texts: How can I make my procedural brick texture map correctly to both a cube and cylinder?

texts:
I've been experimenting with node-based procedural materials in Cycles lately, and after spending a few hours working out a brick material that works pretty well along walls, I noticed that it has a few issues. Here's my initial setup:

It's not perfect, since it switches the different orientations in an all-or-nothing way, but for my purposes, it looks good enough.

So I went ahead and used this throughout my test scene. But then I turned the camera around and looked at the other side, and... there's something wrong with the side of the cube facing away on the X axis!

This isn't a huge issue, because I don't plan to render my objects from that angle, but I'm concerned about the way it will affect reflections, light bounces, etc. so I started looking around for other solutions. I happened on this thread at Stack Exchange: How to create a procedural brick texture for a simple building without object size changing the texture size?

Particularly, Rich Sedman's answer seemed promising (since I'm trying to avoid using UV mapping). Following what he posted, I created this:

This new setup works great for the cube - on every side - but you can see pretty plainly that the cylinder, strangely, has problems. By the way, there is a part of the node setup that I omitted from the screenshot that isn't really relevant here - it checks the Z value of the geometry surface and subs in the default vectors for the texture coordinates if Z is over a certain amount, for sides that face upward.

I've been experimenting with this for a few more hours now, but I'm afraid I've reached my limits in terms of vector math.

Is there anything obvious I'm missing here that might help fix this, and make this setup work for both the cube and cylinder?


texts: Low poly pose with decimate and replacing it with high res

texts: I have a high poly model and want to pose it. How can i use the model with a decimate and pose it and later replace it or get back the detail from the high poly one?


texts: Minimizing number of vertices in models for usage in games

texts:
relatively new to blender and modeling in general. So for starters I have been trying to create a few building/store models to import to unity to use. In blender my models show about 2k tries and verts. When I import they are well over 30k!! Now, me being new I am sure there is something I am doing incorrectly. I have tried different methods of uv unwrapping as lately tried creating all my store exterior as a normals map but all I get is a flat image of the shapes. These models are for mobile platform and I have read for those that 30k is about max per camera view so these models are useless as of now. It is a small town scene. These buildings need an interior and exterior. So my question is.. is it possible to make a high poly version and bake textures, normals and light maps onto a low poly cube or similar to get my detailed exterior? If not, what is some methods I can approach to hit around 1k verts and tris when imported? My models are simply designed by extruded planes to create the walls - subdivided and extruded/ inset to make windows and doors. Windows remain solid but I do cut sections for walk in doors. I use remove doubles, limited desolve and decimate modifiers but still the same. I'm stumped. I see mobile games like order and chaos for example, have massive towns that appear to be tons of verticies. I'm a hobbiest who does this in spare time as I am a truck driver and don't have hours on end for extensive tutorial watching. Thanks for reading! I will try to upload some images later of a model to show my failed attempts. Any constructive advice and tips greatly appreciated :)

Update:

Note: some is triangulated but even when I remove them it still imports to unity with over 30k verts and 8k tris
Attached a simple version with texture and a version of wireframe.


texts: How to get textures of blender model (png or jpg format)

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I've been a bit confused on how to get the texture from my .fbx file (get the texture seperately as a png or jpg) wavefronts only have .mtl which isn't an image and is very outdated
i would like to see someone help me on how to export ONLY the texture as an image file or how to seperate/copy the texture from my .fbx
(i used material colors to color my model)
Please help!


texts: Is there a way to "convert" a hair mesh to hair particles? I have a few hair meshes and their textures are really low quality. So I would like to keep the hair shape and change it to particles, if it's possible somehow. Maybe by converting the parts of the hair mesh  to curves? But what if it's one solid part only?


texts: Is it possible to link material but not image texture for different objects?

texts:
I have multiple objects and I would like to use the same material for all of them, but different image textures.

I can go and just manually edit all the materials to match each time I want to change it, but that can get tedious.

The objects also have linked mesh and UV data in this case.


texts: How to detect mouseup event in a blend4web sensor manifold

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Blend4Web's documentation is not really clear how you can detect a mouseup event inside a sensor manifold. At its official forum I find a suggestion to compare the elapsed time against the delta time, which would be highly over convoluted.

Is there any simpler and safer solution?


texts: You can have this effect by using Edge Split modifier, but can you achieve similar effect by using Sverchok?


texts: Lossless 10-bit colorspace (yuvj420p) video output

texts:
Using GoPro footage which are in 10-bit color space (yuvj420p), and using Blender as a video editor, the output seems to always be in 8-bit color space.

How can I preserve the 10-bit color space?

Tried:

Output: AVI RAW
Output: H.264 + Encoding Format: H.264 + [X] Lossless
Output: H.264 + Encoding Format: AVI + Codec: H.264 + [X] Lossless
Output: H.264 + Encoding Format: Quicktime + Codec: H.264 + [X] Lossless
Output: H.264 + Encoding Format: AVI + Codec: HuffYUV
Float color space in sequencer

No matter these, in the end ffprobe always shows it's not anymore in yuvj420p but in yuv420p (or what should be another 8-bit color space format). This results in washed out colors visible on HDR monitors (barely noticeable on older monitors).

Similar questions without good answers yet:

Lossless compression for video with audio
What setting should I use to keep the same quality of video file?
⚓ T44827 Video sequencer does not recognize pixel format 'yuvj420p' correctly

Note: Input video file format (from ffprobe):

Stream #0:0(eng): Video: h264 (High) (avc1 / 0x31637661), yuvj420p(pc), 1920x1080 [SAR 1:1 DAR 16:9], 8217 kb/s, 59.94 fps, 59.94 tbr, 60k tbn, 119.88 tbc (default)


texts: How to stop my cloth simulation from bouncing like a piece of rubber

texts:
I looked into the two most recent questions with similar problems, but neither of them had an proper answer, here is my simulation. I applied smooth shading and solidify, has subdivision but not applied, all the other settings regarding collision and cloth simulation are shown in the video along side with the bake. I tried increasing the quality of both the cloth and collision, but would prefer a method which doesn't involve increasing too much of them again due to CPU capacity. I have no idea how to make the cloth do a free fall onto the objects, and then just fall off as normal cloth without bouncing around, please enlighten me, thank you very much!
the video
and the blend file


texts: I can't see my objects in Solid mode, but I can see them in Rendered Mode

texts: My object disappear in Solid Mode but when I turn to Rendered Mode they appear back but cannot select them.


texts:
I'm trying to make a stream of money (bills) flow into a toilet.

A metaphor for our times :/

I've created several low poly bills and grouped them for a particle system. I've created a particle system and have the bills streaming out. I can get the bills to collide with the toilet: some go in, some go out, that's fine. But the bills are stiff, do weird things when they collide with walls, and they all rotate/move from their object origin rather than collide with corners/edges of the bill. They stick in the floor upright from the origin: they rarely lie down :/

I don't know how to apply the cloth simulator to either the paper objects or the emitter.

File here: https://www.dropbox.com/s/sfr5pxfgn8uo681/toilet.7z?dl=0


texts: Someone said, group instances are rendered faster, so I've decided to replace actual bolt objects with group instances. Though, my model turned into a hairy mess, that I can't see through. Yes, it disappears, when you turn active "Only Render", but I need to work with it!


texts: Blender ID Authentication Fail To Log In

texts:
I have been using the "Blender ID authentication" and "Blender Cloud" Add-ons for a very long time without any issue until today.

I use these addons to save my custom "keymap", theme and other personal preferences.

Today, I change some short cut keys to fit my need and as always I always save these setting onto the "cloud". However, I stumbled on this weird error.

Please click on the picture to extend it


texts: Dynamic paint waves: How do I change color of

texts:
I'm new to blender and love the dynamic paint waves function. I'm wondering if anyone knows how to change the color of a material based on movement of the ripples simulated on the canvas layer. sort of like a different color for peaks / valleys / original height(non moving surfaces).

I am not using a flat plane, so I don't think I can fake it with a gradient being projected from the side. I tried using a wetmap, but that doesn't give me the results I want. Maybe rendering a velocity pass could get me close but I'm not sure if it would look right.

Basically my end goal is to make all moving surfaces to be white and all non moving surfaces to be black. If possible, maybe even take it 1 step further to differentiate the peaks and valleys of the ripples. I uploaded an image to show my setup.


texts:
I'm making an indoor scene with a storm outside.
I want the windows in my scene to have rain just bucketing over them. Ideally I would like some animated effect that can be composited over the background, which might be something like a bokeh image. How can I achieve this?


texts: Animation in viewport suddenly becomes very slow

texts:
I was working on a grass animation with a wind force field.
First the animation in the 3D view was running at normal speed (~20 fps) then I adjusted a few settings like Stiffness and Bending. And now the animation is running very slow (~0.8 fps).
I loaded an old save file that worked just fine before, but even there the animation speed is now achingly slow.
Do I have to clean up or refresh something I don't know about?
Is this a known problem and is their a way to solve it?


texts: Metal machined sunburst effect for watch dail

texts:
I would like to create the following effect on a watch I'm rendering.
Can anybody help me? especially the machined line to the centre is hard for me to create.
the rest I use the anisotropic in the Principled shader.
Thanks for the help.
Dennis


texts: Is there a way to quickly switch Themes?

texts:
I have my normal modelling theme:

And then I change to a 3D no-gradient white background with grid scale = 0 and no relationship lines in perspective mode:

I then use this to take screenshots of the object for further processing in Paint.

Is there a way to quickly store and switch between these two Theme layouts? I find this a bit quicker than adding a camera, white background and rendering.


texts: How do you bake the AO with the texture in cycles?

texts: How do you bake the AO with the texture in cycles ?


texts: Strech to constraint does not work as expected

texts:
I'm rigging the foot of the bird Piero training course of the CG Cookie and I get stuck on the rigging of the leg. I don't know how to explain the problem using the words,so I recorded a video. I'm on minute 33.24 of the episode 26_piero_rigging_leg. I tried to follow carefully what he did and I repeated the same steps a lot of times,but my result is not like his. The problem arise when I move the control bone CTRL_dogLeg with the g key because the bones linked to it with the location and stretch constraint moves too fast and they can't stop streching. This is what happens :

video : bones seem to be crazy when I move the CTRL_dogLeg bone with g

I also attach 3 screenshots to show you what's inside the bone constraints tab :


texts: How can I decompose a matrix for use in DirectX?

texts:
I'm writing a custom exporter from Blender that will work with DirectX. I am using as a guideline the DirectX exporter found in Blender 2.76. The Blender export script for DirectX uses the following conversion matrix:

code:

# SystemMatrix converts from right-handed, z-up to the target coordinate system
self.SystemMatrix = Matrix()

if self.Config.CoordinateSystem == 'LEFT_HANDED':
    self.SystemMatrix *= Matrix.Scale(-1, 4, Vector((0, 0, 1)))

if self.Config.UpAxis == 'Y':
    self.SystemMatrix *= Matrix.Rotation(radians(-90), 4, 'X')

matrix:

1, 0, 0, 0
0, 0, 1, 0
0, 1, 0, 0
0, 0, 0, 1

I want to write the components of this matrix so I decompose the matrix like so:

loc, rot, sca = self.SystemMatrix.decompose()

now I convert the rotation from quaternion to euler like so:

eul = rot.to_euler('XYZ')

write components
...

