texts: I have been using blender for a few weeks onw and i came across this viewport issue that happens whenever i go to wireframe or solid mode but not on material preview or rendered. this issue moves all the object in a sort of line pattern and makes other object vanish. this glitch makes it look as if any object not on the shadow was not there. I am using cycles on gpu compute with 256 samples on the render and 32 samples on the viewport and rendering tiles of 288x and y. I have a ryzen 5 2600 on the laetst driver, an rtx 2060 running on the latest game ready driver (aka Game ready driver Version 466.27), a b450M/ac on the newwest BIOS version, and a 480Gb SSD with only 50Gb of free storage left (dont know if it matters). I experienced this issue seemingly out of nowhere and i do not know what it caused it. I do have many modifiers active and some applied on several different objects. I also have many different objects as parents. any help is appreciated.


texts: How can I morph an object into a liquid and back to a different object?

texts:
I suppose I found nothing about because I don't know the proper technique name/terminology.

I'm working in my first videogame, an adventure-suspense walking simulator. I need to know techniques/tools/modifiers/plugins names about the next example.

I have a genetically modified character who can transform into a liquid, and reverse, the sequence it's he has one single hair of himself, drop it in a table, then the hair transforms into a grey liquid drop, and the drop transforms progressively into a flower.

I need that technique in reverse as well, to transform some liquids coming from different places progressively into the characters body.

Can someone give me an approximation about what I need to know? Thanks in advance.


texts:
When in free view or official blender input "View Navigation".

Everything is fine untill LMB is pressed to "Confirm", releasing the View Navigation.

The 3d viewport then always moves away slightly from the point I was before releasing/confirming. Changing itself from the view that I took my time to set up.

Has anyone experienced this before and is there any way of getting rid of it?


texts:
When I run this code, group property shows up. However self property doesn't show up. Maybe the property path is wrong. Can you help me please :)

import bpy

class PropertyAsGroup(bpy.types.PropertyGroup):
    group_property = bpy.props.FloatVectorProperty()
    # ...etc ..

class AddonPanel(bpy.types.Panel):
    bl_label = "Hello World Panel"
    bl_idname = "Hello"
    bl_space_type = 'VIEW_3D'
    bl_region_type = 'TOOLS'
    bl_category = 'Tools'
    self_property = bpy.props.FloatVectorProperty()

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

        # ui
        col = layout.column()
        row = col.row(align=True)
        row.prop(scn.my_addon, 'group_property', text='group')
        row.prop(self, 'self_property', text='self')

def register():
    bpy.utils.register_module(__name__)
    bpy.types.Scene.my_addon = bpy.props.PointerProperty(type=PropertyAsGroup)

def unregister():
    bpy.utils.unregister_module(__name__)
    del bpy.types.Scene.my_addon

if __name__ == '__main__':
    register()


texts:
I'm trying to do pixel art textures but whenever I attempt to do it uniformed with the snap to unit measurements I get some texture stretching.
I'm wondering if its possible to change unit measurement into  pixel units.
appreciate any advice!


texts: Is it possible to be able to hold the spacebar to make a player jump higher? Game Engine

texts:
I would like to be able to have a min jump height as 1 meter, and max jup height as 3 meter. When the spacebar is pressed and released quickly, the player jumps up one meter. When the spacebar is held down for a longer time, the player jumps up 3 meters instead of one.

Is this possible to make in the logic bricks or python for BGE?


texts: How do I export stl without the origin point being connected as vertex to the mesh?

texts: I have a problem in the stl's exported from my Blender file: the origin point is connected as vertex to the mesh. How do I export without this connection?


texts: How to make ivy's leaves colored randomly?

texts:
In order to make ivy created by IvyGen addon more attractive and convincing I'd like its leaves to have different colors, not repeating several times across a leaf (with that sharp and easy-to-see transition just in the leaf's center). The main problem here is that the leaves are all joined in one mesh, so the ColorRamp stops (used in material) assign to them as to one object.

How to make the leaves colored differently and not repeating ?


texts: Non UV unwrap (geometrical/rotary unwrap) for CNC - is it possible?

texts:
Is it possible to make such type of unwrapping inside Blender or with script or addon?

This procedure is used in CAD/CAM software to transform a model for rotary processing on CNC, when Y axis is substituted by rotary axis.


texts:
Does anyone know how to change the rotate view command?
The scroll on my mouse is a bit buggy and I can't find it on the keymap.


texts: I can't seem to figure out how to make these windows efficiently

texts:
This is what I'm trying to replicate:

I made the shape of the station but I'm stuck with the oval windows.
Thanks in advance!


texts: How to remove these line shading artifacts?

texts: How do I remove these ugly shading lines? I have tried selecting the loop and using inset. I have tried subdivision surface. I have tried edge split modifier. Nothing works.  Any help is appreciated.


texts: How do I fix my texture appearing backwards?

texts:
I am a blender "noob" and I am following this tutorial

Now, I have two problems. First, I have no idea of what nodes go where, and second, the world is in the mirror dimension.


texts: How to hide light object keeping the brightness alive?

texts:
How can i hide the plane keeping the brightness?
OK i added a plane as emission light source, i dont want the plane to come in my scene, when i hide the plane brightness also disappears.


texts:
I made a cylinder (1):
Shading = Smooth
Mesh Tab: Normals = Auto Smooth

Then I cut the cylinder to get a quarter. (2 - 5).

I duplicated the quarter and rotated it 90 degrees (6). Now the shading looks bad. Someone has an idea how can I make it look like in (1)?

I don't want to connect the vertices, because I want it modular.


texts: Wire color for group instances in Matcap Solid View in User Preferences

texts:
I want to capture Matcap shading and wires for workflow images.
However, the wire color of the group instance is white in the Matcap view.
I want black like any other object.
I looked at all of the 3D view color options in the Blender User Preference theme, but I couldt change the white wire in the Matcap view.


texts:
I want to divide this model into separate pieces to prepare it for the next stage of a project. The divide needs to be made down a curved line (which I hope is visible in picture).

,

I figured out how to cut it down a straight line a couple weeks ago, but apparently a curve is a different beast. Is there an operation for this, or do I have to manually make a bunch of straight cuts (or something equally painful)?


texts: Major visual issue with cycles rendering

texts:
Im rendering a scene using cycles which looks absolutely perfect when rendering in view port mode as you can see in the first image
But when I finally render it, it looks like this
I'm using 2.79 and i tried it on 2.78 with the same result.
any help is appreciated.comment below if you need more information


texts: "Bad number of vertex" when converting a model made in Blender

texts:
I would like to preface this by saying that I only use Blender for one specific activity: I make football football player face models for a football video game (something tells me you may have a had a couple of people like 'round these parts before ;) ), so my knowledge of modelling is quite limited.
Each time I make a new football player's face, I take a .bin file from the game in question that contains the model and texture of a given player, I paint over the texture with a photo of the player whose face I want to make in Photoshop, then use a tool called FEI 2010 to convert the .bin file into a .fef file. and open it with my Blender 2.49
Normally, when I'm done modelling, I overwrite the .fef file and then convert it back to a .bin file, which is then ready to be used in the game, but for some reason, when I try to convert the finished player face model as contained in the .fef file back to a .bin file, I get an error message in FEI saying  "Bad number of vertex. You should NOT delete any vertex". Now, I've had this error a couple of times before back when I was just starting to use FEI/Blender - whenever I tried to write over a .bin file different than the one I used to generate the .fef file, but I've since learned my lesson.
I can't think of anything I may have done differently this time around, which leads me to think I must've clicked something without being aware of it and deleted some part of the model in Blender (in all honesty, I had to look up what a "vertex" even was before asking this question)? Does anybody have any idea how to go around this, please? I still have the .fef file which I can import back into Blender and edit freely... I just can't re-convert the .fef. back to a .bin, which makes the model useless, and it takes quite a bit of work to make each of those faces.
Any suggestions would be greatly appreciated, thank you!


texts: Trying to add physics to leather strap on thors hammer

texts:
I am attempting to add realistic physics to the leather strap on Thor's hammer. Photos for reference:

The strap is a bezier curve, with a soft body, and i am trying to constrain it to the bottom handle of the hammer. And as you can see i made a hole in the handle so i could actually fit the strap through, in case that helped with my physics. I tried using a point constraint and was messing around with some other physics tools, that i saw online, but i have not been able to achieve the goal i want, which is the strap to realistically hang from the handle. And more specifically, have one small section of the strap locked into place under that little handle object, and the other parts of the strap be able to stretch and fall. I want to be able to create an animation of the hammer swinging with the strap stretching, and other stuff like that.

If pictures aren't loading correctly try this google drive link click here (there's also a gif of what i want the hammer to be able to do with the strap -which is swing the hammer)

Also, researching online for this, the closest thing i could find to what i wanted is in this video if you care to take a look. click here or https://www.youtube.com/watch?v=m_Fy9DlFwsM


texts: Shadow artefacts when rendering with bevel-modification

texts:
When rendering with bevel-modification some parts appear non-beveled on the shadow side of the object.
This doesn't appear when using the "manual method", ctrl-b. File attached: spraycover.blend
What is going on, how can I prevent this?


texts: Why can't I get rid of seams when texturing objects?

texts: my objects always have a clear line where the texture ends and begins again.  I have a feeling it's how I'm unwrapping it, but I don't know any other way.  Theres a black seam in the middle of that bullet and also on the other side of the head.  Then the square you can see where the texture ends on the edge's. I painted the bullet so its not an image that I pulled off the internet.  I painted the uv map using photoshop, so it is an image texture but the texture was made for that uv map.  I also added my UV layout there.


texts: Texture assigned to more than one object renders differently

texts:
I've been looking at this question -
copy the size and scale a texture is mapped by, from one object to another - but concluded it's not the problem. The question deals with UV map disparities relating to scale and origin. I believe my problem is different?

I've tried assigning the material this way too: Adding textures to more than one object to no avail.

I have two cubes, one created by duplicating the other and scaling. Both have the same material assigned. The first cube had the material assigned when I duplicated it. I have unwrapped each using Unwrap > Project from view

I've explored whether it's a lighting issue - though essentially by deleting any previously set-up lights and adding some fresh default ones.

Have I assessed the problem correctly? (It's not a material/texture scale/origin issue)
Any ideas what the problem might be related to?

