texts: Maya camera navigation while keeping blender keymap

texts: Im learning Blender. I want to keep the native shortcuts for learning purposes but I like Maya's alt centric camera navigation . is there a way to do this?  Thank you


texts: Convert Sphere UV Coordinates to Object Coordinates

texts: I am trying to procedurally flatten out roughly one half of a sphere by using displacement. This would be easy to do by using Object or Texture Coordinates, but since I need these to be preserved for later steps, meaning every vertex keeps its original coordinates, I need to use UV Coordinates. Do you have any ideas how I can convert the UV Coordinates for a spehere generated by Blender to the initial Object Coordinates I would get without any displacement? The result should look roughly like this:


texts: Blender Cycles 2.78a Scene/Image renders out with grainy pixels everywhere

texts:
I am a somewhat new user to blender and I have recently dived headfirst into cycles. I have watched a lot of tutorials on how to fix this but none of them have brought me the answer I need. I am using blender 2.78a and am trying to make a cool scene of a room but no matter what I do I cant seem to get rid of all the grain that is in the picture. There Is grain behind the couch and grain all around my picture. if you need to know I have a sun in the scene as well. Also most of the texture I have made are glass but have been roughed out and the IQR set to around 3. I have tried to use the clamp stuff under the sampling tap but don't really know how to use it properly. For my lighting I have used cubes and circles but I heard that doing that can cause problems. I also have the multiple importance turned off on everything.

THIS IS NOT A DUPLICATE because I have done every single thing in the post that was linked to me and it didn't change a thing.


texts: Making particles collide with each other? Possible? (2.8)

texts:
So I have made what is essentially an asteroid field. I did this by making half a dozen asteroid models, and then making a large cube with a couple of ‘volume’ emitters that run for a single frame. Which then (with a couple tweaks to velocities et al) actually makes a pretty decent looking asteroid field.

However, the asteroids hit each other, and they overlap and pass through each other. I would, ideally need them to collide and bounce. (The large ones anyway, the small ones are dust effects and I don’t really care about those).

Doubly ideally, I would like to set up a scenario where when the objects collide they might ‘shatter’ or break apart in some way. But I suspect that would be significantly more complicated.

So for the main problem - is it possible to make the particles collide with each other?

I’ve tried playing with the ‘force’ settings, the self effect, and the various physics collision options, but none of them seem to do anything in this situation.

Any help?

(As an addition, it seems an addon called 'molecular' is meant to help with this, but it doesn't seem to work any more and I'm guessing it's no longer being developed)


texts: How do I pixelate a texture in Blender 2.91.0?

texts:
I have a perfectly clear normal image I'm using as an image texture, now I want to make it pixelated via blender. How do I do that?
Some stuff I've learned: Can't use the pixelate node because I'm using the compositing nodes, Can't find the resolution node which seems to be used in the only other answer about this question on this site, also that answer isn't updated to 2.91 so my nodes look different than the ones in that answer and I'm confused.
The answer I mentioned is linked here: How to pixelate a texture in Cycles?


texts:
I am trying to unwrap a basic cylinder to a picture wich has a size of 4096x1080px.

The UV map is supposed to look like the 64 faces side by side within the boundaries of the image.

Whatever I try - it never comes to that point. I tried to reset first and than unwrap, to reset and to follow active faces, to pack islands, etc.

There is one weird (I guess) thing: In pretty much every case the faces are rotated by 90° in the UV map. I don't know if this is related to something...

This is the standard map when I start from scratch and hit 2xU (All 64 faces are vertically squeezed into the boundaries) - I want exactly this - just horizontally:

Any help is appreciated!

Thanks and best.

Stefan


texts:
I have a few questions on how the Ocean Modifier works. They are for the Blender Internal,so please be specific.

What does the Foam Data Layer do in Blender Internal? Does it do anything?
Is the Ocean Texture associated with the Ocean Modifier? If so then is it a replacement for Foam Data Layer but for Blender Internal?

Thanks for clearing up the topic


texts: Blender Mesh: Which UV Unwrapping Approach

texts:
i am currently at the stage of UV Unwrapping my House model. I am very new to UV Unwrapping and am wondering how I should approach it with this model. The model in the foreground is the House in individual pieces as i initially modeled it. The one in the background is a model where all those pieces are joined into one mesh.

What i need right now is basically one Texture for every floor. I know that UV Unwrapping needs seams where you would unwrap the model into it's 2d form, but that doesn't seem very straight forward to me with this model.

Does someone have a tip ? Or maybe I need to provide additional information about the model ?


texts: How can I copy or print errors from the console?

texts: I am testing an importer addon that still has bugs. Sometimes when I import a file, I get a large error all over my screen (and in the console.) I want to save this error log out to a text file so that I can send it to the addon maker to troubleshoot. How do I do this?


texts: UE4 - FBX -Blender not exporting animations

texts:
I just cannot export blender animations to FBX format

they do not play in FBX viewer
they do not appear in Unreal
no import options are displayed in the FBX import dialog

I tried exporting selecting the object, the armature, then both
also tried different options in the FBX export

edit :
I created another test scene that works, and I noticed that the scene that contains the animation that fails has an NLA displayed in green
how do I remove this ?


texts: Find angles between list of sorted vertices using vertex.co.angle()

texts:
I am trying to use the technique described here Python: Calculate angle between vertices to determine the angles between a list of vertices that is sorted left to right on the x axis
        mylen2 = len(vertices)

        if(mylen2 > 1):
            a1 = vertices[mylen2-1].co.angle(vertices[mylen2-2].co)

            if a1 > pi * 0.5:
                a1 = pi - a1
            print("{:.2f} degrees".format(degrees(a1)))

My output looks like this:

but my vertices are like this:

I can't imagine these angles are all less than 10 degrees especially since many appear to be on a 45 degree angle.
How can I correctly find the angles for a list of vertices in degrees?


texts: Armature on multiple instanced meshes working incorrectly

texts:
I am trying to create a simple low-poly human hair factory. My idea is this:

I create a strand of hair - just a simple textured mesh strip.
I create multiple instances of the strand to form the hair, so that I can edit the original strand and the whole hair will be modified accoordingly.
I create an armature to shape the hair.

So I now have an armature affecting multiple instanced strands of hair. I came into this problem: the armature is deforming the strands incorrectly in some places:

Weights for the vertices are set in the original strand. I only set different vertex groups for each instance, which can be done (as seen in the screenshot, at the left).

As can be seen, the hair is deformed correctly at the sides, but incorrectly in the back (the hair should obviously be closed, but it goes in the opposite direction, i.e. "outwards"). What can cause this? Can it be the fact that the instaced strands are translated and rotated? How can I fix this?


texts: Can someone explain how to cut a circle out of this circle?

texts:
I have this circle:

And i'm trying to cut another circle out of the center of it, roughly in a shape like this:

I've looked all over the internet, but I couldn't find anything. The only tutorial I could find about this was made in 2013, so it was a much earlier version of Blender that I couldn't follow along with. I started using Blender yesterday. Any help is greatly appreciated, thank you!


texts: Is there a way to change the number of significant digits shown (for the follow path constraint)?

texts:
I'm using the follow path constraint on a very long path.

I would like to see the offset with more decimal places when I'm changing frames. Is there a way to increase the number of digits shown?

If not, is there another way to see the offset value with more than 3 significant places?


texts: Missing OpenColorIO.dll for game engine executable

texts:
I saved my blend file as Game Engine Runtime in a Windows 7 system. Now I have an executable file. The file works perfectly fine on my current computer but when I open that file on another computer (also Windows 7), it gives me an error that says "OpenColorIO.dll is missing"

So my question is, what should I do to resolve the error? I'm not really familiar with dlls and what to do with it.

Also, will the .exe file run on a computer that doesn't have Blender installed?


texts: How to project an image of high dynamic range?

texts:
Versions: Blender 2.7.6.2, Gimp 2.9.3 (development version)

I am trying to make a texturing workflow based on using projecting images from camera to a model. In the menu in Texture mode there is an External tab which contains Apply and Apply Camera Image. Both of these buttons depend on bpy.ops.paint.project_image(image=image_name) function.

When I project a high dynamic range image, for example 16bit PNG or 16-32-floating exr onto 32 bit texture image all seems to work well. However when I save the resulting texture in Gimp and look at its histogram this is what I see:

It seems that in reality projected image only has 8-bit information. Is there a way to manipulate context for the project_image to make it output
16-32 bit dynamic range? Or may be there is another way to achieve high dynamic range projections?

Waveforms from a blender file example:

I used a the the same crop where all files had visual information.

Baked into 32-bit texture (EXR)

Camera render (EXR)

Projection of the Camera render (also EXR)


texts: Procedural material not bending correctly around mesh during animation

texts:
I made a simple mesh and added bones, as I was practicing keyframing a bone structure.  I applied a procedural wood material to the mesh, and applied smart UV projection.  After rendering it out, I noticed that when the mesh bends, the material doesn't follow the deformation, choosing instead to remain "upright".  Attaching below my .blend and a link to the rendered clip.

What am I doing wrong?  Thanks in advance.
Material

Rendered Animation
https://www.youtube.com/watch?v=psGZs0R25iQ
.Blend
https://drive.google.com/file/d/1fAdkggf7pFVdGza_jHum_jYY_oAy6pgb/view?usp=sharing


texts:
How do I make a rough plastic surface?
I created a bottle and need to make this bottle like in the picture.
How to make these rhombuses like in the picture?


texts: I'm sure there are obvious tutorials for this but I didn't know how or what to google exactly so I'm asking here. How would I create and rig an object that has a limb or another piece of geometry that is normally hidden but that can extend from the object? I'd eventually like to have a perfect sphere most of the time but have the ability for the sphere to extrude hands and legs and have them function as a normal rig. I've attached a before and after cube, the after representing the arms and hands.


texts: How to find out the exact Frequency of F-Curve Modifiers

texts:
I want to create harmonic looping animations using the built-in functions for F-Curve modifiers.
Example: move an object back and forth along the z axis in a sine motion.
In order to make a perfect loop, i need to figure out the exact frequency of the built-in sine function. The docs don't mention the frequency at all and the value to change the frequency "phase multiplier" is rather obscure to me.


texts: How can I make oily material like Nyx Assassin?

texts:
One of the characters of the Dota2 that Is called Nyx Assassin has an interesting material effect If you look In below gif at the body and feet you can see this effect.It looks like poily/polluted water.I like to know how can I make something like this In blender:

I downloaded the Model and texture files and tried to Implement it but I couldn't do it.

