texts: How Texture Paint over assigned material

texts:
I have a problem with painting. I don't know what am i missing.
The mesh becomes black and the colors do nothing when i try to paint on it.

Also is it possible to assign a diffuse color and to paint over the material like this?


texts: How do I fix vertices that aren't following the armature?

texts:
I wanted to report a problem I had recently with my rigged and clothed character.
Whenever I move the head or body, there is ONE vertex that does not follw the rig :
Here it is in T-Pose:

Now positioned :

How could I find the exact vertice creating this issue and how could I fix it? I am currently checking the weight paints of every bone and did not find anything so far. I think this has mostly something to do with the head bone as every head part has this issue.
Also this appears everytime the head moves, even under the influence of another bone like spine or neck.
P.S. I would also love to ameliorate my cloth rigging. you can see that the denim part is pretty sloppy. I applied a Solidify Modifier, but it seems the weight paint is not the same on the inside than the outside.


texts: Scene lighting and setup: how would you get such a render?

texts:
Just for fun, i'm trying to recreate a scene from the (nice) movie Cherry 2000.  Here's a link to the clip.

I like the aesthetic, but I can't figure out how they did setup their scene; and that's what I would like to understand.
Would it be possible to recreate something similar with Blender ?

There is a woman, a red spot, and... a metallic curtain ? Is this a metallic curtain for the shadows to be distorted like this ?

How did they do to have the shadow so sharpened ?
Where is placed the lady compared to the camera ?  And is she behind the curtain ?  Then it couldn't be a metallic curtain ?
How did they lighten the scene ? The more "metallic" my curtain is, the more narrow the light "slice" I get.

Well, i'm sure I could learn more things about materials and lighting by understanding this.

Your input is welcome! I have nothing convincing yet but I can share my actual file so you can play with the curtain : the file is here.

And here's a test with Suzanne between the camera and the curtain - but that's cheating; I did hide the object from cycles so i get only its shadow (Ray Visibility)


texts: Using the loop cut and adding additional loops

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I have an issue with loop cut. It says press ⎈ CtrlR and then you can use the mouse wheel to adjust the cuts. I am using industry standard keys and ⎇ AltC is the shortcut but middle mouse button only zooms.

Am I doing something wrong?


texts: Why does Blender use so much RAM for a mesh?

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I'm noticing when loading a 250mb OBJ file (high resolution mesh), Blender goes from 89mb RAM to around 2.1gb. Loading the same mesh in Preview.app uses around 300mb.

Why is that? Is there a way to reduce usage?

I suspect this is due to Blender using a half-edge (or similar) data structure for loaded meshes. But even so, I'm surprised by the memory usage, given OBJ is a very inefficient text-based format.

Update: following the steps here, I printed out memory usage details:

total memory len: 1077.328 MB
peak memory len: 1077.372 MB
slop memory len: 15.404 MB
 ITEMS TOTAL-MiB AVERAGE-KiB TYPE
 13547 ( 422.624    31.946) Chunk buffer
     1 ( 158.249  162047.156) CDMLoop
     1 ( 118.687  121535.367) CDMEdge
     2 ( 105.500  54015.812) DM_ensure_looptri_data
     2 (  79.125  40511.824) face_nors
     1 (  79.125  81023.578) CDMPoly
     1 (  65.937  67519.648) CDMVert
     2 (  26.375  13503.941) GPUBufferMaterial.polys
     2 (  13.187  6751.980) GPUDrawObject.vert_points

I'm guessing CDMLoop and CDMEdge are part of the mesh data structure, though I'm not sure what Chunk buffers are. Googling and searching the blender repo on github didn't lead to clear results.


texts: What are the benefits of modeling in one piece, or as separate parts?

texts:
Is there any benefit of creating model in one piece or I can create separate pieces and just overlap them to create a visually joint part.

For example, the below image were made from two parts
1. Blade
2. Spinner

Is there any benefit to model them (e.g. extrude from the spinner) or it is actually ok to have them separated since visually I can achieve the same effect (See picture 2)


texts:
I am very new to Blender so this might be a dumb question, but here goes.

I am creating this character for a game (very simple character) and when weight painting the arms it bends in a strange way (see pictures).

Does anyone know how I could fix this in the best way possible?
Thanks.


texts: How to layer movie clips with black backgrounds in compositor?

texts:
I am using Blender 2.76.

I want to layer this movie clip:

over this one:

So far this is what I have:

using this set of nodes:

I set "Dilate/Erode" to -100 to achieve this effect.  The compositor takes about two minutes to create the image.  I would prefer the top image be completely opaque rather than slightly translucent.

I am wondering, is there a better way to achieve the effect I am looking for?  Is there a method that will not require two minutes to composite one frame?

Thank you!

Edit:

This set of nodes solved the problem, thanks to Troy_S:

Edit #2:

I tried the "Math" version but it did not work properly.  I am hoping Troy_S will let me know how to correct my error:


texts: Hi, I would like to animate my world color but not sure how i can do it. In the first keyframe, I would like my world color to be pitch black. However, in the 40th keyframe I would like my world color to be a light grey. How do I do that? Thanks!


texts: Motion blur samples limit too low for a long exposure effect?

texts:
Im trying to get a long exposure effect using the eevee camera motion blur but the results i get at slower shutter times are very grainy, even at the maximum 64 samples. I tried speeding up the camera animation and setting a faster shutter but i cant seem to get trails of the desired lenght without the grainy effect, and the general render samples dont seem to affect the motion blur samples.

The performance shouldnt be a problem since the objects in the scene are simple emission objects and the current renders are taking about 4 seconds.

How to get a long exposure effect using Eevee?


texts: Head bone moves top portion of body back, but leaves the eye lid sticking out far from eye ball

texts:
https://www.twitch.tv/videos/771914889
This video should explain everything hopefully, and it also shows a lot of whats going on with my problem.


texts:
How i can fix it?
I trying to make some morph with metaballs


texts: How do I fix this weird lighting (normals?) problem?

texts:
So I made this fork.

The middle two spikes have a sudden difference in lighting normals it would appear at their base (top of pictures). There was a large quad making up the area underneath the four vertices (seen in the top right image), so I thought maybe breaking that face into multiple would help. Instead I get these weird lighting triangles (bottom left picture).

This problem seems to persist in same way regardless of how I breakup the face.

To make it weirder I am positive that the 8 vertices at the base of the fork spikes have the same x & z coordinates, they only differ in the y axis.

What is causing this problem and how can I fix it?

If anyhow relevant, the left images are taken in Unity game engine.


texts: I'm trying to make this simple smoke sim, but I just can't figure out what is going on. Instead of my rendered smoke looking smooth, it takes up this weird pixely effect. It feels like I have tried to change every setting from Domain resolution, high resolution, applying scale etc and nothing works. I'm rendering in Eevee (I tried cycles and get the same problem though). Also in Blender 2.81


texts: Modify complex mesh to sotfen hard angles (eventually for 3D printing)

texts:
I imported an STL model of a piece of Star Lord's mask (originally from The RPF thread).

Here's how a part of the mask looks like in Blender:

I intend to use a 3D printer to print this part, and I would like to "smoothen" the hard angle, so that I will not need support to print this part. Something like this (mocked using a 2D program, just a small example):

This is the back side of the mask, so I don't mind deforming it a bit to reduce the need for support material.

The problem is that the existing mesh is quite dense, and I don't want to move 1000 vertexes. I tried proportional editing, but I don't feel like I have enough control there. Also, even with connected editing, I managed to deform the other side of the mask
(where I don't want to change anything) near the edges.

Any tips on how to do this? (would have been really easy with real clay...)

Thanks.


texts: How to set an image strip (ImageSequence) length via python?

texts:
I have this piece of code which creates an image strip but I can't find the way how to set the length of that:
img_strip = bpy.context.scene.sequence_editor.sequences.new_image(
name = img_name,
filepath = img_filepath,
channel = 5,
frame_start = 1500)


texts: How to slow down animation playback without messing with fps setting so that i can animate in realtime with auto-keyframe on and also sync audio?

texts:
Im looking for is some sort of "time multiplier" slider, end goal is NOT to create bullet time animation but to animate subtle movements with audio in realtime with auto-keyframe on so that the flow the movement can be easily animated with pressing, for example, R key while animation is playing and then i rotate in realtime while animation plays.
If that makes sense.
TLDR, you know then you accidentally leave auto-keyframe on and then grab or rotate anything and now you have wierd animation keyframes, it can be useful if we have control over playback speed and then do it intentionally and not accidentally.


texts: Combining two objects with volume materials

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I would like to create a volume material with two channels: red and green. For each channel I have corresponding voxel data. I tried to create two separate objects and overlay them, but standard blender render fails to do that (cycles, as I know, doesn't even support voxel data). What are my options?

For some reason, blender didn't include voxel files. Here they are (128×128×128).


texts: what is the difference between the two plus signs when adding a material with the blender render engine?

texts:
I am experimenting with material in the blender render engine and i can't seem to figure out the real difference between the two '+' signs when adding materials.

heres and image.


texts: How to remove the "deleting object" while i'm on certain distance

texts: When i start a standalone player when i go away there is a "fog" that delimits the level of detail. How i modify that?


texts: How to apply normal-, gloss-, occlusion-, specularity- and displacement map on one cycles material?

texts:
I try to apply all these textures to one material in cycles.
These are all my textures:

My attempt (no idea at all how occlusion map works)


texts: Exporting PNG Animation sequence in vertical column sprite Sheet

texts:
I made an animation of a wheel rotating which is 80 frames. Is there a way I can export my PNG sequence in a vertical sprite sheet, the PNG files stacked one on top of the other like the example I have provided?
Thank you.


texts: Does Blender support Nvidia Geforce GT 720M or Radeon rx 560 x?

texts: I am unable to view any of my installed GPUs in Blender preferences. The drivers are installed and updated. Running on Windows 8.1. No Gpus are listed under cycles settings as well(Including the Intel Integrated HD Graphics 4000). I am using the portable zip version of Bender 2.8. What can I do to solve this issue?


texts: Rotating multiple objects to specific centre axis

texts:
Hi Blender Forum (happy new creative year to all)

I'm trying to rotate these 3 objects, on a 45 degree angle all at once. I couldn't figure out how to do so, so I did them one by one. So how's it possible to rotate multiple objects simultaneously. I know about individual origins, but I couldn't get the result I was after.


texts: Blender says its out of memory when I try and change to a rendered viewport

texts: So I am doing a animation for school and am currently working on the scene for the entire animation. My problem is that whenever I try and change to a rendered view port (in cycles render), the software says that it is out of memory (I have the render set to supported - CPU). The same thing also happened when I tried to straight up render the whole scene. I don't believe it has anything to do with the hardware of the computer as it has a dedicated Nivea GeForce GTX 850M with 2 GB of memory and an i7 core processor. I really want to finish this project as I want to use it for my end of the year project that my school requires us to do, so if anyone can give me some advice, it would be most appreciated. I may have also forgot to mention that I am using Blender 2.78c.


texts: Is there a post-finish operator hook in the python API

texts:
I'm writing a generic add-on bpy.types.Operator based on this question. It creates and arranges planes along an object, then splits the object along each new plane.

