texts: Is there an official "roughness quantity" for each material?

texts:
Maybe this question is not related at all with Blender but, how i can define the real amount of roughness of a material? i mean, i know that by twitching and guessing with the less/more roughness bar will do the thing, but is there an official amount of roughness for each existing material?
This question came to me because there are web pages that provide official IOR amounts for lots of materials of the real world, so i was wondering if there are web pages that provide the same information but of roughness of each existing material. I went to the internet and found nothing (maybe i'm just bad exploring internet), so... there's something like an official amount of roughness for each material IRL?


texts: Can you change the bit rate or quality in general for .png formats while rendering?

texts: I noticed that you can change the bit rates for the FFmpegs and so on if you want to render in a video instantly. Is there any way to do it for pngs?


texts: Bokeh or defocus in Blender's default render engine?

texts: Is there a way to do Bokeh or defocus or anything of the sort in Blender's default render engine?


texts:
Only the 'object mode' is visible from the menu.
Cannot edit anything.


texts:
Is there a simple way to create an arch? Different type of arches on wikipedia.
I'm interested in the Round arch or Elliptical arch type of arches.


texts: Blender still using CPU even when I have CUDA chosen in preferences?

texts:
The problem is as title suggests, I selected CUDA and checked my GPU in preferences for the Cycles Render Device see here. But when I'm running my render, the CPU usage is anywhere from 88-99% and the GPU usage is around 10-15% see here. I can only imagine that Blender is still using my CPU to render the scene.
How do I fix this?


texts: How can i avoid making doubles when using subdivision modifier?

texts:
Hello i learning blender and have a question about the subdivision modifier. I make the model as on the picture. I have a subdivision modifier on it.
I know i can use loop cuts to make the rods not pointy, but the problem is when i use it they create doubles, i dont know if doubles is so big problem, but i heard its not really wanted. I allso know i can slide the loop cut just a little bit before the end edge and then it will not make any double, but it feels a bit not totally correct doing it that way, i dont know lol?.
My question is if this is the way of doing this? or are there better ways?


texts: Why aren't the texture images correctly rendering the correct colors in places?

texts:
Okay like my previous question, I am trying to export some 3D models from a game. However, for some reason the textures all seem to be applied correctly and the lighting is applied. But some parts aren't correctly colored, like two noses are correctly colored pink but the third is yellow instead of pink. Half of their bodies are yellow when they should be brown. And on one of them the top of their hair is brown instead of yellow.

I have provided a link below for the blend file. Any help that can be provided is appreciated.


texts: How to correct these normals along bevel?

texts:
I imported a model and corrected the normals (from what I could tell) in solid display mode:

I hadn't noticed that the normals are still messed up all over this model until I used material display mode and now can see that along the bevels there are some tris that stick out even after I have set from faces.

I tried taking these faces and set normals from faces, I also tried smoothing them, flattening them,  averaging from face area, also merged all vertices in case that was causing it. I am not sure what else to try. Usually setting from face has worked.

Here is a view of the normals from the faces and some marked seams that were on the model when imported, the topology is likely an eye-sore, I am still working on cleaning it. For now I just want to learn why I cannot get these normals to match up, what am I missing?
Please let me know if further pictures are needed, and thank you in advance.


texts: How to snap NURBS Surface Curve to vertex-es?

texts:
I've noticed strange difference between how snapping work for NURBS Curve's and NURBS Surface Curve's - for the second, it always snap to increment, even if different snap target is selected.
I mean, if you try to use snapping to vertexes(or any other snapping target):

With snapping to vertex enabled in editing mode, if will try to move point of NURBS Curve, then it will snap to nearest vertex under cursor:

But if i try to move points of NURBS Surface Curve, then it will always try to snap only to increment, not caring what "snap to" target is really selected:

Tried on Blender 2.79, 2.83, 2.90 - same behaviour. Is this a bug? Or there is a setting somewhere, that allows NURBS Surface Curve's to snap to something other than "increment"?


texts: Add Custom Menu at Specific Location in the Header

texts:
Blender has a built in template for adding a custom menu to the main header (INFO_HT_header). This can be found by going into the text editor under templates->Python->UI Menu.

Can I relocate this custom menu to be inserted between "Window" and "Help" sub menus? If so, how?


texts:
I have joined the body together, but the facial features still don't follow the mesh when testing the rig.
If there is any solution, please share
Thanks
Link to File: https://pasteall.org/blend/1ada2ce4a39c4c42a53bf2f9a8bde80a


texts:
Good evening,

i have got weird shadows on my mesh. No matter what lighting i've got - problem is still there.

Clearly it has something to do with topology. But the topology is pretty good so it's strange..

It is possible to fix them in static character's posture, but when i animate the character - problem reappear since geometry changes again in those problematic places.

What's the magic button to fix all the problems? :D

Things i've tried:
* Recalculate normals
* Make planar faces
* Edge split modifier
* Remove doubles

Blend file: (somewhy doesn't show up well as it used to before)


texts: Delete the upper surface of a cylinder with the api

texts:
I want to delete the upper surface of a cylinder with the python api.
I tried this code:
bpy.ops.mesh.primitive_cylinder_add(vertices=32, radius=3.0, depth=0.02, calc_uvs=True, enter_editmode=False)

bpy.ops.object.mode_set(mode   = 'EDIT')

bpy.ops.mesh.select_mode(type= 'FACE')

bpy.ops.mesh.delete(type='ONLY_FACE')

The result is that Blender deletes both surfaces the upper and the under. Any suggestions how to solve this?
Thx


texts: Blender behaves oddly on windows 10 suddenly

texts:
On my Surface Book 2, Blender used to work alright. I know it's not the best hardware to render, but it's all I have.
Suddenly, I realized, Out of nowhere, the shading editor was acting strange. Connecting the shader nodes didn't work any more.
That's one example how I would like to see the nodes connected: https://pasteall.org/pic/ff4d203da1334027a0b167ab422d0f9d
But all I get is this:
https://pasteall.org/pic/bc0083e9a9474443b2d3b27c0f14f2e5
What's wrong?
you can find my Specs here: http://speccy.piriform.com/results/Nbwxaj5R2kdI4bteuwKSwqx


texts: Unwrap not joining the torso front, back and head UV

texts:
When I unwrapped the model after applying the mirror it didn't connected the head, torso and back as you can see in the image, is there any config for this to happen?
I wanted it to look something like this so I texturize it properly ↓


texts: Animating separate objects with the same armature

texts:
I am making an animated character with body armour, which is a separate mesh than the character's mesh. I animated my character with a simple walk animation, but the piece of armour is not moving, watch this clip. How do I attach the body armour's mesh to the character's mesh, so that it moves along with the animated character chest?

The blender file is here.


texts: Blender object being imported in Unity is invisible

texts:
I'm trying to make a very simple object in Blender and export it to Unity. The object is a simple square that has a glowing (neon-style-like) rim (or frame).
What I did was adding square, inserting faces to create an inner square. Then I separated the planes (inner square and outer frame) to assing different materials to them. Then I assinged a material with red color and red emission to the frame (all I can think of to make it look neon-style) and just some black color material to the inner squre.
I selected both objects and exported as .fbx, then imported in Unity. But when I add this object to scene, it is invisible. What did I do wrong?
[I'm very new to Unity and really used Blender for the first time]


texts:
Is there any tools (perhaps addon) that resembles similar to what Extrude Edges do (from 3DS Max) in Blender with just single click?

Below is a screenshot from one of Viscorbel tutorial

EDIT : here's the video tutorial link, please check it at 01:45
Classic Chair Viscorbel

thanks in advance


texts: Why do the bones move when editing an action strip in the NLA editor?

texts:
I just need to do a simple thing which is editing an action. I press Tab after selecting the action to enter the edit mode.

All of the sudden, the mesh moves before making any edits! Look at the arms. What could be the reason? I know I'm missing a simple thing.

To be honest, I haven't pushed down an action that moves a single bone controlling the mouth. When I push it down, the issue is resolved. But I still want to learn. If I should guess an issue to happen, I would expect it to happen to the mouth or the eyes. But why the arms and the upper legs bones move too? They have nothing to do with the action that is not pushed down or the action that I'm trying to edit. Blender v2.93 experimental is used.


texts: How to scale and move a mesh to specific location and axis in Blender 2.8

texts:
I am a beginner and i am trying to move other mesh ,so that i can use as a wall and another mesh as floor .
But, i am unable to move the other mesh(smaller in the attached screen) .
Both the mesh is moving when i am using x,y,z transform (right side in screenshot).

Please help me in moving the smaller mesh towards bigger one and erect it as a wall and also scale the mesh in any axis by selecting it.

Thanks.


texts:
I have an image where I cut out the background get only the mountain with a transparent background.

I do a camera map for the mountain. The mountain mesh is a complete 3d mesh (it is not only a plane) and I do a UV from view. After that, I need to paint the texture in the 3d view, but I can't paint in 3d (because the 2D camera map), I get the image above. I need a complete 3d texture, like top view or something to manually paint. Something like this (but diffuse):


texts: How do implement the effect of blur on transparent materials?

texts:
I'm trying to create a blur effect when a clear light passes through a transparent material. Here's a quick summary of the picture:

And when an object is close to a transparent material, it should be more visible than it is away from a transparent material.

Here's a quick summary of the picture:

I've seen this tutorial for implement this, but I'm not trying to implement glass, because I'm trying to implement a protective film, so it doesn't fit my procedures.


texts: What controls are there in the built in player?

texts: While using the F11 Play Rendered Animation window, I have noticed that when you click or press any keys it will pause automatic playback. This lead me to the question,  what controls are there? Is it possible to start automatic playback again?


texts:
Long story short : Im making a lowpoly mesh for game ready asset thing.
The guys who does this said i should remove any unnecessary loops. However removing some loops makes my unwrap wrong. I'm not finding a way without such loops.
Is it possible to make this unwrap without these loops ?


texts: Blender export fbx file holes in mesh deformed

texts:
After learning that booleans were apparently "bad" in my past question of this same problem, I decided to learn to use the knife tool instead to cut windows and doors in my ship.

Old thread: Blender exported mesh extremely deformed

Unfortunately, despite using the knife tool and everything looking allright in Blender, when exporting to fbx and using in ClothingToolCHECKED of the Nvidia apex cloth simulation, the cut outs were extremely deformed. This is the second time this has happened, even though I'm not using booleans!

