texts: Cycles GPU OpenCL render has square white artifacts and strange lines on an AMD RX 5700 XT in Blender 2.82

texts:
Issue:

Rendering with my AMD GPU, either in GPU-only mode or GPU+CPU mode, causes artifacting (either strange black lines if GPU-only or white box artifacts of GPU+CPU) in OpenCL Cycles renders.

GPU-only:

GPU-CPU:

Setup:

To note, if I only use the CPU to render then the output is fine but that defeats the purpose of trying to reduce render times. The whole point of enabling GPU+CPU is to get the renders out as quickly as possible.

I've tried setting it to Supported and also tried Experimental. The output is the same in Cycles. Rendering in Eevee is fine and without issue.

Eevee (which only uses GPU to render):

CPU-only Cycles:

As can be seen above CPU-only and Eevee are fine, but not Cycles when GPU is in the mix for OpenCL. What are some things I can try or do to fix this? Any mention of artifacts/strange lines with AMD GPU's seems to be dated back in 2016 and extensive Google searches don't yield anything, so this clearly isn't an issue for most people now.

My system specs:

OS: Windows 10 64bit version 1909
CPU: AMD Ryzen 9 3950X
GPU: PowerColor AMD RX 5700 XT 8GB
RAM: 32GB DDR4 3600Mhz
GPU Driver: Radeon Adrenalin 2020 edition 20.4.1 (released 23 April 2020)
Blender: 2.82.7 (via Steam)


texts: How do i add in vertex on the surface area?

texts: I control right click but it sets where my cursor at instead of my model surface area. Is there anyway to add vertex points without the need to use edge?


texts: Would it be possible to create a bleeding wall/object effect in blender?

texts: I'd like to create a fluid animation of blood/dye running down a wall something like the effect they have on the music video 'Dean - Instagram' however It seems like the effect in the video is actually just pictures being dragged down in each frame, would it be possible to simulate a more accurate liquid animation in  blender? and how would I go about doing so?


texts: How can I properly import this .OBJ file?

texts:
I'm encountering a problem with the following .OBJ. It is a rip-off of the Destiny Islands world in Kingdom Hearts. Here is the link:
http://www.models-resource.com/psp/khbirthbysleep/model/2856/
I am in Blender Game and using the latest version of Blender from the official website.
When I try to import it, I immediately notice that there went something wrong: The leafs on the trees have white borders around them, the sand near the water doesn't load correctly. Here is a screenshot from within Blender:

When I test the game, everything looks even worse: the texture order gets messed up; the texture under the bridge appears above it, etc. It looks really weird. I don't know how to fix it. Maybe there is something wrong with the .OBJ or is there an import mode that fixes this problem?

Thanks in advance and please excuse my bad English.

Thomas


texts: Best way to cut a groove around circumference of irregularly shaped object

texts:
I've re-created a part for my bike, and I'm touching it up with Blender. It looks like this:

Now the real life object has a groove running around it, which I'd like to re-create. It looks like this:

As you can imagine, there are many faces on the object. I started going about it by just moving groups of faces, but this approach seems to be futile. What way would you recommend accomplishing this? Should I do a boolean with a bent and elongated torus shape? Bend a plane and extrude it and cut out the middle, and boolean with that?

Thanks for the help.


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I have a human rig with an IK on the leg. When I try to move the knee separately in pose mode the leg doesn't move. The knee has the cursor as if it was going to rotate and the text at the bottom says "Rot:" and then a number, but it rotates only slightly, as in I can barely see the pixels changing on my low-res screen. I have tried toggling Auto IK but it does nothing. It's just the bones, I haven't parented them to any mesh.

Also my edit mode and object mode models of the bones are different, as the foot ans the IK bone are rotated in object but not in edit, and in pose mode the alt+g, alt+r and alt+s only make tiny adjustments as opposed to resetting the bone model as they are supposed to.

Any help would be much appreciated as I'm just a noob! Thanks. (° ͜ʖ ͡ -)

Link: Google Drive


texts:
I am trying to use my 3D Scanner and 3D Printer to make Molding of the objects using non printable materials.

For instance, if I 3D Scan a cup I get an OBJ / STL model ready to work with. But I would like to make a mold of it. Does blender have any resource to "invert" the solid? Then I woul print the mold and pour the material inside this "bucket" of mold.

Thank you.
Best,
Rick


texts:
I'm trying to render an image at 16K resolution (15360 × 8640) but Blender (version 2.81) keeps crashing after rendering a few tiles. 4K animation (over 5 hours rendering) and 8K static images render just fine without crashes.

Both CPU and GPU render mode has the same behavior (I'm in supported feature set). I thought it was maybe a ram problem but the scene is about 3gb and I have 32GB of RAM installed.

Does anyone have a clue what the problem might be?


texts: why boolean modifier not making difference

texts: Im modeling a car and with some shape im getting a difference. With the boolean modifier with the difference selected its not getting cut. I have remove double of the mesh and of the shape yet to no result i found. Any suggestion.


texts: How can I stack all faces of an object on top of each other in the UV Image Editor?

texts: I've created a plane and subdivided it. Now in the UV image editor,  I want to unwrap and place all the rectangles on top of each other to share the same texture. Is it possible? If possible, please share your method.


texts: Why isn't fire being loaded in the render view?

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I did some fire simulations in blender about a week ago. I encountered the same problem in all of them, the fire was not loading in the render view, all I get are some huge black pixels. It works well in the object view.
this is what it looks like in the render view.

I looked it up on Youtube and other forums, but I didn't find anyone facing this same problem.
I am using Blender 3.0(beta), but even when I opened the same project in older versions of blender it showed the same effects.


texts: Basic Rigid-Body Setup: Displays perfect in Render preview but is completely broken in the actual render

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This is my second consecutive project where I follow a tutorial to The Letter and it does not work. This time, it's this basic Object Breaking Animation by Blender Made Easy.
While I have spruced up my scene a little bit (versus the tut), the essence is exactly the same. I have two rigid body animation systems set up with a simple keyframe to hide the 'whole' sphere right before impact, revealing the 'shards' sphere instead.
Here is the link to the blend file.
As with my previous project, I have confirmed that this looks 100% correct in my 3D viewport in render view. But when I actually Render the Animation, the results are a spectacular failure. Which is to say that nothing actually falls or appears in frame on top of my surface. There simply is no physics scene.
Is it a requirement that all physics be baked? Because if so, I will need to manually bake the physics of like 200 shards. And that feels wrong considering that i have rendered out rigid body scenes a while back without any baking.
I really hope I am missing something obvious because I'm about at my wits end with literally anything interactive with Blender.
Thanks for your attention.


texts: How do I fill the space in the centre of my circuit in 2.79?

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I'm learning how to make custom tracks for a game called BallisticNG and it requires me to use version 2.79 of Blender specifically due to a neccesary addon not being updated for 2.8.

In the above image is the basic track I created within the game's track creator and exported as an OBJ for the purpose of adding terrain in Blender. My current goal is trying to fill the center hole along the top most edges of the inner wall. I've tried the Grid Fill option but for somereason it just doesn't want to work with this track.

File Here:


texts: For Blender 2.80 API, What replaces the constraint_orientation parameter in bpy.ops.transform?

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I am trying to update my plug-in from Blender 2.79 code. I am getting the following error from Blender:

TypeError: Converting py args operator properties: keyword "constraint_orientation" unrecognized.

The code relates to this call in __init__.py:

bpy.ops.transform.translate(value=(0, 1.5, 0), constraint_axis=(False, True, False), constraint_orientation='LOCAL')

What is the right way create such a constraint in Blender 2.80?


texts: I just installed Blender and noticed my screen looked a little different from the tutorial video, so I checked my version and the Linux discovery page had grabbed me 2.79...  Okay, so I tried downloading straight from Blender's site instead.  But when I went to open the install file, it kept telling me that Ark could not open the file.  I am like, a total Linux noob and having trouble Googling this.  Can someone help me figure out what plugin I need or otherwise explain why my window looks so different from the one in the tutorial???


texts: Why are Render Result and Viewer Node listed as drop down options for Texture sources?

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To reiterate the question: Why are Render result and Viewer Node outputs listed in the drop down options for texture sources in the Image Textures for both Blender Render and Cycles?

I have tried them as possible sources, and they are not functional as a source, even though in an ideal situation they could be used as adjustment or compositing previews for texture painting tasks.


texts: New cube linked to the old object, how to make them separate?

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I am just starting out with blender and I don't know why the new cube that was added to the scene is tied to the old cube object.
Below image will explain

When I am selecting either of them, both get selected.
Please help me in deleting only the new cube. And please explain why it happened?


texts: Creating new vertices with Ctrl + Click not working

texts: I'm having this odd problem where blender isn't letting me hold Ctrl and left click to draw my points as I have done before. I deleted my cubes vertices in edit mode and I'm trying to draw from the view point of num7, I'm holding down my Ctrl, its a very simple thing to do but but the points aren't drawing. Any ideas what might wrong?


texts: Using full CPU to bake mantaflow simulation

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I have dual 8-core Xeon e5-2780 0 (2.7ghz) processors, and 128gb of RAM. When trying to bake mantaflow fluid simulations, even the simplest simulations take forever because usually it is only using a small percentage of my CPUs. When trying to bake at 300 quality for instance, it uses 10-20%, and takes hours to bake a small animation. Is this a problem with server cpus? They do not combine cpu core strength easily? Or is there a way to implement using all threads on baking fluid in mantaflow. Any help appreciated.
Also, when baking at 64 quality (extremely low) simulations take 15 minutes.


texts: How can I export blender file as json? for minecraft

texts:
How can I export my model for minecraft because I can only use json files for resource pack I made a model in blender that I cant make on blockbench or others.
thank you for reading.


texts: Is there a way I can specify my loopcuts' distance from the edge using units instead of a [-1,1] value?

texts:
I'm trying to figure out how I can make a mesh with loop cuts of an exact distance:

If I'm making a mesh of something I'm going to subsurf and I want control loops to clean the edges up, I want to have the option of ensuring all the edges will be the same; using a value dependent on the size of the mesh itself for the edge slide doesn't seem conducive to this.


texts:
I'm kinda new to blender and can't seem to find any fast way to rename shape keys.

I have found many addons and scripts to batch rename objects but none work on shape keys.

