texts: Camera Perspective in Layout mode broken - Blender 2.81

texts:
I am following the trusty old donut tutorial by Blender Guru, and I have run into an issue.

I am up to part 6, first render. The camera perspective in layout mode does not represent the render output. When I view the camera perspective in any other modes, e.g. Sculpting, the render does in fact represent the camera perspective.

What have I tried?
1. Restarting Blender
2. Load Factory Settings
3. Deleted the camera and created a new one

When I alter the camera angle, the camera angle changes in the layout mode (and all other modes), but the camera perspective in the layout mode is still different to the render output.

What is going on within layout? I am so confused.


texts: Spiky mesh when create mesh from displacement map

texts: Hi guys,I have 2 images with same size and color depth used as displacement map texture, one is very smooth, like the one on the left, the other is very rough, like the one on the right. Any ideas what could've caused this? How do I make the right one smoother. I tried smooth tool and subdivision, doesn't help much


texts: I've set up all my nodes and connected the last noodle to the Composite node, but how do I then export the new image? The Render Result in the UV/Image Editor hasn't changed and I can't see a Save Image option or anything. Am I missing something or do I need to re-render?


texts: Blender hair in viewport looks nice and in render deformed

texts: Essentially that's it, I have styled the hair and everything and my viewport is set to display the same amount of hair as in the render, so I was expecting the same shape as in the render, but when I hit render the hair looks totally different and deformed, why is that happening? Roots are not even in the same direction, look!


texts: Renaming Animation Channels with a Script for dummies

texts:
Say I have a channel called:
pose.bones["mixamorig:LeftShoulder"].rotation_quaternion

But I need it to be:
pose.bones["mixamorig:Shoulder.L"].rotation_quaternion

I found this answer
for renaming channels, however I still don't get the desired result.

This should do the trick. Obviously, you will have to fill in the
complete dictionary of bone name mappings.

d = {"oldname1":"newname1","oldname2":"newname2", }
for action in bpy.data.actions:
    #these so called action groups are the bones, ie one group contains all fcurves of one bone
    for group in action.groups:
        if group.name in d:
            oldname = group.name
            group.name = d[oldname]
            for fcurve in group.channels:
                fcurve.data_path = fcurve.data_path.replace(oldname, d[oldname])


texts: How to simplify topological surface in blender 2.83.3?

texts: I've been playing with Blender for the past month now, and I'm in the situation where I need to finalize a model that I sculpted from a tutorial. I'm trying to follow the tutorial, but I got lost on a part where the tutorial simplifies the topological surface. He creates vertices on the surface and its blowing my mind (check out the screenshot if needed). Any ideas would be much appreciated. :)


texts: Problem in render image with cycles . objects with emission seem to form large white lines after compositing

texts:
i was just rendering a teaser image for my model to post on twitter , so i thought this setup would look good >>>>
the light emitting objects used just emission node with a strength of 10
i used a compositing setup for glare effect which is like this>>>>and the final render , man i was scared to even post it for the question it looked like this , it was just a test render<<<<<<just 400 * 240 pixels i guess, also to infrom you guys i also used denoising with default setting . Please tell me what's wrong . i need to post this fast . besides this let me show how the jet ooked in another angle with no compositing the jet is called tejas mk2 , i have already aked many questions and have got my doubts cleared . hope to get an answer soon .


texts: Even if I set both origins to the same place, the object still doesn't follow the path but is miles away from it.


texts:
Given a 3D model, I want to define different regions and fill each region with solid color (to distinguish)

Is there an easy way to do it?

My current solution is to first select faces under edit mode, then switch to vertex paint mode and paint use a brush. I changed some properties of the brush(large radius, reduce edge softness) but I can't make regions in solid color as I expected..

Please Help.


texts: Materials don’t show when exporting as FBX

texts: So when I export my models as FBX, their materials don’t seem to have colors in them even though I applied it in Blender. What’s the solution to this?


texts: Why is my finger deforming so weirdly and not following the bones?

texts:
I have copy rotation from the parent bones, and when I rotate the first bone of one finger, the bones don't follow along 100%, and the mesh deforms horribly.

I think it's something with weight paint, but I can't figure out why this is happening. I've attached the blend file.

Any help appreciated!


texts: Blender Cycles Render solid black, but works fine in preview

texts:
At some moment my scene just stopped rendering, and now produces just a black(blue) solid screen after press F12. Blender version 2.9, tried in 2.8 as well, nothing works.
A couple of days ago all was fine, but then somthing has changed and I have been struggling to find a reason. The scene is quite complicated, got compositing for bloom effect.
I have tried to switch off compositing, gives no effect, all materials on preview look good.


texts: Eevee works in viewport but crashes when rendering

texts:
I have a simple low poly scene.
It looks great in the viewport, only using 2GB ram.
When I hit render image, it crashes.
I'm using blender 2.8, is there something I'm doing wrong?


texts:
Trying to achieve this texture here.