This is very frustrating, as it took me a long time to redo the parts of my ship that had booleans in them.

Here are images of what I mean:

Blender:

fbx export:


texts:
I finished the rig of my character and parented it to the mesh. After that I tried to move the leg bone but the leg just stretches (I got an ik bone and a pole target):

At first I thought its because I didn't weight paint so I went into weight paint mode but everything seems okay.

[]                      2[]3

I think it has something to do with the ik bone, because the end of the leg always centers to the beginning of the ik bone.
Could someone help me solving this problem?


texts: How to remove unwanted refraction (bent-straw illusion) from cycles material?

texts:
I am working on a render of Saturn as part of a scale model of the solar system, and have run into a problem with the transparency of the rings. I am using an alpha-mapped png image which seems to work fine, except for the break in Saturn's horizon, where it is crossed by the rings. (See image) It looks like refraction, which I certainly don't want in this case. How would I get rid of that?

Or, since this is a scale model where 1BU = 10,000km, could this be a precision error miscalculating the re-transmission angle? The scene is lit with a Sun model, 143,350 BU away...

EDIT:
Upon further research, this aberration is directly linked to the distance from the origin. I built a test scene to try to reproduce the problem, and was successful. The test rig is an emission plane over a striped sphere that is intersected by a fully transparent horizontal plane just above the equator. The brick floor is just a backdrop, and is not as severely distorted.

At the origin, the render is clean:

Moving the whole rig over to x = 5000, the distortion is clearly visible:

And at x = 100,000, it becomes extreme!

My guess is that this is a precision error from trying to calculate the exact angle of re-transmission through the clear plane with such high-magnitude inputs.

I tried just scaling everything down, but the distortion remains the same size relative to the geometry. Is this simply a practical limitation of the software that I should learn to live with, or might there be some way to get around it?


texts: I keep running into a problem: How can I rotate an UV island by exactly 90 or 180 degrees? The same applies for scaling it to double in size, etc.


texts: Why does my softbody have a hole in the bottom?

texts:
When I play the simulation, the softbody has a hole in it. The container has the default settings.

physics tab


texts: How to create this colorful metal material?

texts:
I want to create this material, but I cannot create these splotches of colors well enough.

As you can see, this has different colours in it. I can see pink, green, and a little yellow.

This is the result I get:

Indoor HDRI:

Node setup


texts: How may I create a continuously looping animation?

texts: I would like to create a continuously looping animation that repeats itself constantly and without my help (I do not want to create one animation and then copy and paste it over and over again).  A good example would be the rotational movement of a helicopter's blades.  I am not repulsed by a scripting solution, and would indeed welcome it.  How may I accomplish this?


texts: How to write a YAML file with a Blender Python script

texts:
I need to write a script that runs on Blender (2.72) and writes a YAML file containing the results. In normal python I would use PyYAML and write something like:

import yaml
yaml.dump(['some', 'data'])
....

It seems that Blender uses a different python interpreter than the one installed on my system (Ubuntu), thus, a different set of extensions. I tried copying the PyYAML installation files to the Blender script directory blender/2.72/scripts/modules. That way, I can import the library, but I get errors because the library has its own dependencies (I want to avoid having to install every sub-dependency manually).

How can I get a Python extension installed and working in Blender?

Is there an alternative method to write YAML files in Blender (using python)?

Note: I will distribute the blender file containing the python script to other users, so it would be nice to have an easy-setup method!


texts: Problems with latest versions (2.77-2.78) on AMD GPUs

texts:
Sometimes I have to use a cheapo laptop I bought back in summer but it was still cool, because I could combine both the APU and discrete AMD graphics to render 2-3 times faster than the quadcore CPU would, until recently.

On version 2.77-2.78, the tiles corresponding to the faster GPU appear grayish, with just a silhouette of the render while on the latest 2.78a release the two GPUs can't seem to render together at all. If I go back to 2.76a however, all renders fine like it used to.

I've changed settings, uninstalled and installed video drivers and Blender, tried everything but still same results. What is going on?!!!


texts: How to install "Cycles Minecraft Rig BSS" (Blender 2.9x)?

texts:
We are trying to install Rymdnisse (Cycles_Minecraft_Rig BSS Edit V6.5.zip) add-on for Blender 2.9. We go to Edit > Preferences > Add-Ons, and install from MacBook Downloads folder.
It says it installs, but we cannot locate the add-on in the Community, Official or Testing lists to select it to make it active.


texts: How to change the shape of a spotlight in Eevee?

texts: I am trying to make a spotlight project a square onto the wall in Eevee, but I can't find an easy way to do it. Right now I kinda have a jimmy-rig where I made a cube and put a square-shaped hole in it, then moved it in front of the light. This is really hard to move around though and I would like it to work as it does in Cycles with nodes. Is this possible? Or should I stick with my jimmy-rig?


texts: Metaballs are different colors in sculpt mode

texts:
I created a few metaballs and used boolean to combine them with another mesh.

The dark purple is what were the metaballs. They are one object, but a different color from the fingers I connected to them. Already checked the normals, they're all flipped outside. And there are no materials.


texts: Transfer data between nodetrees in Animation Nodes

texts:
I'd like to split one network into subprocess' and assign them to specific Nodetrees. General idea is to have Custom Execution Trigger on every subprocess to improve overall performance.

But how to transfer values between trees?

I can write/read values in Object ID properties, but they has limited use case, throwing error for Meshlist/Splines:

  only floats, ints and dicts are allowed in ID property arrays

Also what is this interesting button Go to parent nodetree (green highlight)?:


texts: Unable to use LMB in any properties to increase or decrease values

texts:
Blender version 2.90.1 on a Mac (version 10.15.6) using a Magic Mouse
In any properties view I am unable to use LMB and drag to increase or decrease values. I tried to find anything in preferences related to this function but unable to find anything. I did reset preferences and the function still doesn't work.
It would be a great help if you can provide guidance on how to resolve this issue.


texts:
In Blender Internal we can use light probes (setting: angmap) to illuminate scenes. I'd like to use the same light probes in Cycles as in Blender Internal. However, I can't find the right settings in Cycles and therefore the background is distorted.

Any ideas how to fix it?


texts:
I'm making an animation scene where black fog swallows a grassy field, but I have a problem with the smoke simulation. In the view port it looks fine, but when I render the smoke it is boxed and squared, and looks like cubes (I have baked the simulation).

I have tried different things, from people with similar problem, but nothing works..

Any idea why, or advice?

Thanks :)

example:

Smoke domain set up:

Smoke compositing:


texts:
I have two identical cubes Cube and Cube.001. Cube.001 has a copy_transforms constraint targeting Cube. When I move and scale Cube the Cube.001 moves and scales as well but the problem the location and scale values remains 0 for loc and 1 for scale although its scale and location changed. This causes a problem to me as when I apply location and scale for Cube then Cube.001 jumps to the origin with the small scale. I want whatever I do to Cube is applied to Cube.001 so that when I apply transforms to Cube I want Cube.001 still be like a Shadow for Cube not jumps elsewhere or change it's scale.

This is Cube and Cube.001 properties as shown in the below gif, Cube.001 has a copy transforms constraint and Cube location and scale are not 0 and 1, while Cube.001 has them as 0 (loc) and 1 (scale). Once I apply location or scale for Cube, Cube.001 changes it's location and scale.

Any advice please how I can do this? I want Cube.001 to have the exact same values as Cube. I'll be doing it in python

My .blend file can be found here:


texts: Why is this background render/script for the command line not working?

texts:
I'm trying to run Blender as a background process via batch process (or directly from the command line), neither seem to work.  Has anyone done this before?  I'm using the following pages for guidance:

https://www.blender.org/manual/advanced/command_line/arguments.html
https://www.blender.org/manual/render/workflows/command_line.html

When rendering, it should use the info in the .blend file (.PNG vs AVI, frame rate, etc.) by default.  For both of these, there is a file called ANIMATION.blend already created.

Here is the FIRST script, to render in the background:

cd\program files\blender foundation\blender
blender -b C:\pathtofile\ANIMATION.blend -o C:\pathtofile\renders\ -x

It gives me:

found bundled python: C:\Program Files\Blender Foundation\Blender\2.78\python
read blend: C:\pathtofile\ANIMATION.blend

Blender quit

But does not actually render anything, either in /tmp, or the output file above, or the one in the .blend file already.

If I just render the animation via the in Blender GUI, it works fine.

Any ideas? Is it broken or am I doing something wrong?


texts: Strip length does not update with sequence length

texts:
When I add a Sequence as a Strip in the Sequencer, and then increase the length of my sequence, the strip does not take into account the new length and always stops. Is there a way to update the strip so it contains the whole length of the sequence?

Here you can see that my strip is ending at the playhead

After adding the sequence again, it works as expected.


texts:
I'm working on a short with a CGI robot. I found this:
https://www.youtube.com/watch?v=RUmamyB-C6o

I'm trying to achieve a similar look with the scratches. The node setup he has in the video, looks quiet complex and I'm not sure how to go about doing this.

Is the best approach to add metal scratches is to create a UV map, that I can add to the metal, sort of like what I did on the face? Is there a different approach?


texts: weight painting in blender displaying black color

texts: While weight painting the mesh only shows two colors Red and black in solid mode. It is not showing intermediate values like green and blue. if I switch to wireframe mode the weight colors are displaying correctly. How to rectify this? I am using blender ver 2.83


texts: I am new to blender and couldn't find how I could make a quarter cylinder. I first tried starting with a cube and subdividing two sides. But this subdivided the two sides into two directions, not just one. Then I tried starting with a cylinder and deleting the 3/4 the vertices which did not result in something useful either. What is the standard way to go?


texts: I am looking for a way to create a kind of an outline around an object so it look like a emboss. I added two examples and highlighted some of such outlines with yellow. I am wonder is there is a way to automatically make such volumetric outline or it has to be done manually? Thank you in advance


texts: So maybe it´s a dumb question to the more experienced users, but I´m a noob at animating, so I tried to make a Basic intro(basically a world where there is a simple camera movement to the text which is wobbling to the Music). But the Text is just wobbling way too fast so I have to smooth out the wobbling of the text, how do I do this?


texts: How to decrease edge loops in skin modifier?

texts:
Hi so I'm using the skin modifier to extrude some vertices and it works relatively well except that it too much geometry/too many edge loops and there's too many for me to go back and remove manually. Is there a way to fix this?

with decimator modifier:


texts:
I am creating a completely procedural space with some stars, nebula, etc. The stars are generated by a Voronoi texture hooked up to a Color ramp - a pretty usual approach as far as I know. I would like to decrease the amount of stars in the scene.