The user has control over the number of planes to arrange, and the direction along which to arrange them. The way I'm going now, everything happens in the execute method, so the user never sees how the planes are arranged; they're added, the object is split, and they go away all at once.

In this case, it'd be nice to have the execute method be responsible for laying the planes, and then a "final apply" hook splits the object, and removes the planes.

Is it possible to have a block of code run after an operator finishes?

(Is this possible within the python API, or must it be implemented as a modifier in C?)


texts: Alternative to the skin modifier - solid perferated pattern

texts:
This is a problem I've encountered several times with blender and I've never found a good way of doing it - am I missing something?

I want to design a solid mesh pattern with holes - eg chicken wire, and apply/map/wrap it to form a shape.
The result needs to be a solid mesh that can be 3D printed - so a bump mask doesn't work.

I've create this using a wireframe mesh and the skin modifier, this is ok for a simple shapes but it's time consuming and doesn't work for complex shapes.

Is there an alternative method which would be printable?


texts: Is it possible for light sources in Cycles to have nonphysical falloff like in BI?

texts:
In BI, we have the traditional OpenGL choices of constant, linear and 1⁄distance2 falloff, along with some parameters to tweak the falloff formula.  This allowed for a variety of artistic styles, and getting even illumination from lamps that couldn't be put far away.

Cycles is more physically realistic.  What about 3D works in which we don't want such great realism?  Is there a way to make all the light paths between two objects, or between one object and all others, obey alternative laws of radiation physics?


texts: Is it possible to setup initial state for particles? I want to simulate drops on bottle, and need to be animated. If this is simple animation I would probably just render from specific frame but I need it to be from frame 1. I can not start emitting from negative frame as than particles are not colliding with collider, they only start on frame 1. But on frame 1 I need all particles to be born and none born after that ...


texts: Add enum property to existing dropdown menu

texts:
Under the render settings in the bake panel there is a 'bake type' dropdown menu.
Each of the options within this is enumerated, however I want to be able to add my own option to this drop-down box.

using:

bpy.types.CyclesRenderSettings.bake_type.__add__(my_tuple_item)

doesn't actually add anything to the menu, and the structure remains the same.
Is adding to this property group allowed?

Would there be a better way of going about it (apart from editing the source code)?

Thanks


texts:
I want to make this:

Just the mesh, not the texture. But in 3d of course. It's supposed to be a plush (animal).


texts: Import an FBX armature with weights into Blender

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I'm having difficulty importing the armatures of FBX files into Blender.

The mesh is incorrectly scaled and rotated, and the armature is shot. I found a post (https://darisl.wordpress.com/about/importing-fbx-files-into-blender-with-full-armaturesweights/) about the BOS FBX importer. I followed the instructions but nothing happens (no warning, no import, no errors... nothing) when I try and import via BOS as opposed to Blender's FBX importer.

Here's a screenshot:

Checking the 'automatic bone orientation' option in the import FBX options has improved the situation for a FBX file that I didn't need to convert via autodesk's FBX converter. Still, some of the bones look out of place and seem to have no function, and the scale and rotation of the model is still wrong and I can't fix it by just messing with the mesh's position values:


texts:
I'm relatively new to Unity, and I'm left with doing this as my last step towards my task - importing my animated character to a game engine and program the movements.

The problems that I have noticed are the missing textures and meshes [EDIT - I managed to fix the meshes, now the object has the holes], you can see in the first picture how it should look like in Blender, and what results I get in Unity:

The apple here doesn't have any holes, I think only one material got imported, and it doesn't look right. Textures are missing, the leaf near the stem is completely filled with gray texture. At least the animations work perfectly...

Download link to my .blend file - https://pasteall.org/blend/6c14ec0d9446404b81251585f83f3551


texts: How to properly light a scene that's both indoors and outdoors

texts:
I'm creating an architectural rendering and I would like the inside of the house to be visible, yet, I want the windows to be closed because that's what I was asked.
The problem is, with Sun strength set to 5 the insides look very dark if seen from the outside (see swimming pool area). If I want the inside to be illuminated like in the first picture, I have to set the sun strength lamp to 20.
The lamps on the inside have not been touched between renderings, but they don't seem to be enough.

I have clamp direct set to 0 and clamp indirect set to 4.
2000 samples.
Filter Glossy set to 1
The glass material is set like picture number 4
Background (enviroment) has a strenght of 1.2

Is there a way to achieve the same light from the inside and the outise in just one rendering?

(Also any advice on how to make the sky look better is higly appreciated)


texts: Is there a way to assign materials based on a color map in blender?

texts: I am trying to add Snow stuck to the bottom of a pillar and have created a procedural snow effect using substance designer, but I'd like to have the ability to set the pillar material using blender as opposed to adding one using substance designer as well ass add subsurface scattering to the snow which is easier using Blender, Is there a way to assign either different materials based on the colour map or use it as a mask to combine different materials. I know I could use Substance Painter to assign materials based on colour but as I mentioned I prefer using blender for subsurface scattering and would also like to avoid having to use multiple programs for everything if I could, by doing this in Blender I'd only need to use Blender and maybe load up Substance Designer to generate a few other once using different seeds so as to avoid too much repetition but when using only one I don't even need to load that up.


texts: how to move lips in human imported from make human

texts: I have imported the human into bender tool. I want the lip movement to happen in that human, can you please help me with it.


texts: Keyboard shortcuts 1,2, and 3 not working in edit mode

texts:
just updated to blender 2.92 using it on an iMac 2019.
When in edit mode the keyboard shortcuts 1 2 and 3 do not switch between Vertex edges or Face mode.
Do I need to change something in the preferences?
Thanks


texts:
I want to add a few options to this python template which I found inside Blender-ui_previews_dynamic_enum.py
Here is the code:

import os
import bpy

def enum_previews_from_directory_items(self, context):
    """EnumProperty callback"""
    enum_items = []

    if context is None:
        return enum_items

    wm = context.window_manager
    directory = wm.my_previews_dir

    # Get the preview collection (defined in register func).
    pcoll = preview_collections["main"]

    if directory == pcoll.my_previews_dir:
        return pcoll.my_previews

    print("Scanning directory: %s" % directory)

    if directory and os.path.exists(directory):
        # Scan the directory for png files
        image_paths = []
        for fn in os.listdir(directory):
            if fn.lower().endswith(".png"):
                image_paths.append(fn)

        for i, name in enumerate(image_paths):
            # generates a thumbnail preview for a file.
            filepath = os.path.join(directory, name)
            thumb = pcoll.load(filepath, filepath, 'IMAGE')
            enum_items.append((name, name, "", thumb.icon_id, i))

    pcoll.my_previews = enum_items
    pcoll.my_previews_dir = directory
    return pcoll.my_previews

class PreviewsExamplePanel(bpy.types.Panel):
    """Creates a Panel in the Object properties window"""
    bl_label = "Previews Example Panel"
    bl_idname = "OBJECT_PT_previews"
    bl_space_type = 'PROPERTIES'
    bl_region_type = 'WINDOW'
    bl_context = "object"

    def draw(self, context):
        layout = self.layout
        wm = context.window_manager

        row = layout.row()
        row.prop(wm, "my_previews_dir")

        row = layout.row()
        row.template_icon_view(wm, "my_previews")

        row = layout.row()
        row.prop(wm, "my_previews")

# We can store multiple preview collections here,
# however in this example we only store "main"
preview_collections = {}

def register():
    from bpy.types import WindowManager
    from bpy.props import (
            StringProperty,
            EnumProperty,
            )

    WindowManager.my_previews_dir = StringProperty(
            name="Folder Path",
            subtype='DIR_PATH',
            default=""
            )

    WindowManager.my_previews = EnumProperty(
            items=enum_previews_from_directory_items,
            )

    # Note that preview collections returned by bpy.utils.previews
    # are regular Python objects - you can use them to store custom data.
    #
    # This is especially useful here, since:
    # - It avoids us regenerating the whole enum over and over.
    # - It can store enum_items' strings
    #   (remember you have to keep those strings somewhere in py,
    #   else they get freed and Blender references invalid memory!).
    import bpy.utils.previews
    pcoll = bpy.utils.previews.new()
    pcoll.my_previews_dir = ""
    pcoll.my_previews = ()

    preview_collections["main"] = pcoll

    bpy.utils.register_class(PreviewsExamplePanel)

def unregister():
    from bpy.types import WindowManager

    del WindowManager.my_previews

    for pcoll in preview_collections.values():
        bpy.utils.previews.remove(pcoll)
    preview_collections.clear()

    bpy.utils.unregister_class(PreviewsExamplePanel)

if __name__ == "__main__":
    register()

This code will scan and use the png files from the directory and create the thumbnails of that.

