasing, that would be amazing.  The actual model I made is very smooth on the horn, so i'm unsure why its so boxy).


texts: How to properly import from CATIA v5 to Blender?

texts:
As I use CATIA V5 to model and Blender in Cycles to render I've been having some problems with de export-import process between these two softwares.

My usual way to do it is by creating a tesselation (polygon mesh creation) in CATIA, then exporting in .stl, importing it in blender and then applying the smooth feature to avoid those mesh divisions. Sometimes this works but the thing is that when I have small details I'm being forced to reduce the size of the poligons in the tesselation (make a heavier mesh in CATIA) so the stl's of a single product are about 700mb, making the scene slow to edit and also, when applying the smooth, I've some small poligonized shadows that I have to edit later in Ps.

So there's my question, does someone knows how to properly export-import from CATIA to Blender in order to get a smooth model that it's suitable for a nice render?

Hope someone can help me with this issue.

Thanks!


texts:
I would like to ask for a help. I have different color after rendered by Eevee. Please see my attached file , the viewpoint color differently without any change .

Thank you,
Mandy


texts: Importing PNG series with Import Image as Plane is blurred and has artefacts

texts:
I am using a series of .png images (from green screen footage) with alpha channels. However, when I try to import image(s) as plane(s) in a rendered scene, the image is blurry with anti-aliasing off. If I turn on anti-aliasing, then I get a frame artifact around the image plane.

Also, is there a way to setup the plane so objects behind transparent parts of the image can be seen? I am using Blender Internal and an AMD Radeon HD 5770 graphics card.


texts:
Still very fresh to Blender. I need the glass window to be transparent in this scene, as I have a light source outside and the light should come through the window.
The window of the cupboard in the corner of the room uses the same material and it works, the glass is clear and transparent. But not with the main window.
Any idea on what the issue might be? I can provide you with any further information if needed.


texts: How to draw text and shapes to a Texture?

texts:
Using Python I'm trying to generate a texture with a few lines and text.

I've got a proof of concept using Pillow and a function to convert from PIL Image to Blender Image,
but I would like to avoid having the extra dependency.

Is there a built-in 2D Graphics API I could use to draw shapes and rasterise/sample pixels for a texture ?

I had a look at the Grease Pencil API which looks great for drawing.
Would it be possible to get an Image/pixels from Grease Pencil ?
If so, how ?


texts:
So I recently purchased Substance Designer and developed a granite material for a blender scene. (Below)

So it's all fine, nothing wrong with the program, but how do I export it? I'm not expecting it to be native to the program, but I couldn't find a single addon for Blender to import a .sbar file. All I could find is how to export substance painter stuff.

So do any of you know how to do it without more paid software?


texts: Can I prevent a specific bone from moving during Auto-IK posing?

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Can I limit chain length during Auto-IK posing, or otherwise prevent the movement of specific bones?

I'm familiar with the ability to limit chain length when setting IK bone constraints, but I don't see any similar option while posing with Auto-IK enabled. Is there such a feature, or other way to lock a specific bone from moving during Auto-IK?


texts: Packing all linked Files for Render Farm submission

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So I want to submit a project to a renderfarm. I have multiple links to other .blend files in the project since this saves memory and speeds up the render a lot. The blend files are roughly 5 GB combined. it is a large scene.
Is there a way to easily package all associated files for submission to the renderfarm?
The pack all into blend function only works for textures for as far as I know.
Thanks in advance.


texts: How to select/list all users of an Action?

texts:
I have a (comparably) complicated, non-humanoid character rig. I am having a lot of trouble exporting this thing to Unity, so I am trying to clean it up without ruining all the animations I made (for the second time). I have one Action that has 3 users, but I only have 2 armatures; No meshes need to be linked to the action because I am using shape key driver-bones to do those deformations.

I have looked through all meshes for this character, selecting the Action and pressing the "x" button, but it is not clearing a link to a user--I can't figure out WHAT extra object is the 3rd, superfluous link to this action! I need to remove that link.

