texts: Yet Another black-image texture baking problem

texts:
I'm using Blender 2.9alpha, Cycles. I have a 2d plane with UVs. I created a nice procedural marble texture, feeding Base Color in Principled BSDF. Looks great. Then I try to bake it to an image texture, but I get all black. I created the texture image, added the image-texture node to the material's node window (unconnected but selected), selected Combined (tried others too), and the render takes a while, no errors, but all black. If I bake out UV I get a nice UV color wash, that's good. But to bake the actual texture, nothing works. Diffuse should work if I just want the procedural texture that I've applied to the Base Color, right? (I'd paste a pic of my shader nodes but imgur seems to be down.)
blendfile:


texts: How do I put a image inside of every brick on the brick texture?

texts: I have a question, basically my question is this :, so I have a brick texture  and I have a picture of a light bulb, and I want to put it so that the picture is inside of every brick, but when I put a texture inside of the diffuse node, it just appears over every brick , how can I make it so that the light bulb appears individually in each brick? Thanks


texts: I've removed the preview window somehow but I have no idea how to get it back. Ive gone through the properties but I can't find a way to bring it back.


texts:
I have a model under construction - this is ok but I've done something to the way it relates to other objects in the 3d view.
With just the model in the view all appears to be fine when I rotate the view in any direction.
If I add two new objects to the scene and rotate the view, the new objects move as expected in relation to each other but the model always appears to be in front of the other two objects - it never passes behind the other two objects.
If I duplicate the model, the two models behave as you would expect but both are always in front of the others in the scene.
I think I've set some parameter on the model but I can't see it!


texts: Hello i wantet to ask if anybody had this problem before. If i want to extrude anything blender will show me this error message. What can i do to fix this?


texts: How to wrap and boolean around a cylinder?

texts: I am relatively new to Blender. I have faced the challenge during modeling a microphone. There is a specific pattern of grid that looks like a honeycomb. Actually, it was quite easy to create that pattern by using a circle. Then I applied a solidify modifier in order to create a volume. And I reached the point of wraping this grid around the main cylinder and putting holes in it. I tried couple of ways to make it happen by using Shrinkwrap modifier, Lattice, Surface deform, but the result was unsatisfactory. Does someone know another way to make the holes around the microphone? Thank you


texts: Able to mask out the eye but the glowing part of it

texts:
I use a plane on a different render layer to mask out the character.  The result comes out quite nice:

EXCEPT for the mask for the eye glowing effect (I duplicate the eye mesh to a different object on a different layer in order to have only the eye glowing, not with the armor (got a glossy shader) glowing too). As you can see, half the eye is still visible despite of I masked that out. It works for the glowing part, though:

Thanks for reading!

Here's come the blend. file:


texts:
I'm new scripting Blender but I could write the following:

import bpy
obj_name = "maki"
mesh_data = bpy.data.meshes.new(obj_name + "_data")
obj = bpy.data.objects.new(obj_name, mesh_data)
bpy.context.scene.objects.link(obj)
# Sample vertex data
verts = [(0.154, 0.5151, 2.213), (2.847, -3.15, 0.151), (1.247, -1.105, 0.965)]
mesh_data.from_pydata(verts, [], [])

Is this the right way to do that?


texts: Boolean modifier not working correctly with all vertices?

texts:
I have been trying to figure out what that problem is for this and I would REALLY appreciate the help from anyone.

This is the area that I wanted to boolean.

Steps I did was
I select the cube and use the boolean modifier using the difference operation.
I select the object I wanted to use (in pictures).
I apply the difference modifier and some of the objects were able to work but the other vertices were stuck in the plane for some reason.

If anyone can help with my terrible way of explaining it would be nice and greatly appreciated. (I hope it's not me being stupid)


texts:
I checked many tutorials and guides on how domain and the liquid engine works.
I also troubleshooted all the common problems why water does not flow and after hours of researching I found a fix myself that doesn't really make sense to me.
When I add a sphere and add the liquid quick effect set to geometry, then add another (outer) sphere with a subdivision applied, scaled up, inverted the normals and added a liquid effector type collision then the water will not flow once baked.
Now when I cut a hole inside the outer sphere, then the water will flow. See the picture below.

Now every tutorial and guide I've seen out there does not apply this method by cutting a hole inside of the outer collision sphere.
I'm wondering why I'm required to do this in order for it to work. Am I missing something?
Any advice would be helpful!


texts: How to enable undo for operators in sculpt mode?

texts:
I wrote a operator like that, And when I run this from object mode, everything is fine but if I run from sculpt mode, it cleans all the undo history and I ain't able to undo anything I did before.
Why is that?
class MaskDecimate(bpy.types.Operator):
    bl_idname = "flow_tools.decimate"
    bl_label = "Mask Decimate"
    bl_description = ""
    bl_options = {"REGISTER", "UNDO"}

    invoked = False

    ratio = bpy.props.FloatProperty(
        name="Ratio",
        description="How much to recuce",
        default=0.5,
        min = 0.0000001,
        max = 1.0
    )

    @classmethod
    def poll(cls, context):
        if context.active_object:
            if not context.active_object.mode == "EDIT":
                return context.active_object.type == "MESH"

    def invoke(self, context, event):
        self.bm = bmesh.new()
        self.bm.from_mesh(context.active_object.data)
        wm = context.window_manager
        return wm.invoke_props_dialog(self)

    def execute(self, context):

        ob = context.active_object
        bm = self.bm
        bm.to_mesh(ob.data)

        layer = bm.verts.layers.paint_mask.verify()
        vg = ob.vertex_groups.new(name = "paint_vertex_group_mask")
        vg.add([v.index for v in bm.verts], 1.0, "REPLACE")

        for vert in bm.verts:
            mask_val = vert[layer]
            vg.add([vert.index], 1 - mask_val, "REPLACE")

        md = ob.modifiers.new(type="DECIMATE", name="Decmater")
        md.ratio = self.ratio
        md.vertex_group = vg.name
        bpy.ops.object.modifier_apply(modifier=md.name)

        bm = bmesh.new()
        bm.from_mesh(ob.data)
        layer = bm.verts.layers.paint_mask.verify()

        for vert in bm.verts:
            vert[layer] = 1 - vg.weight(vert.index)

        ob.vertex_groups.remove(vg)

        bm.to_mesh(ob.data)
        bm.free()
        return {"FINISHED"}


texts: Per title on v2.91 .. is it broken still (in UV Editor)? I tried v2.81 and it also does not snap to vertex. It's also not listed in UV Editors Pivot Point list for unknown reasons. I do see it in Snapping but again .. it doesn't work. The whole concept of a 2D and 3D cursor is rather backwards. I came from Anvil 2D, AutoCad, and Rhino. In AutoCad it's so easy and direct to align one object (be it a 3D solid, a mesh, or some planer geometry) with another object. With mbuttonpan set, middle click becomes a snap menu. So .. select Move command and pick your object .. middle click and pick a snap point for object origin (say an end point) ... go to target object (it can be a coordinate as well), middle click and pick end point .. hit Enter. Done! .. and without perplexing offsets and no ridiculous Closest (which should NOT be default, vertex should be) when you've already defined Origin and Destination points. A variation of that lets you do 3D alignment .. easily. Blender is great at the organic mesh generation and shaping but lousy at some procedural functions. Not sure if 3DS follows the same paradigm as Acad but likely does. So I'm asking if it does work and maybe I don't have something set right?


texts: Can I animate something with the Transform Panel, without keyframes?

texts:
I’m animating a watch. And I would like to make the arm for seconds jump 6 degres every second/30 frames (in 30fps).
I could animate it for a minute in the timeline and add a cycles modifier.
But I would think there is an easier way of doing this sort of thing.
Is there a way of writing in numbers (script) in the Transform Panel? Like in After Effects, «Telling» the rotation axis to jump 6 degrees every 30 frames?


texts: How do I make a button in the UI run my function?

texts:
I want to create a button in Blender to select a file for use elsewhere in my program. The command for selecting the file is:

bpy.ops.an.invoke_function_1(callback="#('executeSocketCallback', ((('NodeTree', 'Text File Reader.001'), False, 'path'), '_selector_PATH'))", confirm=False, passEvent=False, data="setPath", invokeWithData=True)

This is what I have so far:

import bpy
from bpy.types import Panel

class SimpleToolPanel(Panel):
    bl_space_type = 'VIEW_3D'
    bl_region_type = 'TOOLS'
    bl_label = 'Tools Tab Label'
    bl_context = 'objectmode'
    bl_category = 'Coordinate Paths'

def draw(self, context):
    layout = self.layout
    layout.operator("What do I put HERE?", text='Select file for path 1')

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

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

if __name__ == '__main__':
register()

I am not a Python expert or a Blender expert so this is probably a dumb question, but how do make the button execute the command?


texts: How to use subdivide on this shape that i cant name

texts:
I'm kinda new to blender and i'm trying to model ww2 gun m1928 thompson.
Ive modeled a handguard at front of the gun:

When i try to apply subdivide modifier, it makes this weird shape:

Here is also edit mode of the object:

Ive used boolean value to create this shape.


texts: Is it bad that one side of my armature has a different pole angle degree then the other?

texts: I don't think it's causing too much of an issue at the moment, I'm just not sure if the pole angle should be asymmetrical. On the left side of the armature, the pole angle is 9.1 degree's and the other is 180 degree's if it's readjusted then the mesh gets twisted. I won't be able to share the blend file but does anyone have any thoughts as to why this is happening? Thanks.


texts: Move text between two Objects (even if i will change objects positions)

texts:
I New here

I want to Move text between two objects, for example, I want to do animation in a certain second.

An object moves from the location of a particular object to the location of another object regardless of the current location of the object to which it should arrive.

For example I have two cubes in the file (below Moshe and David), and text (hereinafter "Zvika").