Is there any way to batch rename shape keys of single object or even better to just remove certain letters from all shape keys on given object?


texts: There is a way to improve the quality of pre-visualization?

texts:
in the preview I have this very low quality black pixels, in the example It's much better. There is a way to seepd up the pre-visualitaztion. I have 32 GB of RAM and a i7 9 generation intel...
Here mine:

Here the example:


texts:
Ok so the official blender site says that if an amd card has gcn 1st gen or newer architecture, the amd card is compatible

And my card i.e. AMD Radeon R7 450 has GCN 1st Gen architecture as mentioned here

then also my Blender isnt recognising the card when i switch to open cl. That is a whole 4gb og GPU memory wasted
Can anybody pls guide me as i have tried all available options
Thanks in advance


texts: Is there any ways to speed up cloth simulation? I have fiddled with multi-threading count but maybe I am missing an obvious option. Is GPU cloth simulation a thing?


texts: Undo and Redo on Macbook not functioning

texts: The CtrlZ and ShiftCtrl + Z combinations are essentially ignored on my Macbook. It's behaving like an unqualified Z key press.  How do I get that to work on Macbook or is there another means of performing undo/redo?


texts: My mesh will not draw in my veiw port with full complexity

texts:
I am admittedly new to blender, and I apologize for not knowing the correct terminology.
When I am modelling, no matter how complex my mesh becomes, in my viewport it looks like an extremely simplistic representation and nothing like what it should do. If anyone is aware of what it is that is limiting my mesh view I would be very grateful.
The top image shows what my tutorial videos see.
And this bottom image is what i see


texts: Here is my problem. I'm trying to limit the X axis to the local space, at 185 degrees, but as I rotate, it snaps at 0 as expeced. But when rotating as so, it snaps back to 0 from 180 degrees. I believe this is a bug, but I would just want to check with anybody with more knowledge about this than me. I have seen other threads around about this, but I saw the date and not a complete answer, so that's why I made a new one.


texts:
I there any way to duplicate the action of the Edit object > Track to Actuator; so that it can track to a game property and not a object? It would be used to track multiple objects without having to list them all as separate track to actuators in the logic bricks.

blend file demo


texts: is there any way that I can convert vertex coordinates from Blender so I can use them in ACad to redraw a face from blender object. May by with Python help


texts: Reasoning behind the 'Z' key being the shading swap key

texts: I know, this sounds like a stupid question for someone who has been using Blender as long as I have to ask, but I am curious. Does Blender's use of the Z key be the viewport shader key have a specific meaning? Or is this just a random key they used because the other ones were taken. It would seem logical I guess for shft+S to be the shader swap key,  but I guess they couldn't because that was already used. Does anybody have any answer for this?


texts: I got cracks on background after rendering

texts:
After rendering my animation, these cracks appear on my background images.

enter image description here

These are my settings. I'm using denoise.
please help me
here is my blender file
https://blend-exchange.com/b/qbZ4yANq
The crack appears randomly.
when I render the file at first, it does appears at 17th frame.
But at the second time, the crack does not appears at all.


texts:
So I've been slowly learning the ways of the "snake" and trying to create THE script that will remove all duplicate images after one has appended, shall we say, an entire library of characters, buildings, vehicles, etc.
I have seen the topics of going into the Outliner and remapping the duplicates, but imagine having hundreds of these one needs to Box-Select, then try to find the beginning of this list of eyemask.png.xxx. I have also seen scripts where one would match the name and remap to the name without the extra numbers. However, things get a little complicated when one's library of objects have the same named texture file (like body.png.xxx) but have their differences. And maybe the names got changed somehow so the first part doesn't quite match, yet they are exactly the same image (ever found duplicate textures in a game?).
I figured, why not remap the images to the first match Per Pixel? Yeah, that is definitely a lengthy process if the image is 4K... I have gone about the iteration in two ways:
# Purely based on if the images are sorted alphabetally and follow the .xxx pattern
import bpy

lastimg = False
lastpix = []
curpix = []
imgcnt = 0

for img in bpy.data.images:
    curimg = img
    curpix = curimg.pixels
    thesame = True
    if len(curpix) > 0 and len(lastpix) > 0 and len(curpix) == len(lastpix):
        for i in range(len(curpix)):
            if i % (len(curpix) / 4096) < 1:
                print(imgcnt,"/",len(bpy.data.images),"-",curimg.name,"-",((i/len(curpix)*100)),"%")
            if curpix[i] != lastpix[i]:
                thesame = False
                break
    else:
        thesame = False
    if thesame == True:
        curimg.user_remap(lastimg)
    else:
        lastimg = curimg
        lastpix = lastimg.pixels
    imgcnt = imgcnt + 1

print("DONE!")

# Double the iteration, making sure there are no other named textures that look the same
import bpy

imgcnt = 0

for img1 in bpy.data.images:
    for img2 in bpy.data.images:
        if img1.users > 0 and img2.users > 0 and img1.name != img2.name
            pix1 = img1.pixels
            pix2 = img2.pixels
            thesame = True
            if len(pix1) > 0 and len(pix2) > 0 and len(pix1) == len(pix2):
                for i in range(len(pix1)):
                    if i % (len(pix1) / 4096) < 1:
                        print(imgcnt,"/",len(bpy.data.images),"-",img2.name,"-",((i/len(curpix)*100)),"%")
                    if pix1[i] != pix2[i]:
                        thesame = False
                        break
            else:
                thesame = False
            if thesame == True:
                img2.user_remap(img1)
    imgcnt = imgcnt + 1

print("DONE!")

I have also attempted to hashlib the array of pixels to see if it is any quicker, but I keep getting errors. I have also attempted to convert the array of pixels to a string, but that seems just as slow. Who knew python couldn't handle 67MB in one second? :P
Is there any quicker way you guys could suggest to compare two images? Thinking that further down the line I could do the same for the materials (compare the nodes and their values and reduce duplicates).


texts: How to trim a clip affected by speed control?

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Newbie here.
I've imported a .mp4 video I recorded, but the video and the sound is split into two channels and the video clip is way longer than the sound. After some googling I found that I can use the Speed Control effect strip to modify the length of the video to match the sound channel.
However, when I do this and then attempt to split up the video, everything just goes bananas. The speed control will make the left side of the split play the entire video at a much higher speed, while the right side of the split will be completely desynced from the audio.
It doesn't make sense to me, so I need some help figuring this out.
If possible I'd like to permanently change the speed of the video, or preferably combine the video and the sound channels into one channel so that I can cut and mix and match without risking it going out of sync.


texts:
I rendered my car with an unwrapped UV map, and it worked fine (see result image top right hand side).

But afterwards the UV Map seems to be misaligned. What am I doing wrong?

Thanks
Agatha


texts:
Hi and thanks in advance.
I am trying to find a reference point on a 3d scanned arm model in Blender, so I can know its current position and rotation. A phyton script to find a certain vertices, let's say the one on middle finger's tip, would help me a lot. Can someone lead me in the right direction, please? (With no opencv involvement)


texts: Any chance to achieve soapy glass effect?

texts: Well, I can't even image how to start doing it, ideas? Procedurally or not it doesn't really matter until I can modify it enough. Thanks!


texts:
I just made this model in Makehuman and it is ready to be imported, but everytime I try, a tradeback error pops up and my model doesn't.

How do I fix that?


texts: make an object the exact copy of another

texts:
I have these two object:

the selected ico sphere is called flame.001, the "distorted" ico sphere is called flame.002 . I want flame.001 to be the exact copy of flame.002 in terms of shape. I don't want to change material, texture or any other stuff than shape. How can I achieve this? It would be great if there is a modifier that can make the ico sphere approximate the other object based on a given value e.g. with value 0 I have an ico sphere, with value 1 I have the exact copy of the shape on the right, with 0.5 I have something in between.


texts:
I was following an old CG geek tutorial and i randomly got a crap ton of spikes that just appeared out of nowhere when I switched it from "Displacement only" to "Displacement and Bump". I can't get it back either, the spikes stay there, please help.

https://youtu.be/iRbERWmJhmk
- This is the problem


texts: How to remap Polygon Indices in Animation Nodes

texts:
I want to remap the polygons of a mesh from their original indices (say from 0 to 15) to something like 5 to 20. AN doesn't seem to allow a method of doing so, or am I missing something?
Thank you and cheers;
AJ


texts: Fix UV showing seams in all modes except texture paint

texts:
Was following CGBoost's tutorial on texture painting an apple until I got to a hiccup where when in any mode that isn't texture paint, my object ends up showing the seams that I marked earlier. I followed the unwrapping process pretty much all the way, but struggled a little with texture painting.

After a few tries, I liked the result but when I moved onto shading mode, the visible seams from earlier showed clearly from far away. From up close, they're not there at all. It didn't look like I missed any spots either.

I was told this might have something to do with fake users? But I didn't really understand how to fix it. I ended up deleting all the textures I made and started from scratch but it was still there.

With the knife and blade, however, I had 0 issues. It was just with the apple.

Any tips? I really wanna move forward with this tutorial.

visible blue seams from afar:

up-close:


texts: Relationship between global vertex coordinates and mesh object's matrix attributes

texts:
How do a mesh object's matrix attributes relate to the global position of its vertices:

matrix_basis

matrix_local

matrix_parent_inverse

matrix_world

And what is each of these used for (practical examples, if possible, would be helpful)?


texts:
I am experimenting with creating a wooden plank array. The texture uses the Generated option in the texture coordinate node for texture variation on the array objects. The modifier stack includes subsurf and displace modifiers to create some mesh variations for each array object.

I am wondering: is it possible to apply a grunge texture across the entire array? For example, a drip stain from top to bottom if the array was used for a wall. Any help would be appreciated.


texts:
I wrote some text in Inkscape using a font called ITC Franklin, then exported to SVG to be able to import it into Blender.

However, it seems the SVG doesn't create instructions for drawing the curves of the font. It just includes a reference to the font used so that whatever application using it is supposed to use that font.

Not sure how it works, but when importing into Blender, it doesn't show anything.


texts: Do we need to master Cycles' material nodes if we can make textures/materials in a much easier way in Substance Painter?

texts:
As the title says, I'm quite confused about why I should master Cycles' material nodes if I can yield equally good results in Substance Painter? In Cycles, to create a photorealistic material, we must understand what it looks like in real life in terms of light reflection/refraction/etc. But in Substance Painter, everything we need to do is to drag and drop? Do I understand it correctly? Suppose you are a decent Substance Painter specialist, do you need to learn Cycles' material nodes?