How can I get a list of objects that are linked to this action? Or select them? I do not remember how to use Python scripts in Blender but am open to it.


texts: Rig in different postition when I copy keyframe information form one rig to another

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Ok heres my problem. Hopefully it will probably be a quick fix for one of you. I don't really know how to take screenshots either but I will try to explain my problem clearly.
EDIT ADDED IMAGE

I have a basic bouncing ball animation, keyframes all set, it looks good.
I'm trying to transfer keyframe information onto a new ball rig. I copy and paste the keyframes, and almost everything works, EXCEPT The NEW rig does NOT follow the same path and information as my old rig it it slightly lower down on my graph, but the animation and movement is all still the same. Whats wrong here?


texts: Using Relative (//file) paths, Make All Paths Relative doesn't work

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I am looking for a way to use relative paths in Blender to link to external image, movie, etc... files. I assemble all of my .blend files on my MacBook (OS X Yosemite) and link to the images I've selected by connecting my Finder to a downstairs headless Xubuntu server, through which Blender can then create an absolute path. I then render using this server. However, I have been looking for a way around linking Finder and creating an absolute path, as I must be at my house to connect Finder. I've read that if I use a relative path (//file1), as opposed to an absolute path (Users/.../file1), I should be able to easily send an entire folder, assembled locally on my laptop, to the server, but I haven't been able to get this to work.

In an attempt to create relative paths, I remapped all of the paths in one of my existing .blend files to correspond to the same image textures locally in the folder on my computer where I store said .blend file. I then tried to use the File > External Data > Make All Paths Relative option, but all of my paths were still absolute. Any thoughts?


texts: I'd like to be able to rotate/pan the view while anchored in a single point, as if I were a character looking around the space by moving my head. Is that possible in Blender?


texts:
I imagine this is a fairly popular problem to have, but I can't seem to find the right terminology, so I apologize in advance.

I am currently creating rather simple shapes, mostly by combining simple meshes, using the boolean modifier. However, this leaves artifacts which lead to all kinds of unwanted behavior.

The simplest way to recreate what I mean is to boolean -> union two cubes of the same size:

The upper mesh in the picture is the union with all its weird artifacts, the lower mesh is what I'd like to get to. I tried mesh -> clean up in edit mode, but apart from removing loose vertices, it doesn't really help much. Also, just deleting them in edit mode leads to all kinds of weird behavior.

I also tried the remesh modifier, which works on the example above and feels like it's the right answer, but it just doesn't work at all on my actual project (which I don't want to share here).
Can this be due to the fact that all kinds of already applied modifiers still interact with each other?

A somewhat adjacent problem I faced are vertices which lie on the inside of a mesh.

Is there a simple way to solve this? Ideal for my use would be a tool/modifier which essentially retraces the surface of a mesh and removes any unneeded vertices, such as vertices that are on a flat surface, or that are creating weird loops and such.

I hope that makes somewhat sense.

Thanks in advance and regards,

tt


texts: Multiple mkv files from blender video render

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This is my first time trying to create a video using Blender, and it's from a 4k camera.  I used the following settings:

Video Codec: H.264
Output Quality: High quality
Encoding Speed: Good
Keyframe Interval: 18

File Format: FFmpeg video

The video is fairly long at around 26 minutes, and for some reason it cut the video into 9 mkv files at almost exactly 2gb each.  So I'm guessing I have the max size of video set to 2gb somewhere, but I can't seem to find it.  Any idea where I set that incorrectly?

Also, I'd like to export to a single mp4, or .mov, or other formats, but those don't seem to be options.


texts: How can I select faces by color with Python?

texts: I have imported a VRML model into Blender 2.74 with concentric shells made of polygon faces, each layer of shell is a distinct diffuse color. I am hoping to select faces by their color, then apply translucency or transparency to partly reveal the shell of another color within. I thought python would be a good approach, but when I try bpy.ops.object.select_... I don't see a method to select by color.


texts: I have a character with non-spherical eyes. Is there another way to move the pupils without resorting to re-positioning the UV map permanently? Like say... assigning the texture to a bone?


texts: Why is the texture appearing different, and then not rendering?

texts:
That doesn't look right at all.

Also,

Why is his face all black?


texts: Boolean Intersect/Difference Only Uses Edges

texts:
This question is very similar to this question, (if not, a duplicate) but I wish to add a few more details of my own. (The question is also still unanswered...)