The problem is that when I try to recompose the matrix in my DirectX graphics application I get the wrong matrix...

code to recompose matrix:

Matrix m = Matrix.Scaling(sca.x, sca.y, sca.z) * Matrix.RotationYawPitchRoll(eul.x, eul.y, eul.z)
* Matrix.Translation(loc.x, loc.y, loc.z)

result:

0, 0, 1, 0
0, 1, 0, 0
1, 0, 0, 0
0, 0, 0, 1


texts: What is causing n-gon to have smooth shading with unexisting bevel weight?

texts:
I accidently found that Bevel modifier with weight option somehow improves n-gon after subsurfing, but don't understand what does it actually do. There is no real bevel weight applied to the edge.

Decimate modifier draws same amount of faces either Bevel is turn or off. Normals also behave similiar, but shading is smoother.

File to play with:


texts: I'm now working on a model, it looks fine in the view port, but grey part Shading artifact after rendering to image, here the first screen shot is wire frame, and the second image is rendering result it looks wired, can anyone tell me why? And what strange more is ,when I move the model a little, the artifact gone, I've got no idea what could be the reason.


texts:
Ever since I symmetrized the mesh so that it was perfectly symmetrical, the armature started deforming whenever I rotated it.

This was a completely new armature I made from scratch, I can't tell if it's the armature or the mesh that's making this awful deformation.  What is happening?  I put the automatic weights setting.

Also, when I rotated the armature on its own, it stretches the bones.  When I rotate just one bone it stretches only the tips of the fingers, and then mirrors the effect on the opposite side.  How to fix this?


texts: Remove Target Object reference from constraint with python

texts:
I know how to set a constraint target via Python:

ob = bpy.data.objects["RightArmIKDataPoint"]
bpy.data.objects["MySkeleton"].pose.bones["RightArmIK"].constraints["MocapHook"].target = ob

However, I do not know how to unset this. I don't know what set the target to to be empty.


texts:
I am slicing up a predefined geometric pattern for floor tiles that I intend to make a normal map from.

I have an edge with an irrational length that cannot be changed and must be cut into 13 (prime) equal sections. The problem is that the subdivision tool is capped at 10 (that is, 11 sections). What is a workaround for this problem? I cannot type in "12", I can only use the arrows on the menu. I use Blender 2.79.


texts:
I am new to blender and attempting to rig up a test model, but while the armature looks fine in Edit Mode, it seems to twist the moment I enter Object Mode.

I thought at first, that it was because I had too many segments, but it happens with even just two segments.

Can anybody alert me as to what I'm doing wrong here?


texts:
I'm using the "Video Editing" feature and have created a rough cut of my project in a new Sequence.

I have included other Sequences there, and put an audio track on top of it. When I play it back in blender it works fine and the audio is playing. When I render it, there is no audio.

I've enabled audio in my Output section, for both, the scene with my 3d objects (although that scene doesn't contain any audio, but I wasn't sure if that was necessary) and the scene in which I'm doing the video editing:


texts: Why is the symmetrize function cutting a face?

texts:
I'm following a tutorial to build a robot. I have done as the instructor asked and created this cylinder as hinge.  When I try to symmetrize it, rather than duplicating it, it just puts a cut in the face such as in the attached picture.

I also noticed some weird issues as I pan around it. I've screen captured it so you can better see what I am talking about.

Youtube link here.


texts: Change Viewport Shading with Python Button

texts:
I've found the following script from this question

    area = next(area for area in bpy.context.screen.areas if area.type == 'VIEW_3D')
    space = next(space for space in area.spaces if space.type == 'VIEW_3D')
    space.viewport_shade = 'RENDERED'  # set the viewport shading

I'm looking to use it in a Blend file that I have designed for colleagues of mine who are not proficient in 3d to load up and render a logo design that they have saved as a texture.

Currently I've got a panel with a bunch of colour options for them to adjust set in the Tool Shelf of the 3D window, there's also a nice big Render button.

The above code is now set into that script and means that when my colleagues open the file it automatically starts Cycles so that they can see the design, see below:

However I want it to default to Material, to avoid any problems with GPU crashes, and then have a couple of buttons in the panel to jump between the 2 options.

I'm guessing it's going to require some if statements but I've never done this in Python before, I'm a PHP programmer normally so understand the concept.

Any help would be gratefully appreciated.


texts: 2 different textures are overlaying (Blender Render)

texts:
My goal is to model an object with 2 different textures(one from each side).

I have an original object that represents the external side (normals pointing to the outside). I then duplicated it and flipped the normals(so it represents the internal side). I also unchecked the checkbox 'Double Sided' in the Object Data.

Can anyone please help me to remove the overlaying texture?


texts:
Everytime I am doing one thing another problem comes up, and I have a deadline to follow unless there is a way to create shadows using another software (after effects)? I want to composite this thing in after effects but I cannot do something simple like a shadows pass. I followed the shadows pass tutorials but of course nothing works. Here is my node setup:

here are other settings

Is there anything I am doing wrong?

an update to my node setup:


texts: How to force GPU rendering using SSH command in Windows?

texts:
I have two Windows 10 computers in the same network. I installed OpenSSH and can remotely connect from one computer from another.

I have a blend file that is set to render by GPU. If I use ssh to log in another computer and then render the file by command line, blender in the remote computer will use GPU for rendering. E.g.,

blender -b test.blend -f 1

However, if I send the same command in the ssh call directly, blender will use CPU. E.g.,

ssh remote_computer blender -b test.blend -f 1

I tried to use a python script, as recommended elsewhere, and call a batch file instead. However, blender still use CPU. E.g.,

ssh remote_computer gpu.bat

The content of gpu.bat is something like

blender -b test.blend -E CYCLES -t 0 -P gpu.py -f 1

The gpu.py is from this question: How do I force the netrender to render everything on GPU?

In short, the remote computer can render using GPU. It will also render using GPU if I use ssh to log in a shell and then call blender in the shell. However, if I use ssh to send a command directly, either in ssh or through a batch file, Blender uses CPU for rendering.

How to force Blender in the remote computer to use GPU for rendering, without logging in and call it inside the shell?


texts: Creating a python script that will add objects in fixed time intervals

texts:
I want to create a python script that will add objects at a fixed time intervals. So for example, when I run my script, I want to add a cube, and 1 second later I want to add another cube at a different location and another second later I want to add another object. I tried using the time.sleep() function, but I found out that I can't use that in Blender, because when I do that, the script adds all the objects instantly after the time has elapsed. This means that the interface of blender can not be updated to accommodate for the time.sleep() delay. Is there a method where I can visually see each object being added to the scene and after a certain time another object and so on, and not all simultaneously?

What is another approach that I can use to accomplish this?


texts: After converting a mesh to a curve , how to have a smooth curve?

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i have converted a square mesh to a curve , so i have a really narrow agle i didnt find any way in the curve editor to modify that , and i cannot change the handle of this cuvre ..i just want to transform this thoses line into real curve but they stay straight ...

is there a way with a converted mesh; to modify the lines into a real curve ?


texts: Particle system to individual objects with keyframes

texts: i have this animation where the particles move from the bottom to the top and i want to delete all the particles that don't make it to the top, how can i do that?


texts:
Consider the following:

I want to snap the edges of that smaller part to the edges of the bigger part:

Using the snapping tool will let me do this, but will change the shape of the whole part. I could also just move the part into position, yes, but I am hoping for a better solution. I can also use the proportional editing tool to move the whole part by moving a single vertex, however then the snapping tool does not work.

Is there perhaps a way to move the whole part when only moving one edge/vertex, and still be able to snap to other edges, or some other way to do this?

Thanks.


texts: I have lets say 5 individual vertexes objects with the origin all set to the centre of the screen. How could I set each vertex to the geometry of each vertex?


texts: Rendered image different than render preview

texts: I am having this issue when everything looks good and ready to render the image, but once it is rendered the material is discolored. I changed the settings in the viewport shading. I unclicked the Scene Lights, Scene world, enabling the metallic color and world reflection to be visible on the rendered outcome. The light seems to be the same in both views. What could cause that?


texts: bpy.props types, update, set, and get fields format

texts:
Part of my project involves integrating functionality similar to a graphing calculator into the image editor of Blender.  Once complete this will just be a nifty little time saver that helps avoid leaving Blender to bring up other tools.

I'm using bpy.props.FloatProperty for a few metrics, such as domain minimum and maximum, so that they can quickly be set in Blender for an algebraic function to be drawn.

I don't want to work with these directly from the bpy.props objects because to do so would sacrifice usability.  For example, we're used to a straightforward scale metric in Blender where if we want an object scaled to 50% on the x-axis, we simply set the x-axis scale to 0.5.  But in an algebraic function where the vertical depends upon the horizontal, this fifty percent scaling is actually accomplished by multiplying the independent variable by two.

So, it helps the user to have something sit between the interface and all the math going on under the hood.  That is exactly the kind of thing the update, set, and get fields are meant for in bpy.props objects.

The problem is that I can't find an example about how to format that string.

set = "self.set_thing ( )" ?
set = "self.set_thing" ?
self = "set_thing" ?
set = "self.set_thing ( self, thing )" ?
set = "set_thing ( self, thing )" ?

There are probably possibilities there that I'm not thinking of yet.  But how exactly do we format that and what are the restrictions?  Do the set methods have to be in the object class that the bpy.props object is a data member of? Can it be any object, i.e. set = "thing_container.set_thing(thing)"?