I want from 10 to 11 seconds The text "Zvika" will leave the cube Moshe, and will reach the cube David, even if I then arrange the dice in another order.


texts: How can I simply map a procedural gradient from the equator to the poles of a sphere?

texts: I am struggling with something in the shader node editor that I thought should be rather simple, but apparently isn't. I want to map a linear gradient from the equator of a sphere towards the poles (white in the middle, black on the poles). I thought I could just separate the Z from the Object coordinates or the Y from the UV coordinates and plug it into a color ramp, but controlling the result is turning out to be very un-intuitive. When I use Object, I end up with an extremely narrow strip at the poles, and when I use UV, I have to move the stops on the color ramp almost on top of each other to narrow the gradient down. What is the optimal way to do this so that it can be easily modified?


texts: My keyframes doesn't appear on the Dopesheet at all?

texts:
My dopesheet's keyframes doesn't appear at all, when i add a keyframe a kind of orange rectangle appears between the keyframes but i can't see the actual yellow dot that are normally on the software.
Please, if someone knows what to do please tell me, i would be really thankful.


texts: Everytime I press render, the image comes out distorted, I've tried changing lens, views, type of camera to no avail.


texts:
Hello dear Blender community!

How do I remove those shadows while painting in Weight Painting Mode?... I can't see what I'm painting... I tried to change the lamp mode to "Hemi" but this only works in Object mode...  I put a picture bellow.


texts: how do I bake an animated sky box using cycles?

texts:
I would like to turn a specific blender scene into an animated sky box I can use in other animations.

This old tutorial is the top google search result for "blender sky box", but it's for an old version of blender, and some of the buttons it references no longer exist.

There are several tutorials on how to set the sky box if you already have an image, but I have yet to find a modern HOWTO that lays out how to create the sky box image from a scene.  How do I accomplish this?  Keep in mind I want it to be animated, so I'll need to bake a hundred frames or so.


texts: noise texture Projecting outward from center point

texts: While usinging shader nodes, I am trying to make a noise texture on a plane, start from the middle and project radially so when I shrink the necessary xyz, I can turn the noise into lines.


texts:
I'm exporting my file with a mesh and its relative rig from blender to ue4 using FBX. After the export in ue4 it appears that my skeleton has one more bone, called Armature (it's the highest in hierarchy, above root). When i export my file i use these preferences

I have already check this question
Blender ascii fbx adds a Armature bone before root bone UE4
but i can't still remove that additional bone from my skeleton in ue4. Is it a problem of blender? Is there a solution?


texts:
I want to for example scale the object. If im dragging it after passing on the right side, it should appear on the left and continue. But what happens is that it appears and model get scaled like it passes there second time. Adding picture for visualization:

I have never experienced this, i was running ubuntu, but i got access to a school PC where is windows and way faster hardware. This is happening not only when scaling and moving, but also view movement(shift+scrollButtonHold). Can you help me please? I have no idea how to set this up and where can be problem. Thanks.


texts: Where is the toggle for 'Limit Selection To Visible'?

texts: In Edit mode, in the Solid mode, I cannot seem to find the toggle for 'limit selection to visible'. Sometimes I just want to grab all the vertices I know are in an area quickly, to then scale then in the X, Y or Z quickly. Can I turn 'limit selection to visible' off? Do I need to go into XRAY mode to do this every time?


texts: I was trying out smoke simulation in cycles, though I couldn't get the specific type of Smoke I want. I want to create smoke for a drifting car (similar to burnout smoke but less). I searched the web but couldn't get one addressing this specific smoke simulation in cycles. I want to know what is needed for simulating that and how that function affects the smoke.


texts: How to Copy and Paste Vertex Coordinates?

texts:
I have two meshes that are almost identical to each other. Mesh 1 is a human head, and Mesh 2 is the same head but cut in half. (think no mirror modifier) Both have the same topology where it would be.
I decided I want to adjust a couple vertices on Mesh 1, then I want to copy the coordinates of the vertices (to be clear: not the whole mesh, just the vertices I decide to select) and paste (or transfer?) that coordinate info to the identical vertices of Mesh 2.
How could I go about doing this?


texts: Beginning of Renders are Choppy | Cycles Render

texts:
When I render an animation, the first several frames are choppy and not smooth. This has been happening for a while and I'm not sure why it occurs -- it's only within the first 24 frames. This has occurred with both 2D and 3D animations.

I tried changing my fps and extending keyframe durations (both for 2D and 3D projects), yet the results remain the same.

The included .gif is a converted .avi rendered at 60 frames per second over 250 frames. It looks like the gif completely skipped over the choppy frames -- you'll notice it jumps.

Res: 1920 x 1920 | File Format: H.264 | Format: AVI | Codec: H.264

EDIT: I have tried reducing frame rate in addition to extending frames; I've also tried adding motion blur.

PROJECT FILE: https://drive.google.com/open?id=0B9m9vbrOjVXBTXpzdlVTM2IwZ3c


texts: How can I animate the Restrict Visibility property of an object?

texts:
I've been trying to create an animation where an object blinks on and off.

For example, I have a Cube and I set a keyframe on it's Restrict Visibility icon (the "eye" icon) with I, then I toggle off that "eye" so my cube doesn't show in the Viewport and again I press I to record that keyframe. Then, when I preview the animation in the Viewport, I see my cube appears and then disappears like I want, but when I render it, the cube does not disappear at all.

What am I doing wrong?


texts:
I downloaded a file from blend swap edit it and I tried to render it with alpha channel but whenever I does this happens

It look like it is rendering with alpha channel but it doesn't after when the rendering is completed this happends

You see when the render is completed there is a black background, what should I do.


texts: Using Blender & Python for Batch Image Conversion, getting unexplained Runtime Errors

texts:
I need to import a bunch of models which use .dds textures, which are not supported by Cycles, but they are supported by Blender. I can open such a .dds in the image editor, and press F3(Save image as) to save it as a perfectly functional .png file.

However when I try to do this through Python, it fails without a useful error message, and no new file gets created.

Here is my code:

# Set current panel to Image/UV Editor
area = bpy.context.area
area.type = 'IMAGE_EDITOR'

for i in bpy.data.images:
    area.spaces.active.image = i
    newPath = i.filepath.replace("dds", "png")
    bpy.ops.image.save_as(save_as_render=False, filepath=newPath, relative_path=True)

Which will throw this useless error:

Couldn't save picture.
D:\Path\FileName.png: No error
Error: Could not write image: No error
Traceback (most recent call last):
  File "D:\ProjectPath\TexConvertTest.blend\Text", line 19, in <module>
  File "C:\3D\Blender\blender-2.79-windows64\2.79\scripts\modules\bpy\ops.py", line 189, in __call__
    ret = op_call(self.idname_py(), None, kw)
RuntimeError: Error: Could not write image: No error

I tried running it with admin priviliges, but no difference. Any other suggestions would be appreciated!


texts: How can I convert a hair-particle system into 3D, editable objects?

texts:
Is it possible to 'apply' a particle system so that it becomes workable 3d objects instead of being hair or emitter objects? If that's possible, then I should hypothetically be able to apply another hair-particle system to those objects, right?

I want to use this to make realistic feathers, if possible. The first hair system would be the shafts of the feathers, and the second would be the barbs.


texts: What shaders are used in the example below to achieve the same effect?

texts: Everthing I have done in blender is all pretty standard as far as shaders & textures go but I want to start working on toon shaders I have a style in mind but so far I havent been able to find any usefull resources to gte me there. Any help would be greatly appriciated!


texts: How to exclude objects from cloth's collision?

texts:
I have a bed in a room with lots of objects. I'd like to put a sheet over the bed by simulating the sheet as cloth falling over the bed (which has collision enabled).

Problem is, I have many other objects around the bed which has collision enabled.

I tried to hide everything except the bed and the sheet, but the sheet is still affected by the collision of the other objects.

I would prefer not to move the bed out of the way, nor disable collision on the other objects because I need it for other simulations.

Is there a way to specify or exclude objects that the sheet can collide with?


texts: Why same scene has diferent size when i export it to three.js and babylon.js

texts: When i try export scene from blender to three.js , json file has large size, but the same scene export to babylon.js has size less. Why so?


texts: Render scene with background jpg in python

texts:
Fairly new to python and blender, so apologies if this is super basic. I've searched around and haven't found an answer.

I'd like to render some procedurally generated objects with a background image. In case it makes a difference, I'm using:

I don't need any interaction between the generated object and the background image so I've left a skeleton script I'm using to render below

import os
DIR ="/home/path/to/folder"
bg_file = os.path.join(DIR, "myimage.jpg")
bg_img = bpy.data.images.load(bg_file)
bpy.data.scenes['Scene'].render.filepath = os.path.join(DIR, "image")
bpy.context.scene.camera = bpy.data.objects['Camera']
bpy.ops.render.render(write_still=True)

I managed to find some scripts that seem to be trying to do what I want online, but none that I could get to work. e.g.

import bpy
filepath = "/home/path/to/folder"
img = bpy.data.images.load(filepath)

for area in bpy.context.screen.areas:
    if area.type == 'VIEW_3D':
        space_data = area.spaces.active
        bg = space_data.background_images.new()
        bg.image = img
        break

cam = bpy.data.cameras.new("Camera")
cam_ob = bpy.data.objects.new("Camera", cam)
bpy.context.scene.camera = cam_ob
bpy.context.scene.objects.link(cam_ob)
bpy.context.scene.objects.active = bpy.context.scene.objects["Camera"]

Any thoughts/tips would be greatly appreciated!


texts:
How can I get the depth in meters? I need the "real" distance from the camera to each pixel.

As the next picture but each pixel values representing the distance in meters to the camera.

I am creating my first project with Blender, which builds an animation to obtain rendered images from different viewpoints. I am setting several values for the camera location using python scripts and using the Depth option (Z pass) in Render Layers Node.

I already read many answers about it, but I still don't understand how to set correctly the camera intrinsic parameters for real depth.

Something is wrong, I need this pixel value closed to 7m, or depending on the camera distance, but I am obtaining the next results.

Properties:

Actual depth result with a normalization node:

Actual depth result without normalization:


texts:
So here I am making this simple dice in Blender 2.82a, and it's going swell, but these pips need holes to live in.

I think I should move all the pips inwards a little bit and use boolean difference to cut holes. I set the transformation orientation to "normal" and transform pivot point to "individual origins", but sadly that doesn't seem to apply to moving (I tried pressing G and then Z, and also tried pressing G and Z Z but all the pips just move in the same direction).

Is there a way to move all of these pips inward along their normals, or should I just quit trying to optimize my life and do them one by one?


texts: Face has different shading that rest of object

texts: This particular face  has different shading than the rest of the object and i don't know why.


texts:
I've placed a sphere in my scene and want to apply a lattice. I have it selected and then select the modifier, but when I do that along with any modifier, the title of the deformer is red and no deformer shows up. What do I need to do to make that work? All the tutorials I'm seeing show it being as simple as what I'm doing.