Note: Blender Render

Images below - the stand with the vases on it should be the exact same texture as the wall behind.


texts:
I'm trying to port The Riddler from Arkham City to Garry's Mod, and to do so, I copied a male armature from Half Life 2 and parented The Riddler model to it with automatic weights.

I then went into Edit Mode and spent a long time assigning vertices to the bones (not many, as I was just testing) to make the rig more accurate, but when I went into Pose Mode with parts of the armature selected, they did not move correctly with the mesh.

I then parented a collision mesh to the armature as well (as this was needed), and that worked fine.

I'm very confused as to why The Riddler does NOT move in time, as I remember trying Automatic Weights again, with the same results.

Here is the .blend file I'm having trouble with.

Possibly an easy fix?


texts: Blend character animation without blending rotation

texts:
In my nonlinear animation timeline, I have two strips that I am trying to blend. In one strip the character is laying down, in the other, he is doing an action upright. To combine the clips I have parented the armature to an empty and rotated it 90 degrees on the frame the clips transition. However if I try to blend the animation, it also blends this 90-degree rotation.
With Blending:

Without Blending:

Is there any way I can blend these animations without blending their rotation?


texts: The scene does not split for logic editing

texts:
I am facing a problem with splitting the screen in half for logic editing.

Whenever I drag the top right triangle, the scene does not split.


texts:
I have a character mesh I downloaded from blendswap, and autorigged / animated using mixamo.

I'd like to add a prop to the character, in this case a rifle. What's the easiest and most reliable way to place a weapon in the hands of my animated character?

I don't need to rig the weapon up to my character or anything, I just want to place a weapon in his hands (which are already animated to hold a weapon).


texts:
I accidentally set the preview sample rate to 3329 samples. I left blender to go eat food, and when I came back, the render was surprisingly good.

I don't want to render for another 4 hours, is there a way to save the preview render?

(besides taking a screenshot, I have that already.)


texts: Smoothing out hard edges on cycles material

texts:
I am working on creating a material, and have come to a small problem.
At some point in my shader I achive this result:

This is basically binary information, either black or white. For my case I am now trying to blur the transition between the black and white areas to achive a softer looking effect in the final result's displacement map. I want to be able to control how large the blur is (thinking of it as the thickness of an outline around the white spots).

I have already researched a fair bit on my own the past few days, but none of the examples I found seemed to apply to my case.


texts: Why do these dark lines appear in render mode?

texts: Black lines appear on my mesh when moved away from the origin. The black lines intensify as the mesh is moved further and further from the origin. The black lines only appear in the render view. Any help on the issue will be greatly appreciated. Attached is a photo of the issue and the blend file.


texts:
I have a character with hair. Hair with simple children. When I tried scale down the object hair don't changes with an object. But if I change children to none, everything is fixed. If I put interpolated than all hair are mess up.

I tried different variants. I tried parenting everything to null object and scale it down (I read it on one of the forum). Also I tried to disconnect hair, scale the object and connect it again (not worked also). So how to scale the object down with simple children hair?


texts: This is a leaf to a Chinese money plant that I've been working on. I went into sculpt mode to add the veins. But, when I try to sculpt any detail, it comes out looking a bit... Chunky. Like it's pixalated or something. When I watch tutorials of other folks using Blender, the sculpts look perfect and crisp. From what I can tell, they are not doing anything different than from what I'm doing. Also, this is in smooth shading, and I can see topology of the object clearly, as if it were in flat shading. I tried to pick a nice matcap so that you all can see the odd "chunky" effect on the veins. And again, thank you all in advance!


texts:
I have a scene that rendered perfectly with my GPU, in 960x540. As I had a Cuda error when trying to render this scene in 1920x1080, I decided to use Render Layers. Now, I have a Cuda error every time I try to render it, even in 960x540... And when I erase all the Render Layers, it renders just fine.

I don't really understand why using Render Layers does this, as it should do the opposite :/

Edit :

The error is "Cuda error: Out of memory in cuMemAlloc(&device_pointer, size)". I'm using Blender 2.79, my graphic card is a GTX 960 with 4GB of VRAM. I'm using Linux Mint 18.2.
The scene uses 112Mb of memory: it's a pretty simple scene with less than 20 objects and one lamp, a particle system, two 3K textures and Adaptive Subsurf on some objects. There are 74,873 tris.

Edit 2 :

This is not the same problem as here : CUDA error: Out of memory in cuMemAlloc(&device_pointer, size). My problem is related to Render Layers, as said before.

Sorry for the engrish :X


texts: I'm trying to make an animation with using a curve modifier. But when I export it as .fbx file, my object doesn't follow the curve. It just moves linear. what should I do? thanks.


texts:
This script in the Python console:

>>> pixels = D.images[-1].pixels
>>> len(pixels)
8294400

>>> for i in range(64):
...     dummy = pixels[i]
...
>>>

takes over two seconds to run the for loop.

However, running pixels = [0 for i in range(len(pixels))] before the for loop causes the script to finish instantly.

What's going on with the Blender Python image pixel access, and how can I speed it up?


texts: How to use correctly the "Scene" actuator

texts:
I've read in an answer here that in order to suspend-resume a scene correctly you need an overlay scene.

In my case I have a main scene and an overlay scene. I use the overlay scene to pause-unpause the main scene.

Now I wish to change from the main scene to other secondary scenes and back(resume). So I send a message to my overlay_scene_camera_obj to suspend the main scene and set a new scene(secondary scene). My problem is that when I want to go back, I send again a message from an object in my secondary scene to my overlay_scene_camera_obj but nothing happens.

At first I thought I would need to add the "overlay" scene to the secondary scene too, but it did not work. But still I suspect the "overlay" scene goes off during the change from my main(+overlay) to secondary, so any messages sent to overlay from secondary don't get through.

So is there a useful documentation/thread or can someone tell me what I might be missing.

p.s. I thought someone had posted here or in blenderartists couple of years back regarding this actuator and its "problems". But I couldn't find the thread.


texts: I created a "path" curve and add geometry using "Bevel object". How to turn this object into a simple mesh?


texts: How to save export operator presets as a new default - ? No way short of scripting

texts:
I have specific obj export settings as an operator preset, but they reset to default whenever I close Blender 2.78.

Can export operator settings be saved as a preference, so I don't have to manually apply the preset every time I open Blender?

Edit: Looks as if Blender cannot save specific Operator Presets to function as new default settings when Blender opens, except by working directly with the py script.

Apparently not too complicated, but seems a glaring kind of oversight, to be able to easily save User Preferences, but not obvious preferences like Import Export settings. That should be under User Preferences. To be able to remap the keyboard and save that, but not Operator presets? I don't see the logic behind that strategy.


texts: Different render results and time on every new f12 hit

texts:
after i upgraded from Blender 2.79 to 2.79b yesterday in order to use the cpu+gpu feature which btw apparently no longer exists . I tried to notice if there was any difference on the render time of a scene with emission particles flow + blur that i rendered just before, after the upgrade i opened the same untouched file with same Blender parameters (even user preferences), and this is the weirdest part... every time i hit F12 i got a longer render time and it seems like the light trail of the particles is getting longer like if the animation is running. (it's not, it has always been frame 107).
I filled all of the 8 render result slots consecutively with the same frame and i got 8 results (12sec/13/15/20/30/54/1min44/3min) (the more blured it gets or the longer the particle's light trails are, the longer the time it takes to render) and it seems like the time is going up to the infinity as long as i keep rendering the same image, it takes longer and the result is more "changed"... Any idea about the reason it is changing ? thank you and sorry for my bad english.

PC specs:
 - CPU I5-3340
 - GPU GTX 560ti
 - RAM DDR3 1333MHZ 16Gb
 - Motherboard MSI Z77A-G43
 - OS Windows 7 ultimate

Ps: i got the Blur option turned on ofcourse and the shutter set to 1.
no caustics and all light bounces set to 0 and samples set to 100 .


texts:
is it possible to preview the selected renderlayer in the viewport?
I have a couple of renderlayers with override materials that I would like to check in the viewport, but it seems previewrender ignores renderlayers and material overrides completely...
Thanks


texts: Grease pencil overlapping only in render view?

texts:
I have a small room I'm working on, and I adjusted things to how I wanted them in the Layout tab. I did want to give it a slight hand drawn feel, so I know this means the strokes aren't super accurate. But there's a weird overlap of lines in the final render that doesn't seem to go away even when I deactivate the line layers, so I'm not certain if this is a bug or if I'm just too much of a beginner to identify the issue.

I have a thread of images regarding the issue here, and how it looks when I tried different solutions:
https://imgur.com/a/LkrAs23

I have the object stroke depth order set to 3D location. I'd really appreciate any suggestions you guys can give!


texts: Exposing the Lifetime of a Particle to use it for animating other properties

texts:
I want a particle system, using an object (mesh) particle, which is animated via a morph. (Shape key).
The shapekey`s percentage of the particle should be driven by the particle age. (lifetime)
Sounds simple, so far I couldnt find a way to expose the particle`s lifetime.
Thanks.


texts: Place objects on mesh using snap with Python script

texts:
I'd like to place objects on a mesh using snap with a python script in Blender 2.79, preferably on places where the gradient (steepness) of the mesh (terrain) is not too steep.
From the snap documentation and the API documentation for the transform I couldn't figure out how to do it in a script. The output of manually doing this in the info window (bpy.ops.transform.translate(value=(121.057, 0, 0), constraint_axis=(False, False, False), constraint_orientation='GLOBAL', mirror=False, proportional='DISABLED', proportional_edit_falloff='SMOOTH', proportional_size=1, release_confirm=True, use_accurate=False)) also didn't help.
One of the code snippets I tried:
cube = bpy.ops.mesh.primitive_cube_add()
bpy.ops.transform.resize(value=(4,1,1))
x,y,z = -100,-100,100
# Hoping that this line would place the object on a nearby surface of this point (It doesn't)
bpy.ops.transform.translate(snap=True, snap_target='ACTIVE', snap_align=True, snap_point=(x,y,z))
# Settings for the tool like doing it manually
bpy.context.scene.tool_settings.use_snap_align_rotation = True
bpy.context.scene.tool_settings.use_snap = True
bpy.context.scene.tool_settings.snap_target = 'ACTIVE'
bpy.ops.transform.translate(value=(121.057, 0, 0), constraint_axis=(False, False, False), constraint_orientation='GLOBAL', mirror=False, proportional='DISABLED', proportional_edit_falloff='SMOOTH', proportional_size=1, release_confirm=True, use_accurate=False)

Thanks in advance for any help, hints and other ways to place the objects on the mesh with proper orientation!
Image shows how I would like my objects to be placed:


texts: Why does my baked normal map looks gliched like this?

texts: There are no overlapped faces, or is it because my seams are bad? I'm trying to bake multiple parts one by one and the first piece I choose to bake always looks good but after that it gliched out like this, no matter the piece I choose.


texts:
Im using rigid body simulations to generate lots of small objects falling into a box for a project, this works well on my workstation but I hit some issues when trying to scale up the problem to have bigger boxes and hence more objects. Essentially the methodology works, but there are problems scaling up.
Blender tends to just close, hence giving me no error, im currently attempting to get some info on this by running through the command line, however, it would make sense that the issue is caused by me maxing out memory (im open to other suggestions), I have seen this issue on machines with 16GB and 64GB RAM at different scales (can do more on the 64GB system).
Has anyone tried using blender with Amazon Web Services (AWS)? If so would you recommend running Blender using the command line prompt, or by using the bpy python module? Are both even possible in AWS? Is there a better option than AWS?
Sorry that this is really multiple questions, Im just looking for some advice on scaling my project.


texts: How can I turn off light in compositing nodes?

texts:
I want to animate this neon light to be complete turned off but it still shows some light after I put zero on everything, what can I do?