Finally, with a getter and a setter field, what functionality does the update field have?  Does this just allow for another method call in addition to the setter, whenever the setter is called?


texts: How do I extrude a shape along a curve in Blender 2.8

texts:
I can't find any posts on how to extrude a shape along a curve in Blender 2.8.

Let's say I wanted to make a curved pipe.
In Blender 2.7 I used 2 curves (1 path and 1 shape). With the path selected, under geometry, I chose the shape as bevel object, and finally converted the result to a mesh.

But in 2.8, I can't figure out how the modifiers work.
I've tried an array modifier combined with a curve modifier, but I can't get it to do anything remotely useful. The bevel modifier doesn't seem to do the trick either. I've tried numerous different combinations of modifiers, but with no luck.


texts: Objects are transparent from certain angles

texts:
So i've been editing a few models and at random times the model would become see through depending on the angle i was at. Both in Edit and Object mode.

If i go to Compositing it stops.

For example if i look head on at a character head i can see the inside o fthe back of the head, the front appears to be in wireframe mode.

Then if i rotate the camera to be at the back of the head, i can see the inside of the face.

I think i hit a shortcut but i'm not sure


texts: Render shadows without denoise on a transparent background in cycles

texts:
I have a problem with the graininess that appears in the shade. I want to render an object with a nice and clean shadow. The result is a png with a transparent background.
Render in Cycles engine. I have enabled Shadow Catcher, Transition, RGBA, Denoising - OpenImageDenoise . The number of Samples is 1000.
Can I fix this problem somehow?


texts: Is it true that there's no escaping a little bit messy geometry in the part you connect last?

texts: Thanks to some helpful guides from BSE's members, I'm capable of modeling the top of the mouse Logitech G600 after redoing it countless times. Although the model has (almost) even quads and allows (fairly) good deformation, I still find it messy in the parts that I connect last (surrounded by blue lines). I noticed that everytime I connected the last parts in the last attempts, those parts always looked messy, which prompts me to think that there's no escaping this issue. Is that true? Or is there a method of doing that ensure the last parts are connected cleanly? If you dont mind, I would love to see your models' geomomery without subsurf to give that question an answer! Thank you!


texts: I cant not see the display option in texture paint mode in 2.92

texts: Hello Im new in Blender i cant not see the display option in Blender 2.92 , i cant not see the texture painting in the 3d viewport


texts:
I will ask again because I didnt get an answer last time. Im trying to bend and object (for example 90 degress turn to the left). That works fine with blender spin tool. But when I try to bend it to the left 90 degress and to give it a slight incline object slightly rotates around self and I want to avoid that.

real shape:

My failed recreation that tilts:


texts:
I'm trying to apply textures to a 3D character that I have modelled following a tutorial where has been used blender 2.66.1,while I'm using blender 2.76. At a certain point,I see there are differences between versions. As you can see from the pictures,if I do "CTRL + L",the last item is called "Transfer UV map",while in the tutorial the same feature is called "Join as UVs". I'm not experienced but I think that since there is a difference,I have to follow another procedure than that used on the tutorial. Also because,on the tutorial the 4 claws are the same size but my model has 4 claws of different size.

I have separated (with P in edit mode) claws from the rest of the body and this is what happens when I try to transfer the UV maps of two claws :

So,what should I do at this point ? thanks.


texts: I made minor changes to already UV mapped model. Can I keep most of the original UV layout?

texts: I built, uv mapped and then painted a character model.  Then I decided I wanted to change the geometry and went back in to tweak it.  This included deleting a few faces and adding a some new ones.  I'd like to keep most of my existing UV layout while generating UVs for the new faces.  Is there a way to do this?


texts:
I've recently moved onto the task of animating for a few simple rigid models, and am having a lot of trouble
 with understanding offsets and bone Hierarchy/relations.

I'm trying to make a miniature train with a body following a path, and a set of rotating wheels and cranks that do
revolutions constantly, while maintaining position and rotation in relation to the parent bone/body.

(This is for the Source Engine, so I'm using Vertex groups with bone parents, all part of a single armature and a single object.)

I can do all of these animations seperately without issue, including the path animation, the cyclic pieces, linear extrapolation for speed etc. and can save and export the "Action" from the path as keyframes, but I cannot get the parenting to work without things having their offsets being misplaced, warping, gradually moving out of position etc.

The way bones and objects move around between Edit, Pose and Object mode is also very confusing, considering some of these problems seem to be offset and origin based, leading to more confusion when trying to reposition them.

I had assumed I would just need to have each animation/action bake ready seperately per bone, then move the child bones (And attached Vertex groups) in relative position to the parent, create the hierarchy then add the Parent path constraint, I must be doing everything wrong as Blender seems to want to
make this very difficult for me.

I have a feeling this is a very basic sort of question, but I cannot find help for this case anywhere, almost all path animation tutorials don't even attempt to explain how hierarchy works when multiple moving/animated parts are set up.

Even a very basic .Blend file a few text pointers would be of great use to me, I should be able to work out everything else myself after seeing even one working example.

I was considering adding pictures, but I doubt in this case it would be of any use.


texts:
I added a rig with both forward and inverse kinematics but whenever I move the right hand then for some reason the left arm moves in a weird way, same withe the feet.
I have already checked and every bone is labelled correctly and no bone constraint has the wrong bones set.
Thank you.


texts: How can I add drivers for custom properties?

texts:
Suppose that obj is a object. If I want to add a driver for its scale X, I can do

d = obj.driver_add("scale", 0).driver

but if obj has the custom property var, the following

d = obj.driver_add("var").driver

gives an error:

Traceback (most recent call last):
  File "<blender_console>", line 1, in <module>
TypeError: bpy_struct.driver_add(): property "var" not found

How do I add a driver in this case?


texts:
I have the following problem:
I have walls with (wood) panels. I want to (extrude?) the blue edges so they look like the red marked one...
When I select all the edges and extrude & scale them, then they will also be scaled on "the wrong axis"...
I'm very new to Blender and have no idea how to do that... a keyword would propably do it, because english is not my first language and i don't quite know how to express myself...


texts: "Select Random" selected by percent of visible objects, but how to select random just one object from visible?


texts:
so i'm following the Donut tutorial from Blender Guru (on youtube) and everything is fine except "snap to face" option behaves a bit weird. things look completely normal from my point of view but when i rotate my view everything is fruited to oblivion:
i'm trying to grab the icing and move it a bit higher up on the donut. i have snap on and i set it to face + project indivi...

i think i did it properly.
but when i change my view...

disaster...
i just moved a vertex a tiny bit! like literally a just a dozen pixels.. what am i doing wrong? how can i fix this?


texts: Shrinkwrap or Boolean for die stamp template

texts:
I'm new to blender and not sure what the right terminology would be. So please correct me and help me with that too.
What I have is a plane with a shape indented into it, which I want to use as a master template to create impressions in the faces of other surfaces on a cube. I'm thinking boolean operation for that but I'm lost on how to create the master die. I was thinking of shrinkwrap it onto a cube but that doesn't produce the positive mold I need for the boolean. I tried a boolean to the cube but didn't get what I wanted either.
Thank you,
Mark

Thanks to susu this is what I got for a result, just perject.


texts: Blend mode equations including factor/influence

texts:
I have been looking for the equations used for all the blend modes.

In the Blender wiki
there are descriptions, but no equations.

In Wikipedia there are equations, but there are more than one possible equation for few blend modes (ie soft light).
I don't know which equation blender uses.

I also read this, however the Influence/factor not available on the equations.

It would be much appreciated if the list of equations used in blend modes with factor/influence is made available. Please point me to the right direction if it already exists. Many thanks.


texts: Image broken when render in Video Sequence Editor mode

texts:
I have a video and I want to add another audio to it by Blender. But when rendered it happened an error like the image below.

And this is source video properties and rendering settings

This error occurs with some image frame, not at all. What can I do?


texts: How can I make a more realistic glass shader?

texts:
Here's a sample scene:

A room with a window, a point light to project light into the room, an HDR environment outside the room and a nice Image by Rembrandt that should be somewhat reflected on the glass:

Using a standard glass shader on the window, the direct light from the lamp does not shine into the room, regardless of how bright that light is. So I can't recreate the impression of hard day light, with clearly defined areas of light and shadow.

Adding a transparent shader to the glass shader I get a very pleasing result. The light from the lamp illuminates into the room creating defined shadows, transparency seems unaffected, to see the HDR in the background, the refection seem correct to me (I also like how I get double reflections from the thick glass).

Even though I am quite happy with this solution, I've gotten a few comments on making a setup with light path nodes controlling the mix of transparent and glass. The biggest issue is that the reflections on the glass are brighter than what they should be.

So the question is: By using this approach am I messing up any of the qualities of glass? And if so, what would make a proper glass shader that is realistic, in terms of letting direct light through, while keeping reflections, refraction and transparency?

A file to play with:

The HDR image used was created by GiantCowFilms


texts: How can to change verts values in the curve model?

texts:
Hi Blender Developers and Users:

I have curve models with ply format as following specifications:

Verts: 177, Faces: 0; Tris: 0;

For example, I want change verts value from 177 to 200 (increasing)or to 150 (decreasing).
In other words, I want to interpolate points in these models.

How can I do it?

Please guide me;
Shahrokh


texts: UVs on Blender and Substance Painter are different

texts:
I have this problem with UVs,

In blender my UVs look like this:

For example Substance Painter UV looks like this:

There are weird spiky bits in the bottom right where as in Blender's UVs there aren't.

What is the problem? Can someone explain?


texts: How to Join two Armatures without losing constraints in Blender 2.8?

texts:
I want to join two separate armature objects, But when I join two armatures using "Ctrl + J" then the bones with constraints not working properly.Also I renamed all the bones differently.
Is there any way to join to armatures without losing constraints?


texts: Mixing materials using textures in nodes

texts:
I am doing a test for mixing three materials using black-and-white image in nodes.

What I want basically is something like this -

It is a cube object. And on the white portion the material colour is yellow and in black portion the material color is red and in blue portion the material color is Green.

So what I did is I opened up GIMP and made two separate black-and-white image. Like these -

Map1

Map2

And then set-up the nodes this way -

But I am not getting the desired result. What is wrong with this? And how to fix it?

Do we mix various materials this way for complex meshes and material mixing patterns? What is the best way to achieve this?

I am adding the blend file for further clarification:


texts:
Every time I exit out of the user preference menu it exits out of Blender completely. I changed it so I can view it in the main window. However in one of my files, the window is stuck there and it appears black and eventually crashes Blender. When I exit out of it, it exits out of Blender too. Anything I can do to get rid of it?