Thanks
Dave


texts:
I've been trying to create a live venue in blender recently, but have gotten stuck at the point of making realistic spotlights.

First I tried using a cylinder mesh with an emissive transparency shader mix. Though this produced decent results in terms of lighting the venue, this method had its issues. Mainly being that the beam itself, being a solid object, ended up looking beyond amateur than what is desired. Additionally, with having so many emissive objects in the scene, it's hard to balance a strength in them all that not only powerfully lights up and dyes a large room in its color, but doesn't also blow out the lighting in the scene and produce fireflies.

Then I tried using a spotlight lamp with volume, which is what I had intended to use originally. This worked a lot better, but using volume brings up other issues. First off, it’s noisy of course, especially so because the start point is visible. Not only this, but it bumps the render time significantly (about 15mins per frame). This also doesn't do much for lighting up the rest of the room.

So my question is, how can I improve my current method, or how could I make a realistic looking light beam for this scenario? Not only do I want an appealing visible and smooth looking beam, but preferably I’d also like it to effectively light up the room with its color. A method that doesn’t require a major render time bump would be optimal too, as the animated scene I’m doing involves a lot of frames, but nonetheless I’d like to know all my options here.

Any help would be appreciated!

Here's the blend file.


texts: Eevee shadows in Blender 2.81 are worse than in 2.80?

texts:
I discovered that shadows in 2.81 look noticeably different or even worse than in 2.80. Both have soft shadows enabled.
Here you can see the project in which I discovered it: there is this big flat black area, that seems not optimal to say the least (2.80 left, 2.81 right)
And then I made another test with the default cube, so anyone can recreate it. While for 2.80 it looks quite natural, you can see the sharp and pixelated shadow samples for 2.81. Keep in mind that this is with soft shadows enabled for both versions.
Does it look like that also for you?
Is there a new setting that needs to be tweaked or what's going on?


texts: How to have each EnumProperty item display a custom tooltip when using operator_menu_enum?

texts:
The Blender UI for built-in operators shows custom tooltips for menu items shown using operator_menu_enum.
For example:

And the code looks like this:

But, whenever I try to add items to a menu using operator_menu_enum, Blender just displays the __doc__ string from my Python class, while ignoring the description from my items tuple.
My example code:
 modifier_items = [
    ('solidify', 'Solidify', 'Add solidify modifier (custom tooltip, ignored)', 'MOD_SOLIDIFY', 1),
]

# ...

class CustomModifier(bpy.types.Operator):
    """Add modifier (__doc__ string)"""
    bl_idname = "myops.modifier_add"
    bl_label = "Custom Modifier"
    bl_options = {'REGISTER', 'UNDO'}

    modifier_type: bpy.props.EnumProperty(
        items=modifier_items,
        name='Modifier Type',
        description='Type of modifier to add to mesh'  # this is also ignored
    )

# In the bpy.types.Menu subclass code:
# ...
layout.operator_menu_enum("myops.modifier_add", property="modifier_type", text="Add Modifier",)
# ...

And this is the result I get:

Edit
I originally posted the wrong image of the Blender built-in tooltips


texts: How to remove these unnecessary connections?

texts:
I'm trying to use simple deform and I separated all sections, but there some ugly connections on wide fragments. Please help me to remove them(or say what I am doing wrong)
I'm using blender for 2 days and I'm absolute newbie. I will be glad for any help


texts: How can I parent objects from different scenes?

texts: I have two scenes. Particles in one (blender render), text in the other (Cycles render). I need the camera in the particles scene to move with the camera in the other scene - it is for an intro animation. Is there any way i can do this?


texts:
I'm getting the hang of the animation tools for blender, but I need to add colour to my scenes, but I'd like to make the colours for my already existing animations, and future ones.
So I'd like my idle animation to pick one colour then the corresponding animation to be that same colour, and when the idle animation appears again a new random colour appears.

This is picture of idle character, but the idea is a player flicks the character at the world behind him, and splats on the surface, but I'd like to add in some colour, and It needs to be a random colour, each time the idle is reset.

So I need to add a random colour to the idle character, and the same colour to the corresponding animation, because the character goes in different direction, depending on which way the player flicks the character.
Thank you
R.D


texts:
Introduction

I am new to blender in general but got half a dozen CAD-Systems in my toolbelt. While I am used to each system having it's own quirks Blenders idea is quite different from a classic cad-system used in engineering, leaving me kinda dumbstruck.

Issue

My problem is simple: Whenever I try to transform an object or extrude an edge or vertice, my extrude axis is locked to Z.

Additional Informations

My Object has a modifier to mirror on the z-x plane (normal to y), and the selected vertices/edges can be all found on the z-y plane (normal to x).
My scales are 1/1/1, I think it has something to do with me using shift to move the view during extruding. But I cannot find where I can see if an axe is locked or not, any help would be greatly appreciated.
Snap is turned off.

Solution attempts:

I tried using mmb to switch the locked axis, I tried e + direction trying to enforce extruding direction, I tried shift + direction to lock and unlock different axis. I am kinda frustrated since these are basic commands anybody uses and I got no clue where they are even shown :(


texts: Selection with left click select box in edit mode in blender 2.91 is not working

texts:
When I try to use the select box with the left click it doesn't always work in edit mode. Sometimes it works perfectly fine, and sometimes, only 1% of my click are taken into account. Then I save, exit and relaunch blender; and it works perfectly for a few minutes and the problem reappears.
So technically I can still work but I have to relaunch blender around every 10 min. But it is not always 10 min, sometimes is more and sometimes less... Often it occurs when I press TAB twice rapidly to go from edit-mode to object-mode to edit-mode again.
I am using blender with Steam so I use the latest version, I use one of my 2 screens for blender and the other for other stuff (often internet browser). I use windows 8.1 and my nvidia card to run blender.
I installed Shortcut VUr and ScreenToGif to show you the problem I am having.

Thank you for reading and I hope you can help me!
EDIT: It seems that it works again when I turn a little bit and press middle mouse button + alt to snap to an orthographic view... But it's still a strange bug!


texts:
I'm doing some basic tutorial from https://youtu.be/LCghBIUZyuM?list=PLWO2DQFscvE-CYIjCIYUZ71RAhYNgmwg6&t=440

Author uses mirroring on the x axis. I'd like to ask why? I understand that to show us the function of mirroring. But is there any other meaning to use it and not just rotation?


texts: What is this grey theme seen on the gooseberry website?

texts:
This link is from the goosebery project site: http://gooseberry.blender.org/wp-content/uploads/2014/10/By4XQI3CEAEZUZ4.png

Any ideas of what UI theme is this?


texts: Choosing right context for property in viewport panel

texts:
I have a simple panel that you can see in the viewport which is a shorter version of UI Panel Simple.
Seeing from other panels, by using Edit Source, they all define a context where the property is added, but how do I decide which one to use to get it working?
Using Blender 2.92.
import bpy
from bpy.props import BoolProperty

class HelloWorldPanel(bpy.types.Panel):
    bl_label = "Hello World Panel"
    bl_idname = "OBJECT_PT_hello"
    bl_space_type = 'VIEW_3D'
    bl_region_type = 'UI'
    bl_category = "Tool"

    def draw(self, context):
        layout = self.layout
        row = layout.row()
        row.label(text="Hello world!", icon='WORLD_DATA')

class QuickRename_PT_Panel(bpy.types.Panel):
    bl_space_type = 'VIEW_3D'
    bl_region_type = 'UI'
    bl_label = "Quick Rename"
    bl_category = "Tool"
    bl_parent_id = "OBJECT_PT_hello"

    testBool: BoolProperty(
        name = 'Test',
        description = 'Test description',
        default = True,)

    def draw(self, context):
        layout = self.layout
        layout.use_property_split = True
        layout.use_property_decorate = False

        tool_settings = context.tool_settings

        row = layout.row()
        row.prop(tool_settings, 'testBool')

def register():
    bpy.utils.register_class(HelloWorldPanel)
    bpy.utils.register_class(QuickRename_PT_Panel)

def unregister():
    bpy.utils.unregister_class(QuickRename_PT_Panel)
    bpy.utils.unregister_class(HelloWorldPanel)

if __name__ == "__main__":
    register()

I want to add the testBool property to the Hello World Panel.

But I think the
tool_settings = context.tool_settings

is wrong.


texts: Cycles Textures not showing with shading - Works in Eevee

texts:
I think this must be some simple thing that I have missed, but I can't get this model to render properly in Cycles, yet it works perfectly in Eevee. The cycles version is not rendering with any shadows or texture. I'm stumped. The textures are jpeg - I am wondering if that might be it?
This is bound to be some simple thing - does anyone know what it could be?


texts: Can I delete these past version folders in my user App data

texts: I'm running out of space fast on my ssd and am looking for files I can safely delete. Are these folders in the image safe to get rid of for the past versions of blender?


texts: How to get all Properties of an Operator

texts:
I want to show all properties of an operator in a panel or dialog and use them to execute the operator.
For Example the transform.resize (TRANSFORM_OT_resize) Operator.
This Operator has 22 Properties without the 'rna_type' property in the first item.
You can check this with this command: bpy.ops.transform.resize.get_rna_type().properties
It is possible to get all the Properties with this method. The only Problem is that the items of the Enumproperties are empty.
Another possibility was to draw the operator and then draw the properties of the operator. The problem with this method is, that I can't access the values and also the operator is shown.
Does anyone have an idea how to implement this?


texts: Texture painting on a filled section applies it to all previous fills

texts:
I'm a complete beginner when it comes to Blender, and I'm
m trying to fill in and paint over some holes on a model I created with UAV photogrammetry, but I'm not having much luck.

Currently, to fill in the hole I -

1 - select all the surrounding vertices and press F.

2 - go to face and then triangulate, so I can sculpt the shape after.

3 - UV unwrap

4 - place the cursor somewhere which has a similar texture I want to
   clone

5 - Use texture paint to clone stamp the texture over the
   filled hole.

The problem starts when I've filled in multiple holes - It starts applying the exact same texture to all the previous filled holes/faces at the same time.

Why would it do this and how can i turn it off?

Thanks in advance for any help.