After reviewing the textures , I found a texture as specular wrap It seems that this texture has been used for this effect.I used this texture as specular but not work , I think special shader used to make this effect.


texts: So I have a rigged model that I'm going to use in a scene, but it is too big. I treys to scale down the armature, but then when I try to pose it, the head and neck return to the original size leaving the body small. I've tried scaling everything in edit mode but I don't think all the bones are being selected. I can't scale it in pose mode because a lot of the bones have locks on the transform things. What am I doing wrong?


texts: How can noodles (the lines that connect nodes) be changed from straight to curved lines?

texts: Unitl now I haven't found the option to enable the curved representation of connectors between nodes. The documentation doesn't mention such an  option. Is there a keyboard shortcut?


texts: Is it possible to record the bevel factor as a keyframe in the action editor?

texts:
Just starting to get my head around animations in blender.

Rather than jumping straight into a rigged model, I smooshed together two things I had seen done in videos:

Using the action editor to make an action
Modifying the Bevel Factor on a bezier curve in order to grow a vine-like structure. (In my project it's a stylised trail from a spaceship.)

But, however much I change options around and use different methods of recording keyframes and swear, I can't get any keyframes recorded in the action editor, although they record fine in the dope sheet.

Is it possible to record the bevel factor as a keyframe in the action editor and I'm just doing something wrong?  Or are there limits to what can be recorded in an action?  How can I tell what those limits are?


texts:
how to put a object in blender in focus? Viewport focused on the Selected Object

i click on emultating mouse pad, saved changes. everything works besides the "period" to focus, idk what im doing wrong

https://www.youtube.com/watch?v=JYj6e-72RDs
10:13-10:38

can anybody help me?


texts: Model geometry messed up after applying limited dissolve

texts: See this was a neat structure having too many vertices and after applying limited dissolve its vertices got a little less but its geometry messed up inside the messh. it looks the same from the outside but the there are no formation of vertice connection. i once saw a rearrange or meshing function by someone i cant remember that correct this. Kindly help me with this


texts: Baking normal maps creates artefacts at the seams. How do you guys deal with them?

texts:
We've sculpted some pants and then baked them using a multires mesh. Great results, however, I get artefacts at seams. Here's a picture:

The artefacts can be a little hard to see, since we've done our best to clean them up, but you can see that the colors coming from the left and the right, especially at the calf (lower red arrow), do not match. I've done as much research about this as possible and tried everything I could find.

Normal map is a 1024x1024 with no alpha, 32 bit float precision. Higher precision reduced the severity of artefacts. Changing color space did nothing.

In the bake menu, the only option is increasing the margin, which does nothing. I mean, it does increase the padding in the texture, but the seam remains.

After testing some stuff I've figured that it's because the edges (marked as yellow in the UV unwrap) are not aligned. If I apply Align Y to both of them, the seam almost disappears. I guess that if they were also scaled the same way, the seams would be gone. But that would require pretty much all islands to look like squares.

I am not sure that this makes much sense. Painting the meshes does not have those artefacts. Am I doing something wrong? This is a very common issue and yet I do not see any solutions that work for us. How do you guys deal with normal mapping seams? Is there like a workflow that bypasses that stuff? Or is this like a blender bug?


texts: I'm trying to set the Span value from the Grid Fill options but it goes back to the initial value. It only changes when I change the Offset option.


texts: unlocking objects which was locked and saved before

texts: new interface doesn't show "lock in viewport" button. i have created different parts of a car 4 months ago. my habbit was to lock an object when i finished modelling and start a new object. it prevents accidental selecting. now in current build of 2.8, when i open the file to edit it, the objects are locked in viewport so i cannot select them. my question is how to unlock those objects so i can edit them again ?? because lock/unlock button is no more there.


texts:
I'm trying to get blender working with my coworker so we can both work at the same time. I've got a model that will have Lots of parts. The data is from Rhino an is very high mesh. So I want to keep one file with the object data. We can bring that data in as an linked file so our working blend file isn't huge. The only way we'll change the data is fly around it, maybe open and close a door. Really basic stuff. Although, I need to animate a material on one or two pieces as well.
I've only found one reasonably good resource on how to effectively use links. The problem is they assume I'm already working with a bunch of other people, but we're Both trying to be jack of all trades here and we just split things up as we go.
So in testing things, I Immediately hit a giant roadblock, and I don't quite understand what's going on.
I created 3 cubes, and put each one in a collection that is parent of the next.
I thought there was a way to do some parenting, and have that come through. I tried doing it with some bones, but just can't seem to figure it out. I've found you have to go to Object>Relations>make proxy in order to access the data Some. But I can't figure out a way to access it in a way that would keep parents.
Am I on a wild goose chase? Once I import the data, I want to just save that off how it is. It actually comes in already in nested collections, which seems to be part of the issue. So I have a door with 20 parts or so. The screws are in one collection. The frame in another, the handle in another. And they are nested based on groups essentially, so that each above it is the parent for moving. That's how assemblies work.
I'm not sure how to go about this in Blender, in terms of splitting up the files.
Ideally, I'll have a file for that cad data. I'd like to just link the collections. This way, anything I put in them gets updated. However, since they don't have pivot points or anything, I'm not sure how animating works.
Does anyone have decent resources for this? I'm just plain lost as to where to start figuring out an intended workflow.


texts:
A bone was rotated 90 degrees on the Y axis.

I simply want to get (0, 90, 0), but in Blender it is represented by Euler angles (86.4, 44.9, 66.3).

How do I get rotation on the global axis In Python code?

import bpy
obj = bpy.data.objects["Armature"]
for pbone in obj.pose.bones:
    rotate_x = pbone.rotation_euler.x ##1.5072393417358398 (Euler)
    rotate_y = pbone.rotation_euler.y ##0.7828118801116943 (Euler)
    rotate_z = pbone.rotation_euler.z ##1.1571569442749023 (Euler)

    '''
    rotate_x _y _z are all euler angles of Bone.
    But I want to get these as below.
    It will be
    rotate_x = 0
    rotate_y = 1.5708(or 90)
    rotate_z = 0
    because rotate 90 degrees on Axis Y.
    '''


texts:
I am very new to Blender without any 3D design background. I am designing a solid object as shown in Figure 1 and Figure 2.

However, when I export the object to STL file and view it by Preview in Mac OS, the object appears to have an unwanted hollow (Figure 3). Another object that I design in the same project has no problem

Therefore, could you please help me to solve this problem?
Thank you very much.


texts: Blender Cycles how to import image sequence?

texts: I have a green screen png sequence for trees and want to import this image sequence into Cycles on a plane. It's very simple but I am looking for answer but cannot find.


texts: Can you easily make an edge loop go through a triangle?

texts: Is there any way to do something similar to Maya's insert edge loop tool, where the edge loop wraps around the triangle? (Using Ctrl + R makes the edge loop stop before the triangle)


texts: How to add glare/bloom effect to image sequence?

texts:
New to Blender. I recently finished rendering out an image sequence. One of the objects contains an emission shader. I want to make this object glow using the 'glare' node in the compositor. I can import the image sequence and use nodes such as hue/gamma/saturation/contrast etc. but when I try to use glare node: no effect. I opened a new project, and rendered a cube with an emission shader, and used the render layer in the compositor, this worked. But for my animation I only have the completed image sequence, not sure what to do.
Thanks


texts: Hotkeys to change viewport (Maya preset) won't work, why?

texts:
I'm using Maya presets. The hotkeys don't seem to work ether in 3D or Quad view.

It doesn't really bother me in 3D View but it's a problem in quad as I can't seem to change my Top Ortho view to Back Ortho view to adjust for my reference image.

Keybindings show that I should press Ctrl + Numpad Number key, but it doesn't work, I unlocked the view-ports under "Display" and nothing happens.

When I tried it under Blender default settings it worked perfectly.
Also I tried this on two separate computers with different scenes, same result.

I'm a beginner in Blender.
http://imgur.com/K6UFnfw


texts: How can I group into one layer all similar items?

texts:
I'd like to get all of my spheres (x.003, x.004, x.005, etc...) into a group called "Sphere" (the first one in the list).

Something like that:

Cylinder
 Cylinder.001
Sphere
 Sphere.001
 Sphere.002
 Sphere.003
 Sphere.004
 Sphere.005

Can someone explain me how to order them?


texts: Mesh Deform a complex grid with shape key, many problems

texts:
I’ve been trying to model a portable cd/radio device similar to the attached photo, with great success up to the point of the speakers. In most devices the speaker is covered with a metallic honeycomb grid. So, I decided not to use clip map and see the result in rendering but use actual geometry.

I’ve modeled a low poly surface (name Grid_orderR, 4k vertices) with shape key to deform the honeycomb grid (name honeycomb, 132k vertices). Object Grid_orderR has a Solidify modifier and object honeycomb has a mesh deform modifier. The problem is that nothing happens unless the thickness in solidify takes a high thickness value 0.3 in blender units. And then the deform has unexpected results because Solidify has overlapping areas due to the high thickness value.
Uploaded file includes the two objects without the deformers.

Any ideas?

[enter link description here][2]

Blend file for tests [2]: http://www.pasteall.org/blend/40068


texts:
I'm just trying to make a simple door.
I started with a plane, scaled it. Then I wanted to bevel the 2 top corners, but I can only bevel in proportion to the plane. That means the bevel is not 45°. Is there any workaround for that? <3


texts: How to remove the watermark in the rendered image?

texts:
I used Blender cycles to render an image, but the output has a watermark with some words in the top left hand corner.

How can I make it disappear by changing the related setting?


texts: Text Effect creates Transparent Background

texts:
I am trying to figure out how to use the text effect.  Basically, all I'm doing is selecting a clip and then adding an effect.  When doing this, there is transform and a handful of other ones.  But then, if I select the new effect strip, and then select change effect, I get around 15 effects showing up, one of which is text.  I wonder why these don't show up the first time, but never mind.  As soon as the text effect is applied, I see the text itself ... on top of a transparent background.  I can't find any control or way to change this or understand why it would cover up the video that it supposed to be keying over.