Thank you!


texts: How to scale loop cut instead of scaling whole mesh?

texts:
I want to scale the difference between to loop cuts. It worked great on another mesh in another project by pressing SX or SY to scale the loop cut, but this time it scales the whole mesh with focus on the cutted area (as seen below).
I thought about what is different between this and the other mesh, but I can't find one.

https://vimeo.com/498472202


texts: Is there a way to change the mortar color of an image texture from black to white through node editor?

texts:
Newbie Question:
Below is an image texture of a brick wall with a black mortar:

Using node editor, is there a way to change the black mortar to white without changing the original color of the wall?


texts:
I'm trying Blender's Bsurface add on for topology which works great up until I cross my guidelines and I don't know why.

I been watching a tutorial by Darrin Lile and whenever he crosses his guidelines, he doesn't have an issues. As far as I can tell, he didn't really tweak anything to do so either. Here's a screenshot below.


texts:
I am trying to add a point light inside a lamp. Here is a snap of my node editor (for the glass):

But everytime I put the point light inside of the glass material, a big white spot forms.

I tried removing the reflection node and the transparent node but the white circle still doesn't go away. When I try putting other lamps, like the sun or hemi, the white dot doesn't appear. I want to keep the point light though because it illuminates better.Please help!


texts:
Doing a render of this view
Results in this output which looks strange, is there anything obvious I've messed up here ? Lighting, Cameras ? I have a single camera that I'm using (Use local camera is not ticked)


texts: I'm having trouble baking diffuse texture

texts:
I'm having trouble baking a diffuse texture

You can see how it looks in the image view.

It´s probably a simple thing, please guide me.


texts: Texture Coordinate from object in linked material

texts:
I have an object that is being linked into a new file (Object A). Object A has a material that uses the Texture Coordinate node, and uses the coordinates of a separate object in the same base file (Object B.)

When I link Object A into my new file, it still takes it's texture coordinates from Object B back in it's own file. If I link Object B in as well and make a proxy of it, it still references Object B back in the base file, not the proxy.

(Note that this is different from how drivers work. If I had Object B driving something on Object A, linked them both, and made a proxy of object B in the new file, the proxy then drives Object A in the new file.)

Is there any solution or workaround for this?


texts: Is there some way I can update the viewer node during background rendering to output the correct results?

texts:
I'm rendering several images from one blender file and I would like to manipulate the pixels of the render output directly. I implemented the workaround from https://blender.stackexchange.com/a/71264/245. Here the pixel values get extracted from the viewer node.

My problem is, that the viewer node does not get updated when running blender with the -b "background" command line argument.

Considering the following code to print the max value and the size of the viewer node pixels:

import bpy
import numpy as np
from mathutils import *
from math import *

bpy.context.scene.render.use_compositing = True
bpy.context.scene.use_nodes = True
tree = bpy.context.scene.node_tree
links = tree.links
for n in tree.nodes:
    tree.nodes.remove(n)
rl = tree.nodes.new('CompositorNodeRLayers')
vl = tree.nodes.new('CompositorNodeViewer')
vl.use_alpha = True
links.new(rl.outputs[0], vl.inputs[0])

bpy.ops.render.render()
rl.update()
vl.update()
print(max(np.array(bpy.data.images['Viewer Node'].pixels[:][::4])))
print(len(np.array(bpy.data.images['Viewer Node'].pixels[:][::4])))

when running in background it will print

0 #print(max(np.array(bpy.data.images['Viewer Node'].pixels[:][::4])))
65536 #print(len(np.array(bpy.data.images['Viewer Node'].pixels[:][::4])))

Instead of the correct values.

is there some way I can update the viewer node during background rendering to output the correct results?


texts:
Please forgive me if this is a really obvious question. I am very new to blender.
I am having great difficulty creating bump/normal map for my model in blender. What I normally do is texture paint then open the texture in Photoshop and generate a bump or normal or both etc.

Usually this works fine however this time the UV edges are clearly visable when the bump/normal is applied. The UV I created was smart unwrapped and this time I did forget to create seams, not sure if that is the problem.

Any help with this problem would be greatly appreciated.

Close-up of the issue

Full Image Here. It's a lovely Tarantula spider.


texts: Why strips occur when simulating smoke with collision?

texts:
I wonder why those strips occur when simulating smokes with collision. increasing Domain division will impove it some, but will not completely remove that kind of thing. How to get rid of them?

Example file is here. Thanks for any help.

EDIT:

For anyone being interested in solving this, please see comment below from Lukas, which explains everything.


texts:
I am trying to do automatic weighting on this object, but I am getting a "Automatic Heat Weighting: Failed to find a solution for one or more bones".

I have tried multiple things to fix this:

Applied: Location, Rotation & Scale
Recalculated Normals
Removed all modifiers

I still cannot get it to work. Here is the file if you want to take a look:

https://dl.dropboxusercontent.com/u/1838097/Alesia.blend


texts:
Im using blender 2.82 with cycles renderer and im trying to export object to unity (as fbx). Very simple one:

My problem is that after baking colors are damaged. Some areas are black (even after recalculation of normals).

This is my shader configuration:

After creating a jpg file for uv, recalculation of normals, UV Unwrap, F3->Smart UV Project->setting borders to 0.03

im trying to bake with configuration bellow:

But the result is a disaster:

What im missing?

Thanks!!!


texts: Create curve from Numpy Array using Python

texts:
I have looked through previous questions on this and many other boards and I cannot seem to find a previous answer.

I have a largish Numpy generated ndarray that represents a harmonograph output (40000,3) using coords_list=np.column_stack((x,y,z)) of the individual axis outputs. Its all in one plane at the moment but this may change. Snippet shown below.

[[ 9.66087215e-01  1.78218213e-01  0.00000000e+00]
 [ 9.81957877e-01  2.04711827e-01  0.00000000e+00]
 [ 9.97284974e-01  2.31680099e-01  0.00000000e+00]
 ...
 [-5.26862572e-07 -5.59294782e-05  0.00000000e+00]
 [ 4.18313552e-07 -3.48825009e-05  0.00000000e+00]
 [ 5.71013430e-07 -1.62274906e-05  0.00000000e+00]]

Is blender to be able to read this array to create a curve. I've seen a number of questions that are similar but when I replace the list with an array I get errors as a list was expected rather than an array.

For example - ( How to make a curve path from scratch given a list of (x, y, z) points?). Many others seem to casually say that the lists can be replaced by an array but with no examples, I am a bit flummoxed.

I have also looked at using the foreach_set method to extract vertices from the NumPy array. But it's way over my head at the moment.

Do I need to convert my array to another format so they can define a curve?


texts: How do you call "animation_play()" from AN?

texts:
When I run bpy.ops.screen.animation_play() directly from the script ("Run script" button), it plays the timeline and works fine. But if I try to run it from Animation Nodes, it gives me an error:

"Operator bpy.ops.screen.animation_play.poll() failed. Context is incorrect."

All I have in AN is a script node with an "integer" input (for "1" or "0" -> play or stop), then I connect an integer node to the subprogram of the script.

Here's my simple test script

# animStatus = 1    # only used when testing script alone

if animStatus == 1:
    bpy.ops.screen.animation_play()
elif animStatus == 0:
    bpy.ops.screen.animation_cancel(restore_frame=False)


texts:
I'm trying to extrude a section, almost like I'm scaling it, but the scaling doesn't seem to be working either. I can't find anything on why this is happening. It was working fine and then halfway through my project it isn't working!

The bottom picture is a screenshot of the tutorial I'm following along with. This is my goal. The top picture is of my project. Extrude pretty much just moves the selection along a dark blue axis. I've tried scaling, even by selecting S > Shift+Z, I've tried every extrude option (region, region normals, and individual faces) and I don't understand!


texts: Cycles: envirement background for lighting different then render background

texts:
I know from here that it is possible to set an image as a world background. But I'm creating a stylised render and my background should not affect world lighting, that should be white.

How can I have a white background color for lighting (becouse of GI) and an image visible as a background in fnal render?

Regards


texts:
I have a flow a sand falling on a plane created in Particles but I can't get it to deflect from the inclined plane under the flow. It keeps going through the plane. Supposedly there is a button for deflection but I can't find it. How can make the plane deflect the flow of sand?
Blender file attached.


texts: Intel optane, does it have any benefit in Blender?

texts:
I heard Intel optane has benefit in 3d application by making them load faster and other benefits include 3d modeling.
Blender already loads faster than the other 3d applications I use and we have the option of rendering using the GPU making the render more faster.
Does intel optane help in the performance of blender as well? If so what exactly are they?
Would really appreciate your answers.


texts: How can I push down actions to nla strips with python?

texts:
I'm trying to write a script that push down all actions in NLA-Editor. No matter how many actions exist, it should work.

This is the code I currently have:

bpy.context.area.type = "NLA_EDITOR"
bpy.ops.nla.action_pushdown(channel_index = 1)

My problem is that I don't know what channel_index each action has. How can I get this index? Or is there a way to iterate through all actions in in the nla editor?


texts: How to make balls fall in Blender without passing through each other?

texts:
I am trying to make an animation to look like this.  Do you have any suggestions on how i can make many balls like this fall down on to each other?  I do not want them to pass through each other and want to stack each ball on itself.  I've attached an example of what I am trying to achieve.
https://www.storyblocks.com/video/stock/pile-of-gumballs-fill-screen-with-colorful-rolling-and-falling-balls-multicolored-spheres-in-pool-for-children-fun-abstract-transition-bright-3d-animation-for-composite-overlay-with-alpha-channel-skp37c9urk1ifyxc6
Thank you


texts: Why is "Smooth" shading slower than "Flat" shading in the viewport?

texts:
When I set a Mesh to shade as "Smooth" vs "Flat" on a high-poly Mesh Object (such as one with a subdivision modifier), it makes Blender much slower than normal, sometimes almost unusable.