Screenshots attached

One of the holes I need to fill
Filled in with "F" after selecting vertices
After UV Unwrap
Texture painted using clone stamp
So if i repeated that process to fill in another hole, and clone stamp some texture over the top of it, the original one starts to get filled in with the same colours. Large parts of my model also get covered too in the same textures

I think what's happening is that i'm actually painting textures onto the original model textures? I don't know how to stop this though... all i want to do is colour in the face of a hole i filled.


texts: What's the best way to rotate objects identically in their own direction?

texts: How to rotate these sticks evenly so that they roughly stay in place. I tried to use the array modifier and make them separate objects, and also somehow rotate them in relation to the 3D cursor, but it didn't help.


texts:
In the movie clip editor, I've been able to easily add movies and sound as well as adding special effects using keyframes.  That's all great, but I'd like to add some text hovering over the heads of the characters in the film.  Up until now, I've been making a .png image containing the text I want and then importing that for manipulation.  It works, but it's a painfully slow process, especially if I want to edit the text later.

Is there an easier way to add text overlays to a movie for manipulation?


texts: is there anyway to automatically create a mesh for an armature

texts:
i have some animation files that needs to be modified, when i import them in blender, the animation file doesn't have a mesh attached to it and that makes modifying super hard.
is there anyway to automatically add a default mesh or something to these armatures ?if not,
then what is best way to modify an animated armature without a mesh

thank you


texts: Why can't I create edge loops inside of my mesh

texts:
The edge loops do not go on the inside of the cube wall. I made the wall from a cube following a floor plan. I tried using the knife tool but the edges it generated were not able to be selected. What is a solution to this. The walls all have 4 vertices and are not n-gons.
Thanks
Blend File: https://drive.google.com/file/d/1Ktpjiulkh9Ij2qSE3IGn35xmdYjVs1Ur/view?usp=sharing


texts: How to activate a bone in pose mode with Python?

texts:
summary
How do I activate a bone in pose mode with Python?

Specifically what I want to do

I have many bones that have child of constraints.
During the process of setting characters, I often need to click Clear Inverse / Set Inverse buttons of those constraints one by one for all, so I want to write a script for batch processing.
Below is the code I wrote. I've got a list of bones I want to iterate over and the code for Clear Inverse and Set Inverse is also available, but I'm not sure how to activate the bones to apply the operation to.
What code should I write on the commented line?

import bpy
my_bone_list = bpy.context.selected_pose_bones
for i in my_bone_list :
    # Activate the bone assigned to variable i from my_bone_list by the loop
    bpy.ops.constraint.childof_clear_inverse(constraint="Child Of", owner='BONE')
    bpy.ops.constraint.childof_set_inverse(constraint="Child Of", owner='BONE')

Thank you in advance.


texts: How do I make this model of a digital camera?

texts:
I want to make a Black Magic pocket cinema camera model in Blender

but I am unable to make the portion shown in picture. My picture looks like this

It looks nowhere near what I intend to do, can anyone tell me how to make this model?


texts: Keep particles from fluid simulation in render?

texts: When I bake a mantaflow fluid simulation, Blender displays it as colored particles before the mesh is baked. Is there a way to keep these particles without baking a mesh and have them in the final render?


texts: Why does the 3D view have trouble with clip start <=0.01

texts:
Earlier I've answered a question where the issue was that in edit mode, the 3D view fully or partially renders the mesh as if limit selection to visible was not ticked, when the 3D view clip start is set to 0.01 or lower, (or apparently when the 3D view clip end is set to 100000 or higher and view is set to Ortho - but I'm more interested in the first scenario).
If someone here knows, I'd really love to know why this is happening. The default values are 0.1 and 1000. So you'd expect not to run into such an issue when changing the values to 0.01 and 100 for example. By default 1 Blender unit equals 1 meter, this means that if you want to keep this default but work on an object that is the size of something that you can hold in your hand, then you'll run into this issue. Designing objects that are the size of your palm is not a very rare thing to do.
Furthermore, this issue does not happen when the 3D view is set to camera. Doesn't that prove that it should be able to work as expected in user view as well? Or is there even a way to get rid of this issue when working with a view clip start of 0.01 in Edit Mode? It should also be noted that sculpt mode is not affected either.


texts: How to design a wave chandelier procedurally?

texts:
I want to design a wave chandelier and would prefer to minimize my efforts by using modifiers.
I'd like to use something that allows the curve to be controlled too but can't figure how to use any of the modifiers for this purpose.


texts:
How can I define path of source files such as video, image, etc relative to blend file instead of absolute path in Windows?

In blender, when I want to define path of source files I use their absolute path.

When I change blender file location, connection between blender file and the videos, images, ... linked to it get broken.

As I asked how can I define path of sources used in blender file, relative to blender file, instead of using absolute path in Windows?


texts:
I tried to export my blender file in obj format along with mtl file.
But when I reopened the obj file in a new blender folder it didn't have any material with it.
The model I made had only materials (I used shading with a complex node tree to make a PBR material) no texture applied to it. And it was also uv unwrapped.
I am actually trying to upload this file to cj traders. But I want upload it along with the PBR materials that I have used in it.
Is there any particular setting that I should have done.
Remember that I haven't used any image texture. It's only shading nodes to create the materials.
Kindly help


texts:
I currently am writing python operator whith the task of appending the current scene into a new file and then linking it back into the original file. There is one problem: When loading a new file the bpy.context changes and I do not quite know how to reload it. This leads to the error "context is incorrect" when trying to append the original scene into the new file. Here is how my code looks so far:

class BPC_main_Outsource(bpy.types.Operator):
    bl_idname = "scene.outsource"
    bl_label = "Outsource"
    def execute(self, context):
        compScene = bpy.context.scene #get scene
        bpy.ops.wm.save_mainfile() #save current file
        blendFile  = bpy.data.filepath #get path of current file
        apFilename = compScene.name #determine scene's name
        bpy.ops.wm.read_homefile() #load a new file
        oldScene = bpy.context.scene #get current scene in new file
        blendFile = blendFile.replace("\\", r"/")
        apPath = "//" + bpy.path.basename(blendFile) + "/Scene/" + apFilename #build append path
        apDirectory = blendFile + "/Scene/" #build append directory
        bpy.ops.wm.append(filepath=apPath, directory=apDirectory, filename=apFilename) #append scene from main file
        bpy.ops.scene.delete() #delete old scene in new file
        #TODO: save file, open original file, link back
        return {"FINISHED"}

Any help on how to fix this would be greatly appreciated. Thanks in advance.


texts: Straightening a circular object's UVs for trim texture

texts: I want to unwrap a circular shape completely straight for trim textures. But when I do, I got a problem with the texture. It doesn't project right onto the object. I unwraped the model then I took one of the rectangles and turned into a square and finally I hit follow active quads. And this was my final unwrap, Uvs doesnt have stretching. Is there another method for unwrapping or how can I fix this? Thanks. Some screenshots:


texts: Why when moving/animating the text, the text is not clear?

texts: The first image is a screen grab when the text was moving. The second one is when I paused the animation.


texts: Where is the "go!" button on the render tab in 2.8?

texts:
So I have a scene in the layout tab, I've gone to the render tab, I've chosen "new image", and I can set dimensions like 1920x1080. But all it does is change the size of a large black box. Where is the button that says "go!" or "render!" that makes it actually render something in the black box that I can then save?

Is a rendering supposed to show in the black box automatically and it just isn't working? Or if there's a button that starts the render where is it?

I'm just trying to make one frame render at this point.

Here's a picture of what I see:


texts: Moving a surface from one side of an object to the other

texts:
I am trying to make a minecraft mouth. If I went simple I would have no questions, or if there was a tutorial or a tutorial for blender at least. But me being me I have to make one of if not the best rig out there. I am new to blender so to all of you who answer my questions I appreciate it for taking your time to answer all these simple questions for one rig.

Here is the mouth before the move (The program the guy did this in is Maya, but most things are the same):

Then here is the mouth after the move:


texts: I need help removing a lot of materials.

texts: So I have this model I created, but I created over 7000 materials and I only use about 10 out of the 7000. Is there anyway I can get rid of all the 7000 unused material. I already tried the orphan cleanup addon, but it didn't remove any of the materials.


texts:
It seems that snow is generally created using procedurals. In cycles, a completely node base system is much too complex for a beginner like me. My basic node setup looks like this:

and my scene is lighted with 3 lamps like this:

(a plane is used just behing suzanne to light the translucency), but my render looks as dull as this:

How can I make more of snow and less ice looking texture for suzanne?


texts: How can I add more than one animation to the same model?

texts: I am making a computer game character and have successfully added the first idle animation. When i add a keyframe after the idle animation to begin the run animation, Blender is causing unwanted bone movement in the first frames (it makes the legs move in the idle animation). How do i tell Blender that i do not want changes in following animations to be applied to the first?


texts: How to place duplicated objects at various locations/rotations in a scene?

texts:
I've got a model that I'd like to duplicate at a variety of locations; at the rectangles here:

I wondered if I could create a parent mesh, with a vertex at each place I want a duplicate:

The problem with this is that there doesn't seem to be a way to customize the rotations at each of the duplicates.

Is there a way to duplicate an object (and its children) at various places, without simply duplicating the object a bunch of times?


texts: Extrude the outside of a cylinder using a grayscale image

texts:
I'd like to create model of a ring with a relief for 3D printing. The relief should be a raised, but degrading text (like its very old and used).

I'd imagine to create a grayscale image and use the gray values as height information to extrude the outer surface of the ring, but don't see how this would work. A bump map doesn't help, because 3D printing needs real 3D structures.

My questions:

Is it possible to do so and how?
If not, what would be the best way to achieve the effect?


texts: How to know if blender freezes, in larger render jobs command line

texts:
I am rendering animations, and randomly i note that Blender freezes.
It happen not that often, but when i render at around 18:00 to note the next day it crashed on 18:15 instead of working whole night, then i lost quite some time.

I run Blender by command line with startup switches. The problem with freezes is that its not a hard crash (so i could detect that blender was gone from windows taskmanager, by coding). So the only indication i can think of is that the GPU fans all turn of for a longer while, but i don't know of ways to query in my GPU fans to check if their fans are on (i code in c#).


texts:
I would like to change polygon material during an animation with the following code.
However, the animation does not show the color changes of the polygons.
What is going wrong, isn't it possible to animate polygon material changes?
What is the best solution to do it with Python?
frame_count = 1

for polygon in polygons:

    bpy.context.scene.frame_set(frame_count)
    polygon.material_index = 1
    polygon.keyframe_insert(data_path='material_index', index = -1)

    frame_count += 10


texts:
so here is what i want to do:

holding state = when you hold the key when calling vie keymap
tapping state = when you tap the key when calling vie keymap

call a pie menu from another pie menu set the Confirm Threshold(PreferencesView.pie_menu_confirm) to lets say 20 have the pie menu in the holding state then after the second pie is called reset the Confirm Threshold back to the previous value.
setting the Confirm Threshold is not the problem i have kind of figured that out but when i call a pie menu from another pie menu im in the tapping state unless i call it with the Confirm Threshold already enabled but thats not what i want.


texts: Give this mesh a uniform thickness on all the tubes and unions

texts:
I am trying to create a 3D model of bone marrow, that is composed mainly of a lot of random tubes, creating a volume.