Thanks for any help ...
Steve


texts: How to enable ambient occlusion with python?

texts:
I am trying to access the world shading settings in python.
I want to enable ambient occlusion and give it a value of 0.5.
I have tried:

bpy.types.WorldLighting.use_ambient_occlusion()

But I didn't work.


texts: Mesh exporting inconsistent with blender

texts:
I have a mesh in blender that I have been working with and am having an issue with exporting (regardless of the file type).

My mesh looks like this and have a number of poses in each animation frame:

Upon export and re-import I am getting this:

I am not sure where to begin troubleshooting/what would cause a disconnect between what is being displayed and what is being exported. If I just try to link or append it comes through without issue. If I go to a much older version to export there is no issue. Please let me know if any other info would be useful. Thank you for your time!


texts: I'm making an addon where I auto generate a spline with a bevel and taper object. The taper object serves as profile of the thickness along the spline R(t). So it would be very nice to have this in a 2D graph, so that it can be manipulated in the panel instead of having to find it in the 3D world viewport. Like in the figure below. Is this in any way possible?


texts: How can I rotate particle instances on the X axis?

texts:
So here's a throwaway scene with some particle systems:

And the thing is, I'd love to rotate those little 8-bit bushes. However, I am incapable of doing this under almost every circumstance. I have spent hours working through permutations trying this. I can't wait for particle nodes because I have to say, Blender's particle interface is hot crap on a plate.
I would love if any of you can help me. I'm not going to go into specifics and just offer up my BLEND because I'm basically exhausted by particle systems.
My Blend File
File/other notes:

I have found other similar threads in BSE, but none of the answers worked or were related directly to my problem.
There are separate particle systems for each 'foliage' item because rendering as collection also failed repeatedly every way I tried it.
All particle systems make use of the single weight paint texture for the DENSITY characteristic.

Thanks in advance.
Update on 10/5: Took a week off from this. Returned with no change to underlying issue. Per commenter below, I can create a different particle instance and rotate it, but I thought the point of particle instancing was that you could create controllable variations. That's why I'm doing this exercise.
Update on 10/14: I will let the community determine the appropriate answer. I gave up on this and am on yet another project where I cannot get foliage to populate on a plane. I can't believe how hard it is to get these systems working properly. I'm going to wait for Particle Nodes and until then, I'm going to get really good at manually instancing objects because it is far, far less time consuming compared to constantly failing at this in every subsequent project.


texts: I try to use two texture in the same material.This material is for a jacket, and one texture containing the default leather material texture, and the other someting like a decorative stripes. My question is, how to blend the two textures together in the same output. I tried the "Mix" node with not too much success.


texts: Tips and Tricks with using blender with one hand

texts:
Long story short, I was recently diagnosed with glioblastoma. I had surgery to remove one of the tumors and because of the surgery, I am paralyzed in my left arm. Hopefully, it's only temporary.

I love Blender as it is my passion, but it has become difficult to use Blender and the computer now with my arm, especially when using shortcuts. I was wondering if anyone has any ideas or tools to make blender more accessible and easier to use with this disability? So that I can make some art again


texts: Is it possible to tell viewport Ambient Occlusion to ignore edge lines in edit mode?

texts:
How can I get rid of that weird shadows for edges in edit mode with viewport Ambient Occlusion (Properties Panel > Shading) enabled?

AO disabled

AO enabled


texts:
I've been using Blender for less than a week, so please have mercy ;)

I'm trying to model this simple weigh boat.

I started with a plane and a circle, solidified the plane, added inset and edge loop, and then created new faces connecting all 16 vertices of the circle to various vertices of the square- each face has 3 or 4 edges.

The problem is that when I turn on the Subdivision Surface modifier, my square object is converted into higher-order geometry (octagon, etc.).

How do I smooth the low-poly construct without changing the number of edges? I have a feeling this would involve edge loops but I can't figure out where to put them.


texts: The textures of a model do not bake into a single new UVmap

texts:
I imported in Blender a .fbx file from Unity. It's a jungle hexagonal tile made of many meshes that I joined together to form a single object. I've been trying to bake all the textures in one UV map so that, once imported the .obj file, I can get all the textures in Tabletop simulator. Problem is that after baking the new texture image I'm baking onto, the image is still all black, as it was before baking. I don't understand what is going wrong. Here's how I went about it:

create a new UVmap
select it and Smart unwrap the object
pack islands
create a new black image texture (size 2048-2048 - No alpha)
With the old UV map on and the new one selected, I went to the node editor of each original atlas and added a UV map with the new UV map as content, connecting it to a Texture image with the new texture image. I also added a UV map with the old UV map connecting to the main texture image.
with the new image texture node selected in each atlas I baked (diffuse, no direct and indirect) but the new texture is still all black!
Here's a pic of the node editor of one of the many atlas. I think that the problem must be here somewhere.


texts: I have a female model and I want to know her waist width, so I select the edge loop, then use what tool? Is this only possible with python?


texts: there is no image in texture paint blender 2.82

texts:
In blender 2.82 what I expected was there should be an image in the viewport so that I can paint, chosing part of image as I wanted, but I can't do that because there's no image showing.

Is there any hotkey or UI to show image on viewport?


texts: How to make a mesh deform accurately along curves?

texts:
I started to make a mountain pass based on a real road, but I encountered this problem. It gets better when I drag a curve point before the curve down to hell(see pictures), but that's not a great solution of course. It's made with a curve and array modifier.

Is there a easy solution for this?

Thanks in advance!


texts: blender 2.78c lagging too much in window 10

texts:
when I working on my first project (more than basic use) it was got working nice and smooth but when start to use it little bit for advance use its got slow and star to lag and seem not responding to any action then i have have to restart my laptop to put thihgs right

my laptop spec are as follow

OS-window 10 64 bit
RAM-4096 MB
HARD DISK-290 GB  processor-Intel(R)Core(TM) i5-2520M CPU @ 2.50GHz (4 CPUs), ~2.5GHz
display- intel(R)HD Graphics 3000 (1664mb of memory)


texts: Importing from Blender to Unity - Model looks different?

texts:
I imported a model from blender to unity as an fbx file, but for some reason it looks different. I don't know how to really describe, so have some pictures:

Column in unity:

Column in blender:

And setting the mesh to smooth shading in blender makes it even worse:

Column in Unity: https:

What can I do to make this look better? Is there a trick to have the model seem as sharp as in the blender preview?


texts: I'd like to speed up an animation, Changing FPS doesn't do anything

texts: When I try to edit my FPS in my animation, it doesn't affect anything. The animation is very slow and I'd like to speed it up. If you need any files or such to help please ask! BTW: This happened when I started Blender, I didn't change anything.  I just rigged a model and animated it.


texts: Animate dog character with soft body physics "jello" legs?

texts:
I have a model of a dog character (unrigged) that i want to animate with legs that procedurally react to the keyframed animation of the torso. Essentially behaving like a marionette, with the main body being rigid, while the legs attached have soft body physics, only translating and rotating from the joint where the body and legs meet.
I have tried separating the mesh into the torso and the legs, doing some parenting and assigning soft body physics (i also tried rigid body) to the legs.
The issues I ran into:

The legs being "ripped" from the main body. (see picture) I want the legs mesh to deform and stretch while still being attached to the vertexes of the main body.
The legs not rotating from the starting point of the leg, rather just "floating" relative to the main body.

To be clear, I want the leg movement to be completely procedural. I only want to puppeteer the torso, which will pull the legs with it.
My goal is to make it look intentionally fake, as if an invisible hand was dragging the puppy model with jelly legs.

My crude attempt at demonstrating the desired effect:


texts: Opened up Blender and armature isn't moving the mesh!

texts:
I've already created the mesh and armature. I weight painted the mesh and was able to make two, perfectly fine, animations (walking and running). However the next time i opened this file, the armature and animation was still there, however the mesh wasn't moving with the armature. So when i would play an animation all you could see are the bones moving while the mesh stays still. This is the second time that this is happening and i was hoping that there may be another way to fix this rather then re-doing all the bones and weights.

UPDATE:
ok so i was able to find the .fbx (because i also exported it as an .fbx for unity) folder and imported into Blender. Anyway it is now working (except the inverse kinematics disappeared) anyway is there anyway to fix this problem so it doesn't happen again?

Here's a reference that may help


texts: Cycles Fake Absorption Setup Explanation

texts: I would just like to understand why in the cycles fake absorption setup he ray length have to be multiplied against the backfacing value in order to tell Cycles when the ray starts and stops. I did the BlenderDiplom tutorial and there was no explanation as to why that does what it does. I can use the fake absorption setup with no problem, I would just like to understand exactly how it works so I can use it knowing exactly what it is doing.


texts: Can you bake the animation created from a driver to keyframes?


texts:
Can anyone tell me why the mesh I am trying to Array & Deform along this curve changes scale so dramatically when I apply the curve modifier?

Origins are matching and scale/rotation are applied to all objects so why does the "cross section" shrink?

Many thanks
Pootle


texts: Object changes when I hit "Enter" when scaling

texts:
So I have this object:

i'd like to "flatten" all the highlighted faces, so they are all uniform with regards to their orientation and z height. So I've highlighted them, hit "s" and then hit "z" and "0", so far so good, looks like this:

Maybe I didn't accurately get all the faces I need or whatever, but looks ok.   Problem is, the second I hit "enter", this happens:

What gives?  And if I'm doing something wrong, how can I flatten all those faces?


texts: How to apply PropertyGroup to individual data objects?

texts:
There's a piece I'm missing on how the PropertyGroup works. I thought that assigning each to an object would hold the data and be available for manipulation later. However the display through the panel always shows the active object (at least the way I have it set up).