I am following Andrew Price's Anvil Modeling tutorial, and there is this part where you are supposed to use the Boolean modifier to cut a cylinder out of the Anvil. However...

The Boolean Modifier does not cut out the part where they overlap, but rather, only the parts where the edges of the cylinder overlap (I have attempted to highlight the effect of the Boolean Modifier in blue.)

Since then, I have recreated this scenario, both in 2.79 and in 2.80, but in those attempts, the Boolean modifier had worked as expected:

If I may ask then, what was wrong with my original .blend file that caused this error with the Boolean modifier?

EDIT: I have already tried recalculating/flipping the normals, it hasn't worked.


texts: Transparent blue plastic material which emits light

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Hi I am creating a Doctor who Sonic screwdriver model in Blender and am having difficulties creating the material for the blue light on the end.  Preferably I'd like one material which emits light and one which doesn't.
Reference pic for without light:

Honestly I don't really like the pics on Google of it emitting light
Here's a video in which you can see it with the light on
https://www.youtube.com/watch?v=KgSgplNgpmw#t=58
Any help is much appreciated!


texts: Controlling animation speed for different elements

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I encountered a problem animating a three section retractable roof on my stadium. I am trying to animate closing of the roof, but for some reason each section is moving in diefferent speed.

So let me try to explain my current situation:

I have a three section retractable roof. Each section is set 1,90 m in front of the other one because of the wheels. Lets call sections with A, B and C for better understanding. So first all three sections (A+B+C) are moving from frame 1 - 40 by 22 meters. Than section A stops, and other two sections (B+C) continue moving from frame 40 - 80 by 18 meters. And, at the end, sections A and B are staying in place and section C is moving from frame 80 - 120 by 18 meters. Everything looks great and so on but for some reason, during frames 1 - 80, sections of the roof are penetrating into each other. Its like if each sections wants to reach its final location faster than the others, and as a result I get one part of the roof going into the one in front it. So basicly they are not respecting thath initial distance of 1,90 meters they were set at.

I tried grouping them, joining them but nothing... Than it is only OK from frame 1 - 40, but as soon as I separate them to move other two sections, problem appears again. So what I want is to make them move in the same distances they were set initialy at, and just to lose each section at spacing of 40 frames.

So is it possible to edit speed of the objects somehow, parent / child them in some way or is there any other solution.

I would be very grateful for every suggestion or help.

Thanks in advance.


texts: Python copy animation from armature to another armature different rest pose

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I have two armatures with different rest pose I wonder if there is a proper way to copy the animation from on the other as shown in the image.
Here is an example of the blend file https://ufile.io/7h1l48gv

this the code attempt for one frame but it didn't work as expected .
pos_bones = bpy.data.objects["Uncorrect"].pose.bones
pos_bones1 = bpy.data.objects["Correct"].pose.bones

for bon in range(0,len(pos_bones)):
    bone = pos_bones[bon]
    matrixPoseOrignal = pos_bones1[bon].matrix
    matrixLocalChanged = bpy.data.objects["Uncorrect"].data.bones[bone.name].matrix_local

    bone.matrix = matrixLocalChanged
    mat = matrixPoseOrignal.inverted() @ bone.matrix
    bone.matrix = mat


texts: How to rotate multiple (controller) bones with one main (controller) bone?

texts:
I got a quick question regarding rigging in Blender! So i recently picked up Blender to teach myself some of the basics things (modelling/rigging/etc), i have worked in Maya for many years prior. But i am currently hitting a small roadblock.

So here is the problem. I modelled a bird and i am currently rigging it. I made a few controllers that can rotate the feathers. The small sticks can rotate each feather sepperately and they are parented to the big box
The feather bones have a driver attached to them that links them to these sticks, so when i rotate them along the X-axis they will rotate the feathers.

My question:
What would be the best approach to link the small sticks to a main controller (the box), so when i rotate the box it will rotate all the feathers, but you can still adjust/tweak the feathers with the sticks as well.