I found a 3D scan from some bones, and thought I could save a lot of work just cleaning them up, but I can't find a way to leave them on a constant thickness and roundness, the best I can achieve is this ugly thing.

Any ideas on how it can be done? Thank you in advance!

Edit: Done! After playing with it a good amount of time, I got something I like with the Sverchok add-on. I've left a screen of the render (just need a better texture for it to be ready) :D


texts:
i'm trying to paint a texture and blender keeps crashing.
Some of the answers to other people with the same ploblem have been:"the scene you are trying to render is too complex for your pc to handle", but my scene is empty, there is only a simple face model with less the  10000 faces and have a good pc, i play games that can render miles of scenery with a bunch of characters and objects on screen, but for some reason i can't make a simple brushstroke of color in the texture of a small model without having to wait a full minute for the brushstroke to load.
Can anyone explain to me if this is normal or if i'm doing something wrong here?
Here is the model:

Here is blender crashing:

here is blender's configuration:

here is the stats of the cpu when it crashes:


texts:
I'm using v2.76, and I want to create a "stamp" effect with letters. I watched a video on how to do this, and the guy said to use the boolean modifier. I followed the steps exactly to the point where you select the modifier, and it does not show up. I was using cycles render, as was the guy in the video.

Examples:

https://365webresources.com/wp-content/uploads/2014/02/Leather-Stamping-Logo-MockUp-2.jpg

http://gadgetsin.com/uploads/2011/05/bullet_shell_cufflinks_1.jpg


texts: Can't figure out why one of my assets is shiny?

texts: Hello, I'm new to modelling and have been making a few small tiles to snap together in unity. As you can see, Tile A has sides of the same color, with no strange lighting going on. Tile B's sides, however, appear to have different lighting. I've looked around and cant figure out how to make tile B look like tile A. Both of these files use the exact same options; B is a copy of A which I reconfigured into a bend.


texts: What would be the best way to UV unwrap and texture this scene?

texts:
Is there an easy way to unwrap and texture the walls in this scene?

Many of the faces are the same and can use the same texture space but is there an easy way to achieve that without having to manually assign seams and then aligning all the faces on the UV Map?

Thanks in advance.


texts: Evee and Workbench use Gpu when rendering but Cycles doesn't

texts: For some reason when I use the Cycles to render something it wont use my Gpu. I already changed it in my prefferences so I could use my graphics card. I have anA MD Ryzen 7 4800u graphics card and use Blender 2.83. But I also had this prolem with an older computer. What can I do tofix this problem?


texts: How can the following artwork be modeled in blender? Are there any technique to ease out the workflow.


texts:
I have found that blender doesn't allow to apply subsurf modifier after some shape keys have been created. So why does this happen?

For animation i can just leave subsurf unapplied in the right panel and my model will be fine in blender's 3d view and only here. But what if i need to export my model 'smooth' with right conditions of vertex groups. There is some tutorial for solving my problem (Shape keys and applying subdivision surface modifier), but anyway, is this fact inevitable for all versions of blender and we always must do it like in the article? Thank for your attention!)


texts: Color Value appears to be Logarithmic in 2.92

texts:
I've run across a new "feature" wherein the value of a color node appears to be logarithmic rather than linear, as it was in previous versions. This feature does not appear to be affected by the view transform or color space.

I would like to change it back to the linear 2.91 settings, though I haven't found a way to do so.


texts:
I downloaded this file.
https://clara.io/view/5636d5e5-863f-48a7-8c4e-ec5e306add92/image

Then, maybe there is some eye pattern.

But, I don't know how to change eye. How to change? Thank you.

supplementation -

Animating eye texture in a head mesh

In this topic, the facial expression image is displayed large, but I do not know where this image is in the first place.How can I make the same screen as this?


texts:
First time poster so apologies if this is in the wrong place.

I'm trying to enable physics for rigid body (as per loads of online tutorials) on two objects as I need to get them to crash into each other, however on the Physics tab of the objects, the Rigid Body option just isn't there.

There are lots of other options (Force Field, Collision, Cloth etc.) so feel like I'm in the right place, just not sure what I'm doing wrong?

Am using version 2.62 if this makes a difference.

Many thanks


texts: Best way to cut a hole through an object?

texts:
I need to create a cylinder, cut in half, with a hole cut out of it. I'm very new to Blender, and I'm sure that there are many ways to achieve the same thing, but I used a boolean modifier to remove the hole from the cylinder. The problem is that in the shape that I have, after selecting smooth shading, there are some unwanted diagonal lines above and below the hole that you may be able to see in the image.

My question is, is there a more efficient way to do this without a Boolean modifier? I have heard that Boolean modifiers are not a great tool as they can result in 'bad topology' so I would appreciate it if someone could suggest a better way to do this. I would also like to know if it is possible to have the smooth shading without these strange lines around the hole.

Thanks!


texts: Cylinder with varied light power intensity along the axis

texts:
I am trying to simulate a beam of light travelling through a cylinder where the power of the light follows a simple sinusoidal pattern along the axis of the cylinder (i.e. the intensity increases and decreases like sin(x)). I have found an image describing roughly what I mean by intensity:

As you can see at the right bend there is an increased intensity in the light streak.
How could I achieve this effect in just a straight cylinder, where the brightness goes up and down periodically as you move from left to right.
I am very new to blender and feel a bit overwhelmed on how to do this. Any help would be appreciated.


texts: Custom bone shapes missing after using the symmetrize operator

texts:
I encounter an issue when symmetrizing the Edit bones through the operator
bpy.ops.armature.symmetrize(direction='POSITIVE_X')
The operator copies the widgets from the left to the right side (e.g. the bone nose.R.001 has the widget WGT-rig_nose.L.002 instead of WGT-rig_nose.R.002 after the operation).
The shapes are missing completely after saving and reloading once. Is there a way to keep the custom shapes without using a custom script? Thank you very much!


texts: Blender bug adding image texture/reference/plane image

texts:
I´ve been having some problems adding image textures/plane images/reference images/etc to a project.
It was working fine with Blender 2.92, then Blender started to crash. I downloaded Blender 3.0 alpha version and everything seemed to be ok but this morning the same started to happen.
Whenever I try to add an image texture (pressing open) Blender shuts down... Whenever I try to add images as planes Blender crashes.
I have been trying to search online for the cause of this but haven't found anything yet. Can someone help me? Can this be a bug with add-ons? Should I de-select any of the add-ons? Is it something else?
My desktop specs are: Nvidia RTX 1060 6GB, AMD Ryzen 3700x 8-Core CPU, 32GB internal memory...
Please help! :)
Thanks!
Ismael


texts: Any way to simulate a material to look like the viewport?

texts:
I was wondering if there was anyway to get a material that looks like the matcap in eevee's viewport.

That kind of gradient look that catches shadows really well


texts: I'd like to scale something up to mark seams, how would I scale it the equivalent down?

texts: I will be scaling it by 50 - what would be the equivalent scaling it down?


texts: Please help me understand the various ways that textures need to be linked to images

texts:
I'm having a lot of trouble understanding how Blender handles textures.  It seems to require linking them in multiple places.  Look at the following screenshot:

So here I have a mesh with a cloud texture (texture.002) and a texture in the UV window (untitled.png, saved to disk, which my fumbling suggests matters).  Neither is displaying on my model.  Untitled is not showing up in the texture list.  And texture paint is giving me a warning that there is no texture.  (FWIW, textured display in object mode gives me yet another appearance, which appears to be white.)

I have specific issues-- visualizing my UV mapping, getting a blank texture assigned for AO baking so I stop getting the no object or image error-- but I'm hoping for a more general understanding of these issues.


texts:
I want to create a scene with some fog. I need the fog to get stronger the further form the camera it is. I already have volumetric lights in the scene, but thats not good enough.

The result should look like that (just... not so... strong?)

THANKS IN ADVANCE!!!!!!!!


texts: As my fedora repos are way behind and still on blender 2.69, I've gone and compiled the latest myself. Everything seems to work and is quite recent. I can even bake CPU SSS, which is great. However I still get the error "Volumes/SSS not supported on GPU". Have I missed a flag or library (eg OSL support) in CMAKE or is this still on the todo list? If its just not finished yet, I don't mean to rush the devs but definitely looking forward to its release.


texts: Yafaray Export Button doesn't show in Blender Render Menu

texts:
I hope some of you are familiar with the open source render engine yafaray. I just installed it because I am working on a project where I have to render some interior camera animations. I read a lot about cycles being pain in the ass when it comes to interior scences and since my computer isn't fast at all, I was looking for some alternatives to improve my render Time. That's when I found Yafaray.

Now I downloaded the engine from the following (I got this link from the official Yafaray Page):
http://www.jensverwiebe.de/Jens_Verwiebe/Software.html

I guess it's the most recent software and I run Blender 2.71 .

Now, my problem is, that the promised "Yafaray Export"-Button doesn't show up in my Render menu list.

Does any of you may know why?

Thanks for your help in advance!
Marten


texts: I've downloaded the zip folder from here, unziped but there are a lot of py files? which of them I have to select in order to install all its functionalities?. I've tried to pick one by one, but nothing new appears in the addons list of blender 3D view.


texts: Mimic lightning in Blender's video editing mode

texts:
I want to do something that I think ought to be rather simple. I’m working in Blender’s video editing mode. What I want to do is simply to light up what is shown in the strip abruptly, mimicking the effect of lightning. I do not want the flashlight itself, just the indirect light of the flashlight in the room the person in the video is in.

hope someone can help


texts: Uvs on mesh change in image viewer, different from UV editor? meaning I cant paint as mesh don't align

texts:
My uvs from combined meshes are different from what the image viewer is displaying,
And although my normal baking worked, I cant paint on my meshes because they dont align to the object.
First image is from my combined objects, you can see all the uvs present.
Second image is the uv on the bag changing when I enter texture mode, uvs dissapear and uv map changed..
3rd image is the combined objects normals baked but the uv worked here?...
If I enter texture painting mode it swaps the uv? and I cant paint on the other objects since their uvs don't exsist?? But the normal's bake fine... very confusing!


texts:
This has really bugged me, I am trying to follow a tutorial on modelling but I cannot see my background image. I have gone through many youtube videos but everything they suggest, I have already done. I am in orthographic mode, I am in front mode (I set it to appear in all views) and I've set the opacity to 0.5.