I basiclly explain everything in this picture.

Thanks. And sorry for my English.


texts:
I need to debug an add-on in real-time (installed & running in Blender).

While I am an experienced programmer in several languages, Python is not one of them.

I'm trying to fix an add-on written by someone else. Released as a Beta, the creator is no longer around to finish the job.

The add-on is active from the moment Blender starts (adding a new tab to the left margin), so placing "debugger" commands at the top of the script only crashes Blender.

Unfortunately, I can't post the code for the following reasons:

It's not mine.
It's too big.
It calls in-house apps to work, so you couldn't run it anyway.

I know what the problem is (it's writing to the wrong path) but not why. If only I could set breakpoints and view the contents of variables at various times, I'd be set.

Any advice is appreciated.


texts: Transparency in Blender 2.8 GPU Python Module

texts:
I've been messing around with the new GPU python module in Blender 2.8. But I cannot find a way to make my lines and triangles transparent. The alpha channel is completely ignored. I even tried it with a vert frag shader and even that doesn't work out.

import bpy
import gpu
import bgl
from gpu_extras.batch import batch_for_shader

vertex_shader = '''
    uniform mat4 viewProjectionMatrix;

    in vec3 position;
    out vec3 pos;

    void main()
    {
        pos = position;
        gl_Position = viewProjectionMatrix * vec4(position, 1.0f);
    }
'''

fragment_shader = '''
    uniform float brightness;

    in vec3 pos;

    void main()
    {
        gl_FragColor = vec4(vec3(1, 0, 0) * brightness, 1.0);
    }
'''

vertices = [(1, 0, 1), (-1, 0, 1), (-1, -0, -1), (1, 0, -1)]
indices = [(3, 0, 1), (1, 2, 3)]

shader = gpu.types.GPUShader(vertex_shader, fragment_shader)
batch = batch_for_shader(shader, 'TRIS', {"position": vertices}, indices=indices)

verticesOutline = [(1, 0, 1), (-1, 0, 1), (-1, -0, -1), (1, 0, -1)]
indicesOutline = [(3, 0), (0, 1), (1, 2), (2, 3)]

shaderOutline = gpu.shader.from_builtin('3D_UNIFORM_COLOR')
batchOutline = batch_for_shader(shaderOutline, 'LINES', {"pos": verticesOutline}, indices=indicesOutline)

def draw():
    shader.bind()
    matrix = bpy.context.region_data.perspective_matrix
    shader.uniform_float("viewProjectionMatrix", matrix)
    shader.uniform_float("brightness", 0.2)
    batch.draw(shader)

bpy.types.SpaceView3D.draw_handler_add(draw, (), 'WINDOW', 'POST_VIEW')

def drawOutlines():
    shaderOutline.bind()
    shaderOutline.uniform_float("color", (0, 1, 0, 0.4))
    batchOutline.draw(shaderOutline)

bpy.types.SpaceView3D.draw_handler_add(drawOutlines, (), 'WINDOW', 'POST_VIEW')


texts: Import/Export Rhino's 3DM format to/from blender

texts:
Is there a plugin to import/export rhinoceros' 3DM files to/from blender?

If there's no plugin yet, would it be possible to write one or are there technical limitations to do such a thing? I suppose somebody would have written something by now...

I'm asking this because I swap files with people who only work with rhinoceros, but most of them only know basic modelling and panic when I start speking about STL file-format.

Thanks in advance


texts: Making proxies of all objects in a Linked collection in blender 2.8

texts: So, I see that we now use collections to group multiple objects and then link the whole collection in another file. But when I go to the linked collection, I have to go and make a proxy of each object one by one. Is there a way to make proxies of all objects in a collection automatically, as manually seems to take forever if your collection is pretty big.


texts: I'm pretty used to blender, and I've never had any problem like this. I recently changed my workstation and now some projects aren't able to render. For example I have a project of a chair, with about 15518 vertex, and when I press the render button it just opens the blender render window and does nothing else. I tried letting it work for some minutes but I didn't get any result. I've noticed that when I try to start rendering Blender starts to occupy a great amount of RAM, till it's almost saturated. If needed I can give you more infos about how the system gets influenced by the "starting of the render". I really don't know what to do, please help me!


texts: In the other objects it worked but for some reason in the skirt doesn't. I'm in the paint mode of the UV Map editor.


texts: Which file format represents surfaces with quadric equations?

texts:
EDIT:

I realized NURBS is similar to the type of file format I'm looking for.  However, it seems to specify 2-D curves, whereas I'm looking for a surface embedded in R3

===============================================================

Original post:

===============================================================

I am trying to model human bodies based on pictures taken of people at various angles theta and phi.  To that end, I would like to reduce file size by representing different parts of the body by 16 parameters: 10 from a quadric equation and 6 from boundaries

In the most general case, the 10 paramters A-J come from the equation

===============================================================

Ax^2 + By^2 + Cz^2 + Dxy + Exz + Fyz + Gx + Hy + Iz + J = 0

and bounds

x = [x_lo, x_hi], y = [y_lo, y_hi], z = [z_lo, z_hi]

===============================================================

Is there a file type that stores 3-D models as these continuous, algebraic objects rather than as polygonal meshes?  Polygon representations take more space


texts:
When I use the simple deform modifier the results are not at all what I would expect.

To reproduce.

Open new file

create an empty arrows, move that object along the x axis by 2

take the default cube, go into edit mode, stretch it along the y axis by 2

subdivide by 4 times to add extra cuts.

apply simple deform modifier to the cube, with the axis origin as the arrows.

set axis to z.

Select bend.

Now the object is pointing off in a direction which is related to the arrows but not pointing at them. it is not bending around the arrows so the arrows are not the axis but some deformed location of those arrows.

my goal is to bend objects around an axis with a single modifier, am I using the wrong tool?


texts: Snap individual vertex of the selection to closest vertex

texts:
I want each individual vertex of my selection to snap to the closest unselected ones, so they superpose each other.

Im aware of the vertex snapping utility along the "closest" mode but it only work on "one" vertex, and thus will move the entire selection.

I could do it by hand but it would become tiresome with hundred of vertices.

Precision: I'd like it to work in UV editor too.

I hope I'm clear, Thank you.


texts: i really like Bleander 3d currently i use Autodesk Smoke to do my postwork but im thinking of going full blender. though the windows tend to get cluttered i would love to see the gui have a dual screen option if it already does could someone inform me on how to activate it. thanks


texts: Wind Field freeze at frame 250. Where can it be changed?

texts: I have setup a project of 250 frames with a flag and a wind force field. It works fine until I change the length of the project to 520 frames, then the flag is frozen after frame 250. There must be a simple way to change this. Thanks for any help. Regards, Daniel.


texts: Rotating around z-axis in Blender does not convert to y-axis in GLTF-export

texts:
I have a scene with a door in it. There is an animation on the door to open it. I want to use the scene in ThreeJS so I export it in GLTF (.glb specifically) format. The problem is, that the Z-axis in Blender is the y-axis in ThreeJS. I do have the option "+Y up" enabled during export. However, that somehow does not seem to work for the export of the animation. When I play the animation, the object all of a sudden flip and rotate around the ThreeJS-version of the z-axis.
Zip with the .blend and .glb files: https://we.tl/t-8hiGgS9rsY
You can use the glb-file here to see the animation: https://gltf-viewer.donmccurdy.com/
Is there something I can do to make this animation work?


texts: Principled Volume not showing up in Cycles Render

texts:
My Blender scene looks like this:

On the left, you can see my cloud-like volume setup. The center screen is in Material Preview mode and shows my clouds (the volumes) just right. As you can see in the Dimensions panel, the selected Cloud Box is actually pretty large (30x30x30m), but the clipping of my camera is already set to 1000m.
The problem is, that in my renders, the volumes seem just invisible. Whatever I'm doing, even if I change the cloud color to black, it doesn't ever show up in the Cycles render.
Is there a setting I'm missing?

Update 1:
After following suggestions, I removed most of the nodes. For testing purpopses, I even disconnected the noise texture:

This looks quite foggy in the preview now:

And indeed, in the render output, I can see something, but not what I've seen in the preview. The rear-half of the plane looks kindo of blue-ish. And when I disable the rendering of my "Cloud Domain" objects, the blue-ish look disappears. So it seeems to be there. Cycles just seems to treat those volumes substentially different compared to Eevee.

The weird background is a Sky Texture node with the 2.9 new Nishita mode. I set it to be that dirty, because I wanted to see a better contrast to the clouds while I'm testing. It's the only light source by the way.
I'd still guess that it has something to do with my Render settings or the how the ligthing is configured, but I don't know what exactly this could be.
Some more images:


texts:
I am following a coffee cup tutorial where I have to bridge two extrusions. I did that but the edges are intersecting giving crappy results.

I saved AFTER the bridge - so if I have to recreate it I will - but was hoping to learn HOW to fix.