The Color ramp connected to the Voronoi texture has three colors inside it as follows:

Black at position 0
White at 0.001
Black at 0.002

I have tried decreasing the amount of stars by setting the positions within the color ramp to lower values like 0, 0.0001 and 0.0002, but the amount of stars seems to stay the same.

I am fine with the size of the stars, I would like to just make fewer of them. Sadly, even after several hours of trying, I seem to be unable to achieve it. With that, I would be very grateful if anyone could give me some advice how to achieve this.

The node setup is below, the scene preview can be seen here Scene preview and the blend file is here Blender file. Using blender 2.8 with Cycles.

The node setup is pasted below:


texts: Automatic Weight Painting Error (With Riggify)

texts:
I have tried to fix this error for over a week now: Bone Heat Weighting: failed to find solution for one or more bones.
I have tried many things like:

removing doubles
changing scale
doing the retopology all over again...

None proved effective.
I'm desperate, this is a school work that I'm doing; if I stay stagnated for any more time I'll be in danger.
PS. My teacher does not know how to animate, I definitely took something that was way to hard for a newbie like me.
Thank you.

Screenshots

I have added the files here in case you want them.


texts:
I have started sculpting in Blender and Im not the biggest expert. I have a little issue now. When I started sculping Symetry X was on and it is still on. It worked all perfectly, it did mirror each side as it should. But now I started working on hands and as you can see in the pictures on one hand its fine but on the other hand at the finger tips there is "extra mass" and I do not know where it comes from. I did not turn off X Symetry or anything. I was just normally working. X Symetry still works at all but the fingers are an issue for that, and I do not know why. Please help me! Thx!

1: https://i.stack.imgur.com/ze1V9.jpg

[2: https://i.stack.imgur.com/ze1V9.jpg

[3: https://i.stack.imgur.com/643Xk.jpg


texts:
How can i change Local axis of this tire to be like the axis in example?
I have no idea how to do this. Is there any way i can achieve this? I'm a beginner.

If i can rotate the object without rotating the local axis, I can achieve what i need. But i don't know how to do it. Any help Appreciated.


texts: How do I set the selected value of an enumproperty?

texts:
I have a dropdown that should show a list of materials available for the selected object. The current material should be the selected entry in the dropdown list. I've been looking through posts but can't find the answer to this simple question.
I can set the value through the console by doing bpy.context.scene.mydropdown = 'my selection'
but doing this anywhere inside of my script gives me an error: Writing to ID classes in this context is not allowed.
class SC_PT_Wall(SaunaCloudPanel, bpy.types.Panel):
    bl_idname = "SCPANEL_PT_Wall"
    bl_label = "Wall"

    def draw(self, context):

        layout = self.layout
        sc = context.scene.saunacloud
        obj = context.active_object
        layout.prop(obj, "sc_has_heater", text="Heaters")

        sc.matlist = obj.material_slots[0].material.name  #this causes an error
        layout.prop(sc,  'matlist')

class SC_Global_Props(PropertyGroup):
    def getMatList(self, context):
        obj = context.active_object
        type = obj['sc_type']

        lst = []
        for mat in bpy.data.materials:
            parts = mat.name.split("_")
            if parts[0]==type:
                lst.append((mat.name, mat.name[len(parts[0])+1:], "Tooltip baby!"))

        return lst

    def setMat(self, context):
        obj = context.active_object
        matName = context.scene.saunacloud.matlist
        mat = bpy.data.materials[matName]
        slots = obj.material_slots
        if len(slots)!=1:
            print("Can't set material because '"+obj.name+"' has more than one material.")
        else:
            slots[0].material = mat

    matlist: EnumProperty(
        name="Material",
        description="Tooltip for the Dropdownbox",
        items=getMatList,
        update=setMat
     )


texts: Creating an object from a black and white image

texts:
I would like to map the vertices of a shape to the pixel of an image. The mapping result will modify the position on the Z-axis of the vertex.
For example:

the pixel at position X=0, Y=0 is white (255 or 1): so the vertex will be positioned at (0,0,1000)
the pixel at position X=0, Y=1 is gray (128 or 0.5): so the vertex will be positioned at (0,1,500)
the pixel at position X=20, Y=180 is dark (22 or 0.*** ): so the vertex will be positioned at (20,180,***)

Is this possible?
Thank you


texts: How to convert Raw image texture baked from Blender to sRGB color space

texts: I know that to convert from linear to sRGB (or the other way around) you have to apply a gamma correction of 2.2, but how do you convert from RAW to sRGB? I have a whole project using RAW color management because it's much easier to get the right colors when you are doing product texturing, and all of a sudden I'm asked to bake everything for real time. So here I am with all my RAW diffuse textures baked down, and Photoshop opened wondering how to convert them to sRGB space for some final touches in Substance Painter later on.


texts: How to correct scale autocad file in Blender

texts:
I have a autocad file and imported in Blender. After click the Import button i dont know the size is small or large. After going to outliner and selecting the mesh and click the dot button i can view my plan. But its cut off when pan and cant see the units in Feets. How to get the exact scale and units in Blender as compare to Autocad file.

Imported converted in Blender

Autocad File


texts: How to get better anti-aliasing in blender internal?

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I'm having problem with antialiasing (I think this is the problem...). As you can see from the picture, far object and reflected object are still to rough (see the red arrows).
On the right you can appreciate my antialiasing settings.

Is it a problem of antialiasing? I'm quite new to the blender and the 3D graphics world, so I'd like to understand what is happening.

Thanx in advance !

Addition
Using cycles rendering, I get this:

Why? I lost all the material settings???


texts: Bake to keyframes not recoding any frames

texts: I have simulated cell fracture from frame 600 so i have set regid body frame start form 600 to 700 everything is working fine. When i try to bake the physics to keyframes nothing happens the button is not greyed out or anything just nothing happens when i press it i have also tried bake action same thing happens. I need to bake the physics to keyframes since i need to have another cell fracture in later frames. Any help is appreciated.


texts:
When i tried rendering in blender a message says :"could not initialise streams probably unsupported codec combination"

I tried rendering with different files.
I'm using a macbook, what can I do?


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I've planned to buy the new basic 2019 Mac Pro, essentially for use with blender. Is that a good idea? I own a mid2010 Mac Pro for now but it's a little bit slow as soon as there are a few textures in my projects.
...or should I switch on a Windows solution?
Thanks


texts: I am at the moment in the middle of sculpting a Wyvern. I have gotten very far and I have a lot of progress. But my progression has been hindered because there are weird black lines and dots showing up on the sculpt. I can't remove it and it's a massive nuisance. And it still shows up when rendered. How do I remove these because I have spent a lot of time and I am reall proud of it.


texts: How to rename active or first texture slot of a material from script

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I have a tool that I've written that takes blend files and converts them into quake 3 maps. This automates a ton of stuff that saves me a lot of time, but there's still several tedious steps before getting to that. One of those steps is splitting complex meshes up and generating textures and materials for each object. To keep things simple for editing, I'd like to have object name, mesh name, material name and texture name be the same for each object.

To accomplish this, I've found and used the batch rename data blocks script located here. For how great this script is, there's one thing it lacks, that being the ability to rename the active or first texture for the materials. I've attempted to access material.texture_slots[n].name and change this value, but got an error that it was read-only.

What is the appropriate api/process to rename images attached to materials? For what it's worth, all images are packed, generated textures.


texts: It there a possible way that I could scale all the objects individually?

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I'm working on a complicated building which my goal is to keep the multiple objects in their respective groups and scale all objects at once. Instead of using Ctrl+J function to group everything into 1 object and scale it.

Appreciate some advice. Thanks.


texts: Should I be concerned with symmetry/neatness?

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I often find myself stumbling when trying to make a model that consists of oddly shaped parts, or with different required poly density's across (i.e. adding round arms to a square body). It can get very tricky to get the shape I want but keep everything perfectly aligned. Should I be more concerned with the topology, or should I be more concerned with the final shape?

For example something like this:


texts: Cutting a circular hole in a hollow cylinder without distorting the cylinder

texts: Whenever I try to cut out a circular hole in either a cylinder or sphere the polygons around the circular hole always have distorted normals after smoothing. Is there anyway to fix this. I've tried using the remesh modifier but wind up with some pretty ugly results.


texts: Some objects turns black for a couple of frames in Cycles render

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I am trying to render out an animation but I have a problem with a couple of the frames where some of the objects turns solid black. The only thing that's different in the problematic frame range is that I have animated some shape keyes. But I don't think that's the problem. If I render out one of the problematic objects in a single layer it works. If I view the whole scene in render mode in the viewport it also works fine. Almost all the objects in the scene are linked from other blenderfiles. Rendering with Cycles.

The animation is 350 frames long and the bugged frames is about 10 of them. Any ideas?


texts: How do you paint on only one island in UV Paint view?

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To be clear, I know how to select a UV island in 3d mode and paint just on it. But there are times when I want to paint directly in the UV layout itself (2d view). But sometimes the islands in UV unwrap are really close and can easily cross paint.

For example, the eye unwrap may be next to the body unwrap and if I do a broad stroke across the body it can easily bleed into the eye unwrap. In 3d view you can select an island and only paint in THAT island. I want to know how to do so in the UV Paint 2d view.

Image below is an example (not mine), I am talking about trying to paint in the right side window on only one uv island at a time without bleeding outside of it.


texts: How to wrap fingers around a cylinder (handle)?