Here is an example and the code:

import bpy

def resize(self, context):
    o = bpy.context.object
    print(o)
    o.dimensions.x = o.my_settings.length

class MySettings(bpy.types.PropertyGroup):
    reverse : bpy.props.BoolProperty(name = "Direction", description = "Direction",default = False )
    length : bpy.props.FloatProperty(name = "Length", description = "Wall Length", default = 12.0, update = resize)

class TEST_PT_Panel(bpy.types.Panel):
    bl_idname = "TEST_PT_Panel"
    bl_label = "Test Panel"
    bl_category = "Test Addon"
    bl_space_type = "VIEW_3D"
    bl_region_type = "UI"

    def draw(self, context):
        layout = self.layout
        scene = context.scene
        obj = context.object

        box = layout.box()

        for ob in bpy.data.objects:
            row = box.row()
            row.label(text = "Object: " + ob.name)

            row = box.row()
            row.prop(obj.my_settings, "reverse")

            row = box.row()
            row.prop(obj.my_settings, "length")

classes = (
    TEST_PT_Panel,
    MySettings
        )

def register():
    from bpy.utils import register_class
    for cls in classes:
        register_class(cls)
    bpy.types.Object.my_settings = bpy.props.PointerProperty(type=MySettings)

def unregister():
    from bpy.utils import unregister_class
    for cls in reversed(classes):
        unregister_class(cls)

if __name__ == "__main__":
    try:
        unregister()
    except:
        pass
    register()

I thought each object would get a copy of MySettings PropertyGroup and that when looping through each object would reference them. However in the example the operator works only on the active object, while the panel seems to only be aware of one instance of the PropertyGroup.

What I'm trying to accomplish is having each 'Length' update the object it references in the panel. At this point not sure if I haven't assigned them correctly somehow, or not using them correctly.


texts: Preview Unity asset with all texture types

texts:
I'm creating an asset for a unity game (Cities Skylines) including textures for diffuse, specular, normal and alpha.
when I set the view to textured I can only see the diffuse map on my model but not combined with the other ones. To see the model I have to import it into the game every time.
Is there a way to preview the asset model in Blender with all textures applied without rendering it?
Greetings


texts: Blender text not being properly applied onto cylindrical object

texts:
After creating "circular" text and applying it to a cylindrical object the imprint has a slope:

The object is a regular extruded cylinder:


texts:
First, I would like to say that I am very new to Blender and I am not a native english speaker, so... you've been warned! ( ͡° ͜ʖ ͡°)

I don't even know what to google for to find a solution. I am having trouble extruding my cup's top face into itself - when I'm doing it, it starts to look... well, pretty awful compared to Andrew Price's cup in his tutorial. What am I doing wrong?


texts: Wierd problem with textures turning white

texts:
I have a strange problem that I have been hammering for 6 hours now. All primitives with texture assigned to them turn white.

So far I have tried:

The texture tab I viewport shading
Cycling through all render modes
Everything in the shading tab
Object color in Object tab
Made sure new primitives had UV coordinates

Nothing will effect the primitives, I can't assign material or a texture.


texts:
In other 3d modeling software I've used, it is very easy to create shapes with specific dimensions.

Here is a wedge with angles of 30 (at the smallest angle) 60 (at the middle sized angle) and 90 degrees, drawn in sketchup.

How would I model the same thing in blender? I can deform a cube to be a wedge, but the angle is not exactly 60 degrees


texts: pinned vertices do no stay pinned when animating a cloth

texts: I have created a cape and pinned the vertices I wanted to stay stationery however when I go to animate it they unpin and repel themselves from the armor they are supposed to be near. I turned down the repel and collision distance down as far as possible and it still occurs. Any ideas?


texts: How to use 'Set Vertex Colors' properly?

texts:
I'm trying to set vertex colors per faces. I already did it successfully, but obviously now I'm missing something and after numerous trials, I give up.

I use this procedure:

Select a face in Edit mode
Switch to Vertex Paint mode
Select a color and execute 'Set Vertex Colors' from Header menu.

Instead of changing the color of the selected face, all faces are recolored.
Can you tell me what I'm doing wrong?

Done with Blender 2.79 (and both Blender Render and Cycles).


texts: Brush Boolean makes faces flicker in and out

texts:
For my current project, I'm looking for a way to make the walls of this building partially disappear, to give a clearer view on the interior (think The Sims).
I thought the Bool Tool would be suited perfectly, but it's making the faces resulting from the boolean flicker in and out of existence. Here's a demonstration
https://www.youtube.com/watch?v=g1osC3Wr9PE
I'm very much a novice when it comes to Blender, so I've only my limited understanding to throw at the issue:

Checked to see if it was an inverted normals issue, but everything is blue on the outside.
Checked if it had to do with how some of the parts were constructed, but it seems to alter between which part gets a face and which doesn't.
I tried making the influencing cube flat in stead of having that leaning corner. This solves the flickering, but not the missing faces.

I would appreciate any help with this, or any suggestions as to what alternatives there are to get the same effect. Thanks!


texts: how to create multiple animations inside of a single blend file

texts:
So i am creating a glass sliding door, and i have to create 2 animations,
the animation for opening,and for closing, But i do not know how.
I have tried going to dope sheet, then action editor, and created a new action but to no avail:
PRESS ME FOR GIF LINK

So if you could please help me, i would really appricate it.


texts: How to keep the vertex normals after deleting an edge/face?

texts:
When replacing sparse quads with a custom mesh, I create a "base vertex" on each quad, in order to cause a Particle Instance modifier to spawn the custom mesh at the right place (like for spawning leaves on a tree created by the Sapling addon).

However, when I delete the rest of the quad, just keeping the wanted vertex, its normal is modified, making the Particle Instance modifier instantiate the meshes with an incorrect rotation.

How can I keep the normal as it is (aligned to the quad's face) while removing the useless vertices?

here is an example blend file : http://www.pasteall.org/blend/23530

Goals:

new leaves must have the same orientation as the sapling one.
they must look natural : they must have their base touching the branches.
their must be exactly the same number of leaves in the particle instance modifier as in the sapling version.


texts: OBJ File Stops Being Smooth After Edits In Blender

texts:
I'm having someone modify a perfectly smooth OBJ file of a can for me (blue). But no matter what settings he uses in Blender, his modified OBJ file of a can (purple) gets sent back to me and renders with much faceting / meshing / paneling.
He is new to Blender and I am completely new to 3D.


texts: Lossless compression for video with audio

texts:
What are the best settings to render if I want lossless compression of the video and audio?

(I'm rendering a small clip that will be added to the Video Editor of multiple Blender files)


texts: How would I cover my animated character in wet, dripping paint?

texts: I have a character that is animated, and I'd like to cover it's body in paint, as if someone poured a bucket of paint over its head. The action of pouring paint does not need to be included, but I want the paint to lay on its body and drip like it would in reality as it's moving through keyframed actions. Any help would be great, I'm thinking fluid simulation. This is for cycles.


texts: Separate window that is only a toolshelf?

texts:
I am rigging a character with the BlenRig addon. This addon provides a lot of controls for the rig in the Toolshelf of the 3D view. In order to have easy access to them without having the toolshelf use up too much of my workspace, I have made a new window on my secondary screen and set it to be the 3D view as well with the toolshelf open. However, this means I am also displaying my 3D scene a second time, which impacts performance.

Is it possible to have a window that is only the toolshelf panel without having to display my scene again? Or is panning to not show any model the best I can do?


texts:
I'm trying to figure out how I can create an array of objects where each instance has an increasing number instances of that starting object.
A simple example:

1 cube
2 cubes (to the right and stacked on top of eachother)
4 cubes (to the right of the 2 cubes and also stacked)
8 cubes
16 cubes
and so on...

This continues for x number of instances.

I tried the array modifier with very little luck and also the replicator in animation nodes.

Does anyone know how to achieve this? Help would be much appreciated.


texts:
I was looking at HDRI Haven and some of the example renders appear to use the HDRI as part of the foreground.

For example this hdri:
https://hdrihaven.com/hdri/?h=old_bus_depot

In the example render below they used the part of the hdri in the blue square.  How is this achieved?


texts:
I am following Blender Guru's tutorial as provided in the following link
https://www.youtube.com/watch?v=BIUDZZMfGNI&ab_channel=BlenderGuru
I completed my coffee cup with a 2K condensation texture applied and I want to render it. However, Blender crashes and closes automatically before it even starts to render without displaying any error messages. I reduced my render sampling from 256 to 128 but it made no change. My drivers and Windows are up to date. Below is my specs for my gaming PC:

AMD Ryzen 5 3600XT 6-core
ASUS ROG STRIX Radeon RX 5700 XT OC
Corsair Vengeance LPX DDR4 16GB 3200 MHz
Samsung SSD 970 EVO 500GB
MSI B450 Tomahawk Max

As shown in the screenshot, rendering doesn't even use up half of the RAM load so I am unsure as to why Blender keeps crashing.


texts: "'Context' object has no attribute 'active_object'" error when trying to use function as driver

texts:
import bpy

def driver_func(val):
    activeobj = bpy.context.active_object

    if activeobj.name == "A":
        output = val * val
    else:
        output = val + 20

    return output

#add function to driver_namespace
bpy.app.driver_namespace['driver_func'] = driver_func

Thanks to RJG for the improvement.
This script indeed runs in the scripting editor without errors, but when I
add driver_func in the driver's editor as scripted expression to an object's transform (e.g. z-rotation) I get ERROR: Invalid Python Expression ...

The terminal message reads:

Traceback (most recent call last):
   File "<bpy driver>", line 1, in <module>
   File "/Users/.../Test.blend/TestPython", line 4, in driver_func
AttributeError: 'Context' object has no attribute 'active_object'


texts: how to keep your model scale from an animation?

texts:
I was animating a model and noticed that on a frame that the scale there looked a lot better then the current scale my model has by default. What I would like to know is how to I apply the scale of the model in that frame so that it's now the model's permanent scale if that makes sense?
This is the default model scale:
[![Model and character design are property of CraftyMaelyss][1]][1]
And this is the scale I want my model to be:
[![Model and character design are property of CraftyMaelyss][2]][2]
I read somewhere that Ctrl + A should do it, so I tried it and it didn't work. Does anyone know how to do this?


texts:
I'm writing a python script wich is going to import custom data in custom file. For now, for choosing the file I've to do this:

But it's not very useful because you have to type the path of file by yourself.

I want to create somthing like this :

How to create quick interface like that. With a file browser button and the path of selected file edit box is linked at the path of file wich you have selected with the little 'file' button.