What I have so far.
I would like the "veins" to appear on the inside instead of on the surface, as well as making it translucent, any help would be great!


texts: How can a parameter be passed from one operator to another?

texts:
I used a python template to create a menu which is populated by the names of files from the text editor:

class AnimMenu(bpy.types.Menu):
    bl_label = "Anim Menu"
    bl_idname = "OBJECT_MT_anim_menu"

    def draw(self, context):
        layout = self.layout
        for txt in bpy.data.texts:
            if txt.name[-4:] =='.txt':
                layout.operator("object.anim_operator", text=txt.name).text_name = txt.name # from here

Another operator should receive the filename as a parameter

class AnimOperator(bpy.types.Operator):
    bl_idname = "object.anim_operator"
    bl_label = "Pose Anim Operator"

    text_name = bpy.props.StringProperty(name="anim_text_name") # to there

    @classmethod
    def poll(cls, context):
        return context.active_object is not None

    def execute(self, context):
        txt = bpy.data.texts[ text ].as_string()
        main(context, text_name)
        return {'FINISHED'}

I wasn't able to use this technique:
How to set multiple custom attributes to operator class when called in UI layout?

props = layout.operator("object.anim_operator", text=txt.name)
props.text_name = txt.name

leads to:

AttributeError: 'OBJECT_OT_anim_operator' object has no attribute 'text_name'


texts:
In Object Mode, my model looks strange and scary:

When I switch to Edit Mode, it appears normal:

Why is that so? Why does my model appear so scary and strange in Object Mode?
Thank you.


texts:
When using a Boolean modifier on an object, the "Operation" choices (Difference, Union, Intersect) are all not working normally. Choosing "Union" makes it do the effect of "Intersect" and "Difference" makes it do what "Intersect" is supposed to do. What's the deal here?

This is happening with following a simple tutorial. It's a simple primitive cube and primitive cylinder. No normals or doubles problems.

My specs are:
Macbook Pro 13" Retina early 2015 512GB i7 with 16gb RAM upgrade OS-X version 10.11.4


texts: Is there a way to insert an operator into a menu?

texts:
I've written an add-on for saving files, and I want to insert it into the file>save menu. But if I use

def draw_into_file_menu(self,context):
    self.layout.operator('file.save_n_zip')

def register():
    bpy.utils.register_class(FileSaveAndZip)
    bpy.types.TOPBAR_MT_file.append(draw_into_file_menu)

def unregister():
    bpy.utils.unregister_class(FileSaveAndZip)
    bpy.types.TOPBAR_MT_file.remove(draw_into_file_menu)

the entry gets added to the bottom of the file menu, below quit which moves it away from the similar functions.

Is there a way I can insert it below the other save functions? There's no insert() function in bpy.types.TOPBAR_MT_file


texts: Object is mirrored at incorrect location

texts: Having a spot of trouble, I'm new to blender, I've added mirrors to meshes fine no problems, but I'm now trying to mirror a mesh and its not mirroring where I want it to be, I need the mesh to be in the same location on the other side of the tank


texts: How to render particle (or in general physics) System in network renderer

texts:
I have a problem using the "network renderer" of Blender 3D. (Using blender 2.78b on every machine, clients, slaves and master) I have an explosion modifier on an object using particles which move a bit "random".

So the problem seems to be that every Slave of the network render is generating its own "random"nes so putting the rendered animation together after, the frames don't fit to the frames rendered by another slave because this one maybe had another random particle system ..

I actually thought all clients will receive the completely baked physics from the client machine?


texts: I can only erase grease pencil with Huion tablet

texts:
Blender 2.78c

Graphic tablet: Huion 640p

Whenever I try to click in the workspace, a red dotted circle appears (in every mode). I found it is eraser. In UI, the tablet works completely fine. Also using the mouse everything is OK.
But when i mapped the left mouse button to the pen button, it also makes that circle.

I can't find how to fix that.


texts: How to snap a part of a mesh into a part of another in Blender?

texts: Is there the possibility in Blender to select some vertices (or faces) in mesh1, select some vertices (faces) on mesh2 and then snap the meshes by the vertices (faces)? I am thinking in complicated meshes generated by 3D scanning into an STL file.


texts: Convert a "MetallicSmoothness" map into two separate Metallic and Roughness-maps for a PBR workflow?

texts:
How do I convert a "MetallicSmoothness" map into two separate Metallic and Roughness-maps for a PBR workflow?
I have a map from Unity labeled "MetallicSmoothness", and also a Diffuse and Normal map. I want to convert this into a PBR workflow. How do I do that?
From my understanding, this would be a solution:

RGB of "MetallicSmoothness" = Metallic.
Inverted alpha of "MetallicSmoothness" = Roughness.

Is this correct?


texts:
Im following this tutorial here: https://www.youtube.com/watch?v=bF3O4qbaMqs
which explains how to curve and animate text. But I've designed my text in gimp and imported it as a png file into blender. The video goes on to use the object modifier tab which isn't available for the png file, what can I do?

Many thanks


texts: Why I got a bad result image background shadow?

texts: I am making this model but I got a bad final image when I used background and casted shadow on it. I think that I did everything well in materials and scene nodes. I attached blender file. that nodes I did is just to have a shadow on table.


texts: Possible to Bake a ColorRamp with Geometry?

texts: So I have a ColorRamp hooked up to the position's Z axis as a factor, such that when viewing it I get a gradient from top to bottom. However, when I try to bake it, I'll usually get two colors in the texture.


texts:
I imported this model from Source Filmmarker to Blender, any reason why the eyebrow texture looks like this? The block shows up in render also.