Is there a way to specify the items before, with thumbnails, and on choosing a certain option from that menu, a change in the code takes place.....


texts: Blender 2.8: Grease Pencil Fill Brush Not Working

texts:
I've been trying to figure out how to use the fill tool, but it doesn't seem to be working properly. Am I doing something wrong?
The build is 2.8 nov 2018.


texts: Noob Question: Can't find my skeleton after upating to 2.9

texts:
So I've had Blender for years now but I'm still a noob at it. I made a bipedal model, an armature, and weight-painted it in Blender 2.7. I then figured it was about time to update it to 2.9. After I did that, I can't see my armature anymore! I have tried Unhiding everything with Alt-H, clicking around the Outline, toggling the X-Ray for the mesh, fidding with Viewport Display settings in Properties, but nothing seems to be working. It is such a simple thing yet I've spent literally an hour trying to figure it out, and I am getting really frustrated with myself. Thank you for your help!
The armature I want to be visible is Penguin>Skeleton

Edit: Here is a link to my .blend file:
https://drive.google.com/file/d/1darEP59YbALtv4lqDqYXXS6K270zA3_n/view?usp=sharing


texts:
Can I apply something like a mask to apply proportional editing to only some connected vertices in blender 2.8?  For example I only want to move the verts on the right side of this leg in proportional editing in the following image:

Given this, is it possible to exclude the verts on the left(the front of the model) leg from this edit to prevent distorting the verts I have just positioned?  I though you could apply masks in blender some how, but I can't find anything on masks for proportional edits in 2.8.


texts:
I am making some railings and instead of use the array modifier to repeat them, I choose to do it using instances by object's vertices.

My problem is at the point where instances connect. I have this ugly line between them...

Any idea how can I make connections look smooth?
UPDATE #1
And here is my initial mesh...

UPDATE #2


texts: How to bake wave texture node? I followed tutorials and baked Diffuse, but it resulted in solid brown color. I tried also Roughness, it doesn't work. i need that one on the screenshot with stripes for the backing of the armchair (wave texture node)


texts: Need help fixing the normals for my stylized foliage

texts:
Im working hard on getting stylized/cartoonish looking grass or generally foliage in evee.

My goal is not to creating realisitic stuff, instead such as from games like the witness or rime.

They have this great fluffy looking foliage. I searched alot but it was impossible to find a solution which fits my conditions.

• Textured planes (Low poly)

• ressource friendly

• Good looking shadows, without baking if possible (Grass shouldnt creat shadows but should recieve from other sources)

• Foliage should look fluffy so that u see the meshes as a single bunch

• Set up and rendering in Evee.

• No scripting

Im actually struggeling with the normals on my planes. If u can see in the following picture Im having trouble with the normals. If I combine multiple meshes or use them in a particle system, the direction of the normals make the grass looking weired if they are rotated. Im pretty newbie in texturing/shading so pls consider a little bit instruction. My conditions doesnt have highest priority but pls try to stick to it.

Edit: I found this Image which shows the technique I am looking for but
I dont know how to achieve this method in blender. It has something to do with bending the vertex normals in a specific direction.

Im thankful for every help!

If u have any questions or need something, pls tell me!


texts: In a video on Precision Drawing Tools there is a reference to a OS+S operation. What is the OS key?


texts:
I’ve been working with this issue. Seems to be coming up on more part of the sculpt. I’m not sure why. When using the smooth brush I get all these bumps coming up. See the video below:

I have recalculated normals, I’ve used options from sculpting add ons. Specifically the speed sculpt optimization tool, the make manifold option under the 3d print add on.It’s happening on both sides so the Symmetrize option does not work. The flatten brush gets rid of it, but it causes other issues. Anyone suggestions?


texts: Modify default settings for subdivision surface modifier

texts:
In some other 3D packages, like XSI, subdivision surface can be directly interacted with by default. It is possible to display a cage and modify that cage, but it is not mandatory. I have seen some Blender videos, such as this one, where something similar is being done. I notice three things:

Wire and Draw all edges are turned on by default for objects.
Optimal Display is turned on by default for subsurf modifier.
Mesh elements can be directly selected from the subdivision surface and there is no cage visible.

How could I set these as defaults in Blender? Do I have to write a Python add-on? Is there an example that I could look into? Intuitively, I feel this should be a popular requirement.


texts: Add a transparent image on top of a material

texts:
I'm designing this animal-type creature, and want to add a transparent .png image to its face with the face features (object has a subsurf).
On the left is the image with the features, on the right is the part of the object where I want it to be.

I tried to import the image as a plane, but matching the shape of the plane with the face didn't work, and the lines of the face left shadows on the head, and could be seen as a different object from some angles (although it's the closest I've gotten yet). It looked like this:

So , I tried selecting the faces of the head that the features should go over, and create a new material for it. Unfortunately, since the .png is transparent, the result produced was this:

(where it's impossible to tell the transparency from a black background default color, and where I wouldn't know where to start to adjust size and position).

I also tried UV mapping, but then the whole object became black with the features repeated all over.

Is it something I have to go into Nodes for? I'm kind of stuck here. Creating a new material and applying it is simple, but applying a material that is an image is a bit more complex it seems... Ideally, I would reproduce the same technique for the adhesive bandage on its arm (seen on the right of image 1).


texts: Anyway To Material Paint This Complex Geometry?

texts:
So what I want to do is material paint this middle part for a diffrent look, but the geometry is very complex, and I want to make it circular, and able to change in keyframes, so that way I can animate it.

Edit: I realized that I could just use a spot light and it works pretty well, so that is settled.


texts:
I am using Eevee rendering. I have installed Blender 2.8 (tried 2 different versions on each) on 2 different machines. They both have the same problem. All light sources cast their own shadow. The default scene shows like this. No changes were made to the scene, and I don't think I changed any of the preference options.

When I add a plane you can see what is happening.

You can see the shadow circle around the object.
If I turn off shadows on the light, everything looks normal, except for the fact that nothing casts a shadow. You can see that it does create a little light when it's right next to something.
The shadow grows/shrinks when I adjust the shadow distance parameters.
I'm new to blender, so I'm not sure what information would be helpful, but so far I can't find anything to fix this, and no one else seems to have this problem. Thanks in advance.


texts: How do I change one side of split viewport to rendered view?

texts:
I upgraded to Blender 2.8 and I'm running into problems with the UI. In the previous version, I could easily split the viewport and view one side as the rendered/finished animation while I'm editing.

I know how to split the screen in 2.8, but I'm not able to change the right side to rendered view. When I click render>view render (underlined in red in pic), it changes the left side to the render. Also, I accidentally started the actual render so now when I click 'view render' it shows the partial/cancelled rendering, not what I'm editing in real time.

How do I change the right side of my split viewport to rendered view to view my changes while I'm editing?


texts: Keeping Texture Mode Appearance While Exporting to Unity

texts:
I am attempting to export my Blender model to Unity but I'm having trouble retaining the view while in texture mode. The issue is that I actually haven't added a texture layer to the model (at least that I can tell), but it still looks much different when I switch modes.

Does anyone have any ideas on why my model would look different in texture mode (as opposed to solid or material mode) and what I could do to retain that appearance when exporting to Unity?

I've attached some screenshots to see the differences below:

Solid mode:

Material mode:

Texture mode:


texts:
I created a plane and extruded some edges from it on edit mode. As you see the screenshot, I filled the last two edges to make a rectangular donut. Then I selected all inner edges and tried to dissolve them. But some edges were never dissolved.

How can I accomplish it?


texts: Shadow catcher. Why am i getting different shadow density

texts:
Top image is a shadow catcher turned on with transparent film laying on the #404040 background (default in cycles render). I made this inside a photoshop.
While the bottom image is the shadow catcher turned on without transparent film.

As you can see the shadows are denser on the top image (transparent). Why is that, and is it possible to fix?


texts: How to separate Bezier Curve from influencing other hair particle systems in the scene?

texts: I used bezier curve to make hair. I want to make the grass in the scene also using particles and grass models but the grass always orientates itself by using the curve even if the mash is different. Any idea on how to fix this? Thanks!


texts:
would like to know why theres no bounce light in Eevee?
I have a really simple setup with a spotlight and a nearby plane but nothing is bouncing onto it?
https://ibb.co/j34RXCr


texts:
I can't seem to figure out how to model low poly nature terrain.  I don't know what objects to use, and what to do from there.

This is a great example.  How do I make (model) this type of terrain? Would the best workflow be to make them random generated?  Or manually modeling them using sculpt tools, etc. ?


texts: Generated material in Blender, export to Unity

texts:
I'm trying to do something I believe should be very simple. But I am also very new to blender.

I have created a material, very simply, and applied it to an object (through the node editor - sorry if my vocabulary is off). It works just fine in the Blender Renderer.

It fits perfectly on the object, but I want to now export this from Blender, to be used in Unity.

I have a UV map of this object. But that doesn't help if I can't get the image of the material I generated. Sorry if this is unclear.

Basically, I want to generate the appropriate image, that (if used with my UV map of the object) would produce what I'm seeing rendered here in Blender.

Perhaps I'm going about it backwards, but this seems like I'm just missing some last step of this workflow. Ultimately this would be used in Unity; not sure if that changes things.


texts:
I zoomed in / out of one of my UI panels and I can't figure out how to zoom back out/ in to get it normal size.

How can I reset the zoom level of UI panels?


texts: Is it possible to achieve a spirograph efect?

texts:
I've been trying to create a spirograph effect by using a few parented empties, rotating at different rates, with an emmisive object at the end of the partent chain.

I tried using motion blur to get a long line drawn of the object's path, but what I get is just two lines. I guess the motion blur time resolution was not enough. So I have cranked that up for my emissive object, but nothing has changed. I guess it's because of the empties.

I tried slowing down the animation so the motion will span more frames to hopefully make the motion blur arcs more precise - but nothing has changed.

I wonder if there are any other approaches that could help me generate Lissajous curves with Blender.


texts:
I have some question about the Color Management panel in Blender

Display Device (Scene panel)

Now it seems to me that I have two options for Display Device in the Color Management Panel, either sRGB or None. I guess the color space for the monitor will be sRGB when I chose sRGB ? What happens when I chose none ? Will I see the linear color space ?

Exposure/Gamma
I guess under normal circumstances there are no reasons to correct exposure or Gamma ? When would this be useful ?

Render (Scene panel)

When choosing "Default" this means "Does no extra conversion besides the conversion for the display device.". That seems fine to me.

Sequencer (Scene panel)

The manual says:

  The color space that the sequencer operates in. By default the
  sequencer operates in sRGB space, but it can also be set to work in
  Linear space like the Compositing nodes, or another color space.
  Different color spaces will give different results for color
  correction, cross fades, and other operations.