Here's a screenshot of my screen.


texts: Procedural volumetric texture generated from a script

texts:
I need to render a 3D density plot of custom mathematical functions as part of a scientific visualization. I've seen some demos and it seems that Blender is capable of volumetric rendering. My question is then: how can I do that?

I see that in the Material tab there's a Volume button which turns on volumetric rendering. Then I can choose a Voxel Data file. Cool. But there are a couple of problems I encountered:

None of the file formats (bvox, raw) seems to have any color information, only the density (which I consider to be somewhat like the "alpha" value – am I right?). So how can I supply the color information for my density plots? I need to have a color assigned to each pixel, not just transparency/density. You can think of it as a temperature distribution in which each point in space has assigned a colour, red = hot, blue = cold etc.
I need to be able to animate this density plot inside Blender by controlling some parameters for the function. So it cannot be just some static data from a file – the data has to be generated on the fly inside Blender (I'm thinking of using some Python scripting) and change in accord with the current animation frame.
The function is quite complicated and the formula can change depending on the selected parameters, so I guess scripting is the only option. As long as I can use math libraries from Python, I guess I can handle the math part. I just hope that Blender is able to handle the rendering part for me, by passing the coordinates of each point in space through my function and generating the voxel data.

Is this possible to do in Blender at all? Or should I use something else?

After a quick look through Blender's Python API I found these classes:
https://docs.blender.org/api/2.79/bpy.types.VoxelDataTexture.html
https://docs.blender.org/api/2.79/bpy.types.Image.html
which seem to be somewhat related to the problem I'm trying to solve. Am I right?
If this could be used to set the voxel values on the fly with a custom math function (by setting the image.pixels property, I guess?), then what's left is the colors and changing with the animation. Any ideas of how this could be done?

Edit:
OK I think I figured out how to handle the voxel colours: turns out I can plug a texture node as the colour. So the only problem now is how to generate this texture procedurally from my custom function in the script that returns an RGB value for the given XYZ coordinates, kinda like the built-in procedural textures (e.g. Voronoi, Noise, Checker etc.) do.


texts:
I'm rendering simple objects with Blender in batches, and I'd like to be able to render them easily with different kind of ambiances & cameras.

So far, I have the following :

Different "Camera scenes", each with various cameras & camera animations. They contain ONLY this. (Let's say I have 3 different scenes C1, C2 and C3, each with various camera setups)
Different "Light scenes", containing what I will call light parameters : A world (HDR & co) and some lights. (Same, let's call them L1, L2, L3)
And finally, scenes that I use for my renderings. These are empty scenes, but they each link to a Camera scene and a Light scene (one of each). Let's call the combination of "camera scene C1" & "light scene L1" C1L1.

My goal is to have an optimal number of rendering types, with minimal maintenance : So I can have scenes C1L1, C1L2, C2L1, C3L3,  ... and only update the subscenes C1, C2, L1, [...] when I'm not happy with a specific part of a rendering. The fact that I'm linking to a scene directly and not to each specific light & camera allows me to not only edit the light settings, but also to rename, add, and remove anything without further modification.

For now, I'm able to do exactly this for world shader & cameras : In my linking scene, I just need to select the proper world data-block that was imported with the linked scene (otherwise I get no ambient lighting), and if the camera is properly selected in the linked camera-scene, every thing works smoothly.
However, I can't have lights to work properly in my final render; The lights seems to be disabled, and I don't get any lighting or shadows from them. I figured this was because the lights were in a subscene, and thus, not activated.

An option for me to solve this would be to update my scripts to append everything from C1, L1 ..., instead of linking against them, but just for knowledge, I'm wondering if there is a way to do this through the linking mecanism.

Thanks !

Edit : How to reproduce ?

Desired result :
Just open Blender, with the default scene, and switch to rendered shading in the 3D viewer. The cube should be lit.

Current result :

Open Blender's default scene. Remove the camera and the cube. Save it as "Light.blend". It should only contain world & Lamp.
Open Blender's default scene again. Remove the cube, world, and Lamp. Save it as "Camera.blend". It should only contain Camera.
Open Blender's default scene. Remove everything but the cube : world, lamp and camera. Go to file > Link > and choose Light.blend > scenes > scene. Do the same with Camera.blend > scenes > scene.
Switch to rendered shading. The cube should appear black, instead of being properly lit.


texts:
My model is magneta color (MakeHuman model) and I can't put it back.

I tried to change the material and texture but it is still like this.

The magneta  color is everywhere.

I read the others answers but I have this problem


texts: I'm trying to create the terrain seen in the following images. However I don't know how to make terrain or nature stuff and tutorials aren't helping so I thought I'd come here for help. If I need to elaborate more then please let me know.


texts:
I'm trying to follow this tutorial on how to make dynamic tinsel, and I can't seem to get the thing the fall. I've applied softbody physics to the mesh, and added the goal as the ends of the tinsel, but it still refuses to fall. I've tried:

Flipping normals (Cntrl Shift N)
Checking if anything has been baked
Disabling the goal entirely (Absolutely nothing changes)

However, on opening a completely new Blender file, soft-body physics miraculously works, then stops working after a while
What would you recommend I try next? I followed the video step by step several times, and it never works
(I'm very new to Blender, so I've probably missed something stupid)
Thanks for any help


texts: Naming issue with many linked duplicates of groups

texts: I have a robot model that consists of several objects and I want a scene with many robots in different positions. My current approach is to group all of the objects of the robot and then make a linked duplicate of that group. Every time I do that, however, each part of the robot (left arm, right leg, etc.) gets duplicated with a unique name ( left arm 001, right leg 001, etc.). I don't want each object to have a unique name, I just want each robot group to have a unique name. Can I make folders or use parenting so that my Outliner isn't flooded with duplicates? Any suggestions?


texts: Can't Edit in Sculpt Mode After Un-Hiding Parts of Mesh in Edit Mode

texts:
I'm working through my first character modeling class, and having an issue! I hid the main body (anything past the wrist) of my character while in edit mode, to work strictly on the hand. When I went back and unhid the rest of the mesh, I stopped being able to edit the mesh in sculpt mode. I am able to sculpt the hand, but when I click anywhere that was previously hidden, it won't move! At first it wasn't responding in edit mode either, but now that seems to have been resolved after "unhiding" the mesh additional times, even though it was already showing up.
I tried this in Blender 2.90 and 2.91 and neither are working.
Any suggestions? Here is the file: https://www.dropbox.com/s/5uh7100zk0rkqc4/Character%20Modeling%20Tutorial%20DIKKO%20Beth%20Model%20Hand%202.blend?dl=0
Thank you guys in advance!


texts:
I 'm trying to render a perspective orthogonal and save it as an image, but don't work

for area in bpy.context.screen.areas:
    if area.type == 'VIEW_3D':
        override = {'area': area, 'region': area.regions[-1]}
        bpy.ops.view3d.view_pan(override, type='PANRIGHT')
bpy.data.scenes["Scene"].render.filepath = 'persp.png'


texts: Quick Liquid and Smoke doesn't work in viewport

texts:
When I make smoke by Object > Quick effect > Quick Smoke/Liquid it appears nothing on the viewport.

Once I bake it appears just right in viewport, but still error while rendering.

I don't know what is wrong with my scene.

this is my Blender file


texts:
If I have this,

How can I connect the two walls in the following way?

I mean, I would like to understand how to connect the two parts with a curve.


texts: Low res texture in UV map with repetitive polygons

texts:
I have a really simple object with less than 20 polygons, that is used on a platform for my game. I was able to model and unwrapped it, but I want to resize all the side polygons so they are 32px high, and stack them together (as they are all the same).

Also, I wanted to know if it was possible to set the resolution of the UV-map viewport (where the 2D texture is displayed) so it has a resolution according to my target texture, and the polygons faces are aligned.

Here is the picture of what I have done so far:


texts: I have a problem with my animation. I’m making a donut tutorial from a blender guru channel. Unfortunately, I can’t finish because my curves in graph editor are different from his and I don’t know why. I can’t take the next steps because of it. Can somebody explain to me why there is such a difference?


texts: How can the rendering of metadata be suppressed?

texts:
I have a problem with the rendering of animations: reviewing the saved file appears to inculde metadata (filename & framestart &frame end).
I would prefer not to include the metadata in each frame.


texts:
I want to animate a softbody in a way that it moves along a NURBS curve path. The Problem, which occurred as I gave it a try is that the simulation doesn't take into account the moving along the NURBS curve. The mesh simply falls down along the Z-axis.

So my question is how can you move a soft-body along a predefined path in a way that the movement is considered by the soft-body simulation?


texts: Problem running blender script from command line

texts:
I am trying to run a python script from command line as ./blender -P my_script.py, inside the script I have the following loop:
for item in blend_files:

    _cleanup()

    bpy.ops.wm.open_mainfile(filepath=item)
    # commands to be run
    override = {'node': bpy.data.node_groups['rad_sim'].nodes['LiVi Simulation']}
    bpy.ops.node.livicalc(override, 'INVOKE_DEFAULT')

but this gives me the following error:
.../modules/bpy/ops.py", line 130, in __call__
    ret = _op_call(self.idname_py(), C_dict, kw, C_exec, C_undo)
RuntimeError: Operator bpy.ops.node.livicalc.poll() Missing 'window' in context

however if I run the two commands in the interactive console within the blender it works without issues. What is the problem, I cannot understand.