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I'm fairly new to blender, and have tried this answer already, but it's actually warping the blue selected polygons. I'm trying to warp / bend the fingers adjacent to the selected polygons. My issue:

I am trying to get those 4 fingers to curve around the handle:


texts:
While I was  playing with nodes I wanted to check which gray-scale algorithm blender use. And i came up with this node system:

But I got this strange result. Where did i make mistake?


texts: Faces Missing in Revit .dwg to Sketchup .dae into Blender

texts: I am trying to do some more complex modeling for an architectural project. All of the base modeling is done in revit. I have imported it into sketchUp and exploded. All groups are importing correctly except for like 3 walls and one floor. Anyone know what could be causing this? I have looked at each piece of geometry separately in sketchUp and see no reason for this to be happening to specifically these random items.


texts: How to change the color of my custom node's label

texts: My extension uses nodes and I would like to be able to change the color of their label. At the bottom of the page is a picture of what I'm talking about


texts: Vertex color value has weird offset in value when assigned from script

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What might explain this difference in values?

mesh.vertex_colors.active.data[loop_index].color[3] = colorItem.alpha
print(str(colorItem.alpha) + " / " + str(mesh.vertex_colors.active.data[loop_index].color[3]))

outputs
0.03125 / 0.0313725508749485


texts: Making 3 points stick on a plane / flag with wind

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I have a flag I want to waft in the wind. I imported the shape as an SVG from Adobe Illustrator.

I converted the mesh to a curve.  It wouldn't let me make some subdivisons but it still seems to work with the cloth property.

When I press play, you can see the structure of the flag stops.  How can I make those last 3 points intact? Also the fill colour seems to have disappeared, do you know why and how I can bring it back?

Thanks

Steve

File here: https://www.dropbox.com/s/mb8jsdnjm9f1enc/flag.blend?dl=0


texts: Is it possible to get a list of sub-layouts from a self.layout and insert buttons on it?

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I'd like to write an operator to set the correct pole angle for IKs, so adding a pole target won't move the rig. As I'd like to add a button next to the pole angle property field in the UI, found out the panel (BONE_PT_constraints), but constraints are listed into sub-layouts in the panel, as the source code has shown.

I don't want to tamper with Blender's original code. Instead, I'd like to go the add-on approach. Thus, using the traditional append-function-to-class approach will only allow me to add controls after the list of constraints.

How to run through the list of sub-layouts so to add the button?

The code I'm using right now follows:

import bpy
import mathutils
import bmesh

def dandrea_IKConstraint_panel(self, context):
    self.layout.operator("constraint.dandrea_adjust_pole", icon='CURSOR', text="Cursor > Selection") #test button
    #for s in self.layout.introspect().split(','):
    #   self.layout.label(s)

class dandrea_adjust_pole(bpy.types.Operator):
    """Adds functionality to the IK constraint panel."""
    bl_idname = "constraint.dandrea_adjust_pole"
    bl_label = "Adjust pole"

    @classmethod
    def poll(cls, context):
        #implement poll
        return True

    def execute(self, context):
        #implement execute
        print ("done.")
        return {'FINISHED'}

def register():
    bpy.utils.register_class(dandrea_adjust_pole)
    bpy.types.BONE_PT_constraints.append(dandrea_IKConstraint_panel)

def unregister():
    bpy.utils.unregister_class(dandrea_adjust_pole)
    bpy.types.BONE_PT_constraints.remove(dandrea_IKConstraint_panel)

if __name__ == "__main__":
    unregister()
    register()


texts: Is it possible to draw a line ball without a fill and make line table behind it not visible?

texts: My goal is to simply animate this line ball rolling but while rolling I do not want the table lines behind the ball to be seen. It is as if the ball has a filled color.


texts: How do I clear sharp edges on my models / apply one smoothing group to the whole piece?

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I am following a tutorial on how to make collision models for my meshes and have come across this step:

I am very new to blender, therefore I don't understand what this means, do I have to add a modifier to this models specifically or is this where I use the mark sharp function to select individual edges to smooth them? Thus clearing the sharp edges.
Also what does applying one smoothing group mean?
Thanks,


texts: Invisible meshes, even after reinstallation

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I'm at my wit's end. I've searched up this problem a dozen times and found no good solutions. My drivers are up to date, and my GPU should still be plenty capable (Radeon RX 580). I've tried repairing my installation, and reinstalling, nothing. Flipping normals does nothing, switching between local and non-local user perspective does nothing, every element in the scene should be visible, not even the cube you get upon launch is visible, nothing I've found works. In object mode I can see only the outline of the mesh, in edit mode I see a translucent grid. Am I missing something really simple here?
I started having the problem when I went looking online for some 3D mannequins to use as a drawing reference. Everything worked perfectly fine before then. Maybe one of the .blend files busted my settings, though, this wouldn't explain the persistence of the problem through reinstall. Still, I've put links to the models I tried using below. Also, I can't remember if the cube was invisible before or after I tried importing the files.
I'm just looking to pose a 3D model as a reference for a drawing, nothing complicated.
Model 1: https://www.cgtrader.com/free-3d-models/character/anatomy/sculpted-base-mesh-but-with-a-manga-shader
Model 2 (I'm using version 2.71): https://blog.machinimatrix.org/avatar-workbench/


texts: Painting aligment and texture bleeding even with margin turned on

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How can I avoid bleed like this? It's only appearing when I paint in 3D space, on 2D there's no such a problem. I used margin option with different sizes; UV island are separated with wide margin.
Also, is there in Blender an option like in Substance Painter, called "Aligment" with aligment like UV, Tangent, Camera?


texts: Diffuse Influence Sliders and OpenGL Viewport Rendering

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Click to enlarge
Is there any way to get these values to animate through the viewport rendering? Or will it only work through the real renderer?
If so, what settings should I use to get the renderer to look as close as possible to the viewport renderer? The real renderer makes everything too smooth and too soft, even when I disable anti-aliasing and everything else like mipmaps etc.
This is for blender 2.79 internal renderer.


texts: Making updates to an environment that I've camera projected

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I have a question about camera projection that is pretty specific – forgive me if the question is basic, I'm a beginner to Blender having just migrated from Cinema 4D.

I have a photo of an old-timey street I'd like to camera project onto basic geometry to be an establishing shot. I know how to do it up to that point, but for the real shot of course I wouldn't like to use a decades-old low resolution picture. My idea would be to, once I have the projection set up, recreate the storefronts and surfaces with modern image textures, but it also doesn't feel very logical to do so in the original perspective photo when I already have that projected onto geometry in Blender and therefore can create undistorted images for, allowing for more camera movement and so on.

What would be the best way to go about this? Should I UV unwrap the projected texture and work on the unwrapped image in Photoshop, replacing the parts I want to, and then just update the texture in Blender? I feel like this would work but some of the unwrapped textures would be heavily distorted in the unwrap and hard to identify as a flattened image, so I wonder if this is a common process that can be done in a more accurate way.

Thank you!


texts: I pressed unlink on a torus and it's gone. I've tried searching online but nothing has worked. any way to recover it? I'm pretty new to blender and this is really annoying.


texts: Boolean difference modifier not working on a custom mesh

texts: I'm trying to cut away a curved part inside a custom mesh with the help of a cylinder but the boolean modifier doesn't seems to work, When I try it with another  inbuilt meshes it works I have applied the boolean modifier on the custom mesh and then selected the cylinder for boolean


texts: How to get the right values for Z depth rendering

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I wonder how I can set the values in the Map Value node to get the best output. I want the pixels values of objects to be rendered according the to the distance from the camera in meters unit. I'm using blender-render Any advice please?

I tried using the normalize node but it causes flickering when my file has animation that's why I want to know how I can set the values of the Map Value node correctly.

Like the nearest point of the object to the camera should be white then pixels of the object degrades to grey until the furthest pixel of the dog to be black with the background, where the z value of each pixel will have the distance between it and the camera in metric unit, so that closer pixels (white) will have lower z value than further pixels (black).

My .blend file can be found here: Blend File


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I'm a student looking at microstructures. To render proper images I need to have solid objects (e.g. emulsion droplets).

Does anyone know how to create an object/mesh that is solid in the inside, instead of hollow?

In addition: how can I add color to the outside and another color to the volume of a solid mesh?
For example: a sphere that has a yellow outside and filled with a green material.

Thanks in advance!
Jantine.


texts: How can I test if a mechanism works well before printing?

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I'm not new in Blender but I'm really new in 3d print. I want to do a mechanism with, lets say, two gears and one handle, and I want to test, rotating the handle, if the mechanism works well before printing.
The only solution that I found is use the rigid body simulator and drop a mesh to one of the gears and see rotate.
But what I need if there any way to rotate a handle and see if the gears works well each other before print the model.

I want to rotate the handler to test the model, is that posible?

Thanks in advance!

UPDATE:

After search a bit more I found a solution :D I use the Rigid body physic to simulate the mechanism.
I add a constrain to the red gear to act like a motor, so the gear rotate by itself. I saw the use of the constrain in this video https://www.youtube.com/watch?v=XcO8ovnr_Z0 (wich I recommend to see)
Thanks for the answers!

This gif probe that I made it (?)


texts: How can i expand the selection on mac keyboard ? there is no plus sign on my mac keyboard.


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I am trying to simulate the effect of long exposure on cameras. Using motion blur is a good strategy for short exposures but when I want an extra large exposure (to do some sort of light painting) the effects are undesirable.

I found this alternative way that looks very promising but my skills on the node composition are zero and, unfortunately, the description is too vague.

  In the compositor. Add a file out node, and write every frame to that
  file, and add that file back into the noodle with an image node.
  Voila, feedback loop

Here another reference

  The planes are animated, and multiple renders are combined using a
  feedback loop.

Based on the description, it sounds relatively simple and I get the concept but I don't have a clue on how to implement it.

It would seem to me that you need a script to do this, otherwise it doesn't scale up well.


texts:
Created an armature for a bird using animals meta-rig (I have downloaded a .blend file of a bird and trying to rig it)
I have adjusted all the bones to their places.
Using object mode, I generated a rig (but that rig was way too small, so I have scaled it)
Now I selected the bird Mesh and Shift selected the armature
When I am pressing CTRL+P I am not getting the option of deform (Originally, I thought this is happening due to behavioral changes in different versions, but more the videos i see, the more i am inclined to think this is the tipping point for my issue)
So as a workaround, I went to the Object option -> Parent -> Deform -> selected 'With automatic weights' (nothing noticeable seems to have happening here)
Then selecting the armature going to pose mode(ctrl+Tab)
When I am moving the armature, the bird is not moving.
Options I tried so far,

I tried joining with ctrl+J
Enabled the System Console to check the error (no error displayed)
My blender version : 2.82 (also tried with 2.83 version too)
Also ensured that "Auto run Python scripts" is turned ON in settings
Followed the instructions from this answer

I am fairly new to the world of Blender, and most of my knowledge is either through youtube videos or blender docs.
Attaching the file


texts:
I have a volume scatter in my world settings at .1, and while trying to use a simple quicksmoke I'm getting black artifacts around the effect

white artifacts using branched path tracing

the whole thing is even more noticable when putting some emission on the fog. easily recreated by adding a volume scatter in the world settings, and simply making a quicksmoke.


texts: Cannot cut area out with AddModifier Boolean

texts: Hi I have a cube where I have removed the faces on the one side, so it is empty. I have imported svg objects into the scene. I want to cut a hole in the cube with the addModifier function (Boolean). The svg objects are curve converted to mesh objects.


texts: How to fix the foot still in walking animation?