If anyone could point me in the right direction to fixing this I will research and figure it out, or if  you want to tell me how to fix it that would be great too. Appreciate the help.


texts:
The way it works now is, I assign some initial pinned vertices to the cloth and model the simulation. However, I'd like to unpin some vertices and pin some new vertices in between the simulation. I want the pinned vertices to switch in between.

I'm doing all of this via scripts (not blender UI).
Is something like this possible?


texts: How to transfer mask in sculpture mode for multiresolution modifier

texts: How to transfer the mask in sculpture mode from level 0 to multiresolution modifier level 1? Is it possible?


texts: Subdivision surface modifier breaks halfway through object

texts:
Working on the Owl tutorial on Blender's YT channel. Got stuck on the wing part where it adds the Subdivision Surface modifier. For some reason the modifier only works on half of the object, and the rest remains as if it didn't have the modifier.

I double checked in the wire frame that the vertices weren't connected where they shouldn't be. The only reason I can think of that it would not be working is that I manually deleted the faces on the edges and created new faces because when subdividing the original square shape it created too many vertices on the edges.


texts: Is there something you're supposed to write in for blender scripts in BGE?

texts:
I couldn't find anything online and well... when I bring up my code, which makes a simple sphere in BGE blenders game engine it doesn't run til after I close the game and that's where it creates the mesh. Is there something you're supposed to put into the code for blender to run it outside of the viewport?

here's my code, it runs and does what I want it to... only after I've closed BGE which noone else seems to have run into.

import bpy
for obj in bpy.context.selected_objects:

    bpy.ops.mesh.primitive_uv_sphere_add(location=origin)
    bpy.ops.transform.translate(value=(ObjX,ObjY,ObjZ))
    setMaterial(bpy.context.object, blue)
    bpy.ops.object.shade_smooth()

if __name__ == "__main__":
    run((0,0,0))


texts: Blender Render suddenly makes everything black

texts:
I have been working on a building lately and I recently discovered the environment lighting which is awesome because it's useful when working on a project.

However, recently reloading the .blend file, everything gets rendered black. I never used a light source in the first place, so I don't know what's going on. I thought I might have touched some setting without noticing it, but everything seems in order. Also changing the settings doesn't yield any visible different result.

I'm using Blender Render (2.71 rc2), Ambient Occlusion of 0.30, and Environment Lighting of 1 (white). This is the difference between what it used to be and what it renders now:


texts: Shortcut based on modes (Vertex, Edge, Poly)

texts:
When in Edit Mode is it possible to have the same shortcut doing different operations based on the mode we are in (vertex, edge, poly).

for example, the "F" key is "fill" when in edge-mode but "flip normal" when in poly-mode.

Thank you


texts:
I want to make an interface so that I can control my python methods I have already made. So I am trying to make a pop-up of an operation I made (see code below). But I get an error in the last line where I test to call it:
RuntimeError:

Operator 'MESH_OT_generate_mold' does not have register enabled, incorrect invoke function

import bpy

class GENERATEMOLD_OT_template(bpy.types.Operator):
    """Generate Mold"""
    bl_idname = "mesh.generate_mold"
    bl_label = "Generate Mold"

    z_height: bpy.props.FloatProperty(name = "Z height: ")

    #@classmethod
    #def poll(cls, context):
    #    return context.active_object is not None

    def execute(self, context):

        self.z_height = 3
        bpy.ops.mesh.primitive_cylinder_add(vertices = 32, radius = 1, depth = self.z_height)

        return {'FINISHED'}

    def invoke(self, context, event):
        return context.window_manager.invoke_props_popup(self, event)

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

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

if __name__ == "__main__":
    register()

    # test call
    bpy.ops.mesh.generate_mold('INVOKE_DEFAULT')

The name "MESH_OT_generate_mold" is not something I called it. Any ideas what's wrong?


texts: the cache in physics isnt accessible for simulation

texts: I am trying to learn smoke simulation however after selecting the object and doing quick smoke, the cache panel isn't being responsive in the physics tab for baking


texts: grow selected edged limited to a loop and/or ring

texts:
blender noob here(a month), was wondering if there is any way(or if there's an addon) to grow a selected edge along a loop or a ring.  this is a feature in 3ds max that i always use.  i know you can create a selection between two selected edges by holding ctrl.  what i'm looking for is a way to grow/shrink the selection along an edge loop or a ring.  Thanks!
EDIT: here's a gif of what i'm talking about:  https://imgur.com/a/ADG6aR5


texts: After Blender is done installing, why doesn't it open?

texts: After I install Blender.exe and click "Finish" nothing happens. In the YouTube tutorials I have watched, everyone has had a cmd looking thing that pops up and then runs Blender.


texts:
I'm trying to create an animation of a zipper unzipping, and I'm having some problems with the curve modifier. The flat planes on the sides of the zipper are deforming to create a crease in it. The planes are part of the same zip object that has an array modifier applied to it. The blend file is here. Could someone please explain how to fix this, and maybe even send me an updated file for reference along with the explanation?