I tried it with a driver but this will lock the stick so it can only be rotated with the big box. I'm sorry if it's an obvious solution but i am still new to Blender xD

Edit 2:
The updated file with the feathers:


texts: How do I wrap text around a circle having it still standing up?

texts:
I'm trying to make my text stand up while still following this bezier circle.
I know it looks like a complete utter mess, but all I want to know is how to make the text stand up (Like on the clock image) instead of being "skewed"


texts:
I have a landscape created by moving vertices only along the z axis, as per many tutorials. The problem is that, where there is a steep incline (i.e. a big distance between axes), the texture gets funky.

With only rock texture it actually looks pretty decent, but once I started vertex painting in some ground cover, the problem became obvious.

So I'd like to get as close as I can to my original landscape mesh, but even out the distance between vertices.

The two possible solutions I've seen so far are:

remeshing
exporting as a height-map, then re-importing to a new mesh

I've had a brief try at remeshing and it wasn't successful, but then most things are not successful at first :-)

So I have three questions:

Is one method generally preferred over the other in this sort of situation?
Are there other ways to even out the mesh that I haven't come across yet?
Any advice on process for either method?

Update 1

Thank you to d8sconz and HENDRIX for the advice so far.

I found at least part of the problem: somehow in the landscape development, quite a few vertices have gone missing!

So, I made a new mesh by shrink-wrapping a plane over the old one. I also increased the vertex count by 50%.

So the problem of textures being stretched out of shape should be, at least partially, alleviated.

However, I'm now intrigued by the idea of UV painting instead of vertex painting. But for it to be an improvement, I assume I'd need to seam the landscape before unwrapping. I can't see any obvious way to seam a natural landscape, except perhaps for the path.

I have included a .blend of the landscape if that would be helpful.

Update 2

I changed the title again to generalise it and hopefully make this more useful.

d8sconz and HENDRIX make some good points about UV-mapping, but this thread from polycount discusses just how difficult uv-mapping is for landscapes, and how important it is to plan in advance - e.g. think about where to make inconspicuous seams during the modelling stage.

So for me, I will stick with vertex painting for this project. Increasing the vertex count helped a lot. I also made some changes to the textures that makes stretching less noticeable.

d8sconz asked:

  Do you need to vertex paint for some reason?

For me, vertex painting is very flexible and intuitive on a landscape, especially using the technique described in this post. Here is a screenshot that gives an idea of the process.

So thanks to d8sconz and HENDRIX. I really appreciate the advice even if I didn't end up taking it this time. I'm still working through the texturing process, developing techniques as I go. When I'm finished I'll write up my findings as an answer.


texts: How to create 1 texture and 1 combined normal of a collection containing 100's of objects (that can not be Joined)

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I am building a model for a flight sim, and have the objects and animation done. (Just for context, there are over 500 objects spread over 20 collections, and a large number of empties driving part animation)

I have also assigned PBR materials to my objects, some objects have a number of different materials assigned to them.

The result is a really good looking model in Blender.

I now need to to export that look to the sim.

Traditionally, this has been done by unwrapping all the objects in a collection and importing the resulting UV texture into something like Illustrator/Substance, then using that UV texture to create materials and normals etc., then, attaching those upgraded "textures" and normal maps to the collection for export to the sim.

The problem with this approach is that its highly complex, costly- since you now need to go and purchase more stuff, and the need to learn about how more tools work and their processes adds time, and finally the risk of something going wrong is very high if one tiny check mark or 0 is missed at one of the many steps along the way.

All the while I'm staring at a beautiful, fully materialized and bumped model in Blender, and thinking there has got to be a better way!!

Basically I'm looking for a possible new/faster/Blender-centric approach to export what I have in Blender, to the sim.

I need your expertise to help think through what this Blender-centric PROCESS should be

Before we get further, there is 1 immoveable constraint imposed by the sim's architecture, no getting around it:  There can be ONLY 1 texture, and ONLY 1 normal map per collection.

For context, imagine a Rudder, or the Fuselage, or the Main Gear assembly as distinct collections, and these are exported as a "part" into the sim (which I have working btw). And as you can imagine, each "part" contains many many smaller objects, with different material assignments... like the rubber for wheels, aluminum for hydraulic tubes, flat and dull painted parts etc etc. that all make overall the "part" work.