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When you tread the ground with your foot it will be still on the ground like below, in turn making you go forward by frictional force.

The problem is that when I animate it, I have to move the thigh bone in turn making the food stray from the original position. So it's extremely fiddly and painful to just make a single foot stay where it was. As I made keyframes every frame it looks better but something's off since the foot now judders and it took me an hour and a half.

How am I then suppose to make it natural?


texts: (Fixed) Knife project removes vertex points but leaves faces untouched

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So I am trying to make a hole for my barrel but whenever I use the knife the faces I selected stay but the vertex points get removed, not sure what causes this and restarting blender didn't fix it.

Here is the file


texts: Rerending only freestyle on previous render

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I'm playing with Freestyle in Cycles. I'm tweaking setting and rerendering. I'm spending a lot of computing time rerendering stuff expensive stuff, then doing a quick freestyle pass with new settings.

Is there a way to keep the "main" Cycles render, and only rerender the freestyle pass?


texts: Error while exporting a mesh from Blender Spark AR Toolkit V1.1.0

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Recently Facebook released the Spark AR Toolkit for Blender. Using this add-on you can easily optimize and export Blender models for use in Facebook's Spark AR (used for creating Instagram filters). When using the Toolkit (V1.1.0) I get the following error message while pressing the "Export Mesh" button:
Python: Traceback (most recent call last):
  File "/Users/kaiyawilson-smith/Library/Application Support/Blender/2.91/scripts/addons/Spark AR Toolkit/spark_operators_export.py", line 44, in execute
    self._export_mesh()
  File "/Users/kaiyawilson-smith/Library/Application Support/Blender/2.91/scripts/addons/Spark AR Toolkit/spark_operators_export.py", line 80, in _export_mesh
    export_force_sampling=False
  File "/Applications/Blender.app/Contents/Resources/2.91/scripts/modules/bpy/ops.py", line 132, in __call__
    ret = _op_call(self.idname_py(), None, kw)
TypeError: Converting py args to operator properties:  expected a string enum, not bool

location: <unknown location>:-1

Does anybody know how to fix this?


texts:
Are there any existing methods to reduce a render to a specific set of predetermined / indexed colors within Blender (ideally with optional Floyd-Steinberg dithering) ?

I've been digging, I can't find anything that actually accomplishes or automates this without leaving the program. This post has a similar question, but the answer doesn't allow for specific color choice as far as I understand.
Gimp does an excellent job of restricting to specific colors but having to save a render, open in gimp, convert and then view is a bit tedious, especially for animations.
It should find the closest match for each color.
It should be visible in Blender (render window or viewport).
I assume it would require some scripting to be able to achieve this.

The result I'm trying to obtain is like so:  (Mind the image upload artifacts)


texts: How cam I make a building's walls grow as if its being constructed?

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I saw this blender animation on youtube showing a building walls grow into completion from the ground up:

https://www.youtube.com/watch?v=lNSdnzUH9IY

Does anyone know how to achieve this result, I have a building model. Just have to show the walls rising up and covered with the ceiling.

Thanks


texts: strange shadows and artifacts on cycles render

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I'm getting some unexplained shadowing artifacts after rendering in cycles.

As you can noticeably on the end of the nose, and more subtle under the green eye.

I'm using a 3 point lighting system that can be seen here

I've tried playing around with the lighting, and no matter what I do with the lights, the shadow is still there.

Anyone any suggestions for what could be causing this and what settings I could try playing around with to resolve this?


texts: playing with View Layers - are they always all rendered?

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I'm playing with View Layers since I have to separate a lot of stuff from a scene.
It's working great but I was wondering how it does impact the render performances.
If I have, let's say, 10 View Layers; but only one is used in the compositor.  Are they all rendered or just the one that is used ?
Thanks.


texts: Anybody understand why it is that the rigid bodies are not colliding in this scene?

texts:
As always, I thank anyone who might be able to help. I have experienced instances of my having followed the instructions in tutorials perfcctly with the results not having been the same as those achieved in the videos, and so it is no surprise that when extrapolating and applying the general principles to my own models, especially when rigid body collision is concerned, I am also experiencing aberrant results. I did all that I have heard and read to do to set up the one object as the catalyst in the collision, and also have taken the steps that I am aware of to cause the shards to respond to it, but as usual, nothing is happening. I have another slightly different version of this model in which the shards are just collapsing from the beginning of the animation despite the fact that they are deactivated, so I don't know what the issue is.

As shown below, the sphere doesn't break the door when colliding with it, it just pass through it.

UPDATE:

A Simple .blend file provided and can be downloaded from here:


texts: How do I make an object move along a path in either direction?

texts:
I'm trying to make a garage door open or close by rolling up or down like they usually do. I know how to make an object follow a path in one direction along a curve using constraints, but I need it to move in both directions. Is there a way to do this?

Also, when I try using the Follow Path constraint with a NURBS Path, the object attached to it only goes about a third of the way along the path and then lifts off and heads out into space. By reducing the number of keyframes, I can get it to follow the path just long enough to roll up like I want it to, but that seems to be a poor way to do this, and it still only allows the object to go in one direction.


texts:
I am using Blender 2,78, Blender render, and trying to upload video as a texture through images as planes

When I do that, the plane is pitch black with no texture, even if UV map is set as well as material and texture in properties tag. Movie is wmv. file and it sometimes plays 2 frames, sometimes not even that. The result is always black plane with no texture, even if texture is set.

Thanks for any help or advice.


texts: How to create a 3D virus envelope like this in image below?

texts:
I got the lipid bi-layer but just a plane of it, I need to make a aspherical envelope of virus, how can I recreate it in blender?

Link


texts: 2.79 - Blurry artifacts with BDSF Glass Shader

texts:
I get some blurry artifacts on a glass shader in my very simple setup (see image1).

2 meshes, smoothed with SubD (2) modifier : glass container on the outside (mesh1, image2), coffee or other liquid in the inside (mesh2, image3).

Principled BDSF on both meshes.IOR around 1.3-1.4 and transmission near to 1 (0.99).Normals are ok. Meshes are overlapping.

Lightning : world (white, strength : 1.5)

When mesh2 is outside from mesh1, problem seems to disappear.

Level of SubD has no effect on the artifact.

When i rotate the view around the object, artifacts stay at the same place.

When i modify the IOR of the glass shader, artifacts become bigger or smaller.

So, what could it be ?


texts: Is there an Evaluation time/Speed graph for regular xyz location /rotation properties inside the graph editor?

texts:
In programs like After Effects you can select a speed graph to edit the speed/velocity of your animation. i.e pixels/sec:

In blender I’m attempting to do this in the graph editor, but I’m accidentally changing the actual start/end values of the object’s location/rotation rather than editing the speed/velocity/influence of the object’s key frames. I’m only looking to edit the speed between the keyframes.
I’ve read about “evaluation time” of paths in blender. Is there something similar to this for solely the speed/velocity of the object? I guess it would be easiest to call it “custom easing”
Thanks!


texts: Blender 2.80 - Select Multiple Objects Not Working

texts:
I tried to select multiple objects using in select box mode, but it is only selecting the active object (the one that the origin point mark is showing).

What will be the cause? Is that bug or is there something that may be I did wrong with the setting?


texts: Why Bridge edge loops don't fit the same number of vertex or the closer one

texts:
I'm doing this tutorial:

https://youtu.be/DqBOva04lcE?t=690

and at the 11:30 I need to add a circle to use "Bridge edge loops" to connect every vertex.

As you can see there is 162 vertex, so, I add a circle with 162 vertex...

Then I select the verxtes of the gear and (try to) use Bridge edge loops...

I followed the tutorial, step by step, almost 5 times in a row (just this day!), and always get the same result.

In the next gift I show you the situation, and some fix that I found, but not the most convenient.

(after use bridge edge loops, rotate the circle 180d over X, and some degrees over Z)

Can somebody explain to me what I'm doing wrong?


texts: Downloaded Model Is Purple - Image Texturing

texts:
So I downloaded a model from a website and when I imported it to blender it came out as purple. I do know that this means that Blender is telling me that something is missing but because it is a downloaded model I can't seem to figure it out. I also downloaded the images, but there are so many textures and bump-based images that it gets complicated. Nonetheless, I could just scratch it all and start making the textures and images myself, but I just want to know if there is a shortcut. Here is the image of the downloaded model:

And here is a link to the download page (it's free): https://www.cgtrader.com/free-3d-models/character/woman/unity-digital-human-hs015


texts: How would you reproduce 70's style Sci fi Lighting in cycles

texts:
I'm wondering how I would create a rendering setup that gives the feel of the old 1970's era sci fi space scenes (Star wars, Alien etc.) I'm using Blender cycles to do this. Below I have what i'm trying to make along with an example from star wars and alien.

Alien:

Star Wars:

What I'm trying to reproduce:

Edit: I already have any models and textures, all I'm looking for is the lighting setup to achieve this effect. I've done holographic/wireframe stuff in cycles before and I've made space scenes with this harsh lighting in blender internal but I cant figure out how to in cycles.


texts: so I want to attach this object to a curve while using a curve modifier. When I apply the modifier this happens


texts:
For some weird reason, only this object acts like it has a mirror modifier when it clearly does not.