Attached are two images showing the problem. Thanks!


texts: How can I preserve texture details when viewed from a distance?

texts:
I'm trying to achieve a scratched surface effect using a bump map, however it turns out the surface details are not preserved at a distance:

The first picture shows the metal part at high resoltion, the second picture is a down-scaled version of it and the third picture shows the same part rendered at a distance.

This surprises me actually because Cycles obviously does supersampling for the primary rays, however it seems that it downsamples the textures on the fly or pre-calculates mipmaps instead of sampling the textures at full resolution.


texts:
How can I stretch a part of an object ?

I selected one side of the area I'm hoping to stretch (just want to add 2/3 cm) but if I press E (extrude) it's going in a weird angle, and don't seems to be the solution anyway.

How should I proceed?


texts:
Blender split the 3d view into 4 parts,I don't want this,I want the default blender 3d view,How do I go back?

Here is a screenshot:


texts: While in texture paint, make uv map edges visible (Cycles)

texts:
i'd like to see the uv map while texture-painting. But the uv map in the uv editor shows only if the 3d view is in edit mode. I've seen in a tutorial that the map can also be visible in texture paint mode, how can i do this?

regards,
  Toast


texts: Rig of model in blender export fbx to unity than live streaming MVN mocap data, the location of model is wrong

texts:
I am a new user for blender (Using Maya in the past).
This time I try to use blender to build up a model and rig it using the Armature Human(Mata-Rig).

Since it just a simple model like this.

I just parent it with bone by using pose mode Ctrl + P.

And than export it to fbx.

Import to unity and Humanoid it, add a Xs Live Animator component. Click play, the problem is show.

What's wrong that I make?
I have try to make it T-pose before export form blender, it give same result.
I have try to import the white one [which rig by maya] in blender and then export, it give same result.
I have try to change the export setting but it give same result.
How can I solve this problem?


texts: Whenever I Symmetrize my Armatures they always flip on the wrong axis. I've tried turning the model, and it always ends up flipping the wrong way


texts: Changing tooltip for menu entries which use the same operator

texts:
I have created a set of menu entries which all use the same operator, but with different operator parameters:

As it is now all menu entries show the same tool tip. But i need to add different tool tips here so users can be better informed about what the different entries do. The only idea i have so far is to create a unique operator for each menu entry. But how can i do this dynamically?

Or is there a better solution to get different tool tips for each of the menu entries?

Here are the menu and operator that i use (simplified):

class MyAddMenu(bpy.types.Menu):
bl_label = "MyMenu"
bl_idname = "OBJECT_MT_my_add_menu"

def draw(self, context):
    lo = self.layout
    op = MyAddItem.bl_idname
    ps = get_p_list_from_somewhere()

    for p in ps:
        text = "entry-%s" % p
        lo.operator(op, text=text, icon='OUTLINER_OB_ARMATURE').p=p

class MyAddItem(bpy.types.Operator):
    bl_idname = "OBJECT_MT_my_add_item"
    bl_label = "Add Item"
    bl_description ="The operator Tool Tip"
    bl_options = {'REGISTER', 'UNDO'}

    p = StringProperty()

def execute(self, context):
    # Do something
    return {'FINISHED'}


texts: Shadow culling in shader for uv projected texture

texts:
I'm trying to make a projection using the uv project modifier :

But I would like to project only once (don't re-project behind at the place where it should be shadow)

Would it be possible to use a light path camera ray from another camera than the one doing the final render ? Or use another attribute to make the projection only visible once and not project through all the object ?
Maybe a custom OSL or GSLS shadowmap from a point could be possible ?
I'm trying to reproject many photos (only one per frame) onto a photoscanned model :

I'm aware that I can project texture from light, but it produces only photons that will be absorbed (or bounces) onto a surface. I would like to have control over the shader and decide if I want to project a shadeless texture or project it as a texture used in the principed shader after.


texts:
I have some large models with lots of texture data blocks.

In an effort to structure my models I have moved my images that are UV textures to a library folder and this has resulted in a .blend file with hundreds of data blocks I need to unlink.

Now I do know how to use shift with the deselect button in the UV Image Editor but the only way to get to this data us the tiny drop down menu that shows 10 at a time.

Is there any way to make this a screenful every time you open this drop down it also starts at the top with a list of over 290 data blocks scrolling down is becoming a pain and I have two more modes one of these has even more blocks.


texts: Copy materials and material indices to instances which aren't copies of anotther object

texts:
From this question: link I learned how to transfer UV maps from one object into a new instance. How can this be done with materials and material indices?

AN in 2.8 seems to have a new system but I'm still stuck in 2.79.

EDIT

@Omar Ahmad offered a solution which works great for the materials but material indices aren't transfered correctly here is how the graph looks like.


texts:
Blender 2.8 produces the following error  whilst multiplying a combination of matrices and vectors

>>> M = Matrix()
>>> v = Vector()
>>> M * v
Traceback (most recent call last):
  File "<blender_console>", line 1, in <module>
TypeError: Element-wise multiplication: not supported between 'Matrix' and 'Vector' types

>>> v * v
Traceback (most recent call last):
  File "<blender_console>", line 1, in <module>
TypeError: Element-wise multiplication: not supported between 'Vector' and 'Vector' types

>>> M * M
Traceback (most recent call last):
  File "<blender_console>", line 1, in <module>
TypeError: Element-wise multiplication: not supported between 'Matrix' and 'Matrix' types


texts:
I want to pose my mesh and I did everything exactly like in the youtube-tutorials and read over 20 forum-posts, but nothing fixed my problem. If I rotate/move something in pose mode, nearly the entire mesh deformes. I tryed to edit the weight-paint but everything was fine, no matter where I looked, i can't find the problem. I hope someone here can help me and sorry for my bad english. Thank you for your time :)
PS: I used the Human meta-rig and added parent with automatic weights


texts: Hollow / Solidify a Mesh (Without Intersecting Faces)

texts:
The solidify modifier creates new geometry normal to the surface of a base mesh.  This works well in many applications but creates intersecting faces for many geometries beyond a critical thickness.

Are there any straight-forward, reliable methods of creating a more desirable internal mesh?  There are two acceptable outcomes:

Preserve the detail of the base mesh
Simplify the geometry (beyond a critical thickness)

There are manual methods of addressing the problem but this does not scale well; achieving a uniform wall thickness across any non-trivial mesh presents quite the undertaking.

This problem crops up frequently in the world of 3D printing where solid parts are needlessly resource-intensive.


texts: Blender Arm Twists After Applying Automatic Weight Paint

texts:
Upon finishing rigging my low poly model in Blender, I decided to parent the rig to the mesh and apply automatic weights. The head, spine, legs, and feet all work fine, however, the arm has an odd twist in it. I also noticed that the default pose position of the armature is different than that of the rest pose or edit mode positions of the armature. I've tried applying Alt G, Alt R, and Alt S but nothing changed, and both the odd position and twist remain. Is this an issue with my rig or topology, or will applying and adjusting weight paint manually solve the problem? This is my first time rigging a model in Blender so any help is highly appreciated.
Edit Mode/Rest Pose Position:

Default Pose Position with no transformations or rotations:

Arm twist in the mesh after applying automatic weights:

Edit: I made a comment of how I fixed this issue but TL;DR
Unparent the mesh and armature. Select all the bones in pose mode. f3 search Apply pose as rest pose. Parent them again and apply automatic weights and the issue was gone.


texts:
I'm modeling a mirror. I created this frame by extruding planes for the outside part and then connecting both holes from the front and the back. I used and applied a mirror modifier for the Y axis.

Everything looks good until I render the file, it shows a strange line as you can see below in the screenshot. I can solve this by using a Subdivision modifier but then I lose the sharp edges. Tried adding more edge loops and beveling but it seems I'm missing something.

Is there anything I can do to avoid these artifacts when rendering?


texts: Renaming an obj based on a Vertex Group script

texts:
I have a model with parts named obj0, obj1 etc which I am creating vertex groups with the same name for. I'm joing them together to edo and then After editing the model I split by vertices. I'm trying to rename all the original parts their name based on their vertex group name now using a script to save time. The following is what I have so far.

I have this which works when there's just one vertex group in the obj, but after splitting by vertex it keeps the remaining ones in. How would I edit this code so that the obj is renamed from the VertexGroups.active_index selected instead of the at the top of the list?

Thank you.


texts: Spotlight Not Illuminating Inside Building

texts:
I need to render this scene where the sunlight is entering though the windows and making shadows, I added a spotlight but it seems that the light is only working outside, I have no idea why. My windows have no glass yet.
Of note, I am using 2.79 because of my current hardware.

The weird circle you see in the windows is that i accidentaly duplicated the glass, i deleted the duplicated faces and correct the normals and now everything is looking goood


texts:
How to create a emission material that will glow through glass material in Cycles render? (volumetric light)
I have attached the project file here:
https://drive.google.com/file/d/1NreO9LvHx41nt_uOUxasqxgS9RXASLzr/view?usp=sharing
I do not want to be in Eevee, also without Compositing effects;
thanks in advance!


texts:
Okay I don't know what I did but my mesh with just a diffuse texture looks terrible now. I could use some advice on how to fix this.

Specifically these weird white highlights.


texts: Vector Imported curves not moving on Z axis

texts:
I wanted to make some 3D infographics, so I imported some vector images into blender via Inkscape. Normally, I can edit and move the points on a curve through all three dimensions, but for some reason these will only move on the x and y axes.
I want to make the arrows point up and around as well, but this kinda impedes it.


texts: I recently learned how to make things glow in regular blender. It's a pretty cool effect that would go nicely in a game, but when I switch from cycles render to blender game, it no longer has the same emit effect as before. Is there a way to make it keep the effect in the game engine? Thanks.


texts: Material Doesn't catch light shining on it from using a Geometry and Mix Shader node

texts:
I created the following node setup to place an image on 1 side of a plane and have the other side white.

The issue is now the material will not catch any light from a lightsource.

The following node setup works but then the image is on both sides of the plane.