Blender 2.75a
NOTE: It was also doing this in 2.74 as well.


texts: Why does my lighting not work Blender v.28

texts:
I am new to blender and I am following along with a youtube tutorial. I have tried to add lights but none have any effect on the object I have made, like the icon and direction shows but the literal lighting is not there. All objects have designated materials and I have messed with the strength and radius etc... but still nothing. I'm hoping it's a simple fix but I am not sure what's happening.
link to file here
https://www.dropbox.com/s/42qxlq2omy9wq37/Sheeps.blend?dl=0


texts: How can i bake a texture for a large plane on which I've used a seamless texture

texts:
Ive used a seamless texture to make a brick wall, it is a square texture, and I've just scaled up the UV map beyond the image constraints in order to repeat the texture over the large plane, I'm now trying to bake the lighting etc. onto a texture, but instead of baking the entire plane, it bakes a small area

I've tried making the image texture im baking onto, the same proportion as the plane but it bakes a smaller area that looks stretched

is it just a problem i have with the UV mapping?


texts:
I am currently running Blender 2.82.7 and made a fire simulation in one .blend file, which I need to carry over to another .blend file, which will be rendered as a still image, so no animation over there.
Question is:
I now have a good looking frame for the fire, is there any way I can preserve this specific stage of fire simulation forever, so I can take it around and place it wherever I wish, without having to worry of it still being a running simulation?

Thanks for reading. Stay healthy :)


texts: Is it possible to make seams thicker in Bender?

texts: Is it possible to make uv seams thicker in the 3d view in Blender?


texts: How to rename selected objects except active object?

texts:
I wrote a script to rename selected objects except for active objects but it's renaming the active object.
I want the operator button to disable/inactive when the objects are not selected.
Here is my script:
import bpy

C = bpy.context
ao = C.object
name = ao.name
so = C.selected_objects
ao.select_set(False)
for obj in so:
    C.view_layer.objects.active = obj
    obj.name = "SM_"+name


texts: How do I override the material of an object in a view layer?

texts:
How can I do the following?

There are 2 objects in my scene. Object A and object B. I want to create such a view layer where object A has another reflective material (override) and object B is visible only in reflections of object A. It is possible in two clicks in another software, but is it possible in blender ?


texts: Blender Face and Body Capture using a iphone camera or mov file

texts: What is the best blender capture software or addon to do full body and face capture live or from a mov file.


texts:
I previously asked a question about merging two rig animations onto one rig (using NLA) Link to previous discussion
I now have a question as to how I can track the motion of the previous animation so the next animation starts where the previous one ends, i.e. as seen in the provided gif, the new animation location moves the entire model, where I would like the model to transition to the next animation, keeping its location.. if that makes since... Thanks again in advance!
link to gif


texts:
How can make the mesh smooth. With the mirror and subsurf modifier i want to have a round smooth sphere shape at the end. Note : I dont want to apply the modifier

Edit mode

Object Mode

Any solution or suggestion to end the verts to get smooth shape.


texts: Cycles GPU Render button is looking passive

texts:
I am adding a image. Why i can't use this render?. I am using Windows 10 and AMD Radeon Software. My Blender versiyon is 2.79. I did install yesterday (27.06.18) I can't find a solution for AMD Radeon and I updated very soon (27.06.18).
And I am adding a photo for you can understand better.


texts: How To Render a Wireframe of a model in Blender 2.8

texts:
I’m trying to render the wireframes of a model for a turntable animation in Blender 2.8 to show in my portfolio. The turntable renders the mesh perfectly, but the Freestyle Line Set renders only the wireframe of the first rendered frame. Is this a bug or do I miss some settings? I attached a blend file for reference.

For the wireframe I use the Freestyle option, I marked all the edges with Ctrl+E -> Mark Freestyle Edge and uses the following settings on the View Layer tab

This is what happened when I render a turntable. I use Blender 2.80 Beta (Date: 2019-01-07 23:37)


texts: Switching from eevee to cycles messes up lighting completely

texts:
This is how my render preview looks in eevee:

However, if I switch to cycles, this happens:

I've been following a tutorial to get to this point, and I'm really a beginner, any of you have an idea of why this is happening? Am I forced to render it with eevee?


texts:
I created my own Blender build as I needed to add a "change font" option to the text effect in VSE (see here : https://developer.blender.org/D2424#a4349b1b)

But now Blender cannot load any video or audio format into the VSE. I'm getting the following error in the GUI :

  Report: Error /!\ File '/path/to/file/filename.ext' could not be loaded

and this in the stdout/terminal :

  $> not an anim : /path/to/file/filename.ext

As seen on this topic : Cannot load movie files on Ubuntu I assume it could be an issue with the linking of my FFMPEG library or something with my CMakeLists.txt (which I didn't modify fyi). Thus, the preceding thread's solution is "Download precompiled version of Blender" which I don't want since I need the feature I implemented.

It may also be good to point out that I'm a total beginner with C++ (I only have some experience in C and web dev) and that I'm currently running Ubuntu 17.04.

Thank you for your time


texts:
I'm sorry, I'm sure this is a very easy function, but I'm having a hell of a time.

I have a bunch of 2 and 3 poly planes that I need to align to the xy floor. As is, they are floating in space, with random rotations. I made a plane to align to, thinking that might be the easiest way, but I can't seem to get the rotation, it aligns origins, even though I have normal selected in the transform orientations.


texts: Enable show keyboard-shortcuts in Toolbar?

texts:
Is there a way to preview the keyboard shortcuts of a common command in the standard toolbar much like this?
I've been told I should use the F3/spacebar search options but retrieval adds time to learning that quickly adds up exponentially and I would much rather see this information where I can easily and passively recall it until it becomes part of my own natural automaticity.

I mainly ask because I'm coming as a sculptor from other tools and I'm having to not only learn new shortcuts and memorize them but unlearn old ones and any step that makes this as painless as possible is an obvious no-brainer.

Again, being able to see this information to the right of all toolbars (even if they take up a little bit more space) is incredibly valuable not only to me but anyone who is learning this software who is coming from other tools or for new learners.
Are there ways of achieving or performing this? Whether through plugin, hidden option, editing a file somewhere -- I don't care, I just desperately want this functionality.
I am jumping ship from other tools and this is one of the big walls I've hit, even though I'm trying my very best with a cheat-sheet it makes developing real speed and automaticity genuinely difficult.

Thank-you for your time.


texts: Difference boolean modifier leaving interfaces behind

texts:
I'm new to blender. I've made a shape consisting of 4 cuboid meshes which have been joined via face-to-face snapping. I then use them to carve (using the boolean difference modifier) from a larger cuboid. I've tried this with and without joining the 4 cuboid meshes first. However, my resultant carved cuboid sometimes has very thin interfaces between carved segments, as if the pieces weren't fully opposed.

How to I get rid of these faces, or ensure they don't appear after carving? I know I could just overlap the original cuboids but the problem is they're both larger than each other in separate dimensions, so it'd look messy.

You can see the very thin shaded interface in the carved object (the selected object).


texts:
I am cleaning up a friend's model and often run into this problem: Often, there are multiple edges of various lengths overlapping along the same line. Below is a visual example:

...that overlap to cause:

...as opposed to the desired:

I was wondering if there was an easy way to clean up edges like this without manually deleting the offending edges and reconnecting the relevant vertices?


texts: I'm using Blender 2.79 on windows through the steam app.  When I set a texture, I can only use a solid colour as there are no other options available.  There is no small circle visible on the right side of the colour pane that I've just watched many tutorials click and bring up a new menu where I would select what type of texture you want.  I'm in Blender Render mode.  I've restarted Blender multiple times.


texts: Is it possible to pause cloth simulation and start at a later frame?

texts:
Let's assume that a character only moves in the first and last parts of the animation. In the middle part, it sits on a chair so the shape of its clothes should be held (as it doesn't change).

My question is about the last part. How can I start the simulation using the shape in the middle part (Not the shape that I modeled)? It's kinda like pausing the baking process for a specific range of frames.

I read about the Caches List in the manual but in the second bake, the simulation starts with the initial shape of the cloth. It doesn't contine shaping the cloth.

I also tried to "Apply" the cloth modifier. I think this will do what I need in the final part but it will mess with the beginning of the animation.


texts: Custom hair particle system - wrong directions

texts:
I'm trying to create a hair particle system on a sphere. Standard hair particles works exactly like I need, pointing at different directions opposite to the sphere center:

But when I replace them with custom particles, the directions are wrong.

How can I fix it?
Thank you in advance!


texts: Is it advisable to update Blender to the newest version as soon as possible each time?

texts:
I know Blender is free software and bugs happen. But my question is, is it good practice to update Blender every time there is an update? Even if a minor one? (i.e I'd consider 2.56 to 2.56b minor or even 2.63, no?)

I haven't been updating very often for fear that updating frequently causes issues like broken settings, non-compatibility or lost user configs?

Or is updating often recommended to keep up to date and adapted to the new changes, i.e like upgrades in the GUI and functionality?


texts: Ugly Armature Mesh Deformation in Edit Mode

texts:
I've been trying to use shape keys to correct ugly armature deformation, but whenever I try to move a vertex in edit mode to where I want it to go it gives this super ugly curve thing.

Why are the edges curving like that?  It's supposed to be straight!  How to stop it from doing this?  It's very frustrating, what's the correct way to make it bend like an arm?


texts:
I have a hat object, and I want to make most of the bottom transparent. I'm making an app where a user can place a hat on their head. However, if I place the hat in the correct position, and the camera angle is from the bottom, the hat will block the users face.

I've downloaded other objects that had transparency only in certain areas, which could only be seen from certain angles, but I don't know how to create this on an existing object.

I attached a screenshot of the area I would like to make transparent.

Thanks!


texts:
Today I was simply trying to do some rendering of smoke/particles. I ran into an issue however. The smoke doesn't actively move as expected. I realized the smoke effect was being keyframed (without auto keyframe being enabled) and tried creating a new object. Sure enough it would remember whatever movements my first pass had but after that it fails to update correctly. At first I thought it was possibly just a bug with the "industry standard" version so I jumped over the the "normal" version after a clean uninstall/re-install. Nope same issue. I tried diving into forums and unfortunately found no good solutions. Best I could find is to "turn off auto key" but again it isn't on in the first place. I can upload a video showing the issue as well.
Computer specs:

Windows 10
i9 processor
2080ti graphics
Asus mobo

Again this is base version downloaded straight from the website today (6/15/2020).


texts: How to find out the cause of a wrong weight paint?

texts: I finished weight painting but when I begin animating, I found out that some vertex group is missing a weight or some vertex group might be accidentally applying weight to other unintended area. How to find out the vertex group that might be using a particular vertex without clicking each one and look at the color?


texts:
I sometimes accidentally change the behaviour of the view port navigation. I don't know how I do it, nor how to reset it.