I'm trying to follow this tutorial, so if anyone can point out to me where I went wrong, that'd be great. Also,


texts: Why doesn't my HDRI show up in my cycles render?

texts: I have been rendering in cycles forever and haven't knowingly changed any output settings for this specific piece but I can't figure out why my HDRI disappears when I try to render the image? It's rendering any other kind of lighting (I have a couple of point lights in the scene) but the HDRI won't show. I can see it in my viewport. Any help would be amazing since I have to meet a deadline with this piece.


texts: How to render object in front of everything else?

texts:
I want the robot arm to always be fully visible in front when rendered (and preferably while working in the viewport, too).
So the tree should never overlap the robot in the final image, even if the robot is technically inside the tree.
How can I achieve this (in the easiest way possible)?


texts: Procedural Vue-like materials with Cycles

texts:
Is there a way to make procedural materials like the ones here in Cycles for rocks, sand, landscapes, etc.?

Here's an image of what I'm trying to achieve:


texts:
I have been trying to use Animation nodes to create splines on certain edges, as can be seen in this question. It is working, but I am running into a problem: The splines that are generated by the Splines from Edges node are not connected to each other. Their points overlap, but do not connect. When given a bevel object, there are gaps at their corners, and the shading cannot be smoothed.

I need a way to remove these double points. If they were mesh, I'd use 'Remove Doubles', but such an option does not exist for Splines. And if I convert to mesh, remove doubles, and then re-make the splines from edges (all via nodes), it re-creates the same problem.

Is there a proper solution to this in animation nodes?


texts: Selecting multiple edge loops in Blender 2.8

texts:
I used to be able to select and edge loop with AltRMB and then just continue with ShiftAltRMB. But this no longer works in Blender 2.80 and nightly builds of 2.79.

Is there another way to achieve the same?

UPDATE

It's not related to the nightly builds since I am also experiencing the same with the latest official release. Deleting Blender's user preferences doesn't change anything, nor does resetting the keymaps.

So it might be related to the Linux distro I am using (elementary OS), I'll have to look into that and follow up here as soon as I found something.

UPDATE 2

In the meantime, I switched back form elementary OS to Pop!_OS, which resolved the issue. It seems that somehow, elementary OS was blocking the ShiftAltRMB combination. The issue persisted with all versions of Blender, be it 2.79 official, 2.79 nightly or 2.80. Now, all is fine. Even 2.80 works as expected.

UPDATE 3

As of now, Blender 2.80 is using left-click by default for selecting. Selecting edge loops is done by double clicking, which is so much more convenient.


texts:
Novice in Blender, sorry:)

Why do I have this view of chimney on the house?

I've extruded the hollow region. On the video tutorial that I followed, everything is ok with chimney view

What may be the problem?


texts: Python rendering animation saves frame twice

texts:
So I have a fairly simple method in my blender python script that either renders and saves an individual frame or renders an animation given a frame range. Now the former option works perfectly, the frame lands where it should be in the newly created folder and everything is fine. The latter, not so much:
For some reason, Blender saves the animation frames twice, once in the newly created folder with the name specified by output_path as it should and once, for some damn reason, in the parent folder above WITHOUT the frame name (just the usual 000X.exr). I should mention that I have just one output node with multi-layered OpenEXR that has an Image channel and a depth channel. I've tried different combinations for the parameters of bpy.ops.render.render and also confirmed it is only this line causing this since it doesn't render or save anything if I comment it out. Obviously I call this method with animation=True when this problem occurs.

I'd appreciate it if you could explain to me why it does that or where the source code for this damn function is.

def render_frame_and_save(output_name, animation=False, start=0,end=240):
    #Determine incremental output path
    i = 0
    while os.path.exists(output_path + '{:03d}'.format(i)):
        i +=1
    path = output_path + '{:03d}'.format(i)
    os.makedirs(path )

    bpy.context.scene.render.filepath = path + "/" + output_name
    if animation:
        bpy.context.scene.frame_start = start
        bpy.context.scene.frame_end = end
        bpy.ops.render.render(animation=True)
    else:
        bpy.ops.render.render(write_still = True)

    #Dump config
    cfg_file = open(path + '/samples.cfg', 'w')
    cfg_file.write('time: ' + datetime_str) #TODO Add config
    cfg_file.close()


texts:
I have a bezier curve that I created in Inkscape and I want to convert it to an armature, where ecah node fo the curve is connected by a bone. See example below:

Is there a way to do this in Blender automatically?


texts: How to import FBX with multitrack (multi take) animations?

texts: I have a .fbx file with many multitrack animations, and after importing it into Blender, only the first one shows up in timeline. When i import it to Unity, all the animations are there, so the file is OK. Is it possible to get these animations to Blender somehow? Maybe there is some software to convert this fbx into single track, and then import to Blender?


texts: Blender 2.8 hair particles with hair dynamics connected to a softbody go crazy when colliding with object

texts:
i am doing a softbody test with an icosphere, and when it plays as soon as it colides with an object all hair goes to infinity, screenshots attached:

here is the blend file, any help would be greatly appreciated
https://drive.google.com/file/d/1r_A-U94S3_kcT9mRgKr1lmyHA6mcUTmK/view?usp=sharing


texts: Blender 2.82 / 2.83 - Viewport objects invisible / not rendering correctly

texts:
Problem/Bug occures to me in stable Blender 2.82 / 2.83 and it did not happen at all in Blender 2.80.