Why does this occur?


texts: So I've been working on this model for class and right now I'm trying to clean up some faces. Well, for some reason a few of my faces look weird and I can't figure it out. Any answers will be very helpful also any explaination on the casue of this will be amazing.


texts: How to copy ABC file material to another?

texts:
I have a imported ABC model and I selected faces and assigned three materials on it. Now I have another ABC file with same mesh but different anim data

How to copy materials to the left one without assign them individually ??
I tried Ctrl + L to copy material or object data, only the first material is assigned


texts: How can I make a box like product packet?

texts:
I need to design 3D model something like packet of product with just 2-3 sides. I have images for front face and back face of a packet. I just need to assign images only and no shadow or anything fancy required. Just a basic product model we need which have 3 sides and need to assign textures on 2 side (3rd is bottom side which is never going to be shown to user because it is on surface).

I have created cube type of objects with UV mapping texture on it, but for this object, there are not flat sides, it has curves.

How can I achieve this in blender?

  Here is what kind of object I need:

  Here is Front side texture image

  Here is Back side texture image


texts:
I have this revolver model that I want to unwrap using a combination of seams and project from view. I use Texture Atlas to combine all the models into one.

The problem with this method is that some faces are unwrapped disproportionately bigger than others, and I want each island to be in proportion so that the texel density is equal across the whole model. I don't want to do this by hand. I think this is a useful skill to know.

How do I do this? Is there an addon that can help me with this?


texts:
I have been using Blender for few months on and off. I keep learning and forgetting how to do things. The problem is I don't have a solid understanding of few key things in blender especially about shaders, textures, and materials. I follow youtube tutorials to achieve my desired goal. There are people that will tell you what shader to use, but not why you should or should not use a different shader.

Could someone simply explain what basics I should have in mind when setting the material for objects in general? Or could you please recommend a book or some online material that covers the basics on how to use shaders (in cycles), for instance at an intermediate level?


texts: Is it possible to reduce video light flicker with Bender?

texts:
This is more of a compositor question. I have a video that I filmed (actually, it's stop-motion), but it has lots of light flicker (and I mean lots. Every frame is brighter or darker than the other). Is it possible to reduce this light flicker using Blender? I know there are other programs to do this with, like VitrualDub or AfterEffects, but I was wondering if I could use my favorite program (Blender, ;) ) to do it too.

Thanks in advance!


texts: How can I make any mesh be filled with smoke?

texts: I tried putting volume scatter and other nodes into the volume output in the node tree of a monkey but it creates a cube of volume around that monkey, how can I make it so it's like a monkey shaped cloud. Using Blender 2.83


texts: Creating a new vert with bmesh resets previously created verts

texts:
I'm creating new vertices using bmesh at 3d cursor position but every time I add a new one, all the previously created vertices jump to their original positions (if they were moved). It's like I need to somehow update the bmesh, I'm doing bmesh.update_edit_mesh(ob.data) but this doesn't seem to help. Also I've noticed that if I manually switch to Object mode and back to Edit, verts keep their positions next time I run the script (switching modes with Python didn't help)

Here's what's happening:

And my code:

import bpy
import bmesh

def get_cursor_pos():
    for area in bpy.context.screen.areas:
        if area.type == 'VIEW_3D':
            ctx = bpy.context.copy();
            ctx['area'] = area
            return bpy.context.scene.cursor.location.copy()

def main():
  cursor = get_cursor_pos()
  ob = bpy.context.selected_objects[0]

  bm = bmesh.new()

  # convert the current mesh to a bmesh (must be in edit mode)
  bpy.ops.object.mode_set(mode='EDIT')
  bm.from_mesh(ob.data)
  bpy.ops.object.mode_set(mode='OBJECT')  # return to object mode

  bm.verts.new(cursor - ob.location)  # add a new vert

  # make the bmesh the object's mesh
  bm.to_mesh(ob.data)
  bm.free()
  ob.data.update() # ¯\_(ツ)_/¯

  bpy.ops.object.mode_set(mode='EDIT') #back to edit mode
  bmesh.update_edit_mesh(ob.data) # ¯\_(ツ)_/¯

main()

p.s. on a side note I also find weird that running the script selects all the verts I had selected when I had entered the Edit mode, I ownder if that's also part of the same problem


texts: Merging multiple OBJ files into one file with shape keys

texts:
So, right now I have about a dozen different meshes that are all modified versions of a default head mesh. One for example is the same head but fatter, one with more pronounce eyebrows, one is smiling etc.

I am slightly new to blender, and I did not make these models. What I'm trying to do is find a way to merge these multiple files into one file as different shape keys. I can find information about how to make shape keys by editing a mesh but can't for the life of me find a way to blend two meshes into one and use one as the "target" of a blend key. If this is making sense.

The ultimate goal I have in mind is that I would like to have a single file with multiple sliders that I can ultimately export into Unity. I've learned how to export shape keys but I can't figure out how to get from where I am now with multiple meshes to where I want to be with multiple sliders. Thanks in advance for any help you can give a somewhat new user.


texts: How do i get a specky looking metal through material nodes

texts:
This question might be rather specific, but i'm trying to replicate my laptop in a 3D render.
(specifically, xiaomi notebook pro)
I cant seem to get the specky metal of the laptop. This is my current node, i thought increasing specular would give a "specular" look but didnt seem like it:

and result, which looks rather flat without character:

However, i was looking at more towards this result:
(a close up shot of the real metal)

(from afar)

My question is, what material nodes should I add to recreate this material?


texts: Is there any way to augment the previous render?

texts: I rendered my scene with 1000 samples and it is still looking grainy. I would like to pass another 1000 samples on top of this render result. When I start a new render Blender starts rendering the new image. Is it possible to tell Blender to reuse the result of the previous render and just run another set of samples on top of it?


texts: Make an object orbit another object indefinitely

texts:
I am trying to make a moon orbit a planet.
I am capable of tracking a camera, however this seems different as I want to animation to continue at the same rate throughout the animation.

I have tried to add a new CURVE => CIRCLE. Then ADD CONSTRAINT, FOLLOW TRACK. however this does not work.. There is no option to track my circle/curve/path created.


texts:
I was trying to complete an assignment for my Digital Graphics & Animation class, and found it awfully hard to find the World Editor. The instructions were very vague. The instructions only say, and I quote: "Go to the World Editor. Checkmark Blend Sky." If there is anyone who can help me with this inconvenience, I will be pleased! Thank you for taking time out of your day/night to help a person who couldn't find a building if he tried!

Thanks!


texts: Project from view multiple times from different angles

texts:
I'm having a problem finding out a way to project from top view and the side view so I texture better. It just replaces the current projection with the top view

So is it possible to project from view twice on the same image?


texts:
While rendering I get a display driver stopped working error. Drivers are up to date, I got a 1060. Not too long ago I formatted my pc and I could render with no issues. Now I can't. It just happens when I make full renders at high quality (around 1000 samples). I was used to render more complex scenes even at 2000 samples. Any advice?

Lately I've been having issues with my hard disk, but I don't think it is related.


texts: How to animate particles spraying on an object

texts:
I'm trying to make an animation of the sun throwing up sprinkles on icecream.
I want to make the particles stick on ice cream as they fall but I'm too noob to figure it out.
I tried to make the ice cream both as collision and soft body but wasn't sure what to change.
Please help me :'( If this is an easy solution, let me know what to search for to find a tutorial!


texts: Is there any way to blur/smooth the edges of a mask modified object?

texts:
I'm using a combination of the 'Subsurface', 'UV Project', 'Vertex weight edit' and 'Mask' modifiers on basically some subdivided planes, using 'holdout' visibility in Cycles, to create some hold outs within a volumetric/fire element scene I'm compositing, using a white on black copy of the alpha channel of my keyed greenescreen footage to drive the above.
It does the job fine (once you work out how to get the setup working at all!), apart from the blocky edges of the resulting mesh / holdout.
My question is: can the edges of the resulting masked object be blurred / smoothed in any way, without resorting to high levels of subdivision, and the corresponding increase in render times and memory usage?
As it stands one of the subdivided planes has 36,800 faces / 73,600 triangles plus 5 subdivision levels in the modifier, I tried 6 but the render time becomes way too long for my tastes.
And; I'm compositing outside of blender, so would rather not resort to mucking about inside Blender's compositor if at all possible.
Cheers!
Mark


texts: Curve not shrink-wrapping to some parts of mesh

texts:
I have a path curve that I want to shrink-wrap to a backpack mesh. The curve does not wrap to the side of the mesh, and ends up looking like this.

When I scale the curve so that it will be longer, it looks like this:

The backpack has no modifiers, and the face orientations are all correct. Subdividing the backpack does not help. I've also tried different curves, like the bezier curve and nurbs curve, but I get the same results.
Why is this happening, and is there a way to fix this, or some workaround to the problem?
The settings for the shrink-wrap modifier looks like this:

And the settings on the curve are this:


texts:
I've modeled some interiors and lighted them with a simple area light.
I'm currently trying to bake the lighting to a lightmap that I can then import into Unity3D Free Version (which doesn't have very good lighting for interiors, and that's why I'm making the lightmaps on blender).
However, the baked lightmap seems to be poor in quality even though I made the texture 2048x2048. It's kinda hard to explain, but basically the gradients are choppy, as if the image was compressed. This is very subtle if I look at the lightmap itself on paint (albeit still visible), but the effect is magnified once the lightmap is applied to a colored material on unity3d:

My baking settings:


texts: What's the "Alpha" option in the New Image Texture Node?

texts: I'm wondering whether or not new Blender image nodes are baked with an alpha channel built into them by default. From this photo, it seems that's the case, but I'm not completely sure this is what I think it is. It might sound obvious but I'm still new to Blender and I'm not sure. I'm wondering because I need my baked image to have an alpha channel in it in order to import it into Unity. This picture is what I'm wondering about. Thanks in advance.


texts:
I'm trying to model this Fiji bottle with 'fake' refraction, it looks fine in the viewport:

But in the rendered result it looks very grainy and the refraction is lost:

Should i give up trying to achieve this in cycles?


texts: Using Local Transform Orientation for Vertex Rotations

texts:
I am creating a script to rotate a vertex selection in a very specific way. I have so far figured out how to set the pivot point to ACTIVE ELEMENT, following a hint from this thread on context overrides:

However, the transform.rotate command doesn't take into account whether the constraint_orientation is GLOBAL or LOCAL or any other. My Edit Mode vertex selection always rotates around Global axis.

I have also looked into transforming with object.matrix_world and mathutils.Matrix.Rotation but I'm not sure if this is going to work for vertex selections? It seems to be working only for Object, not Mesh Data?