So the goal is to have 1 texture map and 1 normal map per "part" (remember 1 sim "part" = 1 Blender Collection)

Therefore, what's needed is 1 Collection-texture.png that contain all the "color" + 1 single normal map.png which should be a sort-of "combined" specular, occlusion, height, normal-map output. (yep. I know about the combined bake option)

I can then plug these 2 textures into the sim's Blender exporter plugin to get colors and normal in the sim, so that the sim model Looks like the Blender model.

I have seen many videos of creating textures for single cubes... That does not scale for me as I have 100's of objects in a collection and I need just 1 texture for the full collection. And I can't join the objects into 1 to create 1 texture because a) objects have multiple materials, b) over 1/2 of them are parented and nested to Empties which drive the collection's overall animation (like wheels turning, shock absorbers, retraction etc.)

What process or series of steps would you suggest to accomplish the creation of 1 texture, and 1 combined-normal for a Collection that contains a large number of objects that have multiple materials and parented empties assigned to them, that can not therefore be joined into 1 object???

I'm looking for what-to-do strategy please, not How-to-do it instructions -- that's on me .. I can probably find those how-to-accomplish instructions online somewhere.

Need your expert help to think through and design the process to make this Blender-centric 1-texture + 1-normal per collection output creation strategy possible. Is it??


texts: Am I limited to using primitive objects to create shapes in Blender or can I 'sketch' a freeform shape?

texts:
I've recently discovered blender as a solution for my rendering and animation needs as an aspiring product designer since these tools in traditional pd software such as Fusion and Solidworks is very basic at best. However, I've noticed that forming shapes in blender seems to be done from primitives such as cubes, planes and spheres rather than a sketch as I am traditionally used to.
This method seems very roundabout for making something even relatively simple such as a table or chair which I would otherwise just sketch,extrude and modify.
I would like to know if this is just a matter of not being used to it, or whether I should stick to other software for modeling product and import it to blender for rendering and animation.
If so, the mesh seems to be very distorted when imported are there any addons I should look into for solving this problem.


texts: how to create an object in real time by extruding

texts: I want to extrude an object in blender game engine to model a terrain. Suggestions please.


texts: Different materials for each fluid inflow?

texts:
How to assign a different color / material to each inflow object in one simulation (bake)?

In the following example we tried to mix two inflows and experience the mixing between the two fluids. However, as bake starts there is only one domain object as fluid (object!) which does not respect color / material assigned to inflow objects!


texts: Rope modelling issue - curve modifier breaks up if object moved from origin

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I have succesfully created a rope object using the screw and curve modifiers. But when I move the object away from the origin the path gets more distorted the further I move it away.

The only way I've been able to fix it is to apply both modifiers. This leaves me with no ability to modify the object path or rope strand dimensions easily. See below for examples. You can see the underlying sine curve


texts: How do I model a transfusion blood bag in Blender?

texts:
I have been trying to model this asset for a few days but I cannot get it right.

As everybody can see in the image above (thanks to Jachym Michal) for modeling this object I used an image reference and a grid.
With my mesh as it is I have encontered with two mayor problems:

I have got the general shape down but with that messy topology I can't extrude it.
I have modeled the tubes of this thing (the cylindrical object that appear on the image) but I don't know how to joint it to the grid mesh.

For what I got it could be saved or should I start from scratch?

I hope that someone can help me out.

Postdata: I have attached the blend file for anyone who wants it.


texts: Cycles: Will fire and smoke on GPU be supported in 2.75?

texts:
Will fire and smoke on GPU be supported in 2.75?
Are there any infos about the roadmap regarding this issue?


texts: Artifacts on objects with baked normal maps

texts: I keep getting these weird artifacts on my objects after applying normal maps baked in Blender in EEVEE, the normal map itself looks okay but I keep getting these artifacts on the objects themselves, and it still persists even when I increase the number of samples.


texts: How to stretch a mesh around multiple other meshes?

texts:
Hey all I am trying to model a squid and stretch a thin flap of skin between the tentacles near the base of the head and my problem is I don't know how to get a mesh to stretch between multiple tentacles like that.
I duped + combined them all into one mesh and tried a shrinkwrap with a plane and it just wasn't the effect I want or good and then in sculpt mode it was having issues as a plane is 2d and simple extruding it wasn't good since it was wrapped around other things.
Some other examples of what I'm trying to do to help visualize my problem. Canvas around tent poles, bat wings, or when sugar is being made around those sticks bakers use.
Just trying to stretch a mesh around some other meshes.
Any help appreciated, thanks


texts:
So, I have a bit of an interesting problem.