Question

How can I use Geometry and a mix shader in my material and have it catch light?


texts: How to import fbx image to an existing project

texts:
I have a 'project' consisting of a number of smaller objects which will eventually be integrated into a single object. I have found a great 3D (fbx) object and when I import it I have noticed that when I drag it around over my existing objects it appears on top of some and behind others.
How do I 'mark' this imported object so that appears 'above all my existing objects? See following screen shot (imported object is the car tire/tyre)where the tire is hidden by the large object but not by the smaller ones. I eventually want to use the tire in an array to be added to the edge face of the large object. Also I can use the 'rotate' tool to orient the tire to face 90 degrees from where it currently is but what is the method to 'snap' it 90 degrees rather than try and manually do that?


texts: Is there a way to speed up or slow down movie clips that are on a plane?

texts: So in Blender it is quite easy to put movie clips on planes via the 'images on planes'-addon. But I couldn't find a way so change the playback speed of the individual planes. Is it even possible, or will I have to edit the videos themselves?


texts: How to animate morphing a rectangular plane into a sphere

texts: How to make a grid-to-sphere animation like this?


texts: Why do the hair particles go crazy when rendering?

texts:
I have created hair on a character I am making for animating. I combed the hair and it looked good in the 3D viewport.

I then rendered it and got this result.

I then went back to the 3d viewport, and everything looked normal until I right clicked to rotate and then the hair was crazy there as well.

I loaded a previous save and combed the hair again a few times with the same results every time I rendered it, so I'm thinking it's got something to do with my particle system settings, so here are all my settings for the particle system.

Any help in resolving my hair problem would be great, THANKS!


texts:
Assume I insert one movie strip inside the sequencer, I have one video track and one audio track. Since I want to keep only a subsequence of this strip, I meta the audio and video track and then cut this meta strip to keep only the part that I want. Once this is performed, I would like to retrieve both the audio and video track independently, so I unmeta the meta strip, but this gave me back the total audio and video tracks, as if the cut that I performed on the meta strip was not taken into account.

Is there any solution for what I want to do? Obviously, I don't want to perform the cut on both the audio and video tracks separately.

Many thanks,

Blender 2.77 on Ubuntu 14.04


texts: No performance increase when i switch new gpu on eevee rendering

texts:
my spec:
core i9 9900kf
ram 16 gb
ssd 120gb
GTX 1660 (previous) and RTX 3080 (new)
I don't know why there was no performance increase when I replaced it, but before this I used amd rx 460 and replaced it with gtx 1660 ti the performance was very noticeable the change in rendering time decreased drastically, but when I replaced gtx 1660 ti with rtx 3080 it was the same and not change render time altogether.
I tried it in various blender versions from 2.8 and 2.9 the render time is the same ...
Is there a specific setting in the NVIDIA driver or what?
thank you


texts: Place/spawn objects along curve with randomized scale and rotation?

texts:
Is possible to place/spawn objects along curve with randomized scale and rotation?
I'm looking for lazy way to create flowers and randomized procedural patterns.
Thanks


texts: Render with a wider dynamic range in cycles to produce photorealistic looking images

texts:
To get images that seem more photorealistic, not only a much wider Dynamic Range is needed, but also having the color information desaturate towards white as it would happen in an overexposed photograph.

This all follows from an answer on this question

  The default sRGB output view transform captures a mere two and a bit stops of light above middle grey from a Cycles render. This is entirely unnatural when compared to our learned response of examining photographic-like reproductions, which maps anywhere from six or more stops of light above middle grey to the display / output referred transform

To illustrate the issue here's a sample scene:

Simple emission shaders: White, Red, Green and Blue.
From left to right each one is twice as bright in a linear progression (in photography double the light intensity it would be considered one stop brighter). The red numbers indicate the brightness for the emission shader.

As you can see once the values are mapped from linear scene to sRGB transfer curved values, there is no difference in anything that is brighter than 1.

Looking at the waveform the issue is very clear: values over 1 are just clipped. 1 is white and, of course, there is nothing whiter than than white

The vectorscope  reveals another issue as well: The Red, Green and Blue colors, also reach a point in saturation at 1 and keep going past what is possible to represent correctly.

Again from the same answer:

  Rendering in a scene referred model extends primaries off to infinity. This means that they do not desaturate nor reach the display referred white in any way that is familiar nor correct.

So how can both of this issues be resolved, so that we can capture more dynamic range from the scene and the color saturation seems more photorealistic? Ideally the brighter the object gets it will get disaturated as well...


texts: How do I get rid of curved edges that bridge the two edge loops together in attached model below?

texts:
I have a model of a Rook, after applying a sub div modifier and creasing a few edge loops I am left with these curved edges that form the bridges between the edge loops as shown in the image. Auto smooth is enabled. I want the curvature of the upper edge loop to continue.

link to model: https://drive.google.com/open?id=1pOFzSxaiFRGXxxMSYnYX707fe1JY9bKK


texts:
I am making a scene which I want to be a static image. To this scene I am trying to add smoke. And seeing as I'm quite new to these things in Blender (last time I remember playing with particles was 3D Max) I may not be doing things right.

So, I've put together a bit of an elaborate scene that consists of a number of curves that have been fleshed out by a circle (forming a tube) that go in large sweeping arcs around the scene. Now I want to flesh them out more by having smoke emit off of them.

I start with the longest one, convert it to mesh, create a domain that is larger than the scene, apply smoke flow to the tube, advance the frames, and it looks like the smoke isn't emitting from the surface of the tube but rather that the domain cube is just filling with smoke.

In the tutorials I've looked at, they simply say make box, make object, set box to domain and object to flow, and the result is smoke rising from the object. But when I do these same steps, the tube isn't smoking like in the tutorials. Either it is one big blob of smoke or patches of smoke all over that scales when I scale the domain.

So, what values should I set in the many settings in the domain and flow so that it looks like the smoke is emanating outwards from the tube's surface by about twice the tubes thickness, rather than filling the whole screen?

Also, in Rendered View it looks black, like if it is blocking all the light.


texts: how to do crochet patterned curtains (grandmother like)

texts:
I need your help, i have no explanation how to do these curtains
- can someone explain, what is the smartest way to model these?
- how can i use it in the best way for a cloth sim?

Best regards,
Marc


texts: How to make the compositing to use the Z Channel in Blender?

texts:
Right now, i have two pictures which come from another game engineer (SecondLife). One is a Colour Picture, another one is a Depth Picture.
And, i am new to enter into the compositing world so that i dont know if the Z (Channel) in some Blender Nodes stand for the Depth Channel there.
Oks, Simplify what i want to do:
I want to composite pictures for making the DOF (Depth of Field) in Blender Node Editor

and i read some articles, they said i need two pictures, one is colour picture, another one is a depth picture. (That's why i got them from SecondLife as Materials)

Also, i have no thoughts about how to link them in Node Editor...


texts: How to generate meshes from pre made modules

texts:
There are different options for individual parts of the mesh (modules). How can Blender quickly generate mesh made up of random combination of these modules?
For example, there are different options for the first, second floor and roof of the house. How can I quickly generate a street of random houses?


texts:
I'm learning Blender and Unreal side by side.

I've made a mesh and would like to use as my main character's for the game I am building. The mesh looks alright, even comes into the game with all the materials looking the way I want them and everything.

My goal is to create a skeleton that would match the Unreal skeleton enough to be able to use the animations that come stock/are so cheep on on the Unreal market.

But it seems that whatever I try, though, I don't get the right effect(s)

Method 1:

Export a Unreal mannequin into Blender. I then move the skeletal mesh to be connected the way it should be. Removing IK bones and twist bones.

(described here: dhttps://forums.unrealengine.com/development-discussion/animation/100864-tutorial-how-to-make-ue4-mannequin-in-blender)

I then have tried two versions:

A) I just parent the skeleton to the mesh and use weighted when asked.

This results in the mesh having all the bones, and I can move it all in the skeleton section of unreal. But the physics assets is a GIANT blob of blue 50x the character's size with so many volumes I don't even know where to start on trying to fix it.

And the blobs don't scale right. I can't get them to be much smaller and they just become slightly smaller spheres if I try to arrange them

B) select the skeleton, hit the create rig button and try to use that.

When I get it into Unreal, the skeleton doesn't move the mesh at all.

Method 2:

Using blender skeleton
https://youtu.be/jiXwDxCZtOc
Following this tutorial.

I do have a different skeleton than the person who made this does. When I create the human mesh, mine has a face and everything (no biggy, I figure, I've tried just not creating targets in unreal and I've tried removing those bones.)

My project looks different the moment I hit the rig button. I don't get the little floating orbs connected to bones.

I get one in front of the characters face. But I do have the arrows and the box around the center of gravity etc.

When I grab these and move them around The Mesh warps. Mostly.

Like grabbing the center the pants warps around but where they meet items I have joined (belt/shit) they seem completely unconnected.

(to begin with the created generated Rig is slightly larger than the original rig for some reason? If I scale from the root to .889 it's exact)

And things like the arms the bones just move through them.

Is there any help anyone can give on what I am doing wrong/how to fix this. I would appreciate it. I have no idea

(I kept getting errors when trying to post photos i have taken. I placed them in a folder on my drive here:
https://drive.google.com/drive/folders/1r0mUrY40fXo9rdhwz79BWVhpymxvyjCB)


texts: How to correctly export from blender to opengl with a texture?

texts:
I am learning opengl from here and we are given an obj file for blender of crysis nanosuit.

When I load this with opengl, it just loads fine. But then I imported the file to blender and added some color and made an ironman-suit on it. The picture looks like this

Then I exported the file as .obj format and loaded it in opengl the same way as before.
But this time when I load the image, it just shows a black body with no color or anything. Just plain black. Why isn't any color showing?


texts: how can I cut a sphere by selecting all the faces that intersect a plane?

texts:
I have a sphere made of 512*256 faces. I'd like to be able to cut the sphere so that only a thin ring remains.
I attach a picture of the objective, I have manually selected a portion of this ring, the problem is that the sphere is so dense that selecting the faces at the poles is difficult.
My objective is to select only the faces that touch the meridian, so that the ring actually becomes thinner at the poles.
Any suggestion on the workflow? I thought I could add a plane and then select the faces that touch this plane, but I have no idea how.


texts:
I am creating a product user interface mock-up, which has a series of buttons which will be navigated using a mouse. I would like to add a timer to one of the buttons to detect short and long button presses (>2 sec) of the left mouse button to set different actions accordingly.

For example:

sensor detects left mouse press > and > scene actuator sets camera to CAM1

sensor detects long mouse press > and > scene actuator sets camera to CAM2

How could I detect /differentiate between these two types of mouse click, and set the corresponding action?