Any newly created object is invisible in viewport in any shading modes (wireframe, solid, material, rendering)

Only messing them in edit mode - selecting/deselecting all a couple times would fix it

But for any new faces in object made the issue would continue until messed with in edit mode

How can I fix the issue?


texts: I am doing some animation on my mesh and notice that the foot is stuck to the ground when i try to move it. I tried to use weight painting on the selected bone but it would not work.


texts:
I'm getting this error and am not quite sure how to fix it

Please see below for my code....

def execute(self, context):
    for obj in bpy.context.selected_objects:
        charlen = 15
        namestore_1 = obj.name[:charlen]
        bpy.context.scene.objects.active = obj
        for ob in bpy.context.scene.objects:
            namestore_2 = ob.name[:charlen]
            if ob.type == 'MESH':
                if str(namestore_1) == (namestore_2):
                    ob.select = True
                else:
                    ob.select = False
    for selected in bpy.context.selected_objects:
        if selected.type == 'MESH':
            bpy.ops.object.join()

Thanks in advance for any help :) this ones been bugging me for a while!

[edit - updated code slightly for variable in place of number where the character lenght is involved]


texts: Tracking Szene not matching tracked video

texts:
Very low tracking error, focal length is matching, ...
I used Set as Background and Setup Tracking Scene to create the scene.
Empties from the trackers move right but don't match the video in position.
You can see they even go out of the camera view, below and on top are always within the boundaries.


texts: Is it possible to animate hair particle (object) size?

texts:
I am trying to create an animation where several instances of an object seem to grow out of another mesh, and slightly move (rotate) then disappear (scale back to 1 again).

In the dumbed-down version of this example, I would have the cube grow out of the icosphere in random sizes, rotate slightly/move, then shrink back to size 0.

I cannot seem to animate / keyframe the Particle Size data box.

After keying it on frame 1, it doesn't let me key a second size on frame 50.

I couldn't find help online or figure out why this wouldn't let me do it. Even if I click on "No" or "Keyed", and apply loc/rot/scale, it doesn't let me change the value. I actually have to go and delete the keyframe to modify the value.

Can this be done?


texts: Can I snap to face during transformation in animation?

texts:
I have this character with eyes on a body that I want to be able to squash and stretch. I am using "snap to face" when moving the eyes, but when use proportional editing on the body (later on I will be using shape keys for this) the eyes won't automatically snap. Of course I could "resnap" them, but in a 24 fps animation, this would be tidious.
Is there any way to automatically snap objects to a face when that object changes?
Here are som pictures to illsutrate the problem:

As the last picture illustrates, the eyes are on longer snapped to the surface.
Thanks for any answers!


texts:
I'm fairly new to blender. Let's get this out of the way. This will be poorly explained, but explained to the best of my knowledge.
I've been working on modelling a head and I now need to extrude a few points on the x axis. The problem is, they seem to have restricted themselves one of the axis. I can't move the original points or the extrusion along any other axis. I know it isn't intentionally locked on because when I press the X, Y, and Z buttons, they all lock on at different angles. What I'm trying to say is, i didn't lock it to anything but I can't move it any way but on some weird version of the Y axis, if that makes sense.

I need to move the points freely. Not locked onto anything. Help me. Please.

EDIT
There's no constraints. Nothing should be actually stopping it from moving along the X axis. Nothing that i've checked is locked.

That, in the picture, is the only way I can move the verts. I wouldn't be able to drag it along the X-axis if I wanted to.


texts:
I tried to select a few keyframes and copy them at a later position in the dope sheet, but only a single finger was copied. Probably all keyframed items must be selected before copy and paste, how can this be achieved?

The image shows what happens when the keyframes to left of the current frames have been box-selected and pasted after the current frame.


texts: How to change object scale in bge via the arrow keys?

texts:
So I'm trying to scale up and down a cube using the arrow keys.
I've tried with this code (I'm not too good in Python so I used a template, and I'm not pretty sure if it's the correct one):

import bge

def main():

    cont = bge.logic.getCurrentController()
    own = cont.owner
    sens = cont.sensors["pixelscale"]
    pixel ["scale"] = bpy.data.objects["pixel"].scale[0]

main()

By the way, this is the logic bricks set up

What do I have to change?


texts: Rendering a tracked scene without background

texts:
I've tracked a scene in Blender so that I could animate and adjust material lighting to an object placed in the scene. Once the footage was tracked, I set up a tracking scene and set the background.

Once I was happy with my animation I wanted to render with Cycles just the object animated without the footage in the background. Where can I disable the rendering of the footage?


texts:
It's probably a problem of settings but I cannot figure out what I did.
Each time I add a new object in my scene, it shows up on the scene and it is rendered but it doesn't show up on the outliner list.
Which is a bit annoying, I like to keep things tidy.
If I reset to factory setting, and duplicate the starting cube, I finally have two cubes in my outliner. But even after reseting the setting, the problem is still here when loading my original scene.
Any hints?

Edit:
I added a screenshot, in the outliner menu, only the cylinder is displayed.


texts: Maximum number of materials that can be added in a scene?

texts:
I have very large number of planes in my scene and each needs to be assigned a color, and to do that, I am assigning a material to each plane. Blender is allowing 2^15, i.e. 32768 materials.  But the number of planes in the scene are on the order of millions.

How can I make blender handle more materials so that I can color all the planes?


texts: I understand fac to represent the percentage of the second shader to be applied. I recall seeing examples where the fac value is set 1.0 and still there a node connected to the first shader input. With fac being 1.0 the first shader input should not be even considered, what is the use of doing this?


texts:
So I am trying to make a model with hand painted textures. I marked some seams and UV unwrapped it to start painting. (maybe i forgot a step?), but then i try to apply it. I don't really know how to apply it. And once I thought i succeeded, but when I opened up the file again it was blanc.