An alternative would be to execute the commands internally in the interactive console since the environmental variables (e.g. node tree, objects, etc) are set and if I do it manually it seems to do the job. I've tried to pass a simple command print('Hello world') to be executed but I am also getting an error:
for item in blend_files:

    bpy.ops.wm.open_mainfile(filepath=item)
    command = "print('hello world!!')" # here I would pass the commands  override = {'node': bpy.data.node_groups['rad_sim'].nodes['LiVi Simulation']} and bpy.ops.node.livicalc(override, 'INVOKE_DEFAULT')
    bpy.ops.console.clear_line()
    bpy.ops.console.insert(text=command)
    bpy.ops.console.execute()

but it gives me an error kind of similar as the above one:
.../2.91/scripts/modules/bpy/ops.py", line 132, in __call__
    ret = _op_call(self.idname_py(), None, kw)
RuntimeError: Operator bpy.ops.console.insert.poll() failed, context is incorrect

my_script.py:
import os
import bpy
import sys

def main():

    filename = "path/to/.blend/file"
    bpy.ops.wm.open_mainfile(filepath=filename)
    command = "print('hello world!!')"
    bpy.ops.console.clear_line()
    bpy.ops.console.insert(text=command)
    bpy.ops.console.execute()

if __name__ == '__main__':
    print('Start!!!!')

    main()

    print('End!!!!')
    os._exit(0)

Call then ./blender -P my_script.py and in the opened blender window in the interactive console I should get the command prin('hello world!!') executed.


texts: Resource for Blender-2.80 python-module for Linux

texts:
While i successfully built the blender-2.80 python module on Windows (without changing anything), i have great difficulty building it for linux (at least in Ubuntu).

Is there anywhere where i can download a successful python module (make bpy) build of the current blender-2.80 for linux?


texts:
I need a way to fix this mesh.
It has way too many faces and when I import the .stl file to other programs it gives me a broken polygon message. I want to 3D print this object in matter control once I fix the problem.


texts: Why won't the compositor backdrop show the current composite result?

texts:
Working through the Match Track Blend DVD and hitting every stupid branch on the way down.

I'm just about finished with the Two Point Track video (https://www.youtube.com/watch?v=ewq-rZEdhpg), only with some depressingly crappy luminance masking. I was trying to fix this when I realised that the Compositor backdrop was only showing the video footage, not the combined image (as seen in the image/render port, bottom left).

Does anybody know what I should be doing here? I should point out that I'm using Cycles instead of the Blender Internal (as in the video sequence) - as I'm trying to migrate most of my skills from Internal.

Many thanks in advance,

--Rev


texts: How to keyframe child of constraint in and out

texts: I am dribbling a soccer ball using child of constraint. In the image I would like to keyframe the ball where the arrow in drawn but when I try to keyframe it it still follows the child path, How do I fix this?


texts:
Sometimes, I find that it is useful to do a Clay Render for my model, where all of the materials render with a single common "clay"-like material (see example image below). In the past, I have done this by:

Selecting all of my objects by using the A hotkey
Manually deselecting the World object, camera, and lights in the Outliner
Linking materials using Ctrl+L
Manually setting to the same material in the Properties>Materials menu
Render like normal

When I was done with my Clay render, I would revert to the old version by pressing Ctrl+Z a few time. However, this is a rather clunky solution, since I can't make any edits in the clay version without losing my old materials/textures data.

Is there a better way to do Clay renders, either with an addon or through some other technique such that I can make edits to my model and not lose my materials? If at all possible, I would like a single setting that allows me to quickly toggle clay-mode on and off in the same file.

Example "Clay Render":


texts: Skybox problems: make islands have ZERO margin?

texts:
Ok, I no doubt did this incorrectly but I manually arranged my unwrapped UVs (after Smart project) onto my linear laid out skybox image - on the whole I need some pointers as to whether Im doing this right, but what I did was per Cycles - Skybox using 6 projected images (im in cycles)-

I unwrapped my image onto a cube and subdivided into a sphere:

And just made it huge. My issue is, packing islands gets me this:

And I have an issue with the margins between the islands, which creates these seams clearly:

Whats the best route to optimize this skybox here/get rid of the margins neatly?


texts:
Solution

The Array Modifier is basically equivalent to the Mograph Cloner in Cinema 4D. I was a bit confused since there is also a Mography Array in Cinema 4D which I would not need for this case.

To stack objects vertically you have to:

Go to the Modifiers Tab
Choose Array
Uncheck Relative Offset
Check Constant Offset
Change the Z value

Problem

I would like to duplicate an object and stack it. The current scenario is that I have a business card and I would like to stack the business cards. Here is a screenshot of the project, it is quite simple:

In Cinema 4D (I have used it before Blender) there was a function called "MoGraph Cloner Object" you can see the function of it in this tutorial:
https://youtu.be/2rWnJzf8O0w?t=43s

Of course I could duplicate it and just stack it but this does not feel like a good solution since I have to change EVERY duplicated object instead of just one.

I have tried to google it but I was not successful.  Thanks for any help that is provided.

Kind regards,

Fabian Lins


texts: How can I export a 3D character, including its animation?

texts:
I'm new to Blender. I want to insert character animation in a live-action video.
I downloaded a simple rigged 3D figure, and created a keyframe animation. Now, what I'd like to do is to export that short animation sequence, so I can insert it into my motion-tracked video.
Now, how can I export then import that animated figure coughing, and then insert it into the video and duplicate it?
EDIT: Problem solved. I KNEW this was a simple fix.. All I needed to do was to save the file, then go into the file (that I wanted to IMPORT the animation into), then use "append" to import the object from that Blender file. It kept the animation and model intact, and now I have the little dude coughing on my 3D tracked video! huzzah.


texts:
So hey! What's good?
I just recently made my first attempt on hair (as an OBJECT I mean, you can see it in the picture) and I wanted to add it to my female model who's also working properly with the rigfy addon. Thing is...I can't seem to make the hair stick to the head haha so, basically, everything works, animation is perfect, but my poor lil char is still bald for some reason I can't figure out. Tried parenting, snapping bones to the original rig, weight painting, even making the whole hair again just to make sure I wasn't skipping any points and still..NOTHING. Moreover, I don't think there's a way to parent the loops from rigfy directly into the hair, which makes it worse. Please help this poor fella who can do nothing in Blender but cry.


texts: How can I make two objects look like one?

texts:
As the titles says, I want two objects to LOOK like they are actually just one. I dont plan to actually combine anything, for flexibility purposes.

Here's an example scene for what I've got going:

Simple enough. But I'd like to make it so the sphere and cone seem to be one with their respective clipping objects.

I've tried such a thing with the Boolean modifier(with subdivision for smoothness) and it does achieve fake connection between objects:

But not to the degree I want. I'd like them to look like they are combined more smoothly, with wider angles and not such a tight wedge together.

I heard rumor of someone using a depth layer compared to other passes in some way to make things look blended together.

I see how that might make sense, as things within the same distance have nearly the same shade.

  ...shader which samples the depth texture in the transparent render
  queue, compares this depth with itself and sets its opacity based on
  the distance. (In order to sample the depth texture, the object has to
  be rendered in the transparent queue.)

I think this was something being done in Unity. But I can't understand what's being mentioned here. They even mentioned rendering this over only specific vertex groups in order to not end up blending ALL objects together.

Might anyone have any other suggestions? Or understand how to execute what's mentioned?


texts: How to bake textures with compositing applied? I do some compositing with Compositing Nodes and I want to apply it to all of my baked textures. In other words I wanna bake with post-processing to bake all that beautiful stuff that I've made with my Compositing Nodes :)


texts: I have heard that you can focus the camera in Blender Cycles, but it doesn't seem to work

texts: I want to be able to have the camera focus on a certain person or object (you know like when stuff in the background is blurry but the stuff in front is clear. I have tried many different things including enabling four min the camera and choosing the object to focus on, and creating an empty and setting the focus on that then placing it on what I want it to focus on). Does anyone know any better way to do that.


texts: Save mesh via python scripting at a given frame

texts:
I am trying to run a cloth simulator (using the Blender Render) and save the garments meshes at a given frame via python scripting. I have the code that would do that in the graphical interface (through the python console), but in the script the simulation does not start and it always saves the original mesh.

More specifically, after I load the meshes and set up the scene in the script, I am trying to save the shirt mesh:

shirt = D.objects['shirt']
bpy.context.scene.frame_set(55)

for ob in D.objects:
    ob.select = False
shirt.select = True
bpy.context.scene.objects.active = shirt
bpy.ops.object.modifier_apply(apply_as='DATA', modifier="Cloth")
# Saves the mesh as an object
bpy.ops.export_scene.obj(filepath='shirt.obj', use_selection=True)

I have tried to start the simulation with bpy.ops.screen.animation_play() (the bit of code that pops up when I press the play button in the graphical interface), but it does nothing.

How do I start the simulation in the script so that I can save the updated mesh?


texts: I am trying to animate emission. Dope Sheet selected as editing context. But when i'm opening action editor - its empty. When inserting Location, Rotation etc. keyframes, they appear properly in action editor. Animation runs okay, but i can't save it. What i've missed?


texts: Model's Limbs Shortening/Flattening When Bent

texts:
I recently gave a model I've been working on a rig with Rigify. Although I know the weight paint needs to be adjusted along with upping the vertices, whenever I bend a limb such as a forearm, everything below the point of bending flattens and shortens. The farther your bend, the more exaggerated it becomes. Is this purely related to needing to adjust the weight paint and add more vertices or is there something else wrong? If it is just the weight paint and vertices, how do I remedy this problem? Below is a link to the model:
https://drive.google.com/file/d/1dUrLia-hmcwaU4eMz7sJOY7kR4WcfUfK/view?usp=sharing


texts: How do I make my obj import operator preset the default option?

texts:
The default options for importing obj files are destructive, which is very bad. I'd like to alter the default options.
I am aware that you can save a set of operator presets, but I can't see how to make this set the default.  It defeats the purpose of saving new options, if you have to keep altering the option set every time.
Is there any way to do this?


texts: Its possible to make Blender to autosave the Final Renders after these are finished?

texts: Unfortunately, there has been blackouts in the place where i live and i've lost many renders more than once, so... it's possible to make Blender to autosave your finished Renders? or even after they are canceled? there's an option or addon or something?


texts: Bones need to be named exactly the same to copy pose data?

texts:
I have two "wings" that are mirrored versions of each other, the difference being all the "left" and "right" bones have .R or .L respectively; however copy'ing and pasting pose data seems to only work if they have identical names.

Update: Sadly I still do not see a solution.


texts: Why did the texture I painted in texture paint mode disappear?

texts:
I was following a tutorial on how to use the Texture Paint feature on blender so I could paint on a terrain I am modeling.
I was successful to paint the whole terrain with beautiful, exuberant vegetation, and crystalline water running through the valley.