Is this about rendering image sequences ? Or video editing ? I am not sure what is meant here.


texts: Object not visible properly in compositing

texts:
I have solid object cube and i added image in compositor and made the nodes like the following image, but my object is still blur.

I want my object to be visible clearly inside. Please check where i am doing some mistakes.


texts: Animation Nodes Replicate Object Dynamic Paint

texts:
Is there a way to drive the transformations of an array of objects with a dynamic paint map or texture? This would permit more complex patterns to be achieved.
I've seen a dozen tutorials that all show the same techniques, but nothing yet that can be used to make a custom shape or pattern.  With this I hope to control the rotation, position, scale, and color of these arrays.


texts: How to automatically adjust the levels of a grayscale

texts:
I want to generate a greyscale to apply a color ramp on it to generate my texture. In order to get the most value depth on this greyscale i want to adjust the levels in the compositor so the darkest color gets a value of 0 and the brightest color has a value of 1. I want Blender to detect the values automatically like the Auto Level node of Substance Designer.

Here is an image i have created for the test with bad levels:

And the result I want to generate in the compositor with automatic detection:


texts: I'm having some weird results when I try to render. Here is the preview, but it looks the same in final. These spheres suddenly won't smooth shade anymore, the tops are glitching, and some results are insane. See the attached images.


texts: How does scultping fit into the workflow?

texts:
So i am familiar with modeling, and I know that you want to try and maintain quads, especially when planning on animating/rigging ect.
I know that sculpting results in a lot of tris, which is bad for animation. So, say I wanted to sculpt a wood plank (maybe the grooves in the wood ect.), would I be able to sculpt that and then use it in my animation, as long as it’s not moving (even though it has tris)?
And then, say I were to sculpt a character, but then I did want to animate and rig it. I would need to convert those tris to quads, correct? Would this be retopology?
I guess I’m trying to figure out how sculpting fits into the workflow of creating models. Thank you for your help!


texts: cycle units measurement through hotkey is it possible?

texts:
i find imperial is much easy or convenient to setup with camera distance from
object a to b and eye level height

i want to set a hotkey that cycle through units ( metric , imperial )
hitting same hotkey instead of manually going to tab and click the desired units button

i tried to use wm.context_toggle_enum and type the following attributes but gives error
context.scene.system , scene.system , UnitSettings.system , data.scene , data.scene.system
or do i need a custom .py script in order to achieve the cycling of metric and imperial units

thank you for answer


texts:
This and/or how to access and change them in a script.

If you use the .getPropertyNames()-function of an object it only provides you with a list of the names of the properties. How can one actually change them?

Also you could use a property actuator with the python controller but the property and python controller are on 2 different objects.
So it is about changing game properties of another object.


texts: Does the mirror modifier have to be applied in order to a complete a UV map of the model?

texts:
I want to know if it's possible to have the complete UV map of an object while still retaining its mirror modifier. I have unwrapped the model, but it can only do so for the edited side.

I'm using Blender 2.75.


texts: Flattening the intersection of overlapping spheres

texts:
as everybody know, when you put two spheres close to each other  they intersect other like this :

How do I flatten the spheres at the region where they intersect each, I tried to illustrate this with a quickdraw :

I don't know if it's possible with physics like soft body or collision.
does anyone know how to get this result,  i need this for a still image not for animation.

I'm more looking for something like this:


texts: Why do keyframed objects cause fluid baking to slow down so much?

texts:
In the following figures we show the results of our attempts in order to mix a key-framed animation with a fluid simulation. As you can see, in the top one the obstacle is static (fix) but in the bottom one it turns counterclockwise slowly.

The Static one took only 5 minutes to be baked, however, the dynamic one took 65 minutes on the same computer system!?

We need to know:
1. First, whether this massive time difference is usual even though there is no significant difference between the two simulation?
2. Is there any tip / trick to speed-up the baking of mixed animation/simulations?

Our final simulation (for education purpose, btw) will be much more complex in terms of dynamic and the number of objects in it.


texts:
I want to simulate a multi-agent system with Blender. It's almost done, but I experience a problem.

System agents speak to each other by passing messages, and I want to pass messages between them. I considered a text object as container of these messages. There is no constraint on the number of agents.

I want to create one (or some) text object and reuse it many times, by only changing source and destination locations and body texts.

After some search, I realized, that there is no data_path that supports keyframe_insert() to change the body text. Beside that I found dynamic text, but my context is extremely different with that method's context.

I want to change text on every keyframe, and it depends on my simulation's input.


texts: How do you adjust and/or mute the audio of a video?

texts: I'm editing a video for a customer, and I'm using Blender. However, I'm a bit new. They want this as a YouTube video, and they want to completely get rid of the audio and add a voiceover. People are telling me to delete the sound strip, however I don't know which strip that is. I also haven't found any button that, by even the slightest bit, looks like it'll help me detatch the audio. I also need to learn how to make an audio. It would have to be in the form of a video, but then wouldn't the screen have to be a part as well...? Which I don't want. I just want an audio, no extra video strip. Knowing which strip is which would really help; please respond to this ASAP, I need it quickly. Thanks in advance!


texts: Why a mesh is begin squishes connected on a path with the curve modifier?

texts: This has never happened before, where am I going wrong, so weird.


texts: How do I only bloom solid shadeless colors? (GLSL)

texts:
I have a script that blooms based on color value, but I need to bloom only if the color is on a list,

the list is (1,0,0),(0,1,0),(1,0,1),(1,1,0),(0,1,1)

here is the script I was trying to edit
http://www.pasteall.org/61086/c

uniform sampler2D bgl_RenderedTexture;
const float BRIGHT_PASS_THRESHOLD = 0.55;
const float BRIGHT_PASS_OFFSET = 0.08;

#define blurclamp 0.002
#define bias 10.8
#define KERNEL_SIZE 6.0

vec2 texcoord = vec2(gl_TexCoord[0]).st;

vec4 bright(vec2 coo)
{
        vec4 color = texture2D(bgl_RenderedTexture, coo);

        color = max(color - BRIGHT_PASS_THRESHOLD, 0.0);

        return color / (color + BRIGHT_PASS_OFFSET);
}

void main(void)
{
        vec2 blur = vec2(clamp( bias, -blurclamp, blurclamp ));

        vec4 col = vec4( 0, 0, 0, 0 );
        for ( float x = -KERNEL_SIZE + 1.0; x < KERNEL_SIZE; x += 1.0 )
        {
        for ( float y = -KERNEL_SIZE + 1.0; y < KERNEL_SIZE; y += 1.0 )
        {
                 col += bright( texcoord + vec2( blur.x * x, blur.y * y ) );
        }
        }
        col /= ((KERNEL_SIZE+KERNEL_SIZE)-1.0)*((KERNEL_SIZE+KERNEL_SIZE)-1.0);
        gl_FragColor = col + texture2D(bgl_RenderedTexture, texcoord);
}

but it's just bloom, not 'selective bloom'.


texts:
This is something I have never witnessed with any software before.
When I open Blender it works properly; I click on an object, vertex, etc., and it lights up immediately.
But after about half an hour of work it can take up to a full second before it lights up, and commands start to yield awkward results.
After an hour it can take up to 5 seconds before a clicked item lights up, and commands are yielding weirder results.
My processor is not being taxed in any way, nor is my memory.
I close the software and reopen it and everything works fine again. But after half an hour it slows down again.
Is this programmed in the free version to annoy people who can't pay for the pro version? Because I can't find any logical reason why the software slows down through time during usage.
Could anyone explain this?


texts: How to render a new texture image from scene

texts:
I am working with a brick texture that looks like this:

(this is only a small section to illustrate)

For my project, I have UV-unwrapped a circle to have a concentric pattern of bricks using this texture, like this:

(this is a screenshot from rendered view)

My problem is that this UV-unwrapping takes a lot of time, and I don't want to have to do the same for other circles in my project that will have the same pattern. So I was thinking that I could render the existing circle from top view and in that way create a new circular texture that I can easy UV-unwrap other circles onto. But to do this, I need the render to look exactly like the original square brick texture. This means I need completely neutral, flat lighting without any influence from the world around or any other lights.

Is there an easy way to render my circle object so that the result has the exact same values as the original texture? Do I need to use traditional rendering for this when I don't want any influence from the scene?

I appreciate any help, thanks!


texts: How to do a simulation on blender for an exoskeleton

texts:
I m working on a similar project as in this video:

Could you guys tell me how it is possible to implemeent a simulation as such using a range of sensors?
I have no idea how it could be done.

Thanks in advance to anyone who has the answer


texts: Alpha channel is white, not transparent, in Texture mode

texts:
I imported images-as-planes into Blender Cycle.  I clicked "use alpha" (premultiplied) and "emissions and transparent".  The images are fine in Render mode, but the transparent areas appear as opaque white in the viewport in texture mode.  I need the transparent areas to be transparent while I'm editing.

How can I fix this problem?

Thank you!


texts: I've been making a dragon head in sculpt and the head has no hole where the mouth cavity is. I already made a mouth cavity inside the head. is there a way to join them together so the exterior of the mouth connects to the mouth cavity? Sorry if this is a dumb question I'm new to blender


texts: How to make these faces just one material?

texts: I'm making this dinosaur, and I'm making certain parts certain materials. For some reason, some faces do this. They are set to be the tan material, but show some red. I'm pretty new to this so it may be a simple answer, maybe not. If you need anymore information, just ask. This is also my first time using this site.


texts: How to change the scale of dots in a shader in gradient-like pattern?

texts:
I ran into a problem while making a toon shader. I wanted to add specular made out of dots, where central spot of the specular will have larger dots, while the specular border will have tiny dots. In other words, I want the dot size to be dynamic, based on the size of the specular.
I couldn't produce it, but if anyone knows how to do it, I would be grateful for a method.
Bellow is the simplest setup of some dots and as you can see I tried using gradient texture and plugging it into a scale input of the voronoi texture. That of course did not work. I'm guessing the solution is in multiple math nodes after the voronoi texture.
I'm also adding an image which showcases my goal.


texts: Do I need to use the ShrinkWarp modifier during retopology?

texts:
Do I need to use the ShrinkWarp modifier during retopology or is it enough to just work with the activated snapping mode?
This question came to me when I saw when these guys in the video "Retopology Using New Polybuild Tool in Blender" from FlippedNormals channel were doing a review on retopology with a polybuilder. They did without the ShrinkWarp modifier. Hence the question - When is ShrinkWarp needed, and when not?
Preview image video I linked


texts: Any suggestions on cause/fix for this wobbly gear ring?  Seems that while rotating on y axis it wobbles quite noticeably.  Couldn't find anything obvious in mesh but I'm somewhat of a newb at this.


texts:
So I noticed that my friend has the same view settings as me, but he can move his view freely and I can't;

GYAZO1 1: his view https://gyazo.com/9f53fbb76a00def58aa31350973ad501

Gyazo 2: mine https://gyazo.com/5c4605b5b2adc48b2c7180922a55f06f

I've tried Clip -> start : 0
but that is not that good to view because some things get transparent.


texts: Fluid Inflow Fails To Fill Simple Tank Depending On Position In Tank

texts:
A simple tank (fluid obstacle) is filled by an inflow object.