Anyone knows how to do this?


texts: When I copy and paste the shader nodes and objects from a blender session to another one I lose some characteristcs

texts: What I did has been to copy and paste the teeth and the gums from the original blender file to the blender file that I'm using and an odd thing is happened : the yellow color of the teeth and its brillance is lost,as well as the reddish color of the gums. Do you know the reason ? thanks.


texts: How to add update function to custom property using _RNA_UI

texts:
How to add update function? I tried this its wrong.

pbone = bpy.data.objects[ControleObj].pose.bones[ControleBone]

pbone[ControleName] = min

if "_RNA_UI" not in pbone.keys():
    pbone["_RNA_UI"] = {}

pbone["_RNA_UI"].update({"myControl": {"min":0.0, "max":1.0, "soft_min":0.0, "soft_max":1.0, "update" = FunctionName }})`


texts: How to have bone scaling only effective on one action?

texts:
I have to scale a bone to cheat a bit just to have a more natural feel on one of my actions. But I found out that if I scale a bone in one of my actions, it will  be scaled in all my other actions.
Is there a way to have it not impact my other animations? If not, how can I work around this?


texts: How to make a simple spiral w/ arrow like the Weatherman

texts:
I'm making a YouTube video about a tornado in a campfire I videorecorded. I want to show my viewers the mechanics of the tornado.

Here's a screen shot of what I'm after:

I'm not looking to be a Blender expert (although it looks like a neat program to learn.) I just want to render a 2 turn spiral that I can rotate.

I tried making a spiral from the add curves. I made it taper as it got higher. I extruded the curve in the Z direction and hacked my way thru disconnecting a segment and connecting two, to complete a mesh. It's exactly what I want, but Blender doesn't see it as a solid. (No faces.)

When I made a "flat" spiral (that is, no taper in Z), I can extrude it in Properties and Blender sees that as a solid. But I can't figure out how to taper it in Z after the fact.


texts:
I have a question about proper import character game models into blender. Below you can see how blender handle importing the model:
Where other software import it properly - like this:

Is there any way to properly import model into blender to maintain IK chains - once I cleaned whole armature manually but that created another problem - I couldn't use game ready animations.
Or is there a possibility to use .py script to make whole editing and connecting bones automatic - because its almost impossible to work even with 1 model because there is hundreds of game ready animations that would need to be changed in the same way as rigged character.


texts: blender takes too long to transition between edit and object mode

texts:
I have made a funky cube with displace modifier with around 100 000 vertices, and blender suddenly takes around a minute or more just to change between edit and object mode, when saving, or going back(Ctrl + Z).
Screenshot of the object:

I noticed that when this freeze happens, my pc only uses 1 core of the processor to the fullest, and not the rest(16 cores).

i have
AMD Ryzen 2700,
16gb ram,
AMD Radeon R9

Is there any way to make it faster?


texts: Why after export to fbx, the textures are difference as in blender

texts:
There have 7 meshes and 7 texture painting material.
1)left upper wing
2)left rear wing
3)right upper wing
4)right rear wing
5)buttery body
6)fur
7)eyes
each of the mesh has its own material.
after export as fbx, the modal only shows 1 texture.


texts: render albedo (color passe without shadow)

texts:
I am trying to render the albedo of a mesh with a material, I have managed to get a flat render without lights and shadows by using the diffuse color passe, but the color are not the same as the one used in the material of the mesh.

Here is my setup:

3D view:
A sphere (here you can see his material thanks to the viewport shading set to material) and a light (to test if there are shadows in the render
UV / Image:
Each face of the sphere is unwrapped on that square with two color

Shader node:
Render layer:
the passes I have checked

Compositing node:

Result:
As you can see the color are not the same as the one of the UV/Image

Here is a comparison between the color of the image I have used to texture the mesh (on the left) and the color I get from the diffuse color passe (on the right)

Does someone know how to fix that problem or why the color shift ?


texts: Why does the light not illuminate inside the building?

texts: As you can see the HDRI light doesn't penetrated inside the building even that the building is all perforated


texts: Here in the picture. I clicked only one face and for some reason the other faces highlighted too. And when I want to highlight/click the other faces/vert/edge it wont highlight. I need to click the original face on original object so highlight others too and I don't want that


texts: how to make a shader like this bottle's in blender 2.81?

texts: how to make a shader like this bottle's in blender 2.81 ?


texts:
I don't know how these duplicated node groups appeared, but I did not create them intentionally. Is there a way to remove them without breaking anything (for instance the materials that use the duplicates)? Or rather - is there a way to merge the duplicates into the original node group?

If yes, is there a way to do it with other types of datablocks, like whole materials?


texts: How to get the physics engine to wraps a string around the moving part of a motor constraint?

texts:
I'm trying to simulate the physics of a string that wraps around a motor spool when the motor turns. The body of the motor and the shaft+spool defines a motor constraint, so a velocity can be applied to animate the spool.
I modeled the string using this tutorial : https://www.youtube.com/watch?v=4ANT5vf5H-Y&t=310s

This is how the scene looks like at keyframe 0

And after a few frames, the string doesn't wraps around the spool but goes through instead, there is no collision:

And if I set the string to soft body, then it does this:

Is there a way to achieve a nice winding of the string around the spool ? (even wrapping a few turns so having the string to collide against itself the 2nd turn)
Thanks :)!