So I saved my file, and I went to sleep.
But now I've reopened the file and everything seems like I left it yesterday, except that I can see no texture in the terrain...
The weird thing is that the textures i used are still there...
I don't understand, I barely understand the interface, please help.
I'm not even sure if the texture is there or if it was never "saved" or something...

I am now going through the second part of the tutorial for possible answers but I (and hopefully many more) will be grateful for your help.


texts: How would I add a separate collision bound for a character in Blender Game? I want to be able to detect collisions on different areas of the body and have different amounts of damage done.


texts: Blender 2.8 Texture Painting weird brush behaivior

texts:
I finished modelling my mesh and wanted to start texture painting it. However there is an issue i cant figure out. I want to draw solid lines, but the lines i draw are kinda noisy, like its from a spray can.

However, when i draw in the image editor instead of directly to the mesh, the lines are solid and it works.

I want to draw directly to the mesh and still want the line to be solid.

I opened a new fresh blender project and started texture painting and it worked there. Compared the painting settings, but couldnt find any differences. I do not use a texture as brush, already checked that.

Edit:
Found out, that when i turn off Symmetrie the lines are solid again.


texts: How do I scale an object proportionally using numbers on the scale panel?

texts: Everytime I change the X axis to 2' it literally only does the x axis and I was wondering if there was a way I could do this proportionally


texts: Uneven thickness when using bevel object along a curve

texts:
I want to add even thickness to a zig-zagged line.

 Therefore, I converted the line to bezier curve and used another beziercircle as a bevel object. The result is uneven thickness as below.
Any ideas on how to fix it? or other ideas on how to create the pipe-like thickness from my zig-zagged line?


texts:
I'm making this kitchen scene and I am trying to get the cupboard material to look like the one in the picture. Currently I think this looks to "plastic" and I want it to look more real. Is there any hope or should I change to a whole other material?

The black one is what I have tried.


texts: Artifacts appear in final render, but not in preview

texts:
I'm trying to do a simple cup, I have reduced the materials to an absolute minimum of nodes, so the issue probably isn't in the material. The rendered view in the viewport looks like this:

but the final render like this:

Tried to fix normals, remove doubles, looked for duplicate objects, but nothing seems to work.


texts: HDRI With Volumetric to Create Throw Pattern?

texts: I have a scene below where I am wanting to get an HDRI image to come in through the windows and light the scene in the window areas and have a god ray like effect.  I want to do this with a volumetric effect and have the HDRI lighting create throw patterns in the scene.  Is this possible?  To have volumetric lighting where the HDRI creates throw patterns?  Thanks for the help


texts: How to preview texture correctly with its UV in object mode?

texts:
I add 2 image textures and combined with mix node. Also i create 2 separated UV for each these textures. Everything works in render with no problem. It's just how can i preview selected texture correctly in object mode.

So i'm in object mode and set the viewport shader to solid and turn on texture. Now, in shader editor, if i click any image texture, it will be displayed in the viewport. The problem is it use the whatever current selected UV in property panel. I don't want this behaviour. I already attach UV map node and set the proper uv for each textures (and it's rendered correctly). So what i want is if i click any texture in shader editor , it should displayed with the correct UV i've attached.

Is it possible ?

video :
https://youtu.be/vUf8D8j63Ck


texts: Copy render settings between scenes using Python

texts:
I simply want to take the render settings from one scene and copy them to another scene. Something like

bpy.data.scenes[1].render = bpy.data.scenes[0].render

except that this fails as bpy.types.Scene.render is read-only. Ideally I'd like the render settings linked between the scenes but I'll settle for deep-copying.

I previously found Can you link render settings across all scenes so they can all be changed at once? but it doesn't get an answer.

The only solution I can come up with is manually copying each and every attribute one at a time but this seems very cumbersome. I also found https://stackoverflow.com/questions/3818825/python-what-is-the-correct-way-to-copy-an-objects-attributes-over-to-another/3818861#3818861 which gets me some of the way but falls over for read-only attributes, i.e. the other classes within bpy.types.Scene.render.

Any help much appreciated as this appears simple to do! Thanks.


texts: Cycle through Materials with Animation Nodes

texts:
I have a project where I have an object (wristband) that has six different color options. I created one Cycles material for each option having six different materials.

In order to save setup time of creating a wristband for each material, I would like to use Animation Nodes to have one wristband but be able to cycle through the six materials based on the frame number I am on. Is this possible? I am very new to Animation Nodes.


texts: My mesh in blender came out wrong in Unity. Is there anything I should do?

texts: When I exported the model to unity, the mesh is all weirded out. I do exactly as what the tutorial told. Is there anything did i do wrong?


texts: Recommendations on buying a rigged horse model

texts: I need to purchase a semi-realistic horse model that I can pose. My intent is to composite still renders of it into several photos. I also need to re-texture it and would prefer a model that comes with an editable map. I have been out of the 3D loop since 2012 when I was in school and I could use some advice on the best sites and artists to shop from. I've seen several models priced under 50 dollars that seem like they'd work, but there are so many to choose from and it's tough to know which ones are the best value. I'm willing to accept some deformation in the horse's body if it keeps the cost under $50. I'll be happy if the model can pass for a Creature Shop version of realistic, like Falcor (Neverending Story) or a Tauntaun from Star Wars. Thanks for reading!


texts:
Trying to create a speed vector of moving objects in the scene using python script.
I'm aware of the possibility to create a delta location vector but is this the only way? I thought there will be a more elegant and efficient way to do it.


texts: How to decrease perspective distortion of vertical lines in a camera?

texts:
I took a photo of a church and processed it with fSpy. It gave me some camera, but unfortunately, I can't match any Blender shapes with an image.
Apparently vertical lines on a photo remain vertical, while Blender's are evidently converging somewhere in zenith.

Why? Is it possible to make camera to distort lines less? Which parameters I can play?


texts: Leaf images rotated wrong way on Sapling tree Gen

texts: I made plant using curve > Sapling tree Gen. But the leaves are placed in wrong directions. How to fix it and make it right?


texts:
Every render event(i.e. F12 or ⌃ Ctrl + F12) results in appearance of the panel marked on the image below.
Stretching it using mouse helps remove it. In other words, it disappears if stretched.
Also, it's worth to mention that clicking on the arrow, located on the panel on the middle-top area of the image, does nothing.
The image:

It nearly prevents clicking on the tabs and also hides them:

Blender: 2.91.2, 5be9ef417703, master, 2021-01-19 16:15, as found on the splash screen.
OS: Win10x64

I'd appreciate for the suggestion.


texts: Low poly/ cartoonish tropical island creation

texts:
So I'm making a game in unity sort of like Sea of Thieves, which has a cartoonish feel to it.

What I've done so far, is create the shape of the island in blender, and then save the model to a folder in my unity project. Then I used the Object2Terrain script to make a terrain with the shape of the island.

What I'm currently stuck on, is making the rocks and cliffs around the island. I want to create something similar to the rocks/ cliffs in this:

https://www.cgtrader.com/3d-models/exterior/landmark/tropical-environment-pack

But every tutorial I find when searching "low poly cliff in blender" turns out to be bad.

Does anyone know what I could do in this situation? maybe they have a tutorial I haven't found they could leave a link for?


texts:
So, there's plenty of cloud questions and tuts out there, but none seem to give me what I want, or work in 2.8.

The guy I followed, this is what he came out with. The top left is his render, the top right is the model (done with metaballs), and the bottom is his nodes.

NOTE: the Flakey Bits node is just a Musgrave texture.

The exact thing he said was this: "Spent a while experimenting with a stylised cloud material. Now settled with a simple volume material with displacements, Voronoi for the bulbous shape and Hybrid Multifractal for little whisps, scaled and masked with Noise. Mesh created with metaballs, then converted to mesh." (Also 2.79)

Anyway I've tried recreating this, both in 2.79 and 2.80 with the exact materials, and the results, particularly the displacement, are nothing like this.

From browsing, I've found that lighting is a big part, so I've tried all kinds of suns, hdris, etc, but nothing is working...

Basically, what I'm asking for is someone to try that, and if it works, tell me what I was doing wrong (or how they did it), or if it's not working, try and come up with something that might.

If you need anything else, here's the link to the guy's page. Scroll down a little, and you'll see it.

https://blenderartists.org/t/isometropolis-pd/1132325/35

(Hopefully I've given everything you guys need), tell me if I haven't.

Any and all help is appreciated!

EDIT: pretty sure there's no difference in what happens between 2.79 and 2.80, but someone can feel free to point out that I'm wrong if I am :).


texts:
I need help recreating the nose shape of the airplane you see in the images below. I also have the .blend file included because I think it would be easier to see everything that I have already tried and so you can see the shape that I'm trying to go for.

http://pasteall.org/blend/index.php?id=53057

Please look through the different layers in the .blend file. The second layer has an airplane that was downloaded online for reference which I'm trying to recreate, and the rest of the layers are just attempts. I have tried using the bridge operation mostly and the loop tools addon to create the circle at the end. The third layer is my mesh but merged with the front of the other airplane. I also had to apply one subdivision so I had more vertices to work with. Also, the name of the airplane is SR22T if you may need more reference images.


texts: Weird artifacts after rendering also when imported

texts: Does anyone know know what would be causing these artifacts in the mesh, only visible during rendering and when imported into UE4?.


texts: Is it possible to use 2 mouse buttons for key map?

texts:
I'm very new to Blender and coming from a different software package it uses left mouse and middle mouse buttons together to zoom. Is it possible to assign both these mouse buttons to the 3D View (Global)/Zoom View key map?

Thanks for your time.


texts: BGE - How do I make an sound stop when pressing a key, then start again when releasing it?

texts:
Basically, I have an airplane and an engine sound. What I'm trying to do is have a steady sound when flight is normal (always -and- motion, speed 5) then change the pitch when I speed up or slow down by pressing certain keys. Like, Shift adds 2.5 and Ctrl subtracts 2.5 from the speed.
I can easily make the sound change when I press a key, (keyboard -and- sound, changed pitch). But the problem with that, is the original sound for normal speed still plays.

So basically, is there a way to cut the idle sound when pressing a key, then playing it again when said key is released?

This is what I have of my game so far, just so you know what I'm getting at.

https://www.youtube.com/watch?v=Wk_ILaMoX6M