To cut a long story short, I've had to export an OpenFlight model to Collada, then import that into Blender so I can export it into FBX and use it in Unity. My problem, however, is when I get it into Blender, the positions of all the objects in my scene are at 0, 0, 0.

Basically, it's like if someone modeled a chair, but instead of modeling it in the middle of the room and then moving it to where it needs to be, it's like they modeled it right where it needs to be, with the geometry offset from the origin.

Is there some way, in all of Blender's infinite power, to move the transform to where the geometry is?

And not move the geometry to where the transform is, because, if I did that, I would basically implode the entire model.

Thanks!


texts: How can I extrude an edge along the local axis?

texts:
I have been searching for a solution and it should not be that hard. This is what I tried:

I created a cube and rotated it along the Z axis in object mode.
In edit mode I switched to the local transform orientation, which looks like this:

Which is exactly what I wanted.
Next I Extrude, and press X twice to presumably lock to the local X axis. However it ends up pointing in the wrong direction and in the bottom left it says "along normal X" which is not what I want:

How can I get blender to extrude along a local axis?
Any help is much appreciated!


texts: Issue or Bug. The shading of an object changes when deselected in "Smooth" mode. (Why Radeon Users May Want to Avoid Ubuntu 16.04)

texts:
Issue or Bug. The shading of an object changes (to Flat) when deselected in "Smooth" mode.

These changes only appear to the unselected objects in the scene in object mode.

It's like the object turns back to flat when deselected. Things also look/appear to be a sort of triangulated.

Has anybody encountered this same issue?

Is it a bug or a new feature I've overlooked?

(I'm using an old AMD/ATI Readon with Ubuntu 16.04)

UPDATE:

Seems they have stopped working on new drivers for AMD Ubuntu 16.04, Link: http://www.omgubuntu.co.uk/2016/03/ubuntu-drops-amd-catalyst-fglrx-driver-16-04

DON'T TRY TO INSTALL DRIVERS FROM OTHER UBUNTU DISTRO'S, YOU CAN GET SYSTEM FAILURES

UPDATE 31-05-2016

JUST SOMETHING WEIRD...

I have no idea why, but recently stumbled on this weird thing.

(PS: all objects have been set to smooth)

Also I have installed Ubuntu 14.04 alongside my 16.04 distro, so I can continue without this bug.


texts: Strategy for Generating a Normal Map Projection From a 3D Model

texts:
I am still relatively new to Blender, and I am currently using it to model 3D vehicles for a 2D game.

The 2D-rendering engine (Pixi.js) creates an illusion of depth using a normal map (as demonstrated here). What I would ideally like to do is take a specific perspective of my model and project a normal map on a plane that is perpendicular to the camera (where the color of each point in the normal map is calculated based on the normal's orientation relative to the camera).

What would be an appropriate strategy for doing this?


texts: Why object`s colour changes when i play with roughness?

texts:
I have to make this object glossy, the problem is when i turn down the roughness it becomes half black, the original colour is blue.
I will upload photos to explain.
enter image description here


texts: Geometry Nodes - How to procedurally subtract the unwanted part of a mesh after applying it with particles?

texts:
This is how everything looks at the moment

This is what I expect the result to look like (partially instanced particles, partially original mesh)

The nodes setup


texts: Finding a specific face/vertex/edge based on position value, not indices value

texts:
[Looking for answers possible via python]

Hi everyone!

I'm trying to select a face/vertex/edge based on location rather than selecting it based on its specific index.  After the specific face/vertex/edge is selected, I have a code that I've found online that can then increase the size of the selected face by a radial distance, which is working the way I want it to.