EDIT

Following AdamTM suggestion, I made a string from a curve path, and hook the end vertice to the spool, and add Soft Body physics with the following parameters:

As we see, when I play the animation, the string seems to curve around the spool, but for some reason, the hook point doesn't stay in place, it does some weird animation and the length has also shrunk a lot.

I've done another test from scratch with a bigger scale, and the result is much better. In this case the string falls from above and nicely wraps around the shaft as it turns :

I think the physics parameters has to be very well tune to work at smaller scale.

I couldn't attach the soft body end to the shaft, so I tried with a cloth simulation :

I defined a vertex group with end vertices, and hooked it to an empty (ctrl+H), added the pinning option to the vertex group in the cloth parameters, then made a shaft middle vertex as parent of the empty.
As we see on the picture the cloth wraps around the shaft and is well attached to it. But somehow the animation doesn't look quite right, not as nice as when using a bezier path with a soft body.

Any idea how to get the nice wrap of the previous string, with the pin point of the cloth simulation ?

Alternatively, using the Molecular add-on seems quite promising : https://www.youtube.com/watch?v=XSPwM8Yv6YE

Here is the blender project file :


texts: How to make text object restricted to certain height?

texts:
See the image and you understand my problem.

I have followed this excellent tutorial:
Is it possible to drive the contents of an existing text object with a text file?

I have also made my text object to be in text box with a setting of Width: 7.8 but how can I "cut" or "restrict" this dynamic text so it does not flow over the 3d phone objects screen?

Pekka Varis


texts: Why does assigning a second material to part of an object appear to delete that face?

texts: I've been trying to assign a second material to the same object. After selecting the face and clicking on the assign button, it only deletes the face instead of assigning the new material. What am I not doing right?


texts: how do I work with LAB color space in the compositor?

texts: Any way to get a separate and combine LAB node? I would like to adjust the A and B channels individually to create a certain color effect. Is there any way to do this like an add-on, or maybe convert the channels from another color space.


texts: Blender 2.8 color material cause model to distort

texts:
Help me resolve the problem of model distortion especially when color material is applied in Blender 2.8 and above.
Why is no one trying to help me. Am stocked and need assistant please.


texts:
I am trying to unwrap my model (simple cube) but I don't want the
traditional "Smart UV Project" unwrap.

I'd rather much want it to unwrap like so. (Done manually)

(Reason why is because I use a single texture for my model, for simplicity
and I want it to be a 1:1 ratio in the scale of things, I also Mark all the seams for each "flat surface", so a wall with a hole in it, would be one surface, if there's a slope, that slope becomes it's own "surface")

Thanks in advance


texts: How can I bake a bump map to use for a low poly version of my model?  The only thread I found that helped was severely outdated.  It seems like it would be better to calculate the actual bump map using the geometry rather than converting a normal map.  I do NOT want a displacement map, but a bump map instead.


texts: wierd softbody/collision effects working then not working without changing anything (blender 2.79)

texts:
Wondering if anyone might have any insight into this.

For simplicity, I have two UV spheres.

I then translate one by 2 units. I create a simple keyframe animation so the two spheres will colide (0,0,0).

On the stationary sphere, I first add a subdivision modifier (2,2), apply it, smooth it, then make it a softbody in the physics tab.

On the moving sphere, I add a subdivision modifier (2,2), then add the collision in the physics tab.

Now. I animate it.

"Sometimes" blender will see it collide. And "sometimes" it won't.

I don't change a single thing. I'll play it/animate it. It works. I go back to frame 0, it stops working.

ANY idea? Driving me nuts.

It also seems creating particle systems from a UV sphere go all wacky too. Instead of 'gradually' having particles come out from the sphere, they will magically translate by 30% (as opposed to a gradual 1% over an animatinon), and look totally wacky. Maybe that's related I don't know.

ANY ideas what is going on?

This picture is from a project I am working on. The entire 'soft body' seems to be totally whacked out. Why is this happening, and how do I fix it? Thanks!


texts: Armature completely destroys model upon moving bone

texts:
Good day.
I'm completely new to Blender. And I really want to get along with it, but... it's quite more complex than I thought.

Let a example talk for me.

I made this model. A rather simple model. And I'm trying to give it an armature. I added the bones, and whatnot. However, when I set the mesh parent to the armature, and move it with Pose Mode, the armature completely obliterates the mesh.

What am I doing wrong? Could you guys please explain this to me?
I'm still quite new to Blender, but this issue happens constantly.

Update:
This is the .blend file of my model.


texts:
Is there an easy way to see what is consuming the most memory?

For example:
-Objects / Object data
-Textures
-Lighting
-Particle Systems
-Material duplicates
-Caches
-Anything else that can cause unnecessary memory consumption...

I'm trying to cut down on memory consumption in a very large scene that would otherwise take ages to do manually.


texts:
I want to join these sculpts (and many others), into one single mesh.
Everytime i try to sculpt these 2 joined with Ctrl+J, i got an horrible middle empty space, also it looks cutted.