I'm not asking for a full code. (of course if you have a full code I'll accept it :D) But if you have just an explanation of how to do this and how the 'path of file' button work, it will be very helpfull.


texts: How to mix material and texture to single mesh?

texts:
I'm making a ceramic plate and on the top surface I want to show a painting of flowers which I have in .png format. The ceramic texture is on top and I added a new texture layer below it. I have selected some faces and assigned it to the vertex group. Then I added a texture to the material, I get the image, but it's showing a black background on it. I added a transparent shader.

Is my method correct? Why am I getting this black background with the .png transparent image?


texts: How can I use a cycles material animated procedural texture to control hair particles?

texts:
As the question says, I want to distribute hair particles using animated procedural textures of a cycles material. The effect I want to achieve is something like that:

I can make a material to previsualize the areas the particles will cover, but I can't use the texture in the material node editor in the particles stack.
I try to use the texture node editor, but when movin the texture the particles just apear and disapear not making any grow o size variation.

Any help will be welcome! Thank You!!

PS: Sorry about any spalling error, not natural english user :)

EDIT:
Thanks for the comment Duarte Farrajota Ramos.

As I say in the comment, I'm trying with dynamic paint now. But the particles aren't taking the vertex group as a distributor at all.

I can't find the error yet, I did it once with that method but I was hopeing to get more control using textures, avoiding the Dinamyc Paint need to use an object to paint and another to erase the paint.


texts: How can I create a point cloud from the surfaces of a model?

texts:
How can one go about generating a point cloud from the surfaces/faces of a model?

Initially the models are going to be fairly simple (just cubes, cylinders, and spheres), but eventually the models will be progressing on to more complicated shapes.

The type of point cloud that I need to generate needs to be similar to the point cloud that would result from a laser scanner. So I do not need any edge or vertex information, just a point for every face of the mesh.


texts:
I am working on my project for haptics. For this purpose, the task is to create a virtual finger and control its movement using Arduino. The problem now is that I am using Blender 2.80 and the cannot find a way to control the object's movement using a Controller.

The idea was to get the input from the sensors and import the serial data from the Arduino to python and use his data for controlling in Blender.

I imported the data from Arduino to python but can't find a way for further process. the example I saw used the blender gaming engine, but I used blender rather than the gaming engine.

One more thing to ask

Can we control ojects movement in blender 2.80 or we must use a gaming engine for this purpose ??

Need guidance in both these problems.


texts: BGE how to move the inventory up and down with logic bricks

texts:
This is for a point and click first person adventure puzzle game.
The inventory is at the bottom of the screen as you can see below.

In this kind of game, when you click with your mouse on the box named
Inventory, the actual Inventory comes up and its content become visible:

I have managed to make the inventory go up (with an animation) with the following logic bricks:

What I need to know is:

How do I trigger the second animation (Inventory goes down)?

It's like an ON and OFF switch that I need to learn how to use so please
don't give me any python script (I'm learning that separately).

I need to learn how to activate a series of commands just by MOUSE OVER
object and MOUSE LEFT CLICK because this entire game is based on this logic.
I want to understand how logic bricks work and unfortunately the manual was of no help for me.

Thank You !


texts: This is probably a silly question but I need some help. I opened a file that I've been working on for about a month in the new 2.8 version of Blender. However when I tried to reopen the file in version 2.79, the scene is completely empty. Here is where the problem lies for me, I accidentally saved over the original file save while in version 2.8 . Please help. Thanks!


texts: How to attach Grease Pencil object to animated mesh

texts:
I'm trying to use the Grease Pencil tool to make expressions on my 3D animated characters, but the Grease pencil doesn't follow my animated mesh :

Of course, I tried parenting the grease pencil to the object with Ctrl + P > Set Parent to Object, I can't find much information on any threads for this specific problem... I'm very new to Blender and Grease Pencil so sorry if the solution seems obvious for many haha
Thank you very much for your help!


texts: Texture Paint not Applying to Render Preview

texts:
I UV unwrapped my object (an eye), and applied a texture to it. Because the texture doesn't match up perfectly on both sides of the sphere, I'm left with a seam. I tried fixing it using the clone tool in Texture Paint, and it seems to work fine when I look at it through solid mode.

However, when I switch to rendered mode, there is no change in the texture. I've save the texture image already. I'm not sure how to make it appear?

I followed this tutorial to create the eye, then modified the nodes to try and get the texture in. The texture wasn't explained in the video, so I just tried to piece it together. Here are my nodes:

I'm new to blender and this is only the second project I've worked on, so I'm still unfamiliar with the program functions. If anyone has an easier way to suggest adding the veins, I would really appreciate it!

Here is the file:


texts: how can I make my animated robot pick up an object (a pole) during an animation

texts: how can I make my animated robot pick up an object (a pole) without making two separate animated key signatures one for the robot and one for the object?


texts: Cycles Final Render is Black in Blender 2.91.0

texts:
I need some help with one of my Blender projects. I was making this simple interior design render with the help of fspy. I made some simple objects and some materials. I didn't check before if I can render an image as a preview. I only relied on the rendered view while making the scene.
If I were to hit F12 and render an image, it just renders pitch black. I tried many ways to fix this by researching other forums and questions but, none of them worked. One weird thing I found is when I render and allow it to denoise, I can see a faint light from where the window is supposed to be.
I appreciate any help to fix this.
I uploaded the .blend file to my google drive:
https://drive.google.com/file/d/12-bBib8uqL1by7ngnXT_2xxHRJFMgC4L/view?usp=sharing
Thank you very much!


texts: How to create edges between two lists of vertices in Sverchok

texts:
I've got two sets of vertices in Sverchok:

I'm trying to draw edges between each corresponding vertex. I came up with this, but it seems overly complicated:

Are there any Sverchok nodes to simplify this operation?


texts: How to use Subsurface Scattering in Principled BSDF

texts:
The Subsurface Scattering in Principled BSDF is a bit confusing:

Where can I find some recommended presets (like in other software)?
What is the main difference between SSS Color and Radius?
(Technical papers don't help very much, I'm not an engineer)


texts:
blender noob here. i am watching a tutorial on how to model a hammer. i have finished modeling so i decided to watch his part 2 and when it got to the uv mapping for the handle, it decided not to map corectly. i also trid to mix it up a bit and and add a few seems. but i then reaslized they made it look like crap but i couldnt fix it.
pls help
top images are the seam issues
[] [1][
https://youtu.be/fZSD7pVIUkY?t=143  <-this is what his looks like (PAUSE THE VIDEO WHEN IT LOADS)
this is what mine looks like


texts: Import/Export problem for .obj files in Blender 2.79

texts:
I'm using Blender 2.79. Importing and exporting .obj files worked fine. Then I uninstalled blender and reinstalled. Now I can't able to import/export .obj files. Then I tried back Blender 2.78c. No error popped up this time! -_- .

Can someone please explain?

Error:


texts: Problem with UV mapping (single face dis formed)

texts: I, in my opinion would not label my self as an advanced person with blender, so there may be something I am not doing or missing. I was trying to make a model when I stumbled upon a problem with UV mapping. I originally was not surprised as I often mess up UV mapping in some shape or form but this time it was different, a solid face with no brakes was being dis formed and i had no clue why. It cant be the seams because its one face, and I set the scale to 1,1,1. I still have yet to fix this problem or what or why its happening. I would still consider my self new to blender and if anyone has a solution to my problem please inform me of any mistakes I have made. Thanks


texts:
I am building a tank tred using a combination of the array modifier and curve modifier.  The problem that I'm having is that the tred is experiencing uneven stretching when it bends around the corner wheels.  Is there a way I can fix this  (maybe something is wrong with my bezier curve?)

Attached are the curve points and also the settings on the tank track


texts:
I have a model in Blender, when I export it as an FBX (default options, with animations) he comes in fine, except for his upper arm on one side. Which looks broken.
All the animations work fine too, just.. around the arm. I'm wondering what may have caused this?
In blender the animations and movement work as expected, it's only when exported as an fbx that this appears. The images below show the model in blender compared to unity)

EDIT:
A little more detail on the issue. It does definitely seem to be the upper-arm bone. At a resting T-pose, it looks fine, but when rotated, it distorts. I just have no idea what the difference could be between the left and right arm. I figured it might be the weights, but even having the arms 100% controlled by the upper arm in terms if weights it distorts the same.

The image below has the upper arm rotated to -60 for both arms. The bone on the deformed arms seems to have somehow not rotated as much. Again, this only happens to the exported fbx model. The model in blender moves fine.


texts: How can I make my creature's legs look fleshy?

texts: I'm creating the weird little creature below, but it's my first time modelling something organic and I can't seem to get the legs to look fleshy. They either look like plasticine (pictured) or like plastic, so I'm clearly missing something. I'm in Cycles and currently using Andrew Price's Dielectric PBR shader. Any advice would be greatly appreciated.


texts: (Blender 2.9) “cycles viewport render” doesn’t render anything in cycles, it’s just a plain grey screen. What’s going on?

texts:
PC specs-
Processor: Intel Core i7-9750H CPU @ 2.60 GHz
Graphics: GEFORCE GTX 1660 Ti
“Viewport render animation” works with eevee, but not with cycles. Regular viewport rendering works with cycles without issues, just not when “viewport render animation” is clicked.
When I click “viewport render animation” in cycles the render window is just literally blank grey. The number of “rendering” frames keep going on really fast.
Viewport renders animation perfectly fine and fast on eevee.
Even a single frame/image of the animation doesn’t render with cycles. It’s just completely blank. Can’t figure out why... does anyone know?


texts: How do I set the origin to the center of a mesh?

texts:
I have tried to set the origin of a mesh using "Origin to Geometry", "Origin to Center of Mass (Surface)" and "Origin to Center of Mass (Volume)".

None gave me the correct result.

Here is the blend file.

What am I doing wrong?

Thank you.


texts: GPU Rendering on an Intel Iris Pro (Apple Macbook Pro)

texts: I was wondering if there now (as of Blender 2.78c) a way to use GPU rendering on an Intel Iris Pro Graphics Card. I tried to get it to work, and successfully got the GPU to show up in the System User preferences, and in the render tab, but when I try to actually render something, the message at the top says LOADING RENDER KERNELS (MAY TAKE A FEW MINUTES THE FIRST TIME). However, it seems to take more than a few minutes. This message never goes away and I need to force quit blender to stop it. Any way to properly do it?


texts:
I am trying to create a simple rounded edge on a bunch of meshes but everything I have tried has resulted in the below image.
The steps taken are:

Add Bevel Modifier.
UV unwrap see image
Add Bevel Node and Bake using cycles.