Painting acts with symmetry, as well as the UV map. When painting, I turned off x-symmetry and it still clones to the other side. Is there a fix for this?


texts: How to batch import images as brush textures?

texts:
I have a folder with some b&w images that I want to use as brushes textures while sculpting.
Is there a way to automatically load these images as brush textures, or do I have to do it one by one?


texts: How do you avoid dependency cycle between two soft bodies?

texts:
How do you setup two softbodies with collisions without getting a dependency cycle ?

A depends on B through Softbody Collision

B depends on A through Softbody Collision

Those two objects interact with each other. It’s pretty obvious that one depends on the other through collision. Why does blender consider this as a problem ?

This doesn't cause any issue when there are only two softbodies but when the scene goes more complex some objects get a simulation delay of 1 frame because of the dependancy, which is unacceptable.

Note : I can't merge the softbodies into a single mesh and use self body collision because the objects are meant to be linked to different bones


texts:
I am making a rigged character. When the wrist is lifted up, the whole arm should move, and the torso should not. The correct 'connecting line' from the wrist to the collarbone (may be hard to see, click on the image and it is clearer):

however the opposite arm's wrist is connected to the pelvis so that when it is raised the whole character tips:

How do I fix this, and connect the left wrist to the left collarbone, like the right?

Thanks in advance.

here is my .blend file:


texts: How to make a holographic reticle shader in cycles

texts:
Does anyone have a lead on how to set up a shader in cycles to mimic the behavior of hologhraphic sights in blender, as shown in this image?

I don't want to have to try and figure out exactly how to get the lenses and reflectors etc. physically correct because there seems to be no public knowledge of how exactly it's done.  I'm thinking it will probably have to involve some vector math, but I don't know how to do it.


texts: Clear Hard Flat Plastic Surfaces Without Glass effect

texts:
Let me start off with saying, I am new to this.

I downloaded a model to play around with, as I know I am not good enough to make this item myself just yet (a jewel case) but I wanted to learn how to make materials. This one is giving me a lot of pain.

The geometry looks like so:

My Goal is to get it as realistic as I can, and the preview seemed to have it looking pretty good, so I believe the mesh to be ok, but I assume I am making dumb mistakes.

My goal is to make it look like any normal jewel case

https://www.google.com/search?q=jewel+case&rlz=1C1GGRV_enUS753US753&source=lnms&tbm=isch&sa=X&ved=0ahUKEwj5hfil3N7fAhUHy1kKHeXYC2AQ_AUIDigB&biw=1062&bih=967#imgrc=mKnE1-NPcqzMnM:

note the hard edges, here is what my render ends up looking like, no matter what I do....

Notice how it has more of a glass look and less of a hard plastic look, and it also seems to "lose" geometry, so it looks as though it has melted.

I just need a simple example of a flat plane with some extra geomotry added to it and a short explanation of how to do the effect, I have been trying for days and I am not even close (I have found quite a few examples, but nothing seems to work as I expect)

I would venture to guess I am missing something important.


texts: Cycles hair, huge difference in the preview render and the final render

texts:
When I added hair particles to mesh and stared grooming the fur for a cat model and stared doing test renders, I found a huge difference in the preview render and the final render

this is the final render

this is preview

is there any way to correct?
the model is using the hair shader with color nothing complex

also is there any work around to render fur in 2.8 eevee using base color texture of cat

please reply
thank you


texts: How to create good topology without changing the flow

texts:
Guys how do i make that top extrusion sharp without changing the flow of the lower part?

I want the green area to be sharp but without those creases below.


texts:
Sorry if there is an obvious answer to this question; I haven't done any video editing ever so I'm struggling with something; How should I set up my output and encoding preferences?

I was tasked with cutting and merging different video files for my brother; he wants to create a DVD with some old family footage. I've already have all the audio and video strips set up the way I want them to playback. I'm just having issues figuring out what file format will work on a writable DVD disc.

Also, I want the quality to remain relatively high (as high as possible since the footage is already sorta bad from being a bit old).

Thanks!


texts:
How do we avoid light through a glass slab from the world,  materialized with just the default material in blender?
Using an hdr just for lighting the scene is ok, and suppose you want the world to render in a transparent and so under the render panel, under film subpanel we check transparent, but looking the world from the interior- through the glass slab - we can still see the world being rendered. How do we avoid this still retaining the ability of the glass that subtly reflects the interior of the scene?

(click to enlarge)
What I mean here is to avoid the image from the world through the glass slab whilst retaining the subtle reflections of the glass slab from the surrounding.


texts: Vertex Paiting slightly hidden parts of the mesh

texts:
I'm Vertex Painting an object that is has small depressions and bumps. When I make a stroke from some angle, there seem to be a bunch of vertices that don't receive the stroke.

In the following image, I painted a stroke in the top-right panel. It looks a smooth swath was painted, but as can be seen from the other views, many vertices were missed.

Is it possible to configure the brush to avoid missing vertices in a situation like this?

p.s. Not sure if it's relevant, but I'm painting with exact colours (i.e. I set the brush curve shape to constant, to be sure that the colour on my brush is the colour that actually makes it on the mesh).


texts:
What would peoples thoughts be, running blender on a Thinkpad  x60 / x61 if I went ahead and bought one?
the screen shot shows some specs.


texts: In the attached image there is a alpha texture which is used on that kitchen asset (forgot name :p) and it occupies that whole layer, i want to use the material in a way where the area excepting alpha map can be used as seperate material like a grey plastic, that Bosch logo is same but i duped that part of mesh which occupied Bosch logo and after duping, i applied seperate material, so that i can use the area except that logo as red metal.


texts: How to scale an environment texture in the world section?

texts:
Is there a way to resize the texture when using an image texture in the world section?
I have a texture that surrounds the scene (like a panorama).
It seems you can use it at a fixed size and rotation, with no way to tile or scale the texture.

It might maybe be possible to do this with nodes, but I could not find a way how to do this.


texts: Render preview vs Render issue with hair

texts:
I have added a strip of eyelashes on a small skin strip that is surface deformed (modifier) to each eyelid. I added a shapekey to close the eyes, so the eyelid and the eyelashes move.

Strangely in render preview the lashes move nicely with the lid but when I render it it stays in the place it is without the shapekey. Anyone know why? (Left is render preview, right is rendered). Also I am confused why the hair is so much different than the preview hair, but that might be related to bsplines or so and does not bug me as much as the eyelashes not moving.


texts: Multiple UV maps -- One UV map always low res or missing

texts:
For the life of me I can't figure out why this happens when I add a UV map.

Somehow, I managed to apply only a single image to my highest level UV map and the lower level UV map maintained the same resolution--allowing me to get the same resolution on both my UV maps and nicely import my mesh into another editor.

But I've not been able to duplicate this except on one mesh.  What's going on?

Somehow I was able to set the mesh resolution without applying an image.  This is exactly what I want because applying multiple images to multiple UV maps is creating issues for me.

Anyone know how I can set resolution on a UV map without applying an image?  It's definitely working for me on one of my meshes, but I just don't know how.  It's fine if they all have to be the same resolution

Here's a file with two proportional UV maps (which is fine).  One of them doesn't even have an image applied to it, and yet it works...

https://docs.google.com/file/d/0B3jOsV51Z7CuRmFRb3JyOUFYVFU/edit

Which ends up looking like this with 2 textures applied

And then, what has been happening to me dozens of times, is this other version which ends up with 1 texture being very low res (or zoomed in somehow?) and the other texture displaying.  Sometimes it seems to not detect there are 2 UV maps at all.

More info : I'm using FBX export and Unreal Engine 4.

Can anyone tell me what I've been doing wrong, and what I did right the one time?  I'm pulling my hair out because I can't figure out why all of my UV maps come out terrible--except for one.  What I'm doing seems extremely basic but FOR THE LIFE OF ME, I can't figure out what I've been doing wrong.

Edit : I was able to get a screengrab of a bad export.


texts: When using Rigify, Is there a way to add more bones to the lips?

texts: I want more control on the lips. However, when I subdivide the bones in the metarig I get errors when I try to generate.


texts: How do I change the 3D View rotation mode? To be more like edit mode

texts:
I am new to blender,
and I would like to know, is there a way to change blender's default rotation mode? If there is, please let me know.
Here is an example of what I mean.
P.S I imported a .obj file.

Example
https://youtu.be/1szZXFyHbRI


texts:
I have a quite complex mesh object (a spaghetti like structure, see image ).
What I need is a curve/path that does through the core of that structure.
Here is the file: https://drive.google.com/file/d/1Glmiqkxuw7MGCYJA4PSxLw1MF4X_Ntv0/view?usp=sharing
I would really appreciate any ideas on how to achieve that.
Thanks in advance!


texts:
Whenever I try to fill the face connecting the selected vertices (by selecting the edges and pressing f:

I get this weird filling

So, why isn't that face filled properly? and how can I fill it smoothly?


texts: Is there some general rules to remember shortcut?

texts:
I am using blender for a week and Im really struggled on understanding why any function have specifically that hotkeys that it have. For example: its clear that "a" key may stand for "add" and "apply" but is there some explanation of why specifically "shift+a" is add and "ctrl+a" is apply?
Some at least mnemonic rules can ease a workflow dramatically.


texts: how to "shrinkwrap" this wrap to a cylinder

texts:
Im making a katana, and modelling the wrap that goes around it. I finally got the shape down but i cant use shrinkwrap to shrinkwrap it to a cylinder because it comes out weird like this

Extruding wont help, heres what it looks like before:

one half of the mesh is supposed to be on top of the other, and when i shrinkwrap it, it turns the shape into a cylinder type and takes away the overlap. I can't use the curve modifier because it messes it up too.

As shown from top view:


texts: 2.9 Ao (ambient occlusion+ shadow catcher + transparent background)

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I'm trying combine "AO + SHADOW CATCHER + TRANSPARENT BACKGROUND" in the composite,
but, my shadow become white, and the background behind the glass too,
maybe I missed something,

any idea to the composite?


texts:
Summary:
I want hair particle system to change the color of each hair depending on the direction of sway. I have not programmed anything with blender before but am ok with python if some can guide me if that is required.

More Detail:
I am trying to create a visualisation of a biological system that uses "hair cells". And the particular feature of this system is that when the hairs are bent in a particular direction they send more neurological signals. And when they bend opposite that direction they decrease their neurological signals.

What I hope to do is produce a red (for high activity) to blue (for low activity) map of hairs as they move around attached to the moving surface.