Could anyone help me figure out how I can use Local or Custom Transformation as the constraint_orientation when rotating a Vertex Selection in Edit Mode, or whether there's another path to this. Thanks!


texts: Light spectrum dispersion effect in Blender?

texts:
I'm trying to achieve the effect where a beam of light sent through a prism or other refractive object, separates out into the light spectrum. (See image below)

This effect is especially useful to have when modeling gemstones, since the 'sparkle' of colors produced by this effect adds a lot of realism to the model.

It does not seem possible to get Cycles to produce this effect, since Cycles handles each ray of light as only a single, one-colored ray. Is there any way to coax Cycles (or any other render engine) into treating light as a full spectrum? Is this kind of treatment of light even possible in Blender?


texts:
I have like 15 Layers, and a other one with light.
I need to render the 15 layers separate but still keeping the light from the apart layer.
And i need to leave the computer rendering in the weekend doing the full work, how can i render different 15 layers on different 15 folders?

edit: I'm using Cycles.

Thanks in regards.


texts: Changing 'Emulate 3 Button mouse option' when entering sculpt mode?

texts:
I would like to make addon that every time I enter sculpt mode it turns on "Emulate 3 Button Mouse" and when I leave it will turn off.
I am no programmer, I tried to find some parts of code and get it together, I will post it in here. It´s somehow working but for some reason in new projects it´s not working at all, only after reinstalling addon:
bl_info = {
    "name": "Emulate 3 Button Mouse",
    "blender": (2, 91, 2),
    "category": "Object",
}

import bpy

handle = object()

def notify_test(*args):
    print( "Mode:", bpy.context.mode )
    bpy.context.preferences.inputs.use_mouse_emulate_3_button = bpy.context.object.mode == 'SCULPT'

subscribe_to = bpy.types.Object, "mode"

bpy.msgbus.subscribe_rna(
    key=subscribe_to,
    owner=handle,
    args=(1, 2, 3),
    notify=notify_test,
    )

def register():
    bpy.msgbus.subscribe_rna(
    key=subscribe_to,
    owner=handle,
    args=(1, 2, 3),
    notify=notify_test,
    )

def unregister():
    pass

if __name__ == "__main__":
    register()

Q: What's wrong and how to fix that bug?


texts:
So I modeled an object and after trying to figure out how to apply multiple textures to the same item, I decided I would just edit the texture to accommodate. Unfortunately, while trying to add multiple textures I think I messed up my nodes. Here's some screen shots:

This is the problem:

These are my compositing nodes:

These are my shader nodes:

I wanted the table legs to have the iron texture, the top a light wood texture, and everything else the dark wood texture. I'd imagine this is probably a pretty basic issue, but I'm new and the most I've done with nodes is image displacements.


texts: I am getting no lighting or anything else in my render

texts: So I opened blender, made new file and pressed a F12. I changed nothing and I get this as output. Is this output what I should get? I couldn't find anyone that got this result. What should I try to fix my issue? I am using amd gpu.


texts: how can i control starting point of particles?

texts: I am currently making a river scene. I have a few particle systems running such as grass. I am now trying to add a separate particle system to place cattails, but when I run it, only the tops of the plant are above the mesh. All the normal are correct. I've tried checking global on the location and that works for some, but others it puts in the sky since my scene is hilly. How can I tell the particle system to put the base of the plant at the base of the mesh?


texts: Models have missing parts when imported to blender

texts: Whenever I try to import a model in blender it has missing parts. For example I have a lot of invisible triangles, and whenever I import the model into a  game like gmod it still has broken triangles.


texts: How would you go about creating distorted textures like in Olga Bell's Music Video ATA?

texts:
I am guessing this is a basic question, but since I am fairly new to blender, I`d be happy for some help:

How would I go about texturing an abstract shape with a photograph so that from a certain vantage-point the texture reveals the original photograph?
The idea comes from Olga Bell`s video ATA

Here are some images:

I have completed a lesson on color displacement which results in a blend that has the same vantage point effect, but follows different principles.

Thanks for your help!


texts: How do I fill a room with mist (smoke) in blender cycles?

texts:
I'm trying to fill a room with humid mist, and cannot get the smoke domain to change from grey to any color. I also tried to just use volume scatter within the world nodes and it requires too much ram for my computer. Any advice on just making really minor, atmospheric mist?

Here's my new node setup. It works, but cannot get the color to change from grey to transparent white. Any ideas?


texts: Blender EEVEE not rendering smoke simulation

texts:
For some reason the EEVEE viewport is actually rendering the smoke simulation, however, on the actual render, it does not seem to render it at all as if it's excluding it.

I have checked Volumetrics on, so I'm quite stumped here.


texts: When I render an animation it gets to the final frame of it but then freezes, I cannot save it or do anything with and when I come out of the rendering tab and back onto the blender layout the rendering bar underneath the keyframes menu is stuck on 99%. I am using the EEVEE rendering because I don't know if I can handle cycles but I have tried it and I get the exact same problem, can someone please suggest something that I can do.


texts: Having repeating problems with hotkeys and mouse controls, how can I fix them?

texts:
Over the past few weeks, shortly before 2.7 and during 2.7, I've been having trouble with various hotkeys and mouse controls.

Occasionally,

LMB will not grab a transform axis to manipulate objects, but it will only relocate the 3D Cursor.
Numpad controls go from changing view to switching layers.
Many other controls, such as Ctrl+ and Ctrl- for growing and shrinking selections, refuse to work or work differently unless I press or hold the Esc key first.

The interesting thing is that this doesn't happen constantly.  When I start a session of modeling, controls work normally, but at some random point during the session the controls will flip over to what I described above.


texts:
Since the maximum amount of UV Maps is eight per object, (I'm not quite sure why),  a workaround is most likely my only option. For this problem, I have a single object that has 55 materials.

There is a base texture that is used in every material and is unwrapped properly.

However, every texture also has another decal texture specific to that set of faces/wall

So you see, the base texture is unwrapped differently from the decal, (which is made to fit the proportions of that wall). The way to achieve this effect without messing with both UV unwraps is by UV Maps in the data tab.

However, since there are only eight available on any one object at a time, I can't add anymore to continue the workflow I've done so far.

A possible workaround would be to separate the object into many objects that each have a set number of the UV Maps.
However, is there any other ways I can achieve this effect?

Thank you in advance.


texts:
My question is how I could use vertex paint as falloff.
My goal is to make something just like with a object falloff but when the object falloff is gone over a polygon it must stay "disappeared".

I know you could do it with a paint modifier and after that a mask modifier and use the weight group made by the paint modifier but the mask modifier does more of a "cut" than slowy dissovling the poygons + in animtion nodes you have more control over the how the animtion plays.

I think the problem is in difference in list lenghts after you use the "Prepare Polygon Transformation" node but I can't a solution or a work-a-round.

So I hoped someone here could help me


texts: Copy rotation after 180° bone, How to fix this behavior?

texts:
I have 3 bones (2 feet and 1 torso), I made the torso be between the feet bones using the influence of 0.5 for each.

However when I make a 180° degree turn, the torso bone act strangely.

I want the torso bone to be parallel to the feet bones after the turn of 180°
How can I fix this?


texts: I am trying to program real data into my animation. In order to do so I need to address force. I do not have much experience programming and was wondering if someone could direct me and explain how to directly address magnetic force and its strength.


texts: Big scene: deleting, merging, undo very slow

texts:
After importing objects from 3DS Max (via fbx), I have a scene with

60M tris, 40M faces
4K objects (of which many empties, some without any children)
Around 2.5 gig, without any textures
Quite a few linked objects (i.e. repeating structures)

There are no subdivisions or other modifiers active, and adding / editing / navigating are all quite responsive. However, Undo, Merging objects and especially Deleting objects is incredibly slow. For example: now I've been waiting 20 minutes for the scene to delete 150 objects!

What am I doing wrong? How could I improve this situation?

I understand that undo will remain slow because of the file size.. It's mainly the deleting and merging that is annoying me.


texts: How to create mesh after applying physics

texts:
I want to create a landscape consisting of many fallen cubes, say a large cube pile.

Is is possible (and how) to make this by first creating a large 3d grid of cubes using the array modifier, say 100x100x100 and then use physics to make them fall down naturally on the ground, and create mesh from the resulting pile?

Thanks!


texts: I'm making a grenade and still a blender newbie, but how do i make the x axis parallel to the face i want to move (drawn the line in pic 1).  Its off and every time I select edges to move along the axis it causes a weird movement (pic 2) when I want the grenade  faces to be aligned and not distorted...


texts: Such difference between Edge Split as modelling tool and modifier

texts:
Why Edge Split doesn't dynamically apply its functions through animation?

Using it as a tool (Mesh->Edges->Edge Split) allows you to manipulate each face independently. However Edge Split modifier doesn't work like that. Yes it still increase vertex count but doesn't actually split geometry, unless click Apply button.

Setup:

1. Hook is binded to the top face with Sharp edge surrounding

2. Split Edge modifier is splitting top face

Now animated hook is trying to move it: There is no visible split.

After pressing Apply in Edge Split modifer: Whole different picture


texts: my particle system is not visible in vertex group

texts: so , i was trying to make a simple rocket propulsion animation , and was following similar steps to the ones in the veritisum tutorial for explosion , so , but , the particle system is not getting linked to the liquid simulation in the vertex group


texts: Need help with a clean Normal map for a character in Blender

texts:
First of all thank you for your time reading this.

I am new to Blender and I managed to make my very first character.
my low poly mesh has been created and I sculpt one for more defined details.

But the problem is, I can not seem to fix the baking process to get a nice blue normal map, and I am not experienced enough to know how to fix this.

Some of these parts are inside the mouth, so can I just remove them?
Since I will be using textures for the teeth and tongue and mouth in general.