I don't know how to use python, but happy to try with clear instructions : )


texts: Blender crashes when manipulating a large number of vertices with proportional editing enabled

texts: I have a sculpture with 250,000 vertices and I select the head (70,000 vertices) I would like to rotate the head 12 degrees around the z axis with proportional editing enabled so the neck and upper torso twist with it, when I do this Blender crashes on my computer. Is there any way around this problem? One way that seems to work is to deselect 95% of the vertices on the head, the trouble is I only know how to do this one vertice at a time!


texts:
I'm learnig how to use Blender with Youtube tutorials and I'm stuck because I cant't find Add Texture Paint Slot option. I know where it suppose to be, but I don't have it.
I'm using Blender 2.76b and this is how it looks


texts:
I'd like to put the 3D cursor on a vertex with a single action rather than a series of actions.
Currently, I have to switch to edit mode then switch to vertex select then select the vertex then cursor to selected than back to object mode.
It's very tedious.
I tried to hold ctrl while placing the 3D cursor near a vertex. It did not work.
I tried the magnet, chose vertex mode but it didn't work with 3D cursor.
Any ideas?


texts:
Was just about to start learning Python in Blender, turned on the console and found the following message being constantly printed:

p_cache.gamepath_valid = os.path.exists(os.path.join(getGamePath(),"gameinf o
.txt"))
File "E:\Program Files\Blender Foundation\Blender\2.71\python\lib\ntpath.py",
line 108, in join
result_drive, result_path = splitdrive(path)
File "E:\Program Files\Blender Foundation\Blender\2.71\python\lib\ntpath.py",
line 159, in splitdrive
if len(p) > 1:
TypeError: object of type 'NoneType' has no len()
Traceback (most recent call last):
File "C:\Users\Reverend Speed\AppData\Roaming\Blender Foundation\Blender\2.71\
scripts\addons\io_scene_valvesource\__init__.py", line 105, in scene_load_post
game_path_changed(s,bpy.context)
File "C:\Users\Reverend Speed\AppData\Roaming\Blender Foundation\Blender\2.71\
scripts\addons\io_scene_valvesource\__init__.py", line 139, in game_path_changed

Any clues? Had a problem with my E drive a while back, and while waiting for a solution I installed Blender (one of the 2.72 release candidates) to my C drive. When the final version of 2.72 came out, I installed that to C also.

Looking to fix this asap - was really anticipating getting stuck into Python and Blender tonight, but I won't be able to see any prints to console with this spamming constantly.

All the best,

--Rev


texts: What is an Alembic Cache and can it be converted to fbx or dae?

texts: Can anyone help me understand what an alembic cache is? and can I convert it to any other format like fbx or dae? I am specifically looking to bring it on the web and play the animation online essentially .


texts: So  i have a scene with a few objects, and a water simulation in the scene. However I want to animate the camera turning around in the scene, while the water simulation is frozen in time. So something like a time freeze effect. But when ever I try to render an animation it renders the water simulation too. I just need one frame of the water simulation. Is there a way to do this?


texts: Rendered SBS (side by side) video, but only left (_L) side is created

texts:
I have created a very simple 3D animation from cube and rendered SBS video, but only left (_L) video is created.

I've made the cube to turn in 250 frames, it works OK.
I've set side-by-side with Ogg Theora.
Rendering the animation works fine, the video file (3d0001-0250_L.ogv) is created in the given directory.
But this file contains only the left side.
What have I missed?
How can I get the right side?


texts: Why is blender's boolean so touchy compared to most cad programs?

texts:
I love using Blender for modeling things, however, the boolean modifier is not always the most reliable. The fact that it can't bool 2 faces that are right against each other and can't handle 2 vertices overlapping is a big problem if you are trying to do 3d printing.
Example, If I Try to boolean 2 cubes with intersecting faces it looks good on the surface.

But if you apply the modifier and look at the mesh it is very disjointed and non-manifold.

This makes a lot of cleanup work that you don't come across in even relatively basic cad programs like tinkercad.
Why from a technical standpoint can't blender handle these situations as well as something like freecad?


texts:
Is this possible with Blender?

Have clay characters that I can shoot on greenscreen. Trying to find a way to take as many photos as needed, import them into Blender or something before Blender and give it 10-20 basic movements.

At the moment I am doing stop motion, but since clay chars can not move hands, legs, head - I would like to make them more natural.

Have not used Blender yet, but will spend good amount of time learning it, if I am on the right track with my idea.


texts: How can I export a blender file into fbx and import it to unity so it will look and work the same way?

texts:
I have a model in blender with texturas, animations and multiple objects. When I put the blend file in the unity project it works just fine, but when I export it as fbx and import it into unity everything is completely messed up. The texturas mess up, the animations donwt wotk or only one of them and parts of the model apear rotated and not placed at their places. I tried every export and import settings, parented them to one empty object, changed rigging to legacy and went through all the animations to play them.
but still nothing works and everything is completely messed up..What do I do wrong?


texts: How can I custom crop an image in blender? I need to cut off edges of a photo before I can use it as a texture.


texts: How to pick a true color from a texture in vertex paint mode?

texts: I can't pick a true color from a vertex paint texture, because its colors depends on perspective of view. I've tried this in vertex paint mode with material shading, but what I get is not a true color. How can I achieve that?


texts:
I'm using Animation Nodes add-on to create typing effect for Text object. It works good, but I don't know how to change when the effect starts. In default it starts in frame 1 ( and I want it to start in frame 120).

Current setup:


texts: Why is this plus sign in a yellow circle appearing on the selected face?

texts:
I am new to blender (about a week working after work). And I face this problem that I have this plus sign in yellow circle. And I am not sure how to get rid of it. I have no idea what is the name of it (if I would know name I probably would google it).
This happens in edit mode.


texts:
I made this animation, but when it renders it comes out very blurry. I think I did something in the render layers, but I can't figure out what. I tried reset everything to default settings etc. I changed and tried every setting I could think of, copied the animation to a new file, loaded without UI, checked and unchecked different settings.
But when I render the end result is as I said very blurry. But when I change the view from composite to viewlayer everything looks oke. I never had this before.
Anyone knows what causes this?
Thank you.

.Blendfile


texts: How do you show and hide the grid? Viewport overlays dimmed out

texts: I imagine if I close and reopen blender it fix it.. But I'm curious to what I might have done.


texts:
first of all sry for my bad english. :/

I want to know if there ist any tutorial for Blender to made an Transition VideoSequence or something for a Twitch/Stream Szene change, dont know if Transition is the right word for it..

i have 3 parts of a pic (made by hand in gimp) and Blender have to put them together, for example the upper part from the top down, and the two lower parts from the bottom corners up, so that the picture is complete after the slide in.

i hope u guys understand what i want. :/

EDIT:

this is my current state:

so i dont know how to set the keyframes to the coordinates!?
i think i have to set the coords to zero @ frame 30 f.ex.
and then set the coords like in the picture? But how does that work?

And after that i think i have to click on 'Render -> Render Animation' right?


texts:
I am trying to edit models for a game. Specifically hair. In 3ds MAX, there is a special window that allows you to export the file with deformations, considering in this game, hair has physics:

I like 3ds max for modeling, however, I like blender for texture mapping. It seems when I edit the model in Blender after I edit it in 3ds MAX, in game, it is stiff as in it isn't flowing or having any flow to it at all. Even though 3ds max has this feature, it makes the hair very glitchy in the game. Is there a way for blender to export FBX files, with the support for deformation, for the hair to have physics in game? Thanks for the help!


texts:
I'm having some problems with a blender project, I'm trying to learn how to animate and I did this very simple barrel that falls: only problem is, I can't figure out why but there is way too many light in my simulation (There maybe is a more precise name for that), and I really can't work out why the light that I created does not seem to work. I tried to increase a lot it's watt and change color, and I even tried to get it closer to my object, but it simply does not seems to work and I don't understand why. I'm leaving the project file so if you want you can download it and try to give it a look.

Project file (google drive)


texts: Unable to view fire simulation in rendered view

texts: I tried to create a smoke simulation in blender 2.8. I baked the data after I added the domain and flow object I can only see the fire in solid view and wireframe view but unable to see the fire animation (only smoke is visible) in material preview and rendered view. Can someone help me by explaining this


texts:
I accidentally entered this mode, I don't know even that this is a mode or something. Anyway, I'm in the situation like below:

Even though I'm in the rendered mode, nothing is rendered. How can I fix that? I've googled with several keywords but couldn't find yet...


texts: Cycles -- Scene rendering as completely white?

texts:
My scene is rendering as entirely blank white. Oddly enough, in rendered viewport shading, it looks perfectly fine.

I am unsure as to what caused this.


texts:
Is it necessary to apply all transforms? Everything in my character breaks the second I apply transforms... My shader for my character's eyes, the hair, even the rotation of the eyelids ceases to function properly. I am making a character for a game, but what does applying transforms do? The scale is like 0.1, I had thought I applied it before  making the hair, but turns out I didn't , so I applied it and the hair grew out all over the place. I don't even understand why my eyelids fail to rotate properly after applying rotation.

Can anyone tell me how to apply transforms without having everything break, or is this to be expected? And what does applying transforms do?


texts: bones acting weird and moving the wrong part

texts: i am trying to rig up a hand and two of my bones on the tip of my fingers are acting weird.one when moved, moves bottom part of my hand instead of the top. the other finger moves the to bottom of a different finger. my weight paint is all blue so idk if that effects it.


texts:
I got this problem when I tried to apply material for my sculpt, it just didn't apply, it was just gray, in rendered/material preview mode (see photos).
I don't know what the problem is but now it isn't working on normal objects too.
I'am using latest Blender version and I have Radeon RX570 graphic card.
I never had this problem before.
I tried sending sculpt to a friend if he can colour it, and it worked for him.


texts: Can I upload / share my Blender animations?

texts:
Am I free to upload/distribute my final rendered Blender animations (without the use of external textures)?

What license restrictions (if any) are there on artwork produced by Blender and what attribution must I, for example, place in the description?

If possible quote a source from Blender.org because I find there nothing.


texts: Environmental Texture (HDRI Background) not Rendering in Cycles

texts:
I am trying to make a Minecraft Animation using Cycles Render. Everything is fine, but when I try to render or animate the animation, the background is empty or black.