So far I have surfaces with the hair particle system working using "hair dynamics". So the scene is set I just need to dynamically recolor the strands when they bend towards particular directions.

I hope that python is not needed but don't mind if it is.

Thank you for any help you can give.


texts: How to light an object consistently? Like a matcap

texts: I’m attempting to make a turntable animation of a toy-like object. The video will have a transparent background. I’ve tried studio lighting set up, but without great result. I am looking for a lighting setup like how the matcap looks.


texts:
I was wondering how in Blender 2.8 do you activate the shortcuts for the mesh objects in edit mode. That being 1 for vertex 2 for edge and 3 for face.

https://www.youtube.com/watch?v=W99lFlWrbCk&t=19s
7:25

Thanks so much
Umar


texts: How do I fix the paths for packed images?

texts:
I downloaded a shared .blend file.  I changed a few things and tried to pack the external data .blend file.  It complained about textures and it looks like Blender was looking for the textures on the author's computer?  How do I fix that?  It's not working in the user preferences settings in my Blender.

Thanks


texts: Porting Python scripts for an automated animation pipeline to Unreal Engine

texts:
I am using a Python script consisting of various sub-scripts to implement a cluster-based face animation pipeline. After importing cleaned motion capture markers into Blender, which all have uniformly labeled markers, you can run the script and it will call the following processes and accordingly the respective sub-scripts:

importing the 3D model from a human on which the motion capture markers are to be mapped.
retargeting: the motion capture markers are transferred to the face and scaled accordingly to fit the new face. For this to work, a manually created correspondence file must be used to establish the correspondence between the marker and the 3D mesh vertices.
Motion retargeting: In the second step, the motion capture markers were retargeted to the face for the first frame. For all subsequent frames, the motions are scaled accordingly.  For this purpose, a scaling factor is calculated and then applied to the motions.
Weight determination: Now the influence areas of the markers are determined, which then move the face.

In the end, the animation can then be played back and used in Blender. This is of course only a rough execution of what is happening, so as not to make the text unnecessarily large.

What is the best way to automatically port these Python scripts, which contain the complete animation pipeline, into Unreal Engine so that I can use them there as well?
If porting fully automatically like this is not possible: I know UE also has a Python plugin, but unfortunately Blender uses "bpy" as a module to call Blender's internal functions, which are very different from the Python API and how it works in UE. Is there any good documentation that can help me to manually transfer the same steps in Blender to UE as well?


texts: Imported .3ds models when rendered become transparent

texts: When I import a .3ds model and render in front of an image it is transparent and loses its material.  What an I doing wrong?


texts:
I am converting numpy array to Image -> Empty object -> Trace to Grease Pencil.
bpy.ops.object.empty_add(type='IMAGE')
empty = bpy.data.objects['Empty']
empty.data = image
bpy.ops.gpencil.trace_image()

There I change the boundaries and I want to convert it back to Image -> numpy array.
Do you have any advice how to convert it back?
Thanks.


texts: Textures doesnt shown up with GLSL Shading

texts: i have textured a modell and i wonder why when i change the shading option from multitexture to GLSL the textures will not shown up. what could be the reason for that?


texts: How to make this type of fade out with a scrolling text?

texts:
I'm making a Star Wars Crawl animation and I need to fade out some text but in a very specific way. The Star Wars movies do this type of "fade out":

Here's where I want to fade out:

This is a text moving from point A to point B. Sorry if I'm not too clear, I'm new to Blender. Thank you.
Some extra reference


texts: A set of shader nodes and lights to separate the background from the foreground on a set of videos

texts:
I'm trying to create a cut out animation with ebsynth + blender. I've got some footage from a scene of a movie and I've recolored the frames where a man is walking and a black man is moving a little bit while he is sitting on a sofa.
I've recolored only the first frame of the scene and I've used it as the frame that ebsynth should use to copy the graphic style from.
As you can see from the images below, the new graphic style stuck on the body for the first steps of the men. But then, when he walks close to the door / window, the brown color of the jacket blends with the brown color of the door, and the grey color of the floor blends with the grey color of the pants.
You can see what happens very clear giving a look here :
https://drive.google.com/drive/folders/1Tx3b85RGyPWUDZOrNgXJ2SejZ4Fv7Ybi
(I don't know why,when I have recompressed the images produced by ebsynth,the video started playing very slowly)
So, I need to fix this wrong fusion of colors.
I've got an idea to achieve this goal. What about to "play" a little with the blender lights to give more contrast to the colors of the floor and of the door / window? or even to the pants or to the jacket of the man? Maybe I can place two lamps on the scene,the first one that gives the right light intensity to the floor and the second one to the door / window.
Or I should create a set of nodes that do the same. I'm not sure if I should to this only for the first frame, the frame used by ebsynth to copy the style from or to each frame of the original movie. I can do that,but my scenario is not so easy. In fact, I'm using 3 planes. On the first one I have projected the texture of the interior of the house, on the second and one I have projected the alpha image of the white man, and on the third one of the black man, as you can see below :

So,the lights and the set of nodes should take care of the alpha images of the bodies. Take in consideration that these bodies overlap perfectly over the old ones. When I have created more contrast between the background and the foreground (the alpha images of the bodies), I can separate them easier.
I imagine that for this matter I have also need to another set of shader nodes. That's all. I'm waiting for your precious suggestions. Thanks.


texts:
TLDR: We've developed a method to measure a surface's microfacet distribution, and are looking for a way to integrate this in a Cycles shader. For more info, see this paper.

Hi all,

Together with a fellow student, I have developed a low budget way to get somewhat accurate measurements of the microstructure of a surface that concern the glossyness of a surface for a university course on surface engineering. We've also tried to make a method to integrate this in a cycles shader, which in theory should give a "carbon copy" of the gloss of the original real world sample, or at least a more accurate representation. This would be a nice way to get better previews in product design, but could also be nice in a more general purpose way if you can build up a library of different real world materials to get more convincing shaders.

Right now, the only thing we are struggling with is the actual inplementation. I'm pretty experienced with Blender as a user, but I'm pretty new to coding, and while most aspects of the shaders are easily customizable, the one parameter we need (the microfacet distribution) doesn't allow for options outside of the dropdown menu, and as far as I can tell, it can only be changed by diving into the source code (which seems a bit intimidating, to say the least). What I'm looking for is a way to make something like a plugin or node group which enables me to plug the image that contains the measurement data into the microfacet model as some sort of a lookup table. Does anyone know how to do this?

Thanks in advance!

Since it is all pretty technical, and took us quite some time to figure out, here is some background info:

The gloss of a surface is for a large part determined by the slopes in the surface which distort the reflection. Since these "bumps" or "microfacets" are too small to see individually, they sort of "blend together" to form the blurriness of the reflection you see. Because this blend is the result of lots of these microfacets, the total amount of reflected light is proportional to the (average) presence of these microfacets. This is the microfacet distribution

Since there is some randomness to this distribution, it can be represented as a statistical model, which is what render engines use to emulate the roughness of a surface. There are all kinds of different models with different equations, strengths and weaknesses, like phong, Beckmann and GGX. In Cycles, you can pick a model from the top dropdown of most shader nodes. By changing the roughness parameter, the distribution changes and gives a shinier or rougher surface look.

For our method, the idea is to use a dataset gathered from an actual surface instead of a mathematical approximation. Below are some examples gathered through our method (see paper for more detailed explanation). The position represents a certain microfacet slope, while the brightness indicates the probability density, or the relative presence of that slope.

I hope this info helps to clarify the issue, or at least give some more insight in how realistic rendering works behind the scenes.


texts:
I have a Blender python script in my Blender file

import bpy
print(variable)

and an external .py file in the same directory as the .blend file.

variable = "spam"

I want to import the external file into Blender using a relative path.


texts:
I have 2 different hand objects in separate files that have bones identically named. I want to set the angles between the bones of hand 2 same as the angles in hand 1 so that they have the same posture.
I have tried getting the bones' positions from hand 1 as normalized vectors, then do the same for hand 2 and find the angles between two vectors along X, Y and Z axes. Then, rotate the bones with those angles. However, the result is not at all what I want. The rotate_euler.rotate_axis() function rotates the bone over its local axes, not the global ones.
How should I approach this problem? Any help would be appreciated.
Here are some screenshots for better visualizing the situation.
Bone 1
[![enter image description here][1]][1]
Bone 2
[![enter image description here][2]][2]
Script that saves normalized vectors from Bone 1
import bpy
import json
from math import *
from mathutils import *
import numpy as np

obj = bpy.data.objects["Armature"]
bones = obj.pose.bones

with open("vectors.json","w") as outfile:
    outfile.write("[")
    i = 0
    for bone in bones:
        u = (bone.tail - bone.head).normalized()
        outfile.write(json.dumps({bone.name:list(u)},indent = 2))
        if(i != len(bones.keys())-1):
            outfile.write(",\n")
            i += 1
    outfile.write("]")

Script that finds the angles and rotates the bones of Hand 2
import json
import numpy as np
import bpy
from math import *
from mathutils import *

arm = bpy.data.objects["Armature"]

with open("vectors.json","r") as infile:
    vectors = json.loads(infile.read())

counter = 1
for vector in vectors:
    v1 = vector
    key = list(v1.keys())[0]
    print(key)
    v1 = Vector(vector[key])
    bone = arm.pose.bones[key]
    v2 = bone.tail - bone.head
    v2 = v2.normalized()

    angleyz = acos(np.dot(v1.yz,v2.yz))
    anglexy = acos(np.dot(v1.xy,v2.xy))
    anglexz = acos(np.dot(v1.xz,v2.xz))

    bone.rotation_mode = 'XYZ'

    bone.rotation_euler.rotate_axis("X", angleyz)
    bone.rotation_euler.rotate_axis("Y", anglexz)
    bone.rotation_euler.rotate_axis("Z", anglexy)

Result
[![enter image description here][3]][3]
The Files I am working on
https://drive.google.com/drive/folders/1d4J1O7GuPSU6UeEd-YdZ0M4EN0be1p9v?usp=sharing
I am trying to make the hand in the abnormal.blend to have the same pose as the hand in neutral.blend
[1]: https://i.stack.imgur.com/BxpqC.png
[2]: https://i.stack.imgur.com/Q0ctQ.png
[3]: https://i.stack.imgur.com/G4yjy.png


texts: How to make use of custom external Python modules in Blender or an add-on on Linux

texts:
The path for the Python executable used in Blender (up to 2.79) is not configurable.