I think my main problem is with overlapping meshes.
Does any more experienced blender artists know how to deal with this?
And can take a look at my file:

https://www.dropbox.com/s/ecoxbtog60wwc6h/Ossy.blend?dl=0

This character will be used in animation so maybe this isn't all necessarily.
Thank you all for your time and I hope to hear from anyone soon.


texts:
I have tried to find an answer in internet on my issue before to write in this blog but I couldn't find any. I am currently using blender 2.90.1 and after rendering a complex scene I open a new Blender file and windows suddenly crash. I have the same issue with Blender 2.83. I am testing the software with 'The Junk Shop' scene. I have updated Windows with the latest updates but I think I have an issue with my GTX 1060 and windows doesn't update the latest graphic drivers as it was doing before.
Please see below the Computer info:
I hope that some one can help me
Thanks


texts: Why do I have too many objects and how do I separate them? 2.8

texts: New to blender 2.8, I've noticed that when I create an object and then another object that they both seem to be in the same Object in the Collection so when I click to select one of them, all of them are selected.  Why does this happen and what should I be doing differently to have them be separate objects in the collection?


texts: Making a videogame in unity! Till the end of the game the player can't see the protagonist's face (the game is 3d from the top), he wears a hoodie and a mantel that cover most of his body all the time and when you try to zoom in inside the hoodie there is a blag fog or something alike that won't let you. How do I do this :P?


texts: bmesh.ops method to get Loose vertices / edges and delete from that list?

texts:
I read all the api about bmesh.ops, but not find and not have idea to get loose edge/vertices , someone knows something about it, I don't even find examples to get and then delete with method bmesh.ops.delete(bm, geom, context)
Equivalent with ops (Slow if have many object) bpy.ops.mesh.delete_loose()

meshes = set(o.data for o in context.selected_objects if o.type == 'MESH')
bm = bmesh.new()

for m in meshes:

    bm.from_mesh(m)
    ####get list of loose vertices/edge?
    ####delete vertices?
    bm.to_mesh(m)
    m.update()
    bm.clear()

example about loose edges:


texts: Viewport performance due to high poly count

texts:
Is there a way of reducing poly count only in the viewport?

My gtx 1070 is struggling while sculpting terrain (It has 2000x2000 subdivisions)


texts: blender Python script not running from command line in background mode

texts: I am using blender from last 2 months and i built a python script to generate animation and it was running pretty nice from command line by \path\to\blender -b -P script.py but i dont know it just stopped working for me yesterday after i installed some 3rd party modules, there is not error in script because i have not changed anything in script when it was working fine. what went wrong with blender, i added a line for printing on command line to get to know that does blender call my script, it just did not print anything, it just loads all the modules and stopped after that.


texts: Animation is rendered in Eevee instead of cycles

texts:
I did an animation which i rendered to PNG using EEVEE for preview/testing purposes and after deciding i was happy with it, i tried rendering with cycles and it rendered in EEVEE.

I thought maybe i needed to close and restart Blender, and even deleting the original EEVEE renderings from the folder but i ended with the same result, I know it's probably only a schoolboy error but i'm lost. Thanks in advance


texts: Face smooth rendering in cycles without using Subsurf?

texts:
Perhaps this goes against the function of cycles on some philosophical level, but I must ask anyway...

Do I have to subsurf my model to get rid of the hard shadows between faces? If so, the subsurf must be rather high (like 3).

I'd much rather the face smoothing of the model itself be observed rather than forcing hard edges.

Any advice on this?

In the example provided, you can see face-edges that are otherwise smooth in viewport (and game engines). Subdividing removes the spiky-ness of the spikes...so that is the conundrum.

EXAMPLE


texts: How to export model with custom material?

texts:
this seems like such a simple "just google it" thing, but nothing I've found has worked for me.
I have a model with a custom material that I want to export into Unity.

I've applied an image onto the model using the Diffuse BSDF shader and setting the Image Texture under color, and it looks fine in Blender (fine for my horrible standards), but when I export to fbx it's just a gray colorless model, even if I follow the advice of setting 'Path Mode' to 'Copy' and checking 'Embed Textures'.
Some people say to bake but I haven't been able to figure out how to make that work either.
Thank you


texts: I can't seem to use any of Sverchok's mesh filter tools. Did something change in Blender 2.8?

texts:
With reference to the tutorial at: https://sverchok.readthedocs.io/en/latest/nodes/analyzers/mesh_filter.html, none of the examples shown appear to work in Blender 2.8.
Am I missing something obvious?


texts: Adding a Glow Effect to a Specific Material

texts:
I have looked at many different things including THIS which is the exact question I want, but even that didn't work. I'm trying to render a lightsaber. I've made a green emission material bright enough that it looks white in the middle but in order for it to look like a lightsaber, it needs to be hitting something.

Obviously I don't want to animate a Jedi holding a lightsaber with a plane behind it the entire time. I would like to know how to render the light that hits an object without rendering said object. Thanks in advance!

Luke D - I have watched many lightsaber blender tutorials. That's what got me this far. All of them have been for a still image not animation. Can you not make an object invisble but let light hit it?


texts: Breast texture in manuelbastioni is black

texts:
My first post here. I'm a total beginner so sorry if I'm breaking any rules in advance.

In the past I used to use MakeHuman to create some characters and used them for project visualisation (for example). But it was a huge pain and now the future of MakeHuman seems even dimmer.
I just found about the ManuelbastioniLAB Blender plugin. It seems awesome, except the breast are covered black:

Now I need realistic breasts, because I work on breast cancer robotic surgery! I was wondering if you could help me know how I can get a more realistic texture for the breasts. Thanks in advance.


texts:
i'm trying to write a little addon to help deal with FCurves modifier, and i would need to get the active modifier from active FCurves.

So far i'm not able to return active FCurve in python, i don't really know where to look. The purpose being get the active modifier in this FCurve, i tried to just iterate and get modifier marked as active, but they can be several (one by FCurves) so it won't work as intented.
I can only get selected FCurves with

fcurves[index].select

Do you have any idea where to look for this property ? Cheers guys !


texts: Why do I have Lines on My hair and How do I remove it

texts:
I have this baby head on which I made hair I used the Particle Edit Comb Brush. Why do I see these horizontal lines and how to remove them
Thankyou


texts:
I have tried to see where I can open the hdr files but could not find anywhere.

I want to open and view the 360 degrees hdr in blender. How does one accomplish this?


texts: How to add Shift+another key as a shortcut in a modal operator?

texts:
Made a simple modal operator to perform symmetry, and I would like to add Shift+X to perform symmetry from the Negative X axis. But I can't figure out how to do it and all the info I found in other threads is too complex for me.
if event.type == 'X':
    bpy.ops.mesh.select_all(action='SELECT')
    bpy.ops.mesh.symmetrize(direction='POSITIVE_X')
    bpy.ops.mesh.select_all(action='DESELECT')


texts: Appended group opening in original location

texts: So I appended a group of objects to my level in BGE, but every time I reopen it (the level) the appended groups go back to the location at which they are saved in their own individual files. How do I get the groups of objects to remain where I put them in the level? Thanks.


texts: Setting up emitter to text and morphing to another text?

texts:
I am wanting to emit particles to form a text and then for the text to morph into another text, and to do it in Blender 2.81.
Are there any experts out there with the know how to accomplish this. I am a beginner and basically have only gotten as far as have my text typed up ready to go.


texts:
So, in a random tutorial (I can't find it atm) Andrew Price mentioned that Cycles will render all geometry/particles, even if they are not visible to the camera; This suggests that Cycles doesn't use a frustum check, that is, check whether or not(yay redundancies!) an object is in view.

I would assume using it would improve performance, since all games do it, so:
  Is it true that it doesn't use it?
  Why doesn't it use it?

I can actually see a potential problem, a reason not to use it; That would be Global Illumination, where objects out of view would create bounce lighting. Is this why?


texts: Video rotated after importing it for motion tracking

texts: I'm importing a video file for motion tracking, that has been shot on a phone. If I open it with Windows Media Player or After Effects it's not rotated, but it is when I import it to Blender. Any help?


texts: Will it be possible to render out the Workbench viewports in Blender 2.8?

texts: In the same way as you can currently render the active viewport in Open GL? Some aspects of the Workbench renderer look as if they will be very useful for NPR people.


texts: How to select all strips in a channel via python?

texts: How to select all strips in a channel via python, and deselect everything else?


texts: for some reason my mesh is only visible as a wireframe. I would like to get it back to a solid or textured view. Any suggestions?


texts: How to remove the 'Reload trusted' button when opening blend file

texts:
I would like to try out the new SheepIt renderfarm service with a short film I'm making. The problem is, my short film makes use of the Cookie Flex Rig (http://www.blendswap.com/blends/view/61707). Everytime I open the file on my machine, I have to set 'Reload trusted' to see the characters as the rig uses a lot of python code. However, it appears the renderfarm doesn't ignores this and renders without 'Reload trusted' which resulted in weird artifacts.

How would I go about making my blend file open without the 'Reload trusted' popping up? I've tried the f-curve version fix, removing rigify ui python code, and still get the 'Reload trusted'.


texts:
I'm learning the workflow between zBrush and Blender and lose all of the hard edge marks when transferring from zBrush to Blender, how can I either preserve the hard edges or remark them in Blender quickly?

For example:

I created a model in Blender with both hard and smooth edges.
I applied a edge split modifier and exported as an .obj to zbrush
I applied crease and weld points in zbrush (to transfer the hard edges from Blender)
I edited the model in zBrush and exported the file as an .obj to Blender.
I opened the file in Blender, the entire model is hard edge because zBrush only works with hard shading. All of the edge marks are lost when imported into Blender again.

I was wondering is there any way to quickly add the marked hard edges back to the new model without manually selecting all of them?

Could I possibly transfer the marked edges from the original Blender model to the new model through a script? Is there some way to separate the model similar to Blender's edge split in zBrush then combine it in Blender (similar to zbrush's weld points)?


texts: Anvil from Guru blender not exporting with all materials and textures to glb file for WebGL

texts:
I cannot for the life of me figure out why my Anvil model from the famous Guru Blender series tutorial will not export to a glb file for use with WebGL. Since I made it in Blender 2.79b, I have been opening it up in Blender 2.8 and have tried exporting as a glb, gltf, and gltf with separate files.
None of them show all the textures, normal maps, and material design when using glTF Viewer online; the closest I have come is using the GLB packer, but it turns out unlike the Blender file render at all. I have had errors saying a node was empty, which I have no idea where that's at, and I also have had errors saying the images are not a power of 2. When resizing the images even to powers of 2, still doesn't work. I'm completely lost in the sauce.


texts: Jerky boat motion, how can I smooth this out?

texts:
I followed these two methods to animate a large yacht hull:

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

&

https://www.youtube.com/watch?v=sfi7HW8qHAo

I'd like to mention that I am a Blender newbie and that I have not finetuned materials, environment and the amount of foam generated in my file.
Basically my ship is guided along a curve with the help of an underwater slider plane.