The only nodes that I used for the environmental texture are the 3 default ones, texture coordinate, and mapping (to move the background down and rotate a bit so that the sun would align with the HDRI image).

I have used this image before on other animations, and this is the first time this had happened. One thing that is different is the Blender version, but other than that everything is the same (file location / name, image location / name, etc.).
The regular image and camera settings are shown below.

If anybody knows how to resolve this problem, help would be gladly appreciated!


texts: I'm trying to make a low poly lantern of some sort and I want to get a frame. To do this i'm trying to get cylinders to line up with the edges of the bottom of the lantern however when i try to snap the cylinder it is facing the wrong direction how can I A) get the cylinder to face into the lantern instead of hanging off the edge and B) how can i make sure that it is centered so that it isn't skewed off to one side or another (basically how can I make it so that all the vertices are lined up straight)


texts:
I want to create a basic fluid simulation , similar to This water bottle picture, however, I can't control the shape of the fluid with mere splashes of bottle with the domain set up, which is like:

It's not becoming like my target at all. How should I simulate the fluid so that my fluid becomes like the sample image I have attached above?

Edit:  As mentioned in the question below, I've tried a few straightforward tricks to achieve that effect. I used tricks because on a fb group I asked a couple of people who mentioned that achieving that effect would not be straightforward with blender as it's fluid sim is not that unique, here is my try in the blend file:


texts:
Anyone knows how to do that type of wall pattern please ?

Best regards


texts:
Hello I am new in blender and I clicked Ctrl +  B+  Left Click. I had there whole peace for my job. But I do not know what happened. I tried step back, but it does not work.
How can I take my step back?


texts: Facial Motion Capture in Blender with Depth Sensors and/or Multiple Camera setups

texts:
hypothetical question here. I've been playing a lot with various animation methods over the past few days here, and have had a lot of successful results with clean full body motion capture (here)

So I have four playstation eyes and 2 kinects at my disposal. Is there a way to do a multi camera, depth based facial track, a multi video track, or just depth inside of blender's existing tools, or is there a scriptable workaround?

I realize there are some problems inherent in a multi camera setup, such as:

1: assuring the cameras are properly aligned within the software to the real world setup, and I'm aware Blender probably doesn't solve that for you. I'm okay with creating a precise measured setup though and replicating the camera orientations in blender.

2:  removal of head movement within the frame of video, but retaining gimbal. I feel like this is something that should be able to be tracked out though, if you define a root somewhere on the head.

3 standard distortion/fov inconsitencies between cameras.

4: controller input? I know with Ipisoft it can only do 2 kinects or 8 pseyes (on a standard motherboard without external controllers, which can only bring your number to 3 without custom hardware. I'm unsure about the compatibility of running both kinects and cameras/pseyes simultaneously.

I've seen a few methods for deriving facial based capture in Blender, both through faceshift export, or Blazraidrs method here: (here) These are both interesting methods. I prefer Blazraidr's, but I see problems with both. First off, I'm not adverse to using marker based tracking, and I feel like faceshift loses out on some qualities because it doesn't take advantage of that on top of the depth sensor.

anyway, I suppose it's an open ended discussion. Curious to see what people have to say, if you read all of this thanks. TL;DR: how does multi camera facial capture in teh open source softwures


texts: What is the quickest way to animate lights flashing on and off in a pattern?

texts: I have a wall of cubes which i want to light up so they look like an equalizer. So each cubes switches between a diffuse and emission shader in a pattern. Is there an easier way to do this than manually going through and keyframing it all?


texts: Subdivide and re-weight parallel/sibling bones? (or, how to deform-rig lips)

texts:
I have several lip bones, as shown. They are not linked to each other in a chain, but share a parent and grandparent (maxilla and head).

Each non-corner lip bone is weighted generally like this along the length of the lip:

I would like to have more than 3 bones per lip between the lip-corner bones for finer control of the mouth polys (e.g. 4 or 6). Is it possible to subdivide parallel/sibling bones and redistribute weights between them? Alternatively, can someone point me to an effective way to rig lips (not Rigify plugin because I don't know how to export that)? Thanks!


texts: Is it possible to force uncheck with python the "Relative Path" checkbox in the filebrowser?


texts:
I have a problem, I just started with Blender. Couldn't find an answer for it on the internet. I'm trying to UV unwrap a saw blade I modelled yesterday, so I could apply a texture to it.

First, I selected all the outer edges on side a, and side b, and then I marked them as seam, but after unwrapping sides of the blade got cut in half. Also, it had some strange connections, so I had to convert the saw blade to tris.

Unfortunately, I can't find a workaround to my problem. Could you please help me out?

This is close to what I need, but it has to be both sides + edges:


texts:
Hello all i'm trying to do is get this sphere

to be unwrapped as a perfect square to fit into the image i've been playing around with the uv settings can't seem to figure it out if anyone here knows how to do that please let me know thanks.


texts: Blender rigify character animation to Unity looks so weird

texts: I have used rigify for rig my character and make some animations to use in my games. But in unity they looks so weird. Searched questions about this issue, and I have tried some solutions like change export settings, bake actions, roll bones in edit bone etc. nothing solved my problem. Thanks for any help.


texts: Array Modifier duplicating in wrong direction

texts: I'm working on this tutorial and when I get to around 45:45 when he starts array modifying the floor with the desks, I got the floors to go up and line up correctly but when I try to array the desks they go down and they're on the X axis instead of the Z. Here's a picture of what's happening.  My median point dots are also all over the place and it makes them hard to follow, if there's any info on how to fix of prevent that I would greatly appreciate the help.


texts: Split long thin faces into less elongated ones

texts:
I am processing OBJ files generated by another program. This involves tidying the mesh, marking the seam and unwrapping. It runs in background mode.
The input OBJ files often have very long thin faces in areas of tight curvature that cause issues with unwrapping. I have a solution that picks vertices either side of an area of long thin faces and uses bpy.ops.mesh.vert_connect_path to cut the faces. This works, and produces a minimally distorted UV. It's rather clumsy though, and generates so many Assert stack traces that I had to pipe stderr to /dev/null, but it does work!
So I am looking for alternative solutions. The basic intention is to identify all long narrow faces and then split them into smaller faces that are a bit closer to squares/equilateral triangles. bpy.ops.mesh.subdivide, and other functions such as triangle fill and poke are not useful because they split the face into more faces that are just as narrow. Looking at the bmesh functions, I came across bmesh.ops.bisect_edges, bmesh.ops.connect_verts, bmesh.ops.triangulate, bmesh.ops.subdivide_edge and bmesh.ops.triangle_fill, but the documentation is a bit sparse.
What would be the most efficient method? I can identify the problematic faces quite easily, but I'm not sure of the best way to split them.
Here's what I'm currently using. I have a list of tuples of BMVerts It was easier to identify them using bmesh, but the vert_connect_path operator uses MeshVertex, so I'm making the rather dodgy assumption that the indexes are the same:
    (looping around the X=0.05cm ring while in bmesh and pairing up vertices)
        vertPairs05.append((topLeft05XVert, bottomLeft05XVert))
        vertPairs05.append((topRight05XVert, bottomRight05XVert))
...
# more processing (which doesn't delete anything but does add faces to fill the other end), then save:
...
bm.to_mesh(me)

bpy.ops.object.select_all(action='DESELECT')
scn = bpy.context.scene
scn.objects.active = bpy.data.objects[0]
bpy.ops.object.mode_set(mode='EDIT')
bpy.ops.mesh.select_all(action='SELECT')
bpy.ops.mesh.customdata_custom_splitnormals_clear()
bpy.ops.mesh.normals_make_consistent(inside=False)

for pair in vertPairs05:
    bpy.ops.mesh.select_all(action='DESELECT')
    bpy.ops.object.mode_set(mode='OBJECT')
    me.vertices[pair[0].index].select = True
    me.vertices[pair[1].index].select = True
    bpy.ops.object.mode_set(mode='EDIT')
    bpy.ops.mesh.vert_connect_path()

This works, but takes about a half to one second for each path, and generates a number of Assert errors and stack traces, all apparently identical:
blender(BLI_system_backtrace+0x33) [0x560a2b4dfe93]
blender(BM_face_splits_check_legal+0x56f) [0x560a2b02dd8f]
blender(+0x163c365) [0x560a2b065365]
blender(bmo_connect_verts_exec+0x5ba) [0x560a2b0659aa]
blender(BMO_op_exec+0x31) [0x560a2b026901]
blender(bmo_connect_vert_pair_exec+0x1091) [0x560a2b0689f1]
 ...
BLI_assert failed: /build/blender-Nh0fvZ/blender-2.79.b+dfsg0/source/blender/bmesh/intern/bmesh_polygon.c:1164, BM_face_splits_check_legal(), at 'BM_face_is_normal_valid(f)'

Using Blender 2.79, the Ubuntu package for 18.04.4 LTS. No reason why I couldn't install a more recent version of course.
I'm using Bmesh for analyzing the mesh because it's a lot easier to navigate around with it. I'll do some more research on those functions I came across above, but my reason for posting was because splitting a face seems like an operation that others would hopefully have encountered before.

UPDATE 2:
Here's a Blend file showing the long narrow faces that have been produced, and the resulting distortion in the UV.

From a different blend file

Showing how my first attempts at cutting the faces have resulted in much less distortion.


texts: UV unwrapped object showing unwanted lines in Substance Painter

texts: I would like to paint on my 3D object in Substance Painter and have UV unwrapped it as in Picture 1. However, when exported to Substance Painter, it's showing strange lines. How do I remove them and am I UV unwrapping this correctly? Thanks!


texts: How do I import a .mat with a .fbx file?

texts:
Purchased a bunch of assets from Unity, transferring them to a different game engine and I need to use blender to convert to .obj. How do I attach a .mat to a .fbx?
I imported the .fbx file and I couldn't do the same with the .mat to apply the material and the textures.


texts: I have a texture for a hair in file explorer it's normal with the brown part put in blender the brown part becomes transparent? Any help?


texts:
I'm trying to create a 45 degree angle on a specific sized rectangle. However, when I rotate my end vertices, the size of the rectangle also changes.

How can I rotate without changing the size of my object?