Everything looks perfect when viewing in cycles.
The problem is once done baking if I apply the normal to the mesh I get a huge seam in the center. It's as if the shading is inverted or being applied to each face rather than creating a rounded look on the edges.


texts:
I am a complete novice to 3D. I am trying to downsize a file of a train engine that is 400+MB so that I can import it into Adobe Dimension for a layout. Currently the file is too big to be used practically.

I've tried Decimate but I know I'm doing something wrong because I can only get one section to downsize, not the entire train. I've tried eliminating the hidden polys, but no luck there either.

I get the files from a third party (not sure what software is used originally), then an engineer converts it from either STP or IGS to OBJ. If anyone knows a better way to achieve a smaller file, it would be a great help. Thanks!


texts: Using a computer on another side of the planet

texts:
Good day Blender community!

I got a question Is it possible to use a PC on the side of the planet to render? Is there a way to connect them through the internet and use them as slaves?
So my online friend got a PC and she is willing to let me render on it. The problem is I can't keep sending her a file every time I want to render something and she doesn't use Blender. However she is willing to let it run for me while she goes away.

Is there a way to use a PC as slave that is not on the same network?


texts: How to rotate the direction of the curve extrusion by 90 degrees

texts:
I'm modeling a ribbon out of a curve to put on a present model.

I'm using the extrude feature to form the actual ribbon.

The issue, is that the curve is tilted the wrong way.

How can I rotate the direction of the curve extrusion by 90 degrees?


texts:
How to change the Decimal point in Node Editor

I can just change only First decimal place everytime

I got this

But i want this


texts: Can people using different computers edit the same .blend file at once?

texts: I was wondering if it was possible to make a multiplayer blender file, almost like Google Docs. If there is, can anyone help? thanks, sorry for the strange question


texts:
I've deliberately, misplaced the top vertices of the mesh, added a subsurface modifier which smooths the curve, but as seen in the example it does have a jagged curve. Is there a which makes a smooth curve when I select the vertices, which then gives me the option to manipulate the curve/bend.
Thank you.


texts: How would I bend a cylinder while keeping it's shape?

texts:
I have a problem in blender that I've been trying to figure out for the past hour, I have here an arm of a cartoon character (so basically a cylinder):

However, I've already linked two bones to the arm. They work perfectly and I have no problems with the rig. The problem here is when I bend the arm, the lower part of the arm sort of squeezes inwards. This gives it an unnatural look and it does not keep it's "tube" shape:

You can see how it bends like a straw in real life would. I want it to not do that. I want it to keep the round shape. So what would I need to do to bend a cylinder while keeping its shape? (I used vertex groups to assign the bones. I'm wondering if the vertices are what is causing it to do that.)

Thanks! :)


texts:
I'm currently trying to sculpt a plane. Looks simple, but in my case, I obtain this:

or:

Details:

The "weird thing" happens only after the first click with the brush. The first click works well, as intended (like in the second image).
I'm on Ubuntu 19.04, maybe it's due to a bug.
I'm using the multiresolution modifier, no dyntopo, but even with the subdivision surface modifier it happens.
I restarted my computer, nothing have changed.
When I was sculpting, I was in Top ortho view.
Maybe, I've forgotten something.


texts: UV Unwrapping is messed up because of a vertex leading into the wrong ending

texts:
my UV Unwrapping is messed up because of a vertex that leads into the wrong ending creating a triangular face (which is not the best thing, as I followed some tutorials saying it). (I think thats the problem)
So the top left line should lead into a new vertex and not the same as the top right one.
Thanks in advance!!
I try to showcase it in the following Images:


texts: Can i access Object ID's properties using keys (like in dictionary)?

texts:
I am creating a new addon for Blender, and in that addon I need to access Object's properties like location, scale, etc. I know that I can access them through interface like: object.location, object.scale

It's good if I know what property I need in advance, but I don't know what property I will need to access, it can be location, material of the object, etc. And I need to access them like: object["location"], object["scale"]

I tried that way, but I can access only custom properties, not properties like location or scale. Is it possible to access Object's location or material using key?


texts:
I'm working with car animation. I parented brakes to the wheels and add "limit rotation" for X and Y axis

And its work fine when car moving along -Y direction

But flickering from 0 to 180° on z axis when moving along +Y direction

Is there any other solution to limit rotation on X and Y and keep Z rotation?


texts: How to bake follow path constraint to animation keyframes

texts:
Hi everyone, I have been trying to bake a "follow path constraint" animation to keyframes in preparation for exporting to webgl formats. I have a path and I have added an object constraint "follow path" to my model, at which point it animates fine. I now have to bake this to key frames for use in webgl but i get nothing whatever I do with the bake options except an end and begining keyframe that are the same. I know this will be simple but I am just not seeing what I am doing wrong.
If you could provide any guidance I would be extremely greateful.
many thanks


texts: i cant edit collection, no object in collection

texts:
i bring some Blend.file for kit bashing.

however some of collection doesn't have any mesh or material,

so i cant edit.

what should i do?


texts: Can I control depth of focus (v depth deph of field)

texts:
I'm creating some studio-shot style images of products. I'm trying to get the foreground elements in focus while having the background blur slightly.

I've done a lot of real world studio photography and I know that depth of focus and depth of field are two different parameters (though frequently confused). Put simply, depth of field references the precise centre of the plane of focus as parallel to the image plane, while depth of focus reference the sum of the distance on either side of this plane that remains in focus.

But 2.6x only seems to offer control of the depth of field, so that only that exact plane is in focus, and everything either side gradually defocusses. Or am I missing something?

The point is, I want to know if there is a way to control the z-depth of the area in focus, not just it's distance from the camera.


texts: How do I use the compositor to render with different color management profiles?

texts:
I'm using several scenes to render several images at the same time with the File Output nodes in the compositor. I have different Color Management settings in my scenes. Yet when I render my images all of them use the Color Management settings of the scene I am currently in.

How do I make the Cycles Compositor use the Color Management settings of the scene that is used in my different Render Layers?


texts: how can I reach the result box (label) inside the 3d_print tool box addon

texts:
you can see the process of me tring to reach the result box, but they are using it in a script called result.py whic contains
_data = []

def update(*args):
    _data[:] = args

def info():
    return tuple(_data)

and they update it using
from . import report
class VIEW3D_PT_print3d_analyze(View3DPrintPanel, Panel):
    bl_label = "Analyze"

    _type_to_icon = {
        bmesh.types.BMVert: 'VERTEXSEL',
        bmesh.types.BMEdge: 'EDGESEL',
        bmesh.types.BMFace: 'FACESEL',
    }

    def draw_report(self, context):
        layout = self.layout
        info = report.info()

        if info:
            is_edit = context.edit_object is not None

            layout.label(text="Result")
            box = layout.box()
            col = box.column()

            for i, (text, data) in enumerate(info):
                if is_edit and data and data[1]:
                    bm_type, _bm_array = data
                    col.operator("mesh.print3d_select_report", text=text, icon=self._type_to_icon[bm_type],).index = i
                else:
                    col.label(text=text)

have any ideas? or should I rewrite the classes in order to take the info?
github link of 3d_print_toolbox: https://github.com/agapas/3d-print-toolbox-modified


texts: Can't get smoke from Quick Object - Smoke Setting

texts:
Disclaimer : I started learning blender 3 days back.

I am trying to replicate a tutorial of creating smoke in blender, but I don't get any effect even after following the steps.

In the default sphere, I add Quick Object -> Quick Smoke.
When I play a simulation, nothing happens whereas in many videos I saw just after adding the smoke box(if that's what it's called), they can see the box turning into smoke.

Version: 2.8
Attached Snaps of settings.


texts: Aplying material to individual faces of multiple objects

texts:
OK, I am a newish user working with Blender 2.75 since August 1.

I have my first complex project modeled, time for some color.
Several objects in my model require different materials on different parts of the object. So, I picked out faces on an object and used the Node Editor to create a new material for them.  I then picked the other faces and created another new material for them. So far so good, that object now has the correct materials.
Now switching to another object I go into edit mode and pick out several faces. But when I go to materials and try to assign one of the materials to the faces it gets applied to the entire object. I try picking other faces and try applying a different material. Again the entire object is changed to that material.

Am I missing something obvious? Do I need to recreate the same NEW material for each object in order to apply it to selected faces?


texts: How do i select multiple object Using Python Script?

texts:
I want to select Cube.001,Cube.002,Cube.003,Cube.004 at the same time.
trying this script

bpy.data.objects["Cube.001","Cube.002","Cube.003","Cube.004"].select_set(state=True)

But is not working. What should i do to select this four objects ?


texts: Why are my sprinkles floating and not sticking to the mesh?

texts: Can somebody help me on why my sprinkles are floating when i do a hair particle thingy. I did the particle properties and I'm trying to add some sprinkles. When I tried adding them as an objects, they all started floating. The scale, instead of changing the size of the sprinkles, they also change the distances of each sprinkle. What can I do so the sprinkles stay on the surface so they don't float around and so that they don't go further apart?


texts:
I am trying to set up a mix of live footage and 3d rendering, but I keep failing in obtaining a realistic reflection layer.

My workflow is to have a ground plane that is totally white, a white sky, and five the plane some degree of reflection (here in the screenshot it is 1.0, but it's only to show the problem, I know it's not realistic this way).
Then i multiply the reflection layer with the result of movieclip+foreground, but I keep having this annoying border around the plane.

How can I get rid of it?


texts:
Hi fellas I have a problem with solving an issue possible to find in the .blend file provided.

If You open the file there is a simple scene with constraints applied to the AXIS parenting two objects. Rotating the "toroid" along the Y GLOBAL rotates the axis along Z LOCAL. Problem is that to work as designed all objects has to be rotated simultaneously cause parenting axis to the toroid somehow break the global-local thing so to keep the axis in place all objects has to be rotated.