The behaviour is different insofar that if I press the middle mouse button and move the mouse, the view does not rotate around a point that lies somewhere where I'm looking at but more like around a point in the "camera" of the view port.

It's like looking around in a first person shooter.

What mode is this and how do I change it back?


texts: Is there a setting in hair particles to make flat planes face the camera?

texts:
This sounds a bit weird but let me explain what I'm doing.

I'm trying to create a space scene with planets and stars, so I created a sphere to represent the darkness of space, then placed my planets inside that and used the hair particles with some spheres.

Previously I was following a tutorial but for some reason when it come to nodes, my blender absolutely hates them(trust me I tried all the tutorials and such) but back to the main point, I decided to use flat planes instead and just add a texture of stars but this is where the problem lies.

See with the hair particle effect it's random and most of the planes are showing up sideways and not facing the camera, which is causing a bit of a bother for me.

I wanted to ask if there's a way to make all of the planes in the hair emitter to face the camera?

Also due to copyright reasons, I can't upload any part of the blender file, sorry guys :(

I would consider my blender skills around the basic level so if you could include screenshots to help me, that would be a huge help :)


texts: Light on object glitching when switched to Rendered

texts:
This weird glitch with the lighting occurs when i switch to rendered in the viewport, i'm a beginner at this so i'm not too sure why this is happening.

Glitch in Rendered

Solid


texts: Is it possible to increase the spacing in the collections panel?

texts:
As the title and picture explain :)
Possible?


texts: How can I make texture repeat 'n' times in blender

texts: I want to repeat the uv mapped texture by precisely 'n' times without using array etc. How can it be done?


texts:
Hello I am trying to render a scene that I want reflections of a plane rendered only (I want the plane to be invisible) I did watch this video and my item didn't have IndexOB https://www.youtube.com/watch?v=wjWoglMYXBE
tbh I want this for an isometric item for creating a game which reflections and the image are necessary so i can use a png file only please help thanks.


texts: Object not rendering smoothly - Can see where it bends regardless of how many loops cuts I have

texts:
I'm making this shape which is just a cylinder with a curve modifier on it.

I can't seem to figure out why you can see the subtle bends in the cylinder. I've rendered it multiple times with varying subdivision render levels, and I've even tried increasing the number of loop cuts from 100 all the way to 400+, and I can still see those bends/vertices/loop cuts.
I must be overlooking something. Can anyone help me out? I'll post my .blend in a moment.
edit: I'll note that I did apply shade smooth and autosmooth normals, and the problem persists. I currently have the subd render level to 3.

Thanks!


texts: i am having this issue, some particles are getting buried in the geometry and you can see only the tip of the object, is there a way to cast the particles a little bit higher than the geometry volume?


texts: How to make a material that toggles between 2 colors when object surface overlapping?

texts:
I want to make a material that toggles between 2 colors when overlapping.
For example: if the object surface overlaps an odd number from the camera ray, the material will show yellow. If the object surfaces overlap an even number from the camera ray, the material will show cyan. If it's not possible, using a compositor is fine too.

This is a video example I want to achieve. (3:20 - 3:33)
https://youtu.be/zkLJoFp2UAE?t=200


texts: Realistic light/ sunlight = Sky texture + sun?

texts:
Im trying to create the most realistic lighting to my scene. So far i have used sun light with the blackbody scale and a sky texture. I've been trying to tweak the different options to find the most realistic light during morning, noon etc.
Does any one of you have some standards for achieving the most realistic light in your scene?
If so, i would love to see your settings :-)!


texts:
Is it even posible? Hello everyone! I have placed a background image to my project and also a plane with an image as its material.

As you may see in the picture I attached (it is not in camera view), that the tree that you see next to a path I modeled has a the shadow I need to project (somehow) to my object.

Thank you so much for your time.


texts: Can we use the UV seams in combination with Smart UV project?

texts: Can we use the marked seams in combination with the Smart UV projection? Or is there a trick to achieve that?


texts: Proxied armature groups participating in rigid body simulations

texts:
I have a multi shot production where the main character is going to be smashing a few things.

Our pipeline follows the standard set-up of a linked asset (main character) into an animation/lighting/rendering file. The main character is meshes that are deformed by an armature which is grouped in the main character file.

The group is then linked and proxied in the animation file. As he swings his tail around I want him to hit other objects participating in the rigid body (RB) simulation. This is where it breaks.

You can proxy a linked object and apply RB setting to it. Unfortunately it doesn't bring the RB settings across from the source file, but that's OK, it's only a couple of clicks to set it up again.

But if you proxy an armature/mesh group then you cannot add the RB settings, you can only add a force field or RB constraint. To make things trickier - it is a deforming mesh as well.

So does anyone know a way around this limitation? Appending the character is not an option (then we will lose any updates to the character).


texts:
I am in the process of finishing my first own blender project (woo!) and have encountered some interesting behavior.

The camera seems to be jumping/skipping whilst tracking, causing my text rendering to do the same.

Here are a couple gifs to illustrate my points.

GIF #2 ( >2 MiB)

When I solved for camera motion I got an error 1.5. Is this a result of that? If so how can I get a smaller error? More trackers? The footage isn't the best to begin with but I want to salvage what I can.

I've consulted this question on picking good keyframes as well as this question for tracking round objects but i'm not certain that that is the problem, and for the round tracking the camera solver caused the text to move instead of staying spatially locked.

Otherwise it seems to get all the factors correct, namely scale and rotation, but has a minor couple hiccups. Any ideas?

Many thanks!


texts: "Ctrl B" Bevel operation performance is slow in 2.8

texts:
When I bevel anything with less then 30K Vertices, it lags really bad in 2.8.

What use to take me 5 seconds to perform now takes me, sometimes, a minute to do.

Thoughts?


texts: Hi poly to low poly looks fine in viewport but not good after F12 render

texts: I'm new to Blender (v2.8) but have done a fair amount of work in 3dsMax, at present purely as a hobbyist. I have been following the Anvil tutorial from Blender Guru and have successfully, or so it would appear in the viewport, baked the low poly version. In the viewport all appears to be well (unfinished as you can see), however when I try a render using F12 I get this result. I thought it was maybe my ray distance etc but varying settings make little difference. Pulling my hair out with this as a noob, would really appreciate some help please.


texts:
Hello dear Community,
this might be the completely wrong forum for this. If it is I'm sorry.
I got myself a Human Mesh from MakeHuman and cleaned it a bit and applied a Rig for this very character.
However, I seem to be unable to weightpaint this character.
Most of the deformation seems to be off.
So I would have a bit of advice and review here.
What could be the problem?
Too much influence or too little?
The current version of my Mesh (google drive)
Shoulder Deform/Twist

Pelvis & Leg Pinching


texts: Assign custom attributes to each individual vertex

texts:
Problem:

I'm trying to create a row of vertices to render as Christmas lights. Each vertex has its own x, y, z values, but I would like to add a fourth attribute to use as brightness.

Here's a simplified visualization of what I'm trying to achieve:

Each vertex has its own custom attribute so I can assign it as a brightness from 0 (dim) to 3 (brightest).

Is there any way to add a fourth attribute that doesn't involve vertex groups? Exporting vertex groups via JSON gives me four arrays of a binary nature:

"Group 0": [1, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0]
"Group 1": [0, 1, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0]
"Group 2": [0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 0, 1]
"Group 3": [0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 0]

What I need is just one array because the values won't necessarily be in discrete integers:

"Groups" : [0, 1, 2, 3, 0, 1, 2, 3, 0, 1, 2, 3]

Question:

How do I assign a custom attribute to each vertex via the GUI?

I've seen answers that need use of the BMesh module, but I don't know scripting, and I need to edit each vertex individually (hopefully via the GUI).

I saw the Custom Properties dropdown, which looked very promising, but I cannot assign individual values to each vertex, it only assigns a single property to the entire object.


texts: How to draw distance lines to a central object?

texts:
I am doing research on tumors and am trying to figure out a way so for every satellite tumor there would be a line marking the shortest path to the surface of the main tumor. Ideally the magnitude of the line would be displayed as part of any rendering. I am planning on animating it so it would go 1->2->3. Below is a simplified sketch of what I am trying to describe (note: the actual thing would be in 3D).

Sorry if this question is strange, I am very new to blender. Thanks!


texts: Blender Video Editing Output differs from Preview

texts:
I try to make a short movie clip using Blender's video sequence editor. I'm using 6 different clips which I want to put together using transitions. The clips are distributed around 4 different channels/tracks.

I'm using Blender 2.72b on Linux with all ffmpeg codecs and everything installed.

My problem is:

All looks excactly as I want it to in the preview on the upper right, but the rendered video is completely different.

Some (not all) Gamma Cross transitions are simply black and the some of the single clips are too long although I've cut and deleted the unwanted parts.

All these wrong/broken transitions and cuts work if I only render the transition plus minus 10 frames or something. So only the whole video together is broken, but consisting of working parts.

This is what it looks like in the Blender preview

This is what I get as output

So the gamma cross transition is replaced by a much shorter gamma cross from black.

Don't wonder about different image sizes, this is only my incapability of making proper screenshots.

Can I force Blender to render the video exactly as in the preview window? Or does anyone have an idea what's going on?

Screenshot of the whole Blender Window


texts: Where can the backdrop option for blender 2.82 be found for composition?

texts: please where can I find the backdrop in blender 2.82 I cant seems to find it on the shading tab. I have no idea after reading the documentation https://docs.blender.org/manual/en/2.82/compositing/properties.html


texts: Graph Editor - Moving only one side of a tangent for multiple keyframes

texts:
This is a question from a Maya user.
I can't find this in the manuals, and I feel really dumb. They all take it for granted.

I have a lot of animated properties in the graph editor. They all do the same. I'm moving them around together. But I want to change them to Free Tangents, which I did, and change their animation by moving the handles on both sides of the point.