If the inflow object is positioned inside the tank at about half the tank's depth, it begins filling the tank at a reasonable rate, but then the level stagnates despite the inflow's continuing constant rate.

If all is identical, except that the inflow object is positioned just above the tank. It fills the tank at a reasonable rate and then overflows (reasonably correct behavior).

(I am only allowed two links, so can't post the blend file)

Why does the first case fail to fill the tank?

Other Info:

Scene is set to Blender units.
The domain dimension are 1.1x, 0.8y, 0.8z
The domain Real World Size is 0.5m (Setting it to 1.1 makes little
difference)
All scales have been applied.
All normals are correct and meshes are manifold.
The inflow Volume Initialization is set to Volume, with an inflow
velocity of z = -0.5
The obstacle Volume Initialization is set to Shell.
Bake resolution is 80 (Running at 200 makes little difference)

I have varied the obstacle impact factor, the domain optimization grid levels and compressibility, simulation speed, and a few other things. The only things that have significant effect are the height of the inflow object, a significant decrease in domain real world size, or a significant increase in inflow velocity.

In the real world, if I remember, the inflow velocity would equate to some sort of velocity head. And I suppose if this is low, the inflow might be cut off due to increasing static head on the inflow object. But I didn't think the fluid simulator took account of these types of things(?). That is, I thought the inflow velocity was supposed to be non-changing.

Thanks for any explanations.

EDIT: Attempting to upload .blend for case where inflow is inside tank.

Blend file for inflow object inside tank (Second upload try)


texts: Does PNG files size affect video output file size?

texts:
I’m creating 15 second animations with approx 500 frames (1280x720) at 24FPS resulting in 20Mb file size. Similar videos online are well under 5Mb even under 2Mb. I’m currently video editing using the default blender settings for 720p MPG4 H264 with no audio. I tried various video output settings to reduce file size but there is a noticeable drop in quality.

My initial PNG renders are at blender’s default settings but with 100% compressed RGB (no alpha) with each image about 1.2Mb. Would compressing these images further in blender or using other programs etc reduce the video output of these images? Or is there no correlation between the PNGs and MPG4 file size?

Either way, what are the ideal PNG and video output settings within blender to reduce the final video file size whilst maintaining the same quality? Or should I be compressing the videos further using an external program?


texts:
I would like to animate the change in the angle between two objects.

Using the MeasureIt add-on, it is possible to measure the angle in mesh defined by 3 vertices. The image below shows the angle measured correctly.

If a modifier is applied to the mesh (hook in this example), causing the angle to change, MeasureIt is not updating.

Is there a way to have MeasureIt update after a modifier is applied?


texts:
I have a self made checkbox in a script. Now I want to create a hotkey in the Input manager to toggle it.

What I have done so far is to create a keymap item with wm.context_toggle. But I cannot get the Context Attribute to work. I grab the one from my script, the Python term in the tooltip. Which is WindowManager.deselect_bool and with that I get an error that the "Object has no attribute WindowManager".

What is the proper Context Attribute term here? Is it even possible to do it this way? If not, what is the proper way to assign a toggle hotkey for my custom checkbox?

Script:

import bpy
from bpy.props import BoolProperty

class LayoutDemoPanel(bpy.types.Panel):
    bl_label = "Demo Panel"
    bl_space_type = 'VIEW_3D'
    bl_region_type = 'UI'

    def draw(self, context):
        layout = self.layout

        wm = context.window_manager # Our bool is in the windows_manager
        layout.prop(wm, "deselect_bool") # Our checkbox

def register():
    bpy.types.WindowManager.deselect_bool = bpy.props.BoolProperty(
    name="Checkbox", description="A checkbox", default = False)
    bpy.utils.register_module(__name__)

def unregister():
    del bpy.types.WindowManager.deselect_bool # Unregister our flag when unregister.
    bpy.utils.unregister_module(__name__)

if __name__ == "__main__":
    register()


texts: Python - Orient light to polygon (face normal as direction)

texts:
I am currently trying to write a script that creates a light at every polygon oriented to each polygon. The script takes as an input the active mesh. It iterates over the polygons of the mesh and gets their global position. It then creates a light at that position. The problem is that I cannot get the light to be rotated so that they are perpendicular to the face, is the same as the normal. I tired using the function polygon.normal but this does not give me a vector I can apply as a rotation. Instead .normal gives me a local position vector. It is local in the sense that it sees the polygon center as 0, 0, 0, basically the .normal function is no good for me in this case.

Here is what my script currently does:

Here is what I want it to do:
I do not care about the yaw of the light only the orientations matters to me atm.

part of the script or download here also included in the blend file
The code is well documented I think, let me know if anything is unclear. The function for creating the lights starts at line 47.

def create_light_at_face():
    """
    layers: tuple. 20 booleans where exaclty one boolen is True
    return: None
    creates an area light the has the same orientation as the normal at the center of each face
    """
    for poly in mesh.polygons:
        loc = get_global_poly_pos(poly)
        normal = get_normal(poly)  # this is probably needed somehow

        # get the rotation needed for each polygon face, idk how
        # default values in RADIANS, actual values will be computed somehow
        rot_x = 0
        rot_y = 0
        rot_z = 0
        bpy.ops.object.lamp_add(type='AREA', view_align=False, location=(loc[0], loc[1], loc[2]), rotation=(rot_x, rot_y, rot_z), layers=get_layers())
        # scale lamp up a little fo we can see the area
        bpy.context.object.data.size = 3


texts: OpenCTM import and output addon to work in recent Blender

texts: The plugins included with the OpenCTM compressed triangle mesh format doesn't work out of the box with Blender 2.7. Has anyone managed to modify these to make them work with the latest Blender versions?


texts:
I am getting Report error menu not found when I right click in edit mode to get the vertex content menu.
I deleted blender and reinstalled and I am having the same problem , would really appreciated any tip to solve this.
I am using Blender 2.91.2 on a Macbook pro 10.7.15 Catalina


texts: Animation import into Unity - mesh deform

texts:
I rigged some FPS hands and a gun and started make animations. I'm really struggling import my animation from Blender 2.8 to Unity.

The Animations look fine in Blender like it should, but are messed up in Unity.

don't know the causes of this problem and already searched several hours for a solution.

Changing the compression of the animation in Unity makes this problem less bad, but its still noticeable and for sure not a proper solution.

If you need more info about the project settings just let me know.


texts: What causes the gap in shadows underneath an object?

texts:
In the following render:

You can see that the shadow of the pink plate on the table isn't complete, as if it is somehow lit. However, if I lift the plate substantially off the table, this problem goes away. I was wondering what causes this? Everything in the scene, except the plate, has no materials assigned, and my lighting setup is the standard one at boot up:

That's a point light. And the mesh of the plate looks like this:


texts: Some of you might have seen my earlier question about how to make an edge in the hood of my car. I have now got that looking nice but with one exception: the edges of where the crease merges with the car have to be triangles as far as i am aware, which is causing subsurf to do some weird calculations. I have tried deleting and reentering the faces but that has not seemed to help.


texts:
I'm relatively new to blender since Dec 2020. Using Blender 2.91
I'm currently working on an animation , which I’ve split over 5 scenes.
I made a new scene each time by making a Full Copy of the previous one, the doing the next 300 odd frames.
When I came to render the scenes, it shows nothing, just a grey chequered pattern.
I did notice that with each new scene it created a new camera , i.e. camera.001 , camera.002 etc. SO I made sure I had that camera set as the active camera for the rendering
Also I changed the start and end frames for each scene ie 1-250, 251-700 etc
latest thing ive tried,
I
nstead of just trying to render out the individual scenes, I took the last scene which has all the animations from theprevious scenes in it.
When I try and render out the animation I notice two things.
The first scene frames 1 to 210 render out really quickly , obviously using the png’s from a previous render
As soon as it hits frame 211 I just get the checkered pattern in the render window
I hope someone can help or suggest something I can try


texts:
I'm modeling a heart-shaped cookie cutter, and I'd like its cross section to be thicker near the top and come close to a point at the bottom. The heart is a Bezier curve with a mirror modifier, extruded so it's 2.5cm tall (z-dimension).

I've made a 2D Bezier curve which I would like to use to define the thickness of the heart. It's the same height as the heart, and for any given z-value, I want the heart's thickness to be equal to the curve's x-value.

I've added a solidify modifier to the heart, and I think a driver might be appropriate for the thickness parameter, but I'm struggling to make it work. Is a driver the right thing for this? Any additional direction would be appreciated.


texts: Change Base Color of Paint Slot, or Delete Paint Slot

texts:
When you first decide to texture paint an object, you are given the option of adding a paint slot.

You then can choose the base color to start out with.