To test the function simply select ALL objects from the front view and rotate along Y so You could see how its working. Problem is when the rotation is finished, the next rotation does not work (global rotation somehow "resets" to 0,0,0 again imo and whole thing break-up).

Rotate for example for 30 degrees along Y, confirm it and try to rotate again to see what Im talking about. I need to solve this somehow but failed using all combinations in mind. Probably something else than constraints will be needed but dunno what.

Appreciate any idea and solutions buddies!

Sincerely, Jan


texts: How to make the game engine render stereo on 2 monitors?

texts:
I am trying to use the game engine to display side-by-side stereo on two monitors. Does anyone know how to do this?

I have been successful using the standalone player to display side-by-side stereo on a single monitor, but I need each image to go to the corresponding monitor.

Also, when I disable 'fullscreen', I have been able to make a large window (2x 1600) display across both monitors. The problem is that the player starts on the right-most monitor, forcing me to drag the window onto the left-most monitor. The window border is not desirable either.


texts: How to pass multiple operator properties via UI layout?

texts:
Basically, I want to have a single operator which can do multiple things, based on some attributes values.

class MyPanel(bpy.types.Panel):
    # (...)
    layout = self.layout
    row = layout.row()
    row.operator("my.button", text="Button text")

class MY_BUTTON_OT_Button(bpy.types.Operator):
    bl_idname = "my.button"
    bl_description = "Button description"
    bl_label = "Button"
    foo = bpy.props.IntProperty()
    bar = bpy.props.BoolProperty()

    if bar:
        # Do something with foo
    else:
        # Do something else :P

I know how to set one attribute, like so:

    row.operator("my.button", text="Button text").foo=5

But what about multiple arguments?
I tried several things that didn't worked, like (e.g.):

With setattr():
row.operator("my.button", text="Button text").setattr(foo=5,bar=True)
With a custom method setVal() in the operator class:
row.operator("my.button", text="Button text").setVal(foo=5,bar=True)

Maybe I must use a single EnumProperty? I hope to avoid this, so my question is:
Is it possible to pass multiple custom arguments to set attributes in an operator class? And if yes, how ?

Thanks for your help.


texts: Copying weight painted faces from one .blend file to another

texts:
So I have these two separate models, one is rigged and weight painted and another is just a copy with different bones and no weights. How can I copy the weights from the first model to the second one?
If they both existed in the same project I could figure it out but they are in separate .blend files.

Original model

Copied model with automatic weights


texts: Blender No Equilateral type in camera lens

texts:
In blender I don't have the "type" option under lens for the camera object.

I really would like to use the equirectangular..

Blender version 2.78c


texts: Rotating Object doesn't work quite right

texts: Every time I try to rotate something in a certain direction, it only rotates it on the X-axis.


texts: Making collections unselectable at the same time

texts: Is it possible to make all selected collections unselectable at the same time ? I mean, without clicking on each single arrow of each collection ? I would like that at the end all the collections except the unselected one turn out as unselectable.


texts: How to fix problems withe textures of imported model?

texts:
I downloaded a fbx model from cgtrader.com. The model contains textures, but doesn't look good. First problem is that the textures of the head aren't placed correctly. The second problem is that the top can't be textured and only shows a pink color.
Trying to resolve the second problem, in UV mode I opened the image texture, selected the pink areas and replaced the auto generated grid to texture image, but it didn't work.


texts: Accessing property with different ways gives different results

texts:
I have a PropertyGroup with let's say a property called prop.

I set prop like this:

propGroup['prop'] = something

and then access it like this:

propGroup.prop

If prop is a StringProperty is gives me the original value, but with an IntProperty or FloatProperty it gives me always 0.

And I tested reading the property with propGroup['prop'], it works so it's not type or affectation problem (I think).

I'm using Blender 2.78.5.

[EDIT]

After some research I understand now that the subscription accessing (propGroup['prop']) is for custom ID properties.

So now my question is: is there a way to access a non custom property (defined with propGroup.prop = IntProperty()) automatically with the name string name of the property?

I have a str which contains 'prop' and I want to access propGroup.prop.

[EDIT 2]

Obviously it's not clear in my mind!

I read again this page: https://wiki.blender.org/index.php/Doc%3A2.6/Manual/Extensions/Python/Properties and I don't understand well the difference between dynamic and non-dynamic custom properties.

So in my case I have a property group where I defined non dynamic custom properties (like this propGroup.prop = IntProperty()) and I want to access it with a string variable.

It works with StringProperty but not with IntProperty or FloatProperty. So I'm confused. Do you know if this behaviour is normal with the blender API?


texts: creating a disolvable ik rig in blender for unity3D mecanim

texts:
I am currently working on a game where I want to be able to add animations quickly and tweak them easily, yet have the rig itself play nicely with the unity3D engine. So basically all the features of a movie rig...without said movie rig showing up in the final product. The problem is that if I have too many control bones, they would appear in unity as useless empty game objects, and end up cluttering the workflow inside unity.

So my question is, is it possible to make a control rig in such a way that upon export to fbx, all important action animations are baked into the deform bones and the control rig essentially 'disolves' leaving behind only the deform rig in the game engine? If so, any pointers on how to go about it?


texts: How to see outline in blender sculpt mode?

texts: I know it can be done because I did it once, but I do not remember how to do it.


texts:
My friend who has only recently downloaded blender has come across a workspace issue. He said he accidentally pressed a button and it has entirely changed his user interface/ Workspace. He can't open, save or do anything with the change.

This is a full window image!


texts: I have view port quality issue (Sorry if this has been asked before I couldn't find an answer)

texts:
The image shows my problem it has Choppy edges in the viewport. I looked all over google and this forum but could not find a solution. I have an RTX 2080 and i7 8900k.

I fixed it once by creating a new workspace "Layout" and it worked all day but the next day I got on it was like this again.

I hope I can get a quick fix for this.
Thank you.


texts: pointInsideFrustum not working correctly

texts:
I've been working with bge and specifically the KX_Camera class to check if points are within the viewing frustum, but even when points are clearly in the camera frustum, it returns false. I'm aware of the issue where the projection matrix of the KX_Camera object are not updated on the first logic tick, so I had the associated Script Controller start with a delay of a few ticks. Even then, the points don't get detected correctly. Upon further inspection, the projection matrix doesn't seem to change. I've been beating my head against the wall trying to figure out why, but to no avail.

Here are some more details about what I'm doing to give some more insight:

I'm not actually rendering anything with this code, I'm using bge and bpy to do some processing regarding points visible from certain poses in a model
As the API states, I'm assuming the provided points are to be in the global coordinate system
The delay in the Script Controller corresponds to logic ticks, as I've read from multiple places
The camera frustum on the display is the same geometry/orientation/position as the the one on the 3D viewer
The point (0,0,0) returns true, even though it is not in the camera frustum. The camera, as it is positioned now, is near the origin, but the frustum does not contain it.

I'd appreciate any help you can give.


texts: Particle hair does not follow rigged mesh

texts:
I have got a rigged character (and I can't share therefore) to which I have to add particle hair to its head. I did this by creating two vertex groups (left/right) on the head and added two particle systems accordingly. Everything worked fine so far.
Then I moved the head via the rig - parts of the hair strands got tear off the scalp and remain like a "trace of motion blur" hanging in the air between the point, where the movement start and
where it ends.
This happens with Blender 2.91 / 2.92 and the newest 2.93.
The hair is not "disconnected".
How can I avoid this crazy effect???


texts:
Why is the camera alway tilted sideways, upside-down, and at an angle?  Not exaggerating either. When I try to render a scene the camera is always off-kilter, and the scene renders at a great distance, not as viewed through the camera lens.

I obviously don't know what to do. Help please.


texts: How to align faces and edges on x, y and z axis ? Blender 2.8

texts:
I want to align some faces
 But it seems no one knows


texts: How can I edge slide a vertex to a specific coordinate, using Python?

texts: With Python, how would I implement an edge slide of a vertex to a specific coordinate?  For example, sliding a vertex along an edge loop to a X coordinate of, say, 10.


texts: Cannot render from CLI: wm_main_playanim_intern: no filepath argument given

texts:
When I try to render from CLI using something like:
blender '/home/lxif/VFX/OZELOT/vfx clip/VFX/scenes/TREES _ FLOOR/FLOOR_2.blend' -a

irrespective of what file I try to render, I get the following errors:
AL lib: (EE) GetLoadedHrtf: Invalid header in /usr/share/openal/hrtf/default-44100.mhr: "MinPHR02"
AL lib: (EE) GetLoadedHrtf: Failed to load /usr/share/openal/hrtf/default-44100.mhr
AL lib: (EE) GetLoadedHrtf: Invalid header in /usr/share/openal/hrtf/default-48000.mhr: "MinPHR02"
AL lib: (EE) GetLoadedHrtf: Failed to load /usr/share/openal/hrtf/default-48000.mhr
wm_main_playanim_intern: no filepath argument given
AL lib: (EE) alc_cleanup: 1 device not closed

If I use sudo, I only get:
wm_main_playanim_intern: no filepath argument given
AL lib: (EE) alc_cleanup: 1 device not closed

What can I do to alleviate this? I want to be able to render multiple files overnight.
xx


texts: Connecting the Endpoints of 2 Tubes while only moving one

texts:
Hello Community,

i stumbled upon one very wierd problem on my journey to learn Blender.

I want to connect the ends of 2 tubes accurately together while not needing to move/rotate the red one.

I dont have very much expierience in Blender since im in the process of learning the program.

I tried stuff like closing the red tube with a face, moving the 3D cursor on that face so its centered in the opening. then i tried doing the same on the blue tube and use "snap selection to cursor". That did not work out since either it would deform the blue tube when just selecting the face, or moving the center of mass to the cursor. This also did not rotate the blue tube to align with red.