But I can't do it. I changed to Maya preset in the settings, so I could do it the same way I do it there. But there is NO WAY to move the tangents by selecting and moving them using the handles...

EDIT:
Moving one tangent is possible by using Middle Mouse Button, BUT this doesn't work at all for several tangents. I want to move all of them at the same time.

How do you do it?


texts: Dyntopo creating spikes or stretched sculpt result on mesh

texts: When I try to sculpt with dyntopo on a sword it creates really weird results while it works just fine on other meshes. Any idea what causes this?


texts: Blender 2.82 - How to get Cycles' motion vector from current-to-next frame, in addition to current-to-previous?

texts:
I looked at the doc:
https://docs.blender.org/manual/en/latest/render/layers/passes.html

It says that the Vector pass outputs:
"Motion vectors for the Vector Blur node. The four components consist of 2D vectors giving the motion towards the next and previous frame position in pixel space."

However, it looks like the XYZ component of the speed vector. This is also what I get when using a file output node with .exr format (I get the XYZ in the RGB and no A channel)

My question - is it possible to get the output as stated in the docs? that is, two 2D vector fields, one from current frame to previous and the second from current to next frame?

This can be good since in general the motion transformation might not be invertible (e.g. several pixels in one frame become one in the other frame).

Many thanks!


texts: Slide object straight forward when object is facing a arbitrary direction i.e diagonal

texts: I'm having trouble figuring out how to slide an object straight out of it's socket when it's at an angle due to being on a cylinder. I have cubes that rotate around a cylinder and when the cubes come to a stop one of the cubes slides out a little. I posted a picture to better help illustrate what i mean & trying to accomplish. When i try to slide it straight out it becomes skewed and moves more up and left instead of straight..


texts: Modelling technique, how is this workbench created

texts:
In this demo file from the test files from blender.org,(direct download here) There's a classroom benchmark, If I try to select a desk, automatically the plane gets selected, the desks are not being emmitted as particles, because the modifier stack is empty. The stuff is not parented as I can't select the desk at all. It's not something made selectable because, there no such indication in the outliner. So, I'm confused what is this technique and I'd like to learn about it.

Please spare some moment to download this small file and help me know what is this and how and why is this done?


texts: Snapping an unselected face to a different objects edge by moving vertices

texts:
I am 'building' a house in blender and currently struggle with the rooftop. I have fixed the very top of the roof and now want to 'snap' the roof both roof parts to the wall below.  I try this by moving some vertices and I want to snap a face connected to these vertices to another objects (the wall) top edge.

This is the roof and the top floor, I want to snap the section marked on the left.

I select the outward facing part of the roof (4 vertices, 1 face) and want to move them down until the face snaps to the edge noted by the circle.


texts: How to change the interpolation easing of multiple keyframes at once?

texts:
The easing direction setting in the image above only affects the active keyframe, and when right clicked on the copy to selected operator is grayed out.

Is python the only way to set this on all selected keyframes at once?


texts: Blender 2.9 python Operator bpy.ops.object.mode_set.poll() failed, context is incorrect

texts:
I'm a bpy beginner and i'm facing a error with python scripting on the line
bpy.ops.object.mode_set(mode='EDIT')

Traceback (most recent call last):
  File "<blender_console>", line 1, in <module>
  File "/usr/local/blender-2.90.1-linux64/2.90/scripts/modules/bpy/ops.py", line 201, in __call__
    ret = op_call(self.idname_py(), None, kw)
RuntimeError: Operator bpy.ops.object.mode_set.poll() failed, context is incorrect

The code :
import bpy

Opsobj = bpy.ops.object

Scene = bpy.context.scene
Opsobj.select_all(action="SELECT")
Opsobj.delete(use_global=False)

target = 'jacket'
file_loc="/root/file.fbx"
bpy.ops.import_scene.fbx(filepath=file_loc)
so = bpy.context.active_object

for obj in bpy.data.objects:
    obj.select_set(False)
bpy.data.objects[target].select_set(True)

Scene.objects[target].select_set(True)

bpy.ops.object.mode_set(mode='EDIT')   <--- error here

I want to edit the jacket objectpy.context.scene.objects.active
How do i select the right context to be able to do the operation?


texts: I cannot find the pressure tab in the cloth attrributes section. I was trying to make a couch and was going to add pressure to the pillow. But, I could not find it anywhere.


texts:
I'm really sorry if this is very banal question, but i didn't find something i need. Anyway.

I need to create really large building and then export it to Unreal Engine 4. It's really complex system of corridors, rooms etc. So what is the best way to do it?
I have a temptation to do it in one-two-three (limited quantity
) meshes, 'cause it's easy to create, but what about texturing? If i make UV for this large object, details will be too small and i'll need to create very high-resolutioned texture, so i think it's not the best way.

On the other hand, if i create module system where every element of building will be separated mesh (standart section, turn section, intersect section, entrance etc), i'm afraid that it will be hard to texture. Textures can don't match, and seams can be visible (sorry for my English, i really don't know how to explain it correctry, but i hope you understand what i'm talking about :).

What the best way to do it? How you solve this problem? I'm not interested in technical details, 'cause i believe i can do it on my own, i just want to ask about way to go.


texts: Is it possible to select all objects that have animation data (connected to transformation, object data, material, etc.)?


texts: How to merge two bones into one with preserved weights in Blender 2.9

texts: I've seen old threads with Alt + M solution, in documentation armature -> merge,  but in 2.9 both ways doesn't work. I need to - obviously - delete second shin and 2nd thigh bone. Yup, rigify.


texts: Accessing the current View Layer render pass in Material

texts:
I think what I want is basic, but I can't find a good way to phrase it when searching.
The scenario, I have one object in two collections and two View layers.  I want the material to be aware of which View Layer it is currently rendering to, and change its colour so that each pass the same material appears to be a different colour.
For example have object A. with material "block", I want that material to be red when rendering in "View Layer", and to be blue when rendering in "Second layer".
Any help would be amazing, thanks!


texts: Can't access OpenCL for AMD Radeon R9 270

texts:
I'm running Blender 2.79 on Windows 10 Home Edition

Specs:

Processor: i7-4790 CPU @ 3.60GHz
8,00 GB RAM
AMD Radeon R9 270 (latest drivers)
Intel HD Graphics 4600 (latest drivers)
OPEN CL Version 23.20.15015.1002

According to the BlenderWiki Page, my graphics card should be supported for rendering in Cycles, but OPEN CL doesn't show in user preferences, I'm not a pro with PCs, I try to do things on my own a lot, but this issue is above my head, I can't figure out how to render with GPU...


texts: Bridge edge loops results in deformed path

texts:
I want to have uniformed section between edge loops, you can check my screen shot, on the right side are two cylinders with the same size, I want to connect them, then the left side is how it looks like, the path in between got deformed, how to get uniformed cross section(cycle) along the path.
Another problem is the joint is too hard, is there any way to make a smooth transition?


texts: Is this expected behaviour for 'remove from all unlinked collections'?

texts: I executed 'remove from all unlinked collections' command on a cube and the active object disappeared in viewport and I found it in orphan data. I tried to move the orphan object to scene collection but failed. Does this command have a bug?


texts:
Is there a standardization method that helps adding geometry in form of an even wireframe with same-sized squares on to a mesh like the ones in this pictures:

The left geometry I had to add all manually and it's taking a lot of time.

I need even squares in order to UV-unwrap them and have undistorted displacement and texturing. Eventually these will be hedges like a boxwood.

Thanks in Regards,

F.Sterzik


texts:
I created garments on clo3d and my avatar on Daz3d. I exported my animation in .MDD format.  I then imported that into clo3d and it animated the garment pretty well. Then I exported the animation to point cache format from clo3d to blender.
So I go to blender import my obj and I made sure to select  Keep vertex order. I then go to apply the mesh cache modifier but I keep getting this “ vertex count mismatch” error I’ve been trying for 6/7 hours. Any suggestions or assistance will be greatly appreciated.
Please help


texts: Is it possible to create duplicates of a mesh, that can be deformed and used as blendshape targets?

texts:
As the title says, is it possible to create duplicates of a mesh, that can be deformed and used as blendshape targets in blender?

like this:

edit:
Here is a nifty little script to deform the base into the target shape...you can save it as a shape key then:

import bpy

target = bpy.context.selected_objects[0]
obj = bpy.context.active_object

for i,vert in enumerate(obj.data.vertices):
    vert.co = target.data.vertices[i].co

But still it would be nice to have them as a live modifier...


texts: Bug? Voxel Data Animation Issue (Still Frame Number Keyframe not rendering)

texts:
EDIT: I found a workaround to this (see post below), however, the keyframe input with Still Frame Only, does not work. So I can only setup a scene of duration my number of frame in the texture.
Any clue how to work around this?

Original Question:

Either this is a rendering bug, or I'm missing a critical step texture wise.

I am trying to render a Time Voxel Data set.
I have my 8 bit RAW file, with time series as Still Frames.

When I select a still frame number it works just fine if I render one frame using F12, or Render (see image). So I know my texture file is good.

If I add Keyframe animation, the keyframe link works (see GIF), but then if I click on Animation to render the movie it renders all frames with the first texture and does not load the other frames (it doesn't take into account the key frame change on the Still Frame Number I guess?)

Anyone knows what I am doing wrong ?

PS: I'm using BI rendering, as voxels aren't supported in Cycles yet.


texts: Apply transform (rotation) to video clip before motion tracking

texts:
I have a video clip filmed on a GoPro in wide angle format.  I've figured out how to apply the Lens Distortion K1, K2, and K3 values which will cancel out the fisheye look of the video.  I drew polylines on the video in the Motion Tracking tab of Blender, and edited the lens distortion K values to match the contour of the polylines to features in the video.

However, the polylines do not match up properly because the video needs to be rotated slightly before changing the lens distortion.  I can rotate the video after applying the distortion just fine.  But I cannot figure out how to apply the rotation transform to the video before applying the distortion, viewing the rotated video in the motion tracker, in order to be able to draw polylines on the already rotated video.  Is there a way to do this besides rendering out a rotated video and loading it back into the motion tracker?


texts:
I need help with animating these planes. I want to make the planes move with the cylinder but they are nearly impossible to weight paint them and not every Blender physic system is easy to get into UE4. So how is the best way to animate them?

I added an example to illustrate the problem:

You have to imagin the thing on the picture is a bird wing and these little things are simple planes with a feather texture on it. I attached them with the particle system but i dont know how to convert a hair dynamic simulation to a keyframe animation or how i can animate this wing at all.