But what if you later decide that you want to change the base color you started with?  Are you able to change it without losing the texture painting you've done?  It's understandable if this isn't possible, but I can't even figure out how to delete the paint slot and start over.  At least that should be possible!  Anyone know the answer to this?


texts:
New to blender here,
I'm trying to create a simple scene with box floating across an video plane (it's a plane that I attached a video on top of it). When I add the motion blur, the video on the plane gets distorted and it looks blurry.
I was wondering if there is a way of preventing it from being affected from the camera motion blur?
Thank you!


texts: How to create realistic blinking/shining stars in BGE? I recently heard that the blender team actually removed the stars option but not sure what or where I can get or see this action. My intent is to create a 3D space thats pure 100% black like space with dot-like-stars. The stars don't have to necessarily be super fancy or anything like Star Trek but you know, some regular old stars. So that whenever I press the P_Key to run my game in BGE i can see the stars surrounding my space ship but the stars should be at a distance in light years. I've tried some HDRI imaging but well... it didn't look so good it looks very pixelated and not high quality view. Another bad thing about using the HDRI imaging is that i have to use texture mode/view to see it which isn't bad but then i loose all visual colors of my space ship and other objects in my virtual space.


texts: How can I reveal these groups inside of collections in blender 2.9

texts: I have project that I worked on in blender 2.6/2.7x and now Im decided to switch to blender 2.9 but  when I open that file I'v got some groups which are gread out and dont see them i view port. How can I make them visable again ?


texts:
So I've made a map for an upcoming video game and finished it and saved, then closed the program to import it in Unity. I noticed some of the faces are facing the wrong way, so I open up blender again, only to find some of my work missing from the map.

I went back through the auto saves, recover last session, checked all my files and I'm really confused as I know I saved it and I'm wondering if anyone else has encountered this issue before.

Basically the missing pieces are the bottom of a cave and part of a bridge structure and again I know I saved it before closing the program and recovery hasn't worked, so I would really like to know if this is a common issue and how to fix it.

Also due to copyright I cannot upload the blender file or share images.


texts: Is it possible to animate the speed of a strip?

texts:
I want to accelerate the speed of a video and decelerate some seconds before it ends. I wonder if it's possible to do it into the video editing.
I know how to increase the speed of a strip but, what I need is a trasition between normal speed and fast speed.


texts: Difference between visual and normal keyframes

texts:
I was looking at this question:

What do the preferences keyframing options actually mean?

I still can't figure out what the difference is between a visual LocRotScale, and just a normal LocRotScale.  An in depth explanation would be nice.


texts:
How to prevent a view layer from rendering?

I'm rendering bunch of objects and some needs to be rendered in 2 passes, but most of them don't and I'd like only render the first view layer for those. How do I keep my extra view layer but prevent Cycles from rendering it?


texts:
I recently tried to create a circle mesh, which works fine. However I cannot change any of the Add Circle settings. It is all grayed out, so I cannot change how many vertices there are in the circle with the sliders.

Is anybody else having this issue? Is there a way to fix it?


texts: I have a question. How i can select opposite part of object in blender. Like if i want to make object with symmetric parts. I Hope you understood it.


texts:
Is there a way to edit the position or hide some elements of an existing panel ?
I know I can edit space_view3d.py but I prefer to do it properly.
right now i'm appending some labels and they appear at the bottom of the panel

I would like know if it's possible to insert them before some other elements of a panel


texts: Can't paint on certain parts on mesh while at certain angles

texts:
So, I'm having this weird problem when trying to paint my mesh.
I had made my mesh in blender, and went and started painting, it was all fine and good, no problems at all. I saved, exited blender and headed off for the night.
Next day I found out that due to placing the saved blender file in the wrong folder, it got accidentally deleted, and all I was left with was a fbx file I had exported after I finished the modeling, but before I started painting it.
I got the Uv mapping set up and such, and started painting, but I noticed that it wouldn't paint on at all / correctly at certain angles, creating these ugly annoying jagged lines I suppose you could call them.
Here is me doing a direct side white paint on with no moving of the camera.

I have tried increasing and decreasing the bleed and toggling backface culling to no avail.
Is there a way to fix this issue? or do I have to remodel my anvil from scratch to fix it?


texts: How to have layer textures on a mesh in Cycles Render

texts: I am currently making a rig of a human, and the human face is divided into different textures so skin, eyes and eyebrows can be coloured. I have tried to duplicate the material for the face, since there is only one material, but all the textures use same mapping, but a texture never shows up, even after I rearrange it. I then tried using the node editor, which I am a noob at, but I cannot colour the textures without them colouring the other one, and I can only use 2, but I might be able to use more, I am still new to node editing. Is there any way I can do this in Cycles and be able to change their colour in Blender? Also this works in Blender Render, but I am not sure how to color there and keep the shading. If someone can fix this instead, it would be great. Thanks!


texts:
There was a weird effect on my textures that when I set to face Orientation, I got this result.
Any idea what it could cause it?


texts: Texture Solid Option Is Not Showing Textured On 3D View port

texts: I unwrapped this cube and applied a grid texture into it. Then i Enabled [Textured Solid] Option from N panel. But It now showing textured on the display. I am not understanding , what is wrong with me and my blender [2.72]


texts: addon "mesh extras" not available in 2.7

texts: When I use 2.67 everything is ok but when I try to find extra meshes they are not available even though I selected them in user preferences?


texts: There are some blue lines in my mesh, and wherever they intersect, vertices are locked. How do i remove it?

texts: I was following the donut tutorial. I applied all the modifiers, and then there were some blue lines in the mesh. In the place where there should be vertices, there is nothing and that is locked in place. They do not budge, even in proportional editing and sculpting. How do i remove it? I tried recalculating the normals, but it didn't work.  .   Please help me.


texts: Python: How to completely remove an object

texts:
How can I completely remove an object (for example a camera) using python scripting?

Using something like:

scene.objects.unlink(camera)

Does not work, since it is still available in bpy.data.objects. However, using:

bpy.data.objects.remove(camera)

still doesn't remove the camera, since it continues to exists in bpy.data.cameras.

Is there a way to remove an object from all of these places at the same time?


texts: Is a Toon Ramp material with image textures possible?

texts:
Is it possible to set up a Toon Ramp Material that would use image textures instead of flat colors?

I usually do a Toon with Ramp checked, interpolation set to Constant, and input set to result to get a hard edge transition with full control over the "shadow" color.

In Maya you can plug image textures into the color slots on a ramp so you can cheat a cel shadow over an image texture by having a "normal" colored image transition to a "shadow" colored image.

Is there a node set-up for this? Is there another way to get this effect?


texts: Vertex color bake to texture causes wrong color margin

texts:
I import a .ply file from MagicaVoxel to Blender, it looks good right now:

I want to export to .fbx but it has no color data. Then I baked vertex color to texture, but the problem is that after the bake:

What the hell are those color margin lines between the grids?

I am totally new to blender and have no idea how to fix this, I just do the steps following online toturial:

Add a material, check "Vertex Color Paint"
Select all in "Edit Mode" and click "Smart UV Project"
Add UV image, size default 1024 * 1024
Bake Mode: "Texture" and start to bake, then the result goes wrong.

Anybody has any ideas?

You can get the .ply model from MagicaVoxel, it's free and looks great.


texts: UI blocked until a mouse event when invoking modal operator from another operator

texts:
When I invoke my modal operator from my other operator (invoked from a panel button) and the modal operator finishes, Blender's UI is blocked until the mouse moves (i.e. click on the same button has no effect unless the mouse is moved or clicked first).

Also, if the modal operator is invoked from a property update function then the UI is blocked until LMB click (moving or clicking other buttons has no effect).

However, occasionally blocking does not happen.

When looking at events in modal(), event.type/event.value for the first two events are:

UI blocked - MOUSMOVE/RELEASE, MOUSMOVE/RELEASE
UI not blocked - MOUSMOVE/RELEASE, NONE/NOTHING

An obvious question is why are there two MOUSMOVE/RELEASE events anyway ...

I am wondering why is this happening and even more is there a way to avoid this UI blocking?

(The reason I'm doing all this is in my other question.)

Example code:

import bpy
from bpy.types import Operator

class TheModalOperator(Operator):
    bl_idname = "my.themodaloperator"
    bl_label = "TheModalOperator Operator"

    # counter of calls to modal()
    countmodal = 0

    def __del__(self):
        print("TheModalOperator End")

    def invoke(self, context, event):
        print("TheModalOperator invoke")
        context.window_manager.modal_handler_add(self)
        return {'RUNNING_MODAL'}

    def modal(self, context, event):
        self.countmodal += 1
        print("TheModalOperator modal", self.countmodal, event.type, event.value)
        if self.countmodal >= 2:
            print("---TheModalOperator modal finished")
            return {'FINISHED'}
        else:
            print("---TheModalOperator modal running")
            return {'RUNNING_MODAL'}

class MyOperator(Operator):
    """This is my operator"""
    bl_idname = "my.operator"
    bl_label = "My Operator"
    bl_options = {'REGISTER', 'UNDO'}

    def execute(self, context):
        print("MyOperator execute")
        self.report({'INFO'}, "MyOperator executed")
        bpy.ops.my.themodaloperator('INVOKE_DEFAULT')
        return {'FINISHED'}

# button on the toolshelf
class MyTestPanel(bpy.types.Panel):
    bl_idname = "mytestpanel"
    bl_category = "My Stuff"
    bl_label = "My Test Panel"
    bl_space_type = 'VIEW_3D'
    bl_region_type = 'TOOLS'
    bl_context = "objectmode"

    def draw(self, context):
        layout = self.layout
        col = layout.column(align=True)
        col.label(text="This blocks UI until a mouse event:")
        col.operator("my.operator", text="Run my operator")

def register():
    bpy.utils.register_module(__name__)

def unregister():
    bpy.utils.unregister_module(__name__)

if __name__ == "__main__":
    register()


texts: Small errors when baking displacement maps

texts:
I am baking a simple displacement from several Bezier curves. The curves are beveled and set to full. Whenever I bake the displacement map, I get several small errors. Here is the baked .exr applied via a displace modifier to a heavily subdivided plane. Several of the baking errors are circled in the image below.

What is the cause of the errors? What can I do to get rid of them during the baking process? Because I can not edit the image externally with out compression artifacts.

The blend file, just open and press bake.


texts: How do I change the name of an Armature using Python?

texts: Please tell me how to change the name of an Armature using Python. For example, instead of changing Armature.001, change it to Armature, which would be without a point and without numbers. Thanks!


texts:
How i can fix this beveling problem. i am using a bevel modifier in my object:

Wire Frame:


texts:
my shadows are overlapping and have light outlines around them on top of other shadows creating a very ugly effect, I have a screenshot below to demonstrate the issue.

The red outlines show the object that is casting one of the shadows, it is not just this single object though, the roof tiles and wood under the roof is doing the same thing.