Edit:
This is what it should look like in the end:

I hope that someone can help me with this. Regards, Nick.


texts:
https://youtu.be/Z_BLvMquW2w
I have been recording volumetric videos with Record3D the smart phone app, it has an option to export as a sequence of gltf objects.
I have two recordings from two phones that I recorded simultaneously from different angles of my kid and lined them up together
https://youtu.be/NLkG2xWAkSw
The animation is imported as an empty with the sequence of objects in a sub hierarchy, obviously each frame is a different object so applying collision to each of them would take for ever and I’m pretty sure would be terrible at effecting particles as a collision. So I’m looking at retopologizing the volumetric video using AnimAll (I’ve recently seen keymesh is good?) and then possibly baking the textures over.
Long story short I’m trying to retopologize 4d volumetric video using AnimAll to have a more effective object for particle collision/fluid and smoke simulations and just generally nicer to use than a million objects.
How to achieve these results? Maybe there's a much more effective method for doing these kinds of things.


texts:
I'm using Blender 2.79, which for several reasons, is the one that suits my needs. So, I had a 3d model that I imported that had many materials. I needed that model for a game, so I made a smart UV unwrap for getting my UV map, and then, baked my texture, deleted the materials and applied the baked texture. The model I'm currently using, is quite complex, so the output baked texture has some deffects that I would like to correct by hand. My plan is to "print" a logo on a bad-quality area, but still don't figure out how.

This is my baked texture:

This is the texture applied to the model. There should be the republic sigil. Instead, there is that weird pokemon.

I'd like to "print" the following in there:

Is there a way to do so?

Also, in a similar manner, I'd like to put this image in the side spheres. Any thoughts?


texts: I have been trying hair dynamics in Blender 2.81. I am using a hair particle system on my mesh. I need the emitted hair to interact and collide with the mesh. Can someone tell me how to achieve this?


texts:
Ok, so I wanted to show my friend my video I was working on in blender. I go to the preview window and hit "fullscreen" (or something like that). So now I am stuck in this full screen mode. I have tried:

Shift+Space
Ctrl+Down arrow
Ctrl+Up arrow
Shift+Z
F11

Nothing has worked. Here is my file.


texts: How to compare three (or n) values and output the minimum value using nodes

texts:
I want to compare three values (RGB) and then pass the minimum (or maximum) along the node chain. For instance an input of (100,50,255) would output 50. The math node only allows you to pass along one value for comparison.
Does anyone know how I could accomplish this?
Thanks much.


texts:
First of all, I am aware of the issue here, which is that the Automatic Weights couldn't really figure out how to handle the object, that has separate meshes (shoelaces and its rings).
My question:
Is there a quick and easy solution for this, or I am doomed to paint it by hand?
My problem with hand painting is that I'm the wrong kind of precise, who either makes it full red or full blue, which isn't really good, yet it takes ages. That's why I'm looking for a 2-click, automatic solution or something like that.
I tried Boolean Union to merge them into one mesh, but let's just say I wasn't satisfied with the results and it looked even worse in pose mode.
Possible solution, that I don't know how to do:
Is it possible to have the boots follow a simple dummy mesh, that is parented to the armature instead of the boots?


texts: I am trying to make a word appear in the empty space of a solid cube. Very similar to the Marvel logo attached. How can I achieve this?


texts:
A lot of the time when I'm UV Unwrapping and Texturing, the shadows get in the way of seeing the texture properly.

How can I display my textures on my model without lighting.


texts: How to model and animate a bifurcated path?

texts:
I don't know how to model a bifurcated path.

I'd like to do something good instead of that is bad bifurcation at 2 seconds of this video (the pipe is not full: it doesn't follow the full path at the bifurcation)

https://drive.google.com/file/d/1W22dFRZ_5Bj46ntfcV-lu6O2fK7URCJE/view?usp=sharing

blender file of this video:
https://drive.google.com/file/d/1M-8bKI7HsQxkfTsXez3lHQMdFCpU40yR/view?usp=sharing

Update

Thank you for these links showing how to fork a path. But even with this fork created, the pipe does not follow it. A solution?

thanks


texts: Can't see HDRI in cycles/eevee in blender 2.8

texts: I don't know what happen, I don't know if i just have a deactivated a node or an option.


texts: I am vertex painting using Cycles, & I have set up nodes to plug the vertex colors into a shader & it paints on & works fine, renders etc, looks as expected. But vertex painting gives a brush color choice only - Question - is it possible to use an image bitmap instead of the brush colors? Or - is vertex painting only for colors? I made a material with an image, unwrapped my object's surface, but so far I can't find a way to use this image as the color source (apart from just putting this material onto the selected surface area).


texts: Why are my ocean/glass shaders not being rendered properly?

texts:
I am very confused about my rendering output.
I'm working on a scene with an ocean modifier used on a plane. I also attached a simple Glass BSDF to it to achieve the desired appearance.
In the "pre-rendering" everything looks fine, but every time I try to render it I get this weird output, some parts of the ocean are rendered correctly, but with the rest it seems that it doesn't apply the Glass bsdf to it.
Download .blend file


texts:
I tried to solidify a poligon extrusion, but it seems to be more complex than expected.
After solidification some edges seems to cross each others, but I believe this should be a real common result because my geometry is not particulary complicated.

What can I do to correct this issue?
tank you.

extruded angle
solidified angle (wireframe view)
solidified angle (solid view), with crossed faces.
I would like to delete only crossed faces and plug the external perimeter with a single face.

EDIT

I did a mistake during the post:
the original geometry was an agle, but trying to surround the problem I added an edge (instead the angle).
the @rob solution was correct for the angle! tank you @rob (very gratefull)

this part of the problem is another one: how to solidify an edge (not an angle)

EDIT2:
for completeness i post the entire geometry (cursor on problem):

the file:
blender file


texts: I need to export a list of particle coordinates

texts:
This code was built for Blender 2.78, but I trying build the code in 2.8.

Blender doesn't show any errors, just opens a new empty text file.

I'm using the code from here:

import bpy

object = bpy.context.scene.objects["Plane"]
particles = object.particle_systems[0].particles

bpy.ops.text.new()

for p in particles:
     bpy.data.texts[-1].write("<particle x='"+str(p.location[0])+"' y='"+str(p.location[1])+"'z='"+str(p.location[2])+"'/>\n")

Is there something I am doing wrong?


texts: What would be some approaches to get low noise images from cycles with given render time for indoor scenes?

texts:
For an animation of 10k frames I would like to find a tradeoff between render time and quality. With a given approximately render time of 1 minute per frame it would take 167 hours (a week, 24h per day) to render the full animation.

For outdoor scenes I simply increase the number of samples to achieve this.

For indoor scenes I use the Limited Global Illumination preset plus Ambient Occlusion and fiddle around the distance slider until the image looks 'bright enough'.

The lighting test scene has transparent windows, some emitting planes.

The results are:

with 50 samples (3 minutes):

with only 20 samples a lot more noise (~1 minute)

Which settings should be taken into account when trying to reduce noise for a given render time?

Completely different approaches are also appreciated.


texts: Objects appear deformed in Object mode but normal in Edit mode

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At first I thought it was the mirror clipping causing it, but I deleted the modifier entirely and it wasn't fixed. Then i thought it might have been caused by "rogue" edges that were on the "empty" side of the objects, but deleting them didn't yield any result. Any ideas?
This is my very first time using Blender, or 3D modeling in general btw.


texts: Blender crashes loading a large file without maxing out RAM nor using SWAP

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I've run Blender 2.79b on Windows 7 (16 GBytes of RAM, CORE i7-5820k, two GTX770s in SLI) where, when loading a 24 G file, not using the GPUs, the RAM is nearly maxed out to 96% and then the swap partition is used - just as expected. Running Blender on LINUX Essential OS, Blender shuts down after trying to allocate about 60% of the RAM. I tried various Distributions - Essential OS, UBUNTU 18.04 and .10, Mint...no success. At this point it seems to be a LINUX issue - but then again - maybe there is a known issue with BLENDER for Linux?
Any insight - if any exists - is greatly appreciated!
Torsten


texts: How do I make part of a texture transparent?

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How to make some part of the texture transparent? I'm using the image below:

Is it possible to just use 1 image, by making that the texture won't render ONLY the black color?
Is it possible to use 2 images (1 for texture, 1 for mask)?
I know that it can be done with transparent PNG. Just curious about the other method, which allows me to use JPEG. Most of the tutorial I found so far is only about making texture half-visible, which is not what I seek.


texts: How do I paint all of my objects in collection to different colors via python?

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I want every object in my collection to have different color.
How do I make it via python scripting?


texts: Make the "Ruler/Protractor" measurements to appear on renders

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I recently realized that blender have a "Ruler/Protractor" tool for precise measurements. Is there a way to make those measurements appear on final renders?
(By the way, is there a way to customize the transparency of those measurement value displays?)

Thanks in advance for replies.

(I am using cycle for render, but it is fine if I have to use Blender Internal for the measurements to appear)


texts: My arrayed object is not following the curve I've assigned to it using the Curve Modifier

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I know there's probably been a million questions like this one, but can somebody help me sort this out? I'm making a zipper with the array modifier and trying to get it to follow a Curve I've assigned using the Curve Modifier, but it just isn't working properly. Here's a few pics of what I mean.

(Pic of the zipper and the curve object)

(Pic of my attempt to use the curve modifier on the zipper)


texts: How to find the rotation components between two similar trirectangular tetrahedrons?

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I have two trirectangular tetrahedrons like on the following screenshot. My goal is to find the roll pitch yaw rotation components between the two.

One of them has its 3 orthogonal edges along X, Y and Z as you see on the picture. The second one has it's top vertex on the origin like the first one, but it has been rotated around all 3 axis.

An idea I tried is using the snap tool, to rotate the object and to snap it to the other one, but I couldn't find how to do that.

-- EDIT --
How can I rotate the first one so that it gets exactly superimposed with the second one ?
After that I'll be able to directly read the 3 rotation values in the right menu, which I'm interested in.

As an approximation of the result I want, I can rotate it manually and get approximative values by eye (see screenshot below with values in the red circle), but is there a way to get exact values ?

Thanks !


texts: Blender only renders video up to one second

texts: I'm trying to render an animation 1,500 frames long at 60 fps. Every time I render it, I open the video file and it would only be one second long. I tried rendering it multiple times and with multiple formats. I even tried rendering the frames as images and rendering them into a video with the video editor and still the output video was only one second long. I know that every frame of the 1,500 was rendered and in the timeline. Frame start and end are also set accurately. The file name also says FILENAME-1500 so I know the frames should be there but they're not. Is there any fix to this?