Thanks in advance!


texts: how would i go about creating a keyring like this in blender? I started with a bezier circle curve but not sure how to make the double ring from there and have them connect at the center. thanks


texts:
I am trying to figure this out, but I cant find a way to do it.
I want to wrap this shape on to this "cup" model.

Is there anyway to do this??


texts: Boolean Union not working. Subtracting instead of adding?

texts:
Tried looking this up on google, here, etc, etc, etc.

I have pics. Plain and simple question. I'm doing a boolean union and it looks like its subtracting the target if anything. I forgot to take a picture of it, but the crescent circle I'm trying to add actually worked on the other side of the oval. That is the vexing part about this. Any ideas?


texts:
I am working on a scientiic illustration and I need your help. :)

I want to make an ellipse with left end at (0, 0 , 0) and the right end at (1, 1, 1) where the middle point is at (0.5, 0.5, 0.5). All I have to do is to shear the ellipse shown in the figure in such a way that right end should be at (1,1,1) and the middle point at (0.5, 0.5, 0.5) and left end remain at zero.

How to shear it....?

I tried propotional editing by moving the right end vertice point but it gives non symmetrical ellipse.


texts: I'm trying to simulate a strip of cloth being pulled around by hooks. The cloth does not stay completely attached to the hooks, but lags behind them a bit. Each vertex at each end of the plane is attached to its own hook. I've made sure that my hook modifiers are above the cloth modifier. I've also tried applying a soft body simulation to the plane instead of cloth and I get a very similar result. Does anyone know why the cloth doesn't stay completely attached to the hooks?


texts: when parenting object to bone, the object changes position

texts: I have a robot, when parenting one object (upper arm)  with a specific bone, ctrl_P and selecting Bone, causes the object changes its position. I have no idea why. Can someone give me a clue? with the lower arm, there's no problem at all. I'm using Blender 2.69.


texts: Why are there black edges on this textured mesh?

texts:
I have a problem using texture when I unwrapped all the objects. The texture is 4k and I don't know what the problem is, because the texture am seeing at the edges is not good enough.
Can someone help me out.


texts: Why can't I smash these 2 fractured objects together?

texts:
I have 2 objects that have been fractured, but for some reason I can't apply keyframes.  I tried testing animating a cube to see if there were larger problems with settings but that worked fine.  Could anyone shed some light on why this might be happening?

Thanks

Here's a screenshot:

Here's the .blend:


texts:
I have been trying to make my own logo. The problem I have been facing is finding out how to make the camera face the top ortho view like shown here:

I want it to be facing right on Top Ortho view and want the X, Y, and Z angle to be flawless in order to make the logo stand straight.

All help is appreciated.


texts: Sweep along a path through multiple cross-sections

texts:
I'm trying to make sweep along a path through multiple cross-sections. Finally got to the point where I managed to place objects along that path in correct orientation - almost. Still have some glitch or some fault in my nodes. It does place shapes right, but sometimes shape turns around 180deg. on Z axis when changing position along curve.

Now question is how could I make sweep of these forms along that path.

If anyone need blender file to take a look - let me know, will try to send it. and it is on 2.81a blender and currently latest sverchok.


texts: Blender Python - How to activate selected objects?

texts:
Im writing a script to automate a few tasks in blender.
The script performs the following tasks:
1st set of similar objects

creates a new material
puts the new material in the 1st material slot
Rename a batch of the same objects
Unwraps the objects

2nd set of similar objects

repeats the 4 tasks described above

The only thing im having trouble with figuring out is the transisition from 1st set of objects to the 2nd.
I have included some of the code below:
for obj in bpy.context.selected_objects:
    obj.select_set(False)

bpy.data.objects["Window Panel"].select_set(True)

so = bpy.context.active_object

so.material_slots[0].material = bpy.data.materials.new(name = "WindowPanel")
bpy.context.object.active_material.use_nodes = True

bpy.data.objects["Window Panel"].select_set(False)

The purpose of the first two lines of code is to deselect all the objects, to prepare for a new set of objects.
However, the problem is that when i run the script, the former selected object is still the active object...
So my question is how it is possible to "unactivate" the former object or "active" the newly selected objects?
To clarify my question, i have included the following picture showing my problem:
As shown, the former object is still the active one, which is messing up my script..

Help would be much appreciated :-)!


texts: Mesh is weirdly deformed when I sculpting using elastic deform in Blender 2.8

texts:
The problem happens when I am opening the official Rain v2.0 character from blender cloud, you can download it from this link
I tried to use elastic deform in sculpt mode, with brush's radius 26px and strength 0.34, the deform effect should be tiny, but it comes out the mesh weirdly runs away.
Even in the same project I added a monkey, switch to sculpt mode and use elastic deform, the mesh also deformed weirdly.

(Elastic deform works fine when I build my own blender project.  So far the issue only happens when I using Rain v2.0 character).
Is there any setting I missed?
If it's hard to understand the problem, I have a youtube footage describing this issue. https://www.youtube.com/watch?v=Paq9jVH2T5M


texts: Creating lines in procedural voronoi cell texture

texts:
I've been trying to figure out how to make a kind of crackle map similar to this:

Using this: the Voronoi cells texture in cycles:

My theory is that you could use the information in the texture (the places where the different colors meet) to create black lines, but I just cannot figure it out.

Any examples would be appreciated.


texts:
In 3D Viewport constructions is usual to rotate the visualization often, so as it's gizmo stay at top-left side of application I observed me moving the mouse a lot.

There would be a keyboard shortcut to simulate holding an axis?
Or is possible to create this shortcut?


texts: Retopo: Can we apply shrink-wrap to multires subdivisions?

texts:
An idea came to me recently that I think would be very effective for retopology.

The dilemma

If you've tried doing Multires sculpts you've probably noticed that pinching, stretching, and uneven mesh density are common side effects, yet DynTopo, especially when used in Subdivide Collapse mode, doesn't have this issue. You can sculpt freely, but at the expense of having your nice quad mesh obliterated into a glob of tris. So we end up going back and painstakingly building another quad mesh over our DynTopo sculpt.

For anyone not familiar with this, see Intro to Dynamic Topology Sculpting in Blender

The solution?

What I was thinking is that if we duplicate our mesh object to make a backup before breaking out the DynTopo, we can slap a Multires Modifier and then a Shrinkwrap Modifier on that original base mesh and it will conform very nicely to the sculpted mesh! But the big question is - how can we get that shrink-wrap deformation data into the subdivision levels of the multires so that we can have the dyntopo-sculpted detail at various levels in a clean quad mesh?

Visual aid - The red mesh was sculpted using DynTopo, the blue is the original with modifiers on it:

(X-ray display is being used so that we don't see ugly overlapping faces)

Since the Multires Modifier necessarily comes before the Shrinkwrap Modifier in the stack, we can't send the shrinkwrap vert position data backwards up the stack and into the multires subdivision levels. And if we apply the Multires Modifier then obviously that defeats the purpose because it's not Multires anymore.

So how?

Could there be a way to get the vertices within multires Sculpt Mode to snap to the same location as they are in when Shrinkwrap is used? And if it can't be done by some snapping method, could it perhaps be done (even more efficiently) by using a Python script?

Imagine a script that gets the vertex position data from a version of the mesh that has had its Modifiers applied, and copy that vert position data into the not-yet-applied multires data of the other. Of course the subdivision levels would have to match. I am especially curious to hear from anyone familiar with how Python can manipulate vertex data. But Python or not, if this can be achieved by any means it would be extremely useful. What do you think?


texts: Wheels wont rotate in animation but do in edit mode?

texts:
Situation, i made a wheel, and a empty-cube.
The weel's parent is the empty-cube.
Next for the wheel i created a simple driver.
Based upon the empty cube y-axis movement :

When i am in edit mode and drag the empty horizontally the wheel rotates.
But when i animate the cube y locations they dont seem to rotate
also when render the wheel wont rotate.


texts: Simple rigid body physics (Sphere - Box) depends on substep

texts:
I am trying to use Bullet to get physically accurate simulations by setting up the simulations through Blender (2.73a or 2.75a).
It seems to be very unreliable with respect to the physics_step_sub property.

Most annoyingly, a collision is often missed, and the object gets stuck. I hope someone spots an obvious mistake.

I set up a minimal working example:

a sphere (rigid body, collision_bound_type: SPHERE) that's given an initial velocity, and
a wall (actor, static, BOX), that it bounces back from.
no gravity
elasticity 1 for both objects.

The outcome changes based on the substeps parameter.
Which would be ok, but which is closest to actual physics?
I read, that it's not good to have small objects, so I enlarged the scene, the outcome is similar: tests.zip

The minimal blend file can be found here: scene.blend

I tried adjusting the magic "game.radius" parameter, but it only changes anything, if it's too large and the objects immediately start to distance themselves.

Collision margins don't seem influence this behaviour.

Thanks!


texts:
I am trying to select a bone and make it active in 2.80, so I can run an operation on it (connect it to its parent), the bone gets selected, but does not get active, as shown in the picture, when active, the name of the bone appears in the interface, anyone has an idea what might be the problem here?

Here is the code I use…

bone.select = True;
bone.select_head = True;
bone.select_tail = True;
bpy.ops.armature.parent_set(type=‘CONNECTED’)

Thanks in advance
Gilles


texts: Vertices Move Around With Jerking Motion

texts:
I pressed G and tried to move vertices but they move with these drastic jerking motion. How do I freely move this around?

Click here to see what I'm talking about

Thanks a billion. I'm totally new at this and I have no idea what's happening!


texts: After many tries, CUDA rendering still doesnt show up

texts:
Ubuntu 15.04

Nvidia GTX 650

YES, I have tried modprobe. Nothing works. I'm using the proprietary drivers (352.63). Still, when I look at the menu, all that shows up is "CPU". It really sucks to have to wait forever to render something that my graphics card could be handling. Any tips?

EDIT: I have tried running blender as superuser. I still get this:

EDIT AGAIN:
After combining everything the community has said, I was able to get it to work! Thanks a lot!

Sorry if this is a duplicate, I just couldn't find anyone else with the same problem.


texts: How do I turn off the lines coming off the spheres?

texts:
When I choose Wireframe Viewport Shading these lines come off of my spheres. It blocks my view of the rig.
What is this called? Is there a way to turn it off?
Wireframe:

Solid:


texts:
I've finally found a good example on the internet for a problem that I had in Blender, but it is made by the text window that looks like this -

And then it makes a result like this -

And it is using this node:
.