Here is what I got so far:

https://youtu.be/W1eDkpwtL8U

Unfortunately this is way to fast in boat movements (not boat speed) for a large yacht.
A large yacht would usually not have the transom exit the water that far.
What can I do about this?

I tried already to reduce the rotation around the horizontal axis in the hope that would smooth the motion out.
Please have a look for this on the attached screenshot of my setup.

Or is it more of a scaling issue between ocean and yacht?

This is closer to where I want to go:

https://www.youtube.com/watch?v=UtoG8jPQEyE

But I'd like to use a slightly(!) less slick ocean.

A last question, this:

https://youtu.be/zlIVtofxY-I

has a nice wave distribution along the hull (=bow wave, followed by through and stern wave) What is the method to achieve this? I did not understand that from the description given.

Is it the shape of the plane which slides along the pathcurve? Do I need a modifier on it?

Thanks up front for your input!


texts: Displaying vertex indices in Blender 2.8 using debug mode

texts: I'm trying to enable debug mode in blender 2.8 in order to see vertex indices in edit mode and from the instructions I'm following I'm supposed to execute bpy.app.debug = True but I still cannot see the indices. How do I do this in blender 2.8?


texts:
My goal is to make an animated short lasting somewhere between 2-4 minutes.

I've made and rigged all the characters, made common actions and poses for them. I also have environments and have a detailed storyboard. I'm not sure about the timing and duration of the storyline though.

I'm trying to understand how to use the NLA editor to plan and edit my movie and switch camera angles and motions.

Most tutorials on the NLA editor are very basic about making actions and blending them, but I haven't found any on making a complete movie.

My idea is to make everything rough and ugly, to get the timing and approximate camera angles right, and then fine tune the animations.

What is a good workflow of actually putting it all together?

I'd love some tips on how to stay organized and effective.


texts: How do I loft lines into a mesh with Animation Nodes?

texts: This is yet again my confusion with Meshing using Animation Nodes. My idea is to duplicate Lines into multiple Lines object, which later I could loft. Apparently this is not yet simple. Maybe possible, if possible how to do this?


texts: Resize Hair Particles with Emitter - 2.8

texts:
I've built a city scene using hair particle systems to populate it with buildings. Those systems are reused multiple times through the scene. Due a series of requirements I need to be able to rotate and scale those systems independently of each other. I had a partial success by doing that to their emitters. Rotating works, scaling doesn't.
Hence the question: How can you make hair particles scale with their emitters?
Things that don't work

Scaling the emitter
Parenting the emitter to another mesh/an empty and scaling this parent. The hair system scales, but only temporarily. As soon you cause a desgraph update for the emitters by hitting tab, reloading the file or rendering it the hair reverts to its original scale
The hair systems are shared between multiple emitters for performance reasons, so:

Changing the hair length affects all of them at once
Changing the collection/object scale that replaces the hair strand (Particle System > Render tab) also affects all of them
Changing the scale of the original meshes replacing hair strands affects all systems using them
Using a Length Vertex Group to control it in each emitter kinda works. You can't scale (hair) buildings up though and it's harder to set exact values and maintain them. It also causes the hair to switch between scaled/unscaled states in some cases as if you had a circular dependency issue; but there's nothing in the Console.
Using the length brush in the Particle Edit mode works to scale up and down, but it's also a nightmare to maintain

Ideas?


texts: How do I make the camera move towards, then disappear into a hole in the ground that I motion-tracked into a video?

texts:
I want to shoot some video of a road and some buildings and then use Blender's motion tracking to put a hole in the road. The hole will have a 'lid' and its top will match the road texture exactly so that it's hidden. I'll then make the lid revolve 180° to reveal the hole in the ground.
After I make the motion tracking bit (which I'm fine with) and I've got the ground to open up, I then want it to appear as if the camera is moving towards, then disappearing down, the hole. I'll then transition by means of a few black frames and some fades into a separate tunnel animation that I've already made.
Does anyone know how I might get the camera to do this?


texts: There seems to be no way to limit the speed of the zoom using the scroll wheel.  It behaved better after selecting 'auto depth' but after a restart even that had no effect.  The zoom function is a major navigational aspect and needs to be more refined.  Is there some setting or feature I'm missing here?


texts: can't undertand what is wrong weight paint fingers

texts:
hi, please someone can say me what's wrong? it's a file that i didn't open for two weeks, it worked well last time but now i have a problem with fingers. i added bones last time and i checked all the bones but no one except the right bones influence the fingers. why they deformate? how can i fast understand where is the problem?
EDIT: post another image, the right arm it's ok, the problem is the left. i can't understand.
i did a simple armature, then i worked with shape keys for face animations or biceps, i deleted them in the right way but have this. now i controll if i have older file of this


texts: Why does one face appears so warped when UV unwraping?

texts:
Does anyone have any ideas why this face is always so warped in the UV map? Even if I run a seam on every edge, it appears warped on the UV map. The opposite face of the same shape shows fine.

Blender 2.72, 32 bit, Windows 7.


texts: The Blam Image BackGround Not Showing in 3D View

texts:
I'm Trying to use Blam but I cant see the Image background on CameraView, the one that I added in Movie Clip Editor and draw lines in X and V axis for mapping

Here is a screenshot of my blender

did I change something that I don't remember or like that?
and sorry for my English


texts: Add deflection in middle of edge (catenary curve)

texts:
I'm very new to Blender and trying to use it to design cut patterns for a tent I plan to sew. In tent design, you need to add catenary curves to edges so they tension the panels nicely. For instance, you can see the curvature where the panels join in this image

In modeling terms, I need to create a 3-point arc edge. I'd like to specify the deflection at the midpoint to accomplish this

I have a feeling the solution is something related to beveling. However, the answer here does not work if I add a vertex to the middle of my edge - the bevel just adds additional vertices without introducing any curvature. Another answer shows beveling for faces, but I need to bevel the edge connecting two faces.


texts: Pyramid that cannot 3d print because its different in Blender / print software

texts:
I have remade my pyramid in blender 4 times now, becoming an expert, but my pyramid has the top cut off, it is a hollow pyramid with the top cut off

When I load it into the STL format, Blender saves the whole pyramid, including its GHOST top when there are no visible vertices or edges too allow the top too exist.


texts: Increase Transparency in Animation for all Materials

texts:
In Blender I have been wanting to create an effect where an object with multiple textures disappears evenly. I have figured out how to do this individually, but I would like to be able to decrease opacity for multiple materials. I have just started with blender, Sorry if this is a stupid question.

Thanks,
John


texts: So I'm a Roblox modeler and I'm trying to create a texture for a model. I accidentally used materials and now I cant export the texture.  Is there a way that I can convert all my materials into one texture? I've tried nearly everything on YouTube but I don't have the time to remake this whole model. Anyone able to help?


texts: How can i make more realistic lighting/materials

texts: Im looking for tips to create more natual looking light like you would get from the sun and tips on making my materials look a little less fake looking the image below is using the glossy and glass shaders but still looks to un-realistic.


texts: How do I link armature on separate objects to work together?

texts:
I have created a character with separate objects for arms/legs/body/head.

I can add an armature to each object separately and they all work independently, they are not connected to each other but I would like to somehow link the arms/legs/head to the body so that when I move the body the rest move with it.

How do I link armature in different objects so they work with each other?


texts: Weird shading when using Cycles rendering

texts: I switched to Cycles rendering, because Eevee didn't render the full image. Now, despite the fact that I put a light in the scene, the whole object is lit, even the back. I already tried changing the power of the light and its size, but unfortunately, it did not help. When moving the colour points in the colour ramp, (the shadow colour position and the lit colour position) the object suddenly turns completely lit or completely unlit. The object is or lit or dark, but there's no in between where there are shadows. What is it that is going on and how can it be fixed?


texts:
How do you rotate the hand from a neutral position:

to a supinated (palm facing up) position

I rotated the forearm bone on the y axis for demonstrative purposes
which twists the elbow like a balloon animal


texts: How can I change the color of fly/walk mode crosshair?

texts:
Is there any way we can change the color of the fly mode crosshair, this is the crosshair which is shown when in the new fps style fly mode (shift+f).

Currently the crosshair is black, I want a brighter color.

I have tried adjusting many theme parts but to no effect.
Is there a particular area to change the color or is this part not theme-able?


texts: How to move only a vertex at a time of an empty object with an image sequence attached

texts: I added a background image sequence by adding an “empty” to the scene in blender 2.8. Now,I want to match the empty where I have attached the images to the same position of the camera,but I see that I can't move the single vertex of the square. When I move one vertex,all the vertices move together. Is there a way to move only one vertex at a time ? in this way I will be easier to match perfectly the empty's square with the camera's square. thanks.


texts:
I can't understand some type definitions like

  bones
  Type:   ArmatureBones bpy_prop_collection of Bone, (readonly)

link:
https://docs.blender.org/api/current/bpy.types.Armature.html#bpy.types.Armature.bones

What is this type?  Type should be simply one word. Why this one?

  ArmatureBones bpy_prop_collection of Bone

We suppose to get data based on the reference section like this one, but I can't find bpy.context.armature.

Can you shed a light one this?

  C.armature

Traceback (most recent call last):
File "<blender_console>", line 1, in <module>
AttributeError: 'Context' object has no attribute 'armature'

Here are some variables also shown in manual, but I can't get them from my context. I find difficult to understand this manual. I want to show you, but
(I can't pose another picture. " You need at least 10 reputation to post more than 2 links?!" I just want to add another picture).
Anyway it is listed in the manual as:

bpy.context.bone

Type:   bpy.types.Bone

bpy.context.edit_bone

Type:   bpy.types.EditBone

bpy.context.pose_bone

Type:   bpy.types.PoseBone

It comes out that I can't find C.bone or C.pose_bone in console.
Then why are they listed in this manual?


texts: How to chance radii of many cylinders at the same time?

texts:
I want to change radii of the cylinders without moving each one.

Now the radius of each cylinder is 0,6cm, I want to make them 0,13cm.