The object on the left is what I am trying to acomplish. The object on the right is what happens if I rotate the two vertices to a 45 degree angle.


texts: My view become transparent all I see are the edges of the object

texts:
hi I have a little problem with the Wireframe in object mode, I can't see the edges inside and the edges that are in front of my view become transparent :
Blender 2.9 :
Blender 2.79 :


texts: What is the best Blender Python API reference?

texts:
I keep happening across information that seems blatantly wrong, and it makes me wonder if error messages are terrible or if it's the documentation.  Here's an example:

However, while the script runs you may want to access the updated values.
This can be done by calling bpy.types.Scene.update after modifying values which recalculates all data that is tagged to be updated.

This is quoted from the "Gotchas" page.
Upon following that advice...

AttributeError: type object 'Scene' has no attribute 'update'

Just to be clear, the documentation authors seem pretty convinced that it does.
Most of the bad information I've found so far comes from forum posts some place where a user just guessed at how to do something off the top of their head.  However, the official docs aren't really helpful for practical tasks, and seem to have bad information lurking about as well.


texts: Unity messed up weight painting from FBX file exported from Blender

texts:
Here, this is the model I made, "RightMainBayBone" is rotated and it rotates connected meshes:

In Blender, it works fine. But when I imported in Unity and rotate the bone, it also rotate other meshes:

Rotating Left Bone doesn't make this problem.

I exported as FBX with apply transform option.

I think this is Unity's problem but I'm not sure, because there might be something I missed.

Any advice will very appreciate it.

p.s. There's no parented bone.


texts: wireframe is invisible and only the outline is visible. in object mode

texts:
In Edit mode, the object looks normal. but in Object mode, the wireframe is not visible and only the outline is visible.
I downgraded the graphics card because I thought it might be a problem, but there is still a problem.
By the way, rendering works normally.
I tried reinstalling the blender and graphics driver, but the problem remains the same.
Now version is 'RadeonSoftwareAdrenalin2020 20.11.2'
Upgraded version is '20.12.1'


texts: Limit selection to visible doesn't work properly

texts:
I made a realistic aborygen bust portrait and wanted to make an OpenGL viewport render of it. But when I zoom out from the object the wireframe of the eyeball is getting more and more visible.

I want to make a render from a distance, but the further I zoom out from the model, the more eyeball's wireframe is visible.

I have the Limit selection to visible enabled, but still the wireframe fragments of the eyeball are visible. I want to make the OpenGL render of the model without the wireframes overlapping. How to do it? Is there a setting I am missing?


texts: Displace Mesh along Curve on single axis

texts:
I am modeling bridges and want to use a curve to shape them. However I only want the vertices to move along a single axis (like Z).

With the Curve Modifier, the panels don't hang straight downwards.


texts: Problem using branched path tracing with ati 1050 card

texts: Every time I use branched path tracing in cycles rendering, I get an error message of cuda failed. I have an atI  1050ti nvidia card. It works fine with path tracing. For branched path I always need to switch to cpu rendering or it will error out on any scene. Is there anything I can do to make this card work right?


texts: Security Popup about a Driver when Appending a Material

texts:
Every time I append one specific material from my library, I am given this error:

I usually just ignore it and continue on my merry way. However today I decided to fix it. I don't know anything about drivers currently, other than that they simply allow you to modify the behavior or settings of one object to another using some kind of formula. I've gathered that 'water_drive_xtm(self)*(var/100)' is the formula in question.
Here's a gif that shows where the driver formula resides in the material:

Does anyone know what this script is actually doing? It's a water material if that helps.
How do I remove the driver so I stop getting these warnings?

Edit: Here's the blend file if it helps explain what the driver is doing:


texts: Hey guys I'm working with very large object I created a texture with substance designer . It seems okey when look closer but while looking environment it is obvious that it is repeated too much . I could not fıgure it out how to solve that problem thanks for any help.


texts: Is it possible to render an object just with the normal map?

texts:
When an object with a normal map is rendered, there are always artifacts of the polygons of the original model on the outline of the model. Is there a way to make them invisible?
Here is what I mean -

What I get (notice the outline) -

What I'm aiming for (notice the outline) -

I think that this would impossible because if the outline polygons were invisible, the model itself would be invisible.
Any ideas?

Question Update: I thought of this idea because when a model with normal map is rotated, the outlining polygons are not shaded by the map. I was thinking of making that area invisible. Is it possible?
Here is a render with more extreme example to show what I mean -


texts: I'm learning blender and trying the baking tool now. I'm using a very simple material with just a base color node to try out baking, but I'm getting a "No valid objects selected" error. I want to bake this base color to an image without shadows, so I'm using Diffuse Color baking type. I've tried everything I found to solve this, but nothing works. I have a mesh selected in edit mode. I have it unwrapped. I have all of it selected. I have created a blank image. I've created an Image Texture node and assigned this image to it. The Image Texture node is selected by clicking on it. The "Selected to Active" is unchecked. And I'm still getting this error. I don't know what I'm missing. Here is the screenshot:


texts: Snap group of vertices into one vertex individually

texts: Instead of snapping each vertex individually, is there a fast way to snap multiple vertices into 1?


texts: Reflections do not show in imported model

texts:
I'm making a Martian habitat animation for a school project and I imported one of the public NASA rovers into my workspace to use. One thing I have noticed is that the windows on the rover is black, yet on the videos where NASA showcases it, the ground reflects onto the window.

My model.

NASA's model.

Here is what it looks like in edit mode.


texts: How do I change fluid material in a simulation

texts:
Been at it for a couple hours every youtube video they already have a material on their fluid but mine is just a bunch of particles not a liquid, I have 0 experience in liquid animations so any help would be appreciated as I could only find one other person with a similar problem, I did change the material of the cube that is the domain thinking it would change the fluid but it did not, yes the liquid still looks like that when I am not in wireframe, it doesn't even show up when I render.
I would like to share my blend file but could not figure out how.


texts:
I had a mesh in which I wanted to do some retopology to add some holes in it.
Altough I did retopology the mesh, some strange failures happened.

How can I fix those fails? And also, after I've done this, can I add holes without having any glitches of some kind?

Edit Mode:
Original
Retopology


texts: Is there a way of updating a keyframe based on a pose library after a pose is changed?

texts:
I love the pose library.  I will be proPOSING to it, it is so wonderful!
However, after I build a an animation using keyframes generated from the pose library, I may need to adjust the pose in the animation timeframe.  The few times I did it, I had to reapply the keyframe with the new pose.
Is there anyway of updating the keyframe based on the pose to stay "in synch" with the pose library?
Thanks.


texts:
I import a model from binary data and figure out that its normal vectors are in wrong direction. After flipping vectors, the faces do not look smooth like before although I try to use "Shading/Smooth faces" and "Clear sharps" feature. How could I do to make the face look smooth in this case? I attached the .blend file here. Thanks.
Download sample

Before flipping normals

After flipping normals


texts: Colours disappear when exporting to Blend4Web

texts: I am a beginner with Blender. When I export the blender file to Blender4web file all colours are gone.


texts:
I want to get the log of the last used commands from the Info window, or anywhere else, if there's another way.

I found this answer How do I get the Info window's log text with Python?, but apparently Blender's current version doesn't have bpy.ops.ui.reports_to_textblock() anymore, so I'm kind of lost now.


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Is there a way for Blender to remember the value that the user last used?
Once I quit the application, the Blender GUI values are reset.
But,I want to display the value entered by the user at the last startup on the GUI as it is.
If I save that value, is it best to create a text file on the user's PC and save it?
Autodesk Maya has a command called "optionVar" that I could use to save the value. Is there something close to that in Blender?
The code is partially shown below.
I created a text field with default values in code like this:
class QueryProps_stringProperties(bpy.types.PropertyGroup):

    testText = "testText"
    query_testText: bpy.props.StringProperty(default=testText)

class Test_PT_Panel(bpy.types.Panel):
    blidname = "Test_PT_Panel"
    bl_label = "Test Panel"
    bl_category = "Test"
    bl_space_type = "VIEW_3D"
    bl_region_type = "UI"

    def draw(self,context):
        sce = context.scene
        props_stringProp = sce.QueryProps_stringProperties

        layout = self.layout

        row = layout.row()
        row.label(text="testText")
        row.prop(props_stringProp, "query_testText", text="")

What I'm showing is a UI that doesn't want to store information in a .blend file, it retains its value no matter what scene you open at any time.


texts: How many CPU render tiles/buckets should I set in Cycles?

texts:
Here is a link to my CPU specs

# of Cores = 4
# of Threads = 8

How much CPU render buckets (or tiles) should I have while rendering? 8 or 12?


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New scene.
Enter edit mode.
Use the bisect tool to slice the Cube.
Only the new vertices appear to be selected.
Enter object mode.
In the console:
# check what vertices are selected in the Cube mesh
verts = bpy.data.meshes['Cube'].vertices
for v in verts:
    if v.select:
        print(v)

<bpy_struct, MeshVertex at 0x0000021439A0ABD8>
<bpy_struct, MeshVertex at 0x0000021439A0ABEC>
<bpy_struct, MeshVertex at 0x0000021439A0AC00>
<bpy_struct, MeshVertex at 0x0000021439A0AC14>

# de-select all verts in the Cube mesh
for v in verts:
    v.select = False

# check to make sure they're de-selected
for v in verts:
    if v.select:
         print(v)
# no vertices

# switch to edit mode
bpy.ops.object.editmode_toggle()
{'FINISHED'}

# something is strange. vertices appear to be selected now.

# switch back to object mode
bpy.ops.object.editmode_toggle()
{'FINISHED'}

# look through each vert to see if it is selected
for v in verts:
    if v.select:
        print(v)

<bpy_struct, MeshVertex at 0x0000021439A098D8>
<bpy_struct, MeshVertex at 0x0000021439A098EC>
<bpy_struct, MeshVertex at 0x0000021439A09900>
<bpy_struct, MeshVertex at 0x0000021439A09914>

It seems like switching to edit mode selected vertices.
Except these are different objects than they originally were,
despite being the same vertices.
Is this a bug?  If not...what is going on?  Why does selection get reported as one thing, and then revert to a prior state when switching to edit mode?  How can the vertices displayed on screen be different objects each time they're reported?  How can I prevent this?


texts: I have had a problem dealing with this edge no matter what I do. As you can see I am trying to make a face and last time I checked nobody has a sharpish edge going down the side of their head. I've tried smooth, bevel, and subdivide and none have worked and if I move the vertices in it creates a indent instead. Do I just need to try harder to get the vertices right? Help.