Please give me an explanation of this node, and how it is used.


texts: Rigged Blender model doesn't preserve volume when exported as FBX

texts:
The cylinder of the revolver shrinks in scale after it's exported to FBX. Although I toggled "Preserve Volume", it appears that Blender FBX's exporter applies it once to the revolver mesh, but ignores it for the cylinder mesh.

Here's how the animation is supposed to look:
https://cdn.discordapp.com/attachments/607260974088454154/627367561499115559/swagfire.mp40001-0035.mp4
Here's how the animation looks when reimported:
https://cdn.discordapp.com/attachments/605246613379612675/627394105609027594/test.mp4
Models are posted in here: osted from here: https://developer.blender.org/T70340

The developer said that it was a rigging issue, but he didn't give me the specifics about it.


texts: Modal operator to: (A) Create surface (B) create vertex on surface

texts:
Would like to find some tutorial and documents for blender 290
about python vectors, raycast and modal.
i am doing my best trying to create this tool,
right now i can only create new object, add them some vertex and edges but i am really far from using a modal and snap the coordinates on the surface..
i would like to change quite often the "Target plane shape",
So i plan to have the event of the keyboard change from mode A to mode B
But i also worried about the existing shortcut , they fight with the modal?
Surface_target A  ( we can change this with every drawing A)
Sequence_Edges B  ( the edge you drawn remain there)

Thank you for your time
EDIT:
To "Draw" using the mouse, require the use of a modal to get the events of the mouse, and read the position and the clicks.
Making a modal and a tool is harder than i thought.
I posted a working basis to use a UITool and a modal to get and update the mouse events .
https://blenderartists.org/t/event-leftmouse-pressed-disturbed-by-tool-selection/1270882
Once understand the behaviour you can add some of the function of the template like,
Ray cast modal, to get the 3D location of the mouse .


texts: Is there a way to turn off all the tabs on the tool shelf in the node editor in verion 2.72?

texts: I see there has been a similar question asked about this but it was for removing single tabs you didn't want. I want to turn all the tabs off in the node editor tool shelf back to the way it was set up in 2.71. Is there some where in preferences to do this with 1 click? or some way to copy the code from 2.71 to 2.72?


texts: vertices generated by script not placed correctly

texts:
on the left you see what my code creates. on the right is what my code should create (number of objects is not important).

it seems to be aligning the vertices, or my code is just wrong.

import bpy
import pprint
import math
import mathutils
from mathutils import Vector

iterations = 160

pi = math.pi

# angle = radian / numbers of objects
a = (pi*2) / iterations

r = 2.5     # radius
t = 0.5     # thickness
d = 0.5     # depth

for steps in range(iterations):

    x1 = math.sin(a*steps)*r
    x2 = math.sin(a * (1 + steps))*r
    y1 = math.cos(a*steps)*(r-t)
    y2 = math.cos(a*steps)*r
    z1 = d
    z2 = 0

#   top of box (z1)
#   x1  x2
#   1---0 y2
#   |   |
#   2---3 y1

#   bottom of box (z2)
#   x1  x2
#   5---4 y2
#   |   |
#   6---7 y1

    # vertices
    v0 = (x2,y2,z1)
    v1 = (x1,y2,z1)
    v2 = (x1,y1,z1)
    v3 = (x2,y1,z1)
    v4 = (x2,y2,z2)
    v5 = (x1,y2,z2)
    v6 = (x1,y1,z2)
    v7 = (x2,y1,z2)

    verts = (v0,v1,v2,v3,v4,v5,v6,v7)

    faces = ((0,1,2,3),     # top
            (4,5,6,7),      # bottom
            (0,3,7,4),      # right
            (5,6,2,1),      # left
            (3,2,6,7),      # front
            (0,1,5,4))      # back

    origin = Vector((0,0,0))

    # Create mesh and object
    mesh = bpy.data.meshes.new("box"+str(steps))
    ob = bpy.data.objects.new("concentricbox"+str(steps), mesh)
    ob.location = origin

    # Link object to scene and make active
    scn = bpy.context.scene
    scn.objects.link(ob)
    scn.objects.active = ob
    ob.select = True

    # Create mesh from given verts, faces.
    mesh.from_pydata(verts, [], faces)
    # Update mesh with new data
    mesh.update()

this:

x1 = math.sin(a*steps)*r
x2 = math.sin(a * (1 + steps))*r
y1 = math.cos(a*steps)*(r-t)
y2 = math.cos(a*steps)*r
z1 = d
z2 = 0

# vertices
v0 = (x2,y2,z1)
v1 = (x1,y2,z1)
v2 = (x1,y1,z1)
v3 = (x2,y1,z1)
v4 = (x2,y2,z2)
v5 = (x1,y2,z2)
v6 = (x1,y1,z2)
v7 = (x2,y1,z2)

needed to be changed to this:

x0 = math.sin(a*(steps+1))*r
x1 = math.sin(a*steps)*r
x2 = math.sin(a*steps)*(r-t)
x3 = math.sin(a*(steps+1))*(r-t)

y0 = math.cos(a*(steps+1))*r
y1 = math.cos(a*steps)*r
y2 = math.cos(a*steps)*(r-t)
y3 = math.cos(a*(steps+1))*(r-t)

z1 = d
z2 = 0

# vertices
v0 = (x0,y0,z1)
v1 = (x1,y1,z1)
v2 = (x2,y2,z1)
v3 = (x3,y3,z1)
v4 = (x0,y0,z2)
v5 = (x1,y1,z2)
v6 = (x2,y2,z2)
v7 = (x3,y3,z2)


texts: Can't find the "Default" tab usually located next to "Compositing"

texts:
I am a new user of blender. I want to know how to find the "Default" tab usually located next to "Compositing". I cannot seem to find it. Thank you.

(I am using Blender 2.8)

Have a great day.


texts:
I am new to Blender and got the task from my teacher to create a driving vehicle.

Now I am having a problem with the rotating wheels. When they are rotating, somehow the textures are inverting. So black becomes white. I do not know why and couldn´t find a solution on the internet.

So normally it looks so:

After a few frames it looks so:

I am using an Image Texture as well as an Normal Map Vector. I am also aligning the texture in the UV Editor.

Thank you for any help.


texts: How do I get pixel by pixel depth data out of a .exr file?

texts: I have been trying to get pixel by pixel depth data out of a .exr file.  I am using blender and rendering with Lux Render.  I need to get pixel by pixel depth data, and have read that if I use the z-buffer in blender and render, then save it as a .exr file from Lux Render, there should be pixel by pixel depth data in the .exr file.  However, I have not been able to read the .exr.  I have access to Matlab.  Can anyone help me with this?


texts: Blender cannot recognize CUDA graphics card for headless render on linux

texts:
I'm trying to do headless cycle rendering on a linux server with nvidia gpu. Blender seems to have trouble finding the gpu.

Running nvidia-smi gives me:

+-----------------------------------------------------------------------------+
| NVIDIA-SMI 410.78       Driver Version: 410.78       CUDA Version: 10.0     |
|-------------------------------+----------------------+----------------------+
| GPU  Name        Persistence-M| Bus-Id        Disp.A | Volatile Uncorr. ECC |
| Fan  Temp  Perf  Pwr:Usage/Cap|         Memory-Usage | GPU-Util  Compute M. |
|===============================+======================+======================|
|   0  TITAN Xp            On   | 00000000:02:00.0 Off |                  N/A |
| 23%   24C    P8    15W / 250W |      0MiB / 12196MiB |      0%      Default |
+-------------------------------+----------------------+----------------------+

+-----------------------------------------------------------------------------+
| Processes:                                                       GPU Memory |
|  GPU       PID   Type   Process name                             Usage      |
|=============================================================================|
|  No running processes found                                                 |
+-----------------------------------------------------------------------------+

which shows that I've got a supported card with compatible driver version.

But running blender (2.80-a3b88c917299)

blender --enable-autoexec --python "path/to/test_script.py" --background -noaudio

with this script

# test_script.py
import bpy

bpy.context.scene.cycles.device = 'GPU'
cprefs = bpy.context.preferences.addons['cycles'].preferences

print(bpy.context.scene.cycles.device)
print(cprefs.compute_device_type)
print(len(cprefs.devices))

gives me

GPU
CUDA
0

So blender does found CUDA but found 0 CUDA devices. But nvidia-smi show that I do have a compatible device. What could be the reason? Do I need to refresh or update in some way to let blender recognize the gpu?


texts: why is the sky of a large equirectangular render transparent?

texts:
using blender 2.83.0
im trying to render a large equirectangular panoramic image (40000 x 20000) in the commandline (because its 5x faster that way).
The main part of the image renders correctly, but the sky is just transparent in the output png.

when converted to cubemap (its black here because the images are jpg)

this is the command i render with
blender -b "pano.blend" -o "pano.png" -f 0 -F OPEN_EXR -E CYCLES
.blend file download (zip with textures 30mb)
full image (720mb)


texts: How to keep 2 or more different alternative transform?

texts: I have an object (just static object , no animation) and i want to keep 3 different alternative positions. So later, i can choose which one to use and restore it. How can i do this ?


texts: After the update of blender 2.8. A minecraft rig(Black Plasma's rig v2), I've been using not showing any texture(skin) on viewport and in rendered mode the texture(skin) is same on front and back of the rig. The minecraft rig works in Blender 2.79. It uses cycles.


texts: i am trying for the first time to use blender to create a wireframe so i can turn an object into a 3d lamp, i have managed by tutorials to get the image to a wireframe only which is perfect for what i need, but then there is no way that i can find to save that image out of blender as a png etc with just the wireframe on its own without the model attached to it, is this at al possible please


texts:
I keep getting a CUDA error when I try to render cycles with GPU Compute selected. In this answer (the site won't allow me to respond there) https://blender.stackexchange.com/a/18408/20471, @BlendingJake says that SSS on the GPU eats up so much memory that it is recommended to have more than 1 GB of memory on for your GPU. I'm having the same problem as the OP in that string; however, I have 2 GB of RAM on my GPU. Why do I still get this error?  My specs are below:

1.System: OSX 10.11.3

2.Blender version: 2.76

3.Processor: 2.3 GHz Intel Core i7

4.Memory: 16 GB 1600 MHz DDR3

5.Graphics: NVIDIA GeForce GT 750M 2048 MB

6.CUDA Driver Version: 7.5.25