Is is possible?


texts: How to change Socket type in node group with Python?

texts:
I would like to understand if it is possible to change the socket type of the bpy.data.node_groups['MyGroup'], for example from 'VALUE' to 'RGBA' via python. I'm looking on Blender's bee page, and elsewhere as well. But we don't talk about this.
It seems that you have to create a new Socket, assigning the type, at the time of creation
Easy way to create a New socket:
>>> node_tree = D.node_groups['MyGroup']
>>> input = node_tree.inputs.new("NodeSocketFloatFactor",name="Test")
>>> input.bl_rna
<bpy_struct, Struct("NodeSocketInterfaceFloatFactor")>

it is now possible to change the socket type to <bpy_struct, Struct ("NodeSocketInterfaceColor")> ?


texts: Mouse movement doesn't effect same bone movement. Why?

texts: If I add a bone constraint (e.g. Limit Rotation...) and move the bone in pose mode I have to move my mouse far until it gets to a zone where the mouse movement effects the bone, so that the bone moves. If I remove the bone constraint everything works fine. What can I do to fix that?


texts: Node Groups stay 'global' in isolated materials

texts:
I wanted to trick the system, but in the end I tricked myself, so seeking your help.
I created a pencil object and assigned three materials to three different vertex groups: for a lead, a wooden part and a cover. Then, I made a separate material to control a color of both lead and cover materials (since I want them to match) via a node group and assigned its node group in lead and body color inputs like this:

Now, after cloning a pencil object I am trying to isolate the materials, but facing a problem that the node group persists, and instead of staying local under Pencil_ColorControl.XXX for each pencil it is still using a global node group somehow, therefore changing lead colors of all pencils.

How should I properly isolate node groups when cloning objects like this? Thanks in advance.


texts:
I have a plane material consisting of a texture fed into an emission shader and I specifically use the shader to achieve a cartoon like effect.
I know that switching to a BSDF would solve this but that would ruin the effect. I'm fairly new to Blender and I saw this post; if it's the correct solution, I was wondering how to make a shadowcatcher plane


texts: Fluid disappears and appears during simulation on moving obstacle

texts:
I am trying to make an animation with fluid and some moving character(obstacle). Fluid is shooting from a gun towards the character. Fluid is like honey. Fluid is landing on character's body. The character is moving so fluid should react on his moves. Here is the problem. Fluid doesn't keep character's body. Fluid disappears when character make step forward and appears when the character moves back. Also the amount of fluid's vertices is changing during simulation. When some part of fluid disappears amount of vertices disappears and opposite. How to make fluid stay on moving body? Why doesn't it stay on the body?
Maybe it is impossible to make this in blender. If it is true please give me some advice how to do this in other way. I need this animation to game which I make in unity.
Thanks.
There is my problem:
https://www.youtube.com/watch?v=j-IIcJxscbE&t=2s

There is a blend file
https://easyupload.io/p0agi7


texts:
i'm fighting with an effect I would like to achieve using particles & Blender (if possible Eevee, for rendering time concerns).

I want to make rain INSIDE a box, and to light that rain.

The lighting is very important.  You should really understand were the light source is, by watching the rain.
But the light itself doesn't really show up.
I did a lot of tests with particles, materials, volumetrics, etc; but can't get close to it:

I also had tests with particles emitting light, the problem being that I really need water drops to be illuminated realisticly - and to react to my light setup as I update it.

Does anyone know how to do this (and if it is doable) ?
Here's my current blend file.

Thanks a lot.


texts: I have too many addons so there are many tabs in the tool section.  I would like to organize those somehow


texts: How to create recesses in a curved surface?

texts:
I want to make a simple cylinder box that has a very simple twist lock. I have seen a lot of maze puzzle boxes on the net but I just want something simple.

Ideally The lid will have 3 'L' shaped recesses in it that a lip with 3 pins in the base will key into. The lid presses down with the pins in the recess and then a twist to close.

The base would look something like this:

[Edit] I found the torus mesh. It seems like I need to play with some maths but this is kind of what I'm after, but without the continuous loop really (oh, and imagine a closed top).

Can anyone provide any good examples or links on how to do this easily.


texts: Orient an object relative to another and constrain distance to radius

texts:
I've got two objects:  a cylinder and a cone.  I want the cylinder to effectively act as a constraint on the cone such that the cone is always the same distance from the cylinder and the cone is always oriented away from the center of teh cone such that the tip of the cone would be touching the cylinder, regardless of where it is moved / rotated.  The two objects don't actually have to be constrained to each other, I just need the illusion of constraint.  In other words, if we could accomplish the same effect on the cone without having the cylinder actually exist, that would work as well.

How can I accomplish this?


texts: Can I display a BoolProperty as a push button?

texts: I have three BoolProperties in my addon (they represent the X Y and Z axes).  At the moment when I add add them in the draw method my panel, they are displaying as checkboxes.  I'd prefer a pushbutton display style where if they are drawn to look like buttons (and displayed as pressed when they are true).  Is there a way to do this?


texts: How to create this doted material in cycles

texts:
I want to created this doted material in cycles.

Uptill know i tried this.

But did not get the similar result. Any suggestion or help to get the similar effect. Thanks


texts:
Hi I'd like to create a marble chessboard with white and black squares.
For the white Rectangles I use the material shown in the picture.
What I want to create now is a identical material for black pieces - probably just inverted somehow - I played around with the invert node - didn't work...
How to create a black marble material white white wave lines?


texts: Script for getting Camera Look At co-ordinates

texts:
(I'm new to Blender)

Using a script, how can I get the an X, Y, Z set of co-ordinates showing me where the current camera is looking at?

My use case is that the user just moves the camera visually but I need a look at point. I have a manual way of creating an object and then getting the camera to track the object, but I don't really want to introduce this manual step in the workflow.

Thanks


texts: Face reflects light differently to others

texts:
I'm currently working on a Stryker, i'v came across a problem which make it so one of the faces reflects light differently than all of the others.

Thanks to anyone who helps/attempt's to help :D
Here is a picture of it


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I have a question about the curve displaying in the Drivers Graph Editor. This curve change according to the modifiers and variables I choose in the N menu, but I can also change it manually (add vertices, rotate, etc...). If I ever do these kind of manual modifications but decide to cancel them, how can I come back to its basic shape (only determined by variables and modifiers of the N menu)?

Thanks in advance!


texts: Mix shaders with blend modes besides Add and Mix?

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Prompted by my previous question, I am wondering if (since there is no apparent way to convert a shader to color) there is any (even using  post processing) way to mix cycles shaders with blend modes besides Add and Mix.

Is this possible?


texts: Blender 2.8 Import Function does not find .obj or .ply file for import

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As the title says, my .obj file that I want to import into Blender does not show up at all after hitting "File" - "Import" - "Wavefront .obj" as if it doesn't exist.

It definitely exists in the correct folder as I can open it in File Explorer and I've tried dragging it into Blender with no luck. I've also tried a .ply version of the same file but it doesn't show up in Blender's search window either.

The weird part is that I've already imported nearly a dozen other .obj files from the same folder that are all exports from MagicaVoxel (Just like the new file I'm trying to import) with no issues at all.  Those files all show up perfectly fine in the Import window but my new files don't.

Trying to import into a new, blank blender file doesn't work and trying to open that file directly with Blender even causes Blender to CTD with no error message.

What's the deal here?


texts: Volumetric light causes lights to flicker in eevee

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I'm having a problem where the lights on my car (and the area lamp) are flickering when i play the animation. I used a cube with the principled volume settings and the flickering is only caused when this cube is active. I tried messing around with both the Volumetrics settings in the Render properties as in the Principled Volume shader.
It looks like the cones of light are flickering whenever the volumetric cube is active.
Does anyone know how to fix this issue?
I've added a video of how it looks and my settings.
Thanks in advance,
Alex
Video of render example: Video of Render Example

Settings

Settings


texts: How to set an image as background in blender's internal render engine

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I am not an very well experienced person in blender. I know how to set an image as background in cycles but how do I do it in blender render.
There is no answer in this topic all over the internet. Please help.


texts: Blender 2.8. Simple addon does not work after late december update

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This addon used to work like 10 days ago but with latest build it gives:
bpy.context.scene.transform_orientation = 'GLOBAL' AttributeError: 'Scene' object has no attribute 'transform_orientation'
    import bpy

def main(context):

    area = bpy.context.area
    old_type = area.type
    area.type = 'VIEW_3D'
    bpy.ops.view3d.snap_cursor_to_center()
    bpy.context.scene.tool_settings.transform_pivot_point = 'CURSOR'
    bpy.context.scene.transform_orientation = 'GLOBAL'

    area.type = old_type

class actioncenter_origin(bpy.types.Operator):
    """Tooltip"""
    bl_idname = "myops.actioncenter_origin"
    bl_label = "actioncenter_origin"

    def execute(self, context):
        main(context)
        return {'FINISHED'}

def register():
    bpy.utils.register_class(actioncenter_origin)

def unregister():
    bpy.utils.unregister_class(actioncenter_origin)

if __name__ == "__main__":
    register()

    # test call
    bpy.ops.myops.actioncenter_origin()

I am complete noob in any sort of coding so this error seems like an unsolvable obstacle to me.
btw orientations pie menu gives the same error


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In VSE I have a sound strip where I adjusted the volume and then accidentally clicked the dot icon to the right of the volume box which seems to have locked the volume and changed the dot to a diamond so I can't alter it now. See image.

How can I undo that?  I've tried clicking it again, and selecting various menu options but no luck so far!  (Blender v2.82a)


texts: How to render ultra-realistic looking models and textures in Blender?

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I know I know, I sculpt a model, bake the textures >apply them and that's it.
Come on, that can not be everything when it comes to ultra-realistic 3d models.
I have seen guys creating textures with applying 102381028310 stuff, like sub-surface scattering, then some extra layers of textures, once zoomed in, a user can see more textres that are like small and normally not rendered from far away.
Can you just make a list of such things that would not be included in the >bake them, difuse, AO, spec normal maps> apply them and that's it.
So any extra technique that you know, please post it. Yes I know lightning is important but that is a whole different question. haha I probably sound a little bit irritated in this question, that is because I already asked in like 5 forums and no one is able to tell me some of the other techniques or whatever, so that I know where to expand my knowledge.


texts: How do I model the express key of a wacom tablet?

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I'm trying to recreate my wacom tablet in blender and I'm trying to model one of the express keys so that's flat against the actual tablet surface. It's basically just a button shape:

Q: How do I model this shape?