I've found out that the index number changes when I run the script to generate everything in my model, so I can't (or don't know how to) select the specific face that exists in the location that i need to generate the radius of selected faces at, based on indexing.  I thought a simple solution would be to select based on location instead (ie., 0,0,1), but after searching online for a solution I haven't been able to get any closer to a resolution.

If anyone has ideas or links to help, I'd appreciate your help.  Please note though, I am a beginner in python and Blender so descriptive explanations would be appreciated.

Attached are images and code to better describe my problem:

This is an image of the working script that creates a radius of selection around a manually PRE-SELECTED FACE.  It works great, but I need the face to be selected via python (not manually) and the face that is selected can't change location because the face index changed when the script is run a second time, etc:

Here's the script that creates the above radius around a manually pre-selected face:

# This example assumes we have a mesh object in edit-mode

import bpy
import bmesh
# from mathutils import Vector

# Get the active mesh
ob = bpy.context.object # get the active object for example
mesh = ob.data

#45438 face number to start at. <---this changes when rerunning script
#length should equal radius of circle *1.1666

# Get a BMesh representation
bm = bmesh.from_edit_mesh(mesh)

# notice in Bmesh polygons are called faces
#bm.faces[45438].select = True  # select index 4  #this line doesn't work

# this is a coordinate like Vector((0,0,0))
active_median = bm.faces.active.calc_center_median()

# Modify the BMesh, can do anything here...
for f in bm.faces:
    f.select = False
    if (f.calc_center_median()-active_median).length <= 0.035:
        f.select = True

# Show the updates in the viewport
# and recalculate n-gon tessellation.
bmesh.update_edit_mesh(mesh, True)


texts: how to pin two soft body objects together?

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(new to blender)
i need to have an effect of the highlighted center object (softbody) to appear to "float" within the outer object (also softbody).

i want to use this later to make animations so that the "core" is generally around the center of the outer membrane.

after reading a few things, it seems like "Goal" is the way to get this to work properly with softbody physics but i'm not sure how to set the vertex group properly. HELPMEPLZ


texts: How to make solid hair for girl (not strand by strand)

texts: How can I make the hair as such? It is not strand by strand as I've seen from tutorials.


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In our VFX workflow, we are matchmoving shots in Blender and also calculating lens distortion in Blender with the Camera Solver.

To get the distortion data over to our compositing app we are applying the distortion to a UV image or an STmap as they are called in Nuke.

All of that works fine. What I'm trying to solve now is how to create a bit of overscan in the image to compensate for distortion that expands past the frame boundary.

Specifically, I want to do this in the compositor outputting to the File Output node as seen in the setup here. How can I expand the frame bounds but leave this UV image in the center where it is without scaling?


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I have been struggling a lot lately with AO map baking, and just ran into a new problem! I'm currently trying to bake out occlusion maps for a few rocks, been doing it to several different ones with little problem, but just finished rendering a few out from a few very highpoly rocks and get weird black "pixelspots" Not sure what I'm doing wrong, i am on highest sampling possible, and i tried raising the "bias" which helped, but as it decreases the amount of shadow aswell its not quite the solution i wanna go with!

Has anyone bumped into this, and got a solution for it?


texts: How to mask out a object in motion tracked shot to put people behind things?

texts: I want to put the girl behind the cup. How can i mask the foot of the girl? This is a motion tracked shot that moves so it doesn't just stay still.


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Is it possible to add a new option to the "Select Similar" (Shift+G in Edit Mode) menu of Blender?

I have a custom face data layer in my meshes to which I'd like to select all the faces with the same value in it. Out of the blue, not knowing how to approach this, I tried registering the following operator, but it did not appear:

class KclSelectSimilar(bpy.types.Operator):
    bl_idname = "mesh.select_similar_kcl_flags"
    bl_label = "Collision Flags"

    def execute(self, context):
        print("Hello World")
        return {'FINISHED'}

I thought giving it the same prefix mesh.select_similar_ like the other "Select Similar" operators would be enough.


texts: How to smooth shade an object while retaining hard edges?

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I frequently come to the problem of having a mesh with parts I would like to render smooth and "hard" edges connecting them.

How can I set the mesh to show the sharp edges but render everything else smooth?

In the example I would like the sides of the individual cylinders render smooth but the intersection between bottom and top to be sharp/flat