I can send more images or give more information if needed any help would be appreciated :)

Also the light source is a sun lamp.


texts: Is it possible to reduce light emission to some directions?

texts:
Currently, I have a scene like this -
But I'd like the lights to look brighter and see the actual rays, instead the space between green ones darker.
It is possible to change the glow effect in the compositing tab with the glare node, but in any case, I need more absorption in the gap so that there is more contrast between the dark walls and the bright "connectors".
EDIT:
I have been using Volume Scatter node, but it doesn't do exactly what I want.


texts:
I'm following a tutorial on Camera Tracking, but my Camera Solve Error is not being displayed where it should be (in the green box):

In the tutorial video, at one point it just appears magically. What is going wrong here?


texts: Strange lines appearing when rendering glass

texts:
My scene is a cube standing on a checkered plane. For some reason I don't quite understand, when i render the final product lines will appear on the cube, as seen in the picture:

What really bugs me is that I rendered another picture awhile ago, with pretty much the same settings (quite close at least) but this time no lines appeared! Unfortunately the blender file that came with this picture was deleted, making it impossible me to copy from:


texts:
I've been painting textures on a model with a normal map but one day it started to do a weird fading stroke that then turns to solid after a second or two. Happens only when texture paint opacity is set to 0 as shown in gif (even with the normal map removed from the material). I would assume its lag but the stroke itself is smooth. I was hoping to find a way to fix it, please help!

https://imgur.com/a/r1lF2NP

Using blender 2.8, Eevee rendering.
Problem first surfaced after redoing the lighting of the scene and adding a new glowing object (same drawing issue on it as well, same with and without the object). In the gif using a mouse, same issue with wacom pen.


texts:
I'm trying to make, what should think to be an easy job for blender, a disco mirror ball. And I want to have the beam of a spotlight reflect in to tiny beams of the ball...as it does in real life.

I tried making the mirrorball glossy with roughness 0 and played around with various volumetric lighting settings in EEVEE ( I've seen lots of tutorials online )
But I just can't get the job done. The beam simply does not reflect...

Any pointers?


texts: Is there a way to move multiple objects together?

texts: I was wondering if there were a way to make it so multiple objects would act almost like one. I have created a character that is basically a lot of flat objects on top of each other to give a 2D impression but I don't want to have to move each individual item every single time the character moves. Would it be possible to just have them all move together? So if I moved one 2 units over, the rest would as well?


texts: Boolean Modifier fails or makes object disappear

texts: I cant seem to Cut a hole in Any objects with the Difference operation while using the Boolean Modifier, All it does make Objects Disappear or Instead give me an Error(Unable to perform Boolean Operation)


texts: How can i edit videos in compositing mode?

texts:
ok so i understand how to edit videos in the movie/video editor that blender has but i would much rather edit my videos in compositing mode via using a movie clip and simply applying all of the various node types to it rather than the setup of the movie editor.  and i am able to edit movies through this but the main question is: is it possible for me to edit videos this way and preview them like transfer the compositor edited clip to the movie editor without rendering it out with no real idea how it looks.
things to note:
I am using Cycles as shown in the image
I am only using one video nothing else
The main reason i like compositing is it has more versatility than the video editor.


texts:
I would like to be able to render a model/scene using the standard renderer (not game mode) where the color of each face/polygon is determined by its world-space normal. For example, looking at a cube from an angle where I can see the +x/+y/+z faces should render the faces with colours (255, 127, 127) / (127, 255, 127) / (127, 127, 255) respectively.

Importantly, moving the camera slightly should not change these colours (not screen-space normal based) and rotating the cube should change the colours (not object-space normals).

I've managed to create the effect by following this guide and writing my own fragment shader, but can't figure out how to use it during a standard render. Likewise I have found the normal output mode for material nodes but this only gives screen-space information.

I'm not too picky about the method as long as it can be used to generate animations and be reasonably automated.


texts: Stacking UV's for more detail from bake?

texts:
I'm texturing a house to use as a prop in my game project and I'm quite happy with how the original model looks in Blender. The baked version however looks quite undetailed, first I tried to increase the texture size from 1024 to 2048 and then to 4096 and it does indeed get better but 4096 texture seems quite a lot higher than people usually use. So I did some digging and if I'm reading it correctly it would be a good idea to stack my seamless UV's (mainly the walls and windows I guess) on top of each other so I can make them all a lot bigger in comparison. I'm not quite sure of the workflow however. Even more because I'm guessing the origianl UV's and the bake UV's must be stacked exactly the same way (rotation of the stack shouldn't affect this though?) or the baking will make artifacts when it bakes the UV's on top of each other? Can someone please explain me how this is done or link to a tutorial that explains it? This must be quite a standard skill to know, right?
EDIT:
So here's some pretty paint pictures to demonstrate what I'm trying to do but don't know how and if its the right way.
First my main models UV that are separate and which I'd like to stack on each other:

Secondly the UV (didn't draw the other objects UVs for simplicity) of the whole model I'd like to bake it into. Because there's more UV's (doors, roof, windows etc.) to unwrap this materials UV's are usually all over the place. I'd imagine that you have to stack that materials UV's identically to the original map and then I'd scale it up to as the stacking gives me more room for all the UV's.

And thirdly a picture of what how the model looks like right now. It might help to figure out what I'm talking about:

brockmann was talking about using multiple objects to accomplish this as well, but I haven't found a good resource yet to tell me about drawbacks (if there are any) of using multiple objects to build one object in a game engine (Unity in this case).


texts: How to manage linked objects in complex scene?

texts: For example i have many scenes , one object may object-linked to object from other scene while other may only data-linked. How can i manage which object linked to which one in what scenes ? and how can i know is it data-linked or object linked ? things get complicated when there's many scenes. Is there any easy way to manage this or how to view this relationship ? something like relationship map maybe ?


texts: Prevent property from being saved with blend file

texts:
I would like to save a temporary Boolean value on bpy.types.Scene that exists only as long as blender is open. When you close blender and open it back up the variable should be set to False.

The only way I can see to do this is to store the variable in a dictionary and store a reference to the variable on the scene. Then when you open blender the reference will refer to nothing, at which point the variable can be re-created with the default value.

Is this the only way to accomplish this, or is there a better way?


texts: Animation is different when rendered vs in 3D viewport

texts: I have animated an object frame by frame but when blender renders it the object starts moving differently. Instead of moving forward it begins swooshing from side to side for a few random frames and then moves correctly. The weirdest part is that when I'm in my 3d viewport everything moves correctly. There are no particles involved, just a few meshes. Has anyone had this problem? Thank you very much


texts: GPU rendering not working after upgrading

texts:
My pc will not render in any mode using the GPU after upgrading from 2.8 to 2.9
My GPU drivers are up to date and worked until I upgraded. My GPU is a AMD Radeon R9 390.
It has been running smoothly with blender until recently.
My driver version for the GPU is 20.45.27.02-210118a-363193E-RadeonSoftwareAdrenalin2020
Here is a screen shot with the current version of Blender


texts: How to create an alias for an object's properties?

texts:
I'm curious if anyone knows how to rename an object's properties?  For example, can I rename head.rx to be head.nod?

In maya, there is an aliasAttr command that does this.

Would love to do it in blender, too. :)

cheers!
-jason


texts: My question is? how to model this kinda complex model with single reference? and its rotated about 20degrees that even more harder, any pro tip,advice, help will be highly appreciated


texts:
Suppose I want to make a photoframe and I want to show a photo in that, How should I do this to avoid any stretching or cropping of photo?
I have tried using a plane ( UV unwrap it ) and add image texture over it but sometimes it produces stretched photos or cropped photos, How do I fix it?


texts: I am making a simulation and need the camera to actively follow a soft body as it moves, Ive used the Track to constraint but it only targets the origin but not the actual body as it moves. I also want to know if there is a way to have its location move with the body but not rotation. thank you.


texts: Problem with textured panel lines and aliasing

texts:
I have a problem with aliasing and jagged lines.  Using B2.91 on Mac.
I've created a mesh of an aircraft wing and I want to use an image texture created on PS to create fine panel lines. My thought was the fine lines can be applied as both a color and also a bump map to give the appearance of real panel seams on the aircraft.
I created a 4k x 4k image .png file using PS. I UV-unwrapped the wing and applied the texture.  Panel lines that are curved or are not horizontal/vertical come out aliased.  They sort of look OK at a distance but close up it's poor. The picture below shows the problem.
Looking for any suggestion to reduce this aliasing or alternate method to create panel lines on a smooth mesh. (i have tried many tuts but many fail on these gently curved surfaces).  Shall I go beyond 4Kx4K? is this something to fix in PS first?
Thanks for any suggestion.
Matt


texts: Mesh disappears when removing parent armature relation

texts:
I have a mesh parented to an armature that I want to remove and re-rig with a new armature

New armature: kaini_rig in the scene tree top right. I'm basically just remaking the UE4 skeleton.

However, whenever I try what he does at 20:45 in this video - removing the parent armature from the mesh in the Relations section of the Object tab - the mesh totally disappears (this happens in 2.80 as well)

All I did in the above is press the X on the Parent field, where my mouse is. The eyeball icon is still active on the mesh, so I'm not sure why it is not showing. The same thing happens when I try to change the parent relation to my armature vs simply removing it.


texts: Why is this surface red? Is it because of the lighting?

texts:
The bedsheet is supposed to have the sunlight hitting it from the windows. The room has peach coloured walls. Are they somehow contributing in the redness of the surface?
The Bedsheet surface has a Diffuse BSDF as the material. Roughness 0.2. I am using HDR for lighting.


texts: is there any cpu gpu hybrid render addon for blender similar to luxrender hybrid path but more gpu optimized? If there is I would like to know


texts:
I have a basic wall lamp made of 3 objects:
- a support
- a light bulb (emissive half-sphere)
- a Blender point lamp

I would like to duplicate this wall lamp along a curve.

I used dupliframe as I don’t want objects to be deformed along the curve.

I made the light bulb and the point lamp as children of the support, then the support as children of the curve. In the support object properties I used duplicate/frames. But only the support us duplicated, not the light bulb and the point lamp.