I looked around and did not find a consistent way to be able to use custom  3rd party Python modules without installing then directly in the O.S. Python.

This would work, although not the ideal solution, but then I had issues with that in Linux, as running pip install system wide adds the modules to /usr/local/lib, but /usr/local is not the in the PYTHONPATH when Blender is started.

An active Python virtualenv - Python's own way of isolating 3rd party modules is ignored by Blender - as the way to activate a virtualenv is simply using it's Python binary (in a different Path than the one used by Blender).


texts: animate custom property generates error 'can not be animated'

texts:
I am setting values (and keyframing) for custom properties of my animation from a python script. For most of the custom properties I make this works fine, however there are also custom properties that generate the error 'bpy_struct.keyframe_insert() property "["Clamp High"]" not animatable'. In the IU the properties show like in the image:
when I press the the 'I' key in the UI I get the same error. However, when I press edit of the particular custom property and immediately press OK, it shows like

and I can press 'I' and insert a keyframe.
What is happening here?


texts: Mesh is deformation is mirroring very strangely, how do I fix this?

texts:
I am rigging a crossbow to be exported to Unity3D. It is currently just a model of a bow, and I am trying to perfect the rig as much as possible before I model the stock. I have been trying to fix a problem where the bow deforms the opposite way it should along the mirror axis, even though I have already applied the mirror modifier. It looks (mostly) fine before deforming,
but when it deforms, it is absolutely horrible when it crosses over the y-axis
I don't think this has much to do with it, but I am using inverse kinematics, TrackTo, rigify, and, as stated earlier, a mirror modifier, but it was applied earlier. In the first picture, you can see that only one half is rigged, and the other should be mirroring it, I have checked vertex weights, bone constraints, all of the modifiers, and everything I currently know that can go wrong, but have found no indication of what could be happening. I am fairly new to armatures and rigging, so I am sorry if this has a very simple fix that I am not aware of. If anyone knows how to fix this, I would appreciate it if you could answer.

Thanks in advance.


texts: My model does not seem to render correctly when exporting a rendered or image or looking at the model in rendered viewports

texts:
I was trying to follow a beginner's tutorial from Grant Abbitt, but every time I try to render my model and export the image, none of the colors show up.

I am not sure what I am doing wrong here.
Another thing I noticed, whenever I rotate my model around in the viewport shading material preview or rendered preview mode, the textures or colors won't show up. The model is shimmery looking, like it's empty? It's like looking at a hall of mirror. I really don't know how else to describe it.
I am not sure if this information is relevant, but I am using Blender on a fairly old laptop. I think it has an integrated graphics card or something. Not really sure. Should I just use an older version if this problem continues?


texts: BPY import/append .blend asset from another file? ( ideally by clicking a button)

texts: How to automate the process in Python of importing any one out of 10 assets from another .blend file? (ideally by clicking a button) I am trying to use append, but I am not so sure about the correct syntax.


texts:
At first, I was able to uv unwrap the model without a problem. However, I now have been having issues with it. I don't know how it started or what triggered it to start unwrapping in this manner. Here is a screenshot of the issue.

It is not just the hand that has this issue. When unwrapping other parts that have been unwrapped and not unwrapped the same issue occurs. How would the issue be resolved? I'm using the normal uv unwrapping instead of the smart unwrapping. However, the normal version had no issue until now.


texts: Blender basic , selecting and merge objects

texts:
I am novice, I saw several post saying that for merge you need to select all ( pressing A) and then Control+J

but in my case it doesnt work (I think that is because are separated objets) I added a screenshot with better explanation

I have downloaded learn to paint it,I need to merge both objects to UV unwrap


texts: Exported model from Blender has holes when imported in Unity

texts:
so I have a problem with exporting. I finally have gotten myself to pick up Blender and this is my first attempt at a low poly model created from the ground up. And in blender it seems to render just fine

But once I export the image, and open it up into unity to see how that renders it, there seem to be holes in it and stuff rendered inside out (just an observation?)

Can anybody help me suggesting how to fix this problem?

Including the blender file


texts:
Edit: screenshot and file below
Update: torus (the emitter) particles show up just if I convert the cone (the other emitter) in the modifier tab {which automatically converts also the torus}.
.blend file

I have a sphere and I applied to it hair particle system with two emitters:

one is a cone with material, no problem at all;
the other one is a torus, which got hair particles as well. Particles show up around the torus until I change it to render as object. After that, particles disappear from the emitter, even if the torus still has them.

Anyone who knows why?
With the cone converted:

It’s cycles.
Thanks!


texts: Snap to closest vertext in object mode goes to bounding box

texts:
My blender used to snap to vertex at closest to the object.
But suddenly it snapped to closest vertex from bounding box.
They said it is an expected behavior, but how to restore the behavior back to before?
i tried re installed it, back to default setting but nothing works
I used blender 2.8, 2.81
still the same


texts: How to create a material of horizontal black and white lines

texts:
I am trying to reproduce it by my own but I can not understand how to switch off vertical edges in render options inside of freestyle svg exporter? Any thoughts?  Many thanks in advance!
https://docs.blender.org/manual/en/2.79/render/freestyle/export_svg.html


texts: Trying to install Blender on my Mac and I am being told that I cannot do it with my operating system (macOS 10.10.5). Is it possible?


texts: Copying animation between different rigs

texts:
I want to copy the animation from this mixamo rig to the Springtrap rig (after his idle animation and head turn). After copying and pasting the keyframes he just, explodes. I think it is because the rigs are so different. Is there a way to do it?
.blend file download: https://mega.nz/file/ENhymLpA#0_nHX9LX1LLcgXUHyGhLerytJbcLkLDW47k7Lhsl-1s


texts: Image with lots of reflections is split in half in the final render, but not in the render preview

texts: I rendered this image of lots of metallic spheres. The render preview looks fine, but the final render is split diagonally, each half showing unrelated things. I've tried moving the camera and lighting around, but the issue persists. Both halves change when anything is altered. Why is this happening?


texts: How to colour entire object based on its height

texts:
I have a bunch eg 5,000 extruded objects (think columns) each of different height. All off these exist as a single object, ie they are grouped together rather than individual layer objects. I want to apply a colour ramp so that each of the individual columns are coloured based on their height value, rather than the entire group.

This doesn't mean that the colour ramp is applied against the z axis resulting in the object having a colour fade as is gets taller, but more like the entire coumn is coloured based on its maximum height, and therefore corresponding colour on the colour ramp.

The columns are "hex bins" of a 2km geographic area. Their individual height represents the urban density. See image attached.

Hope that makes sense. If you are able to post the script / specific setup for this then I would be grateful - I'm very, very new to Blender so please bear with me!


texts:
Pointy meshes pierce cloth sim. How can I get around this while also keeping the physical qualities of my cloth (e.g. mass, stiffness, etc.)?

Here is a simple example of the problem I'm having:

I've already tried increasing the collision quality, the distance, and the repel distance, but to no avail.

[ADDENDUM] I've found that an increase in collision quality can fix this (at least in 2.8--they may have adjusted things since 2.79). The only thing is, you can't just up it a few notches (which is why I previously didn't see benefit from it), you need to crank that number--enough that render time can become ridiculous but if it works it works.


texts: Motion Blur in EEVEE creating strange artifacts

texts:
I'm new to Blender and I've been practicing some simple animation.
When I render out an animation EEVEE random frames through the animation gets this issue.

When I turn of motion blur I get no such issue.


texts: Camera doesnt capture viewport in Blender 2.8

texts:
As per the instruction, if we want the camera to capture the viewport we have to press ctrl+alt+numbpad[0]. This works for native blender geometry. But when i import the object in .obj format to blender, everything seems ok but the camera doesnt capture viewport using the shortcut.

Is this a known issue?


texts: Can not delete actions in action editor even with Shift + x

texts:
I can't delete any of these actions. I did do Shift + X but they just keeps showing up. There's no O next to them:

Here's blend file:


texts: Deaktivate Rigid Body Object after a certaine timeframe

texts:
due to the jittering of Mesh Collision Shape - I would like to deactivate Rigid Body objects e.g. after a certain timeframe.

In blender2.79 I found this Python API for making an object with a certain name a passive object:

bpy.data.objects['name'].rigid_body(type='PASSIVE')

However, this results in the following error: 'RigidBodyObject' object is not callable

Any help on how to attribute "PASSIVE" to an rigid_body object of a certain name as Python API for blender2.79 would be fantastic.


texts: How to make a Delete operator with its confirmation window?

texts:
I would like to have a Delete button that can Delete Global using Shift-Click.
It deletes globally fine, but I'm not getting the confirmation window even if I set confirm=True
Could you help me find what I'm doing wrong?
class MYADDON_OT_Delete(bpy.types.Operator):
    bl_idname = "myaddon.delete"
    bl_label = "Delete Object"
    bl_options = {'REGISTER', 'UNDO'}

    obj: bpy.props.StringProperty()
    use_global: bpy.props.BoolProperty(default=False)

    def execute(self, context):
        obj = bpy.data.objects[self.obj]
        obj.select_set(True)
        if self.use_global:
            bpy.ops.object.delete(use_global=True, confirm=True)
        else:
            bpy.ops.object.delete(use_global=False, confirm=True)
        return{'FINISHED'}

    def invoke(self, context, event):
        if event.shift == True:
            self.use_global = True
        else:
            self.use_global = False
        return self.execute(context)
```


texts:
I'm fiddling about with a model from Bayonetta 2, learning how to do textures and junk, but when I look at her nose I noticed some ugly bad sadness.

How do I smoothen the shadow out? I haven't noticed this elsewhere on the model. Also, I was having a similar problem on a model I was making from the ground up but for some reason felt compelled to ask about it now.
EDIT: just noticed the same problem on her jaw.

ANSWER: Instead of flipping the normals or whatever, press W in edit mode and press "smooth". It's right underneath the flip normals option.


texts: How to find find all possible arguments to classes in bpy.types.*?

texts:
I know I can use something like print(dir(bpy.types.FModifierLimits)) to find all possible "attributes". But what about arguments?

bpy.types.FModifierLimits(arg)

How would I print arg?