What is the right way to do this?
Thanks!


texts: How to enforce rigid body constraints while editing?

texts:
I'm designing some toy puzzles using Blender. For example, here is the classical puzzle with two rings each having a small opening, where both openings have to be aligned in order to separate them:

I would like to temporarily enable constraints while editing the scene, so that I can "jiggle" the objects around, using the grab G and rotate R, and check that the puzzle works as expected, just like I would do with a 3D-printed object for example. The problem is that objects pass through each other when editing:

I can somewhat manage to get the behaviour I want by creating a dummy object, attaching it to the ring with a Fixed constraint, pressing Alt+A to start the animation, and moving the dummy object, but this is rather impractical as the dummy object starts falling if you don't grab G it quickly enough etc.

Is there a way to enable user control of an object's position and rotation, while enforcing rigid body constraints? I am a programmer, but I am not familiar at all with Blender's API, so if the solution involves Python please be include a couple of pointers to the relevant API docs.


texts: Good day. My blender version ,  2.79 , is currently rejecting all my external add ons. This is the first time that this is happening. Any help will be greatly appreciated


texts: How can I subdivide a face which is next to a face that is already subdivided?

texts:
I want to subdivide a face whose neighbour's faces are subdivided.

Here is an example of such a face:

How can I subdivide selected faces?


texts: How can I keep a single frame of a smoke cache?

texts:
I have an 8GB smoke sim cache directory for 250 frames.

I only want the sim results for frame 15 - 13mb.

How can I just retain this single frame across the 250 frames of the file? I guess a kind of bake of a bake. Or converting this frame smoke to an object making it a static element?


texts: I am not able to find offset bezier curve option in blender which is available in most of software


texts: How to fix these weird shadowy sun rays on the spoon?

texts: I'm quite new to modelling, and I got this pesky problem on the spoon, or maybe I shouldn't care about it? Anyways, at the bottom (same from above) we can see those rays that don't look nice, I tried lifting the faces to even it out, but no luck. Any suggestions?


texts: How do I bake from multires in cycles? I tried with a high poly copy (selected to active) but it turned out like this


texts: Can I link a .blend file instead of separate object?

texts:
If I link objects separate, I have to link all new objects one by one if I change the original file, isn't it?

if I want to link a file which has 3 objects, I have to link 3 objects separately, I can't just link the .blend file, isn't it? But if I add another 5 objects in the external .blend file, I have to link those 5 objects one by one into the .blend I'm working in, they won't be added in the .blend I'm working in automatically, because I didn't link them before. Is there any way to let them be added automatically?


texts: new object added to existing animation won't render

texts: I'm very new to Blender.  I made an animation that rendered to PNG, then mpeg fine using the Blender Render engine. When I later tried to add a new animated object to it, I can see it animating in the 3d view correctly, but the object doesn't make it to any new rendering. I checked some online help posts without any luck. The rendering (camera) icon for the new object seems active in outliner.  The new object was created by duplicating an existing one, then edited.  I'm sure there is just some setting I overlooked or accidentally changed but I can't find it.  Any help or points in the right direction would be greatly appreciated.


texts: Copy NLA tracks from one armature to another

texts:
I've been doing my animation on a low poly model. And now I want to transfer the animations to the high-poly model. I'm doing the following steps:
1. Link the high-poly model into a new blend file
2. Link the scene from the animated file
3. copy transforms from the low-poly to high-poly
4. Apply the actions from the low-poly to the high-poly
5. Rebuild the action strip sequnce in the NLA editor for the high-poly model.

It's not hard but it strikes me as common workflow, where you wouldn't necessarily want to animate a high-poly model, so you work with a lower res version. Admittedly, if the model was designed properly it's mesh wouldn't be too high-poly, and would use a subsurf modifier. But alas, I'm not a modeler and this is a model I bought that worked for me.

Is there a way to apply the NLA editor sequence of the low-poly model to the high-poly model in less steps. Almost, like saying replace the low-res model with a high-res model, and it'll just do it.

I'm aware of this: How can i copy NLA Tracks from one armature to another?

But I don't have the cycles (no pun intended) to go down the path of fiddling around with python scripts at this stage of the project.

thanks


texts:
So I made a fin on my fish that I don't like. So in every app existing I select and delete.

In real sculpture I just cut off or carve away.

How do I do this in Blender?

I tried selecting vertices in edit but it won't mirror so it becomes asymetric. I have used booleans but the remaining surface becomes super wierd when I want to smooth it out to get a fresh start.

Select + delete in sculpt.

Or even better, a carve tool that eats away chunks and not leaving wierd remains.


texts: I was making a scene in blender and I wanted to change the texture from "Material_1" to "Material_2". It lets me change it but when I go to rendered view the part looks the same. can someone please help me


texts:
I ran into a problem I have never seen before and that is when I try to sculpt on a mesh, it sculpts like this:

Instead of this:
I am using dyntopo with these settings:

I feel like theres a very obvious solution to this, but I have no idea what it is.


texts: 3 problems achieving a 10:00 minute countdown clock animation. (non-repeating seconds, changing 100 units to units of 60, minutes not following math)

texts:
I'm working on creating a COUNTDOWN ANIMATION of ten minutes 10:00 to 0:00 using the Animation Nodes Add On.
I can't find as yet a way to repeat the seconds portion so every 60 seconds so it recycles again starting over and repeating 9 more times. Is there s a loop node within the animation nodes?
I'm also unable to find a UNITS NODE offering an ability to change it's native 100, to 60. My workaround was to create two separate countdowns, one for minutes, and one for seconds next to each other. Of course one major problem with this is when the countdown begins, the minutes doesn't change from 10 to 9 immediately, instead changing 1/10th the time between 10:00 and 0:00.
Here's the current left to right setup of the nodes:

Timer Info > Delay Time 10-0 > Animate Float > Float to Text > Text Object Output

Timer Info > Delay Time  60-0> Animate Float > Float to Text > Text Object Output


texts: How can a cloth simulated sail be prevented from flying away?

texts: I added a cloth simulation to a canvas and want it to be moved by a wind force. The sail is blown away. How can this be prevented?


texts: how can i fill these boundaries by quad topology?

texts:
I am currently modelling a Audi R8(2016). I am doing the part behind the door. However i have a problem in filling up these faces

I have tried using the grid fill tool but it doesn't work out well. It creates a weird seam in the middle part.

I want a topology somewhat like this.

Any help would be appreciated.Thank You In Advance.


texts: Smooth Volume Rendering without Denoise in Cycles

texts: I am trying to get my volume to render smoother without using denoising in Cycles. Testing various render settings for volume I can't seem to achieve the desired result. I figured the volumes step rate render setting would do this, since that is how it's described, but after testing I wasn't able to discern any noticeable difference between values of 0.1, 1.5(default) and 5 even when zoomed in 500%. Sample rate of 2k to 5k doesn't show much improvement. I'm wondering if it's not a setting in my principled volume shader, or maybe my lighting setup (hdr + 5 points, 3 areas) though the main light running through the volume is the hdr.


texts: How to copy a rest pose between armatures?

texts:
I have two different meshes (A1 and A2) that are each skinned to an armature (B1 and B2, identical in setup) that currently have different rest poses applied. I want to copy the rest pose from armature B1 to armature B2, so they are identical. How would I go about doing this?

I've tried using the Pose -> Copy Pose/Paste Pose feature between the armatures, but that won't work, as it seems to be using the current rest-poses as reference starting points, and those differ from one armature to the next.

Any suggestions?

I am using Blender v2.70 (can't use 2.71 due to FBX exporter not supporting shape keys).


texts: No suitably rooted paths error when trying to set action on object

texts:
I'm trying to place a copy of an action onto another object.
My code seems to work, except when I try to set the action on the new object.
(I'm copying the animated viewport display rgb values, from the material of source_cube to the viewport display colors of target_cube)
The error that eludes me is:
Error: Could not set action 'the_new_action.002' onto ID 'OBtarget', as it does not have suitably rooted paths for this purpose
Any clues what I'm missing here?
import bpy

# Gets the action from material of object
def get_material_action(object):
    # current_object, material, action
    current_material = object.material_slots[0].material
    action = current_material.animation_data.action
    print ('getter: found:', action.name)
    return action

    #print ('current object', current_object.name)
    #print ('current material', current_material.name)
    #print ('current material action', current_material_action.name)

# Copies the action
def copy_action(action):
    current_action = bpy.data.actions.get(action)

    ### Create a copy of that action
    new_action = current_action.copy()
    new_action.name = 'the_new_action'
    print ('copier made: ', new_action.name)
    return new_action

# Sets the action on material of object
def set_action(object, new_action):
    current_material = object.material_slots[0].material
    # create empty action
    object.animation_data_create()
    object.animation_data.action = bpy.data.actions.get(new_action.name)

# Define source and target objects
source_object = bpy.data.objects['source']
target_object = bpy.data.objects['target']

# get current action from source
# Then copy and name it
# Then set action on target
source_action = get_material_action(source_object)
new_action = copy_action(source_action.name)
set_action(target_object, new_action)

print ('done')


texts: Uneven movement on camera following a path.

texts: I render a short movie. I set the camera to the circle curve to make it fly in circle. The problem is after render, the camera is a little shaky. Can anyone help me? Thanks first.


texts: Mimic Sculpting Shader/Light setup for Render

texts:
I'd like to recreate the shading that is going on in the Sculpting view for high-resolution render.
It seems to have a very specific light-setup and way of catching light
the soft specular, very thick black creases it creates and the almost solarized fill light (light blueish bottom-lighting)

Is there a Material out there that does this?

Thanks


texts:
I'm rigging a jet drone (jets on the end of mechanical legs that are attached to a cube) and I would like for it to actually have physics.

Below is the model and rigging:

I'd like for it to be that the jets actually lift up the cube, and for the legs to bend/rotate their parts accordingly.
Not exactly sure how I can do this, I've tried everything so far.

Here's my .blend file:


texts: Why don't static objects detect collisions with other static objects?

texts:
I have a static bullet with the collision bounds set to a cube. I also have a static target with the collision bounds set to cube.
my bullet has the following logic setup:
my target has this logic setup:

Both have very basic logic, and it works if I set my bullet to rigid body or dynamic.
however, if I set my bullet to static, when I start the game engine, the bullet passes through the target and out the other side with the target remaining in place. Why is it that static objects can't detect collisions with other static objects?