So, how i can join these two sculpts and then sculpt them like it was only one and not 2 apart?


texts: How can I make an object appear or emerge from a flat surface?

texts:
I want to have an object come out of a surface as if the surface is a portal or something similar, like Mary Poppins' bag.

How can I accomplish this. My method was to surround the object with a boolean difference box and animate it moving out of the box. However, this has some rendering glitches when I try to animate it.


texts:
I have been making a model for the Source Engine, I baked a normal map and gave it a simple test diffuse texture (Solid colors, very basic with no shading). In blender everything seems right

However, in game the seams look very obvious, an the UV islands appear to have different lighting. Some are darker, and some are brighter.

[

Many solutions have been tried, I looked trough the Source Developer Community, and found that the normals need the Y channel to be inverted, and while it didn't solve the problem, the normals now look fine. Normals also need to be using tangent space, and the normal was baked that way.
My guess is that it could be the UV island orientation, I found some sites claiming that it was important for all the islands to be facing the same way, but I havent tried that. Unwraping the model again would be hard, since the low poly mesh has been modified since the bake, so they wont be aligned perfeclty.

Is there anything else I need to do? Thanks in advance


texts: Why does my character model bunch up when posing?

texts:
I make a fan model of a game character, but when I pose his fingers they bunch up.

I can't understand why it does that, if anyone has an explanation, please help.


texts:
I am creating a soccer animated series.

Picture a soccer goal, how do i make the net move smoothly once the ball makes contact with it?

Thanks


texts: Don't know how to change distance for mist creation

texts:
I followed this tutorial on how to create mist in blender. https://www.youtube.com/watch?v=CxNeMMZs_sM

I have this dome that will be where the camera is pointed at, but for some reason the mist is always appearing on top of it even though I set it so that the mist would appear behind it.

Any help would be appreciated.


texts: How do I Save/Pin a New Window, and assign a button to it?

texts:
Under Window > New Window,
I'm able to create a window, and assign various Editor Types within said window. I'd like to save this window and Pin it, so that regardless of which Workspace Tab I'm on it stays the same, and regardless if it's closed I'll be able to re-open it and all of my situated Editor Types are retained. Ideally I would like to assign this window to a button in a display panel that I'm creating (I already know how to make a display panel and buttons, just not how to assign a window to one in this particular case).

Saving as a new Startup file doesn't exactly work, because I'd like to have this window available regardless of what file I'm opening.


texts: I need to convert each letter of a text object into an individual mesh. I have tried to convert the text into a mesh and then separate by loose parts, however, that has the unintended side-effect that all i-dots, colons, etc. get separated from their main parts. I could merge these manually, but that would be rather cumbersome. Is there a way to create exactly one mesh per letter?


texts: Do I have to repeat node editing to import a texture that has 5 types of images?

texts:
I downloaded a texture ZIP file from a (probably) famous texture web site, and it had five files like so:

I followed a tutorial video to apply that texture to a face, but it was not just selecting the downloaded file. As you see, it was quite a lot of input. But isn't this process the same for all future textures (apart from minor adjustments in the Strength parameters)? If it is the same, can't it be done at once, instead of repeating this process over and over again for each texture?


texts: I created this earth using cycles can anybody tell me how to add a glow effects to it and also if anything could be done to make it better.


texts: how to set vertical FOV for a fixed horizontal FOV, pixel width and height in blender?

texts:
By using the blender camera, I want the following settings . Pixels width x height = 500x 290 which can be set in resolution x and y of the properties section and horizontal FOV is 120 which is set in camera field of view section. For this, the calculated vertical fov is 90 degrees(calculated using the formulas in this link https://b3d.interplanety.org/en/vertical-and-horizontal-camera-fov-angles/ ). But I want to set it manually to 45 degree. How is this possible. As far as I know, we can set one of the values between horizontal and vertical fov and calculate the another. Is there a way to set both in blender?
Any leads would be very helpful. thanks in advance.


texts: How to make the Master Bone not fall behind

texts: So I have a basic IK rig with the controller bones, and hip bone parented to a master bone that moves the entire rig. But how can I make it so that when I use the hip bone and the IK controller bones to move the character forward, the master bone follows along so that it stays in place for when I want to rotate/move the entire character?


texts: I cant create an inset on the face of an extrude

texts:
I'm modelling a face from a cylinder and ive extruded some faces to create ears
When I try and add an inset to the ears it completely messed up
What am I doing wrong


texts: If I'm modelling a circle to an exact size, how do I account for change in size with subsurf?

texts: Basically, if I'm following plans to make something an it has exact measurements, is there like a ratio to use to know how much smaller the subsurf version of the circle will be? Or if there an addon that makes a surdivision surface go to the edges of a circle?


texts: How to offset an animation of a linked collection? (linked from another blend file)

texts:
I have two files, the first is the render scene with a building, the second contains a scaled up animation of a drilling process with particles and smoke. I can link that animation as a collection, scale it down, rotate and move. And seems all physics and animations work. But I can't find a way to shift the start point of that animation.
My render scene starts from 1000 and the drilling animation starts from frame 1. I was hoping to reuse that animation several times in the same scene without rebaking and additional tuning. Is it even possible?


texts:
I've searched for an answer to my problem and didn't find any. So, I'm gonna ask.
My hardware requirement configuration is at it's minimum; at some aspects, over. So why I can't make Blender 2.8x work?
Here are the config:
enter link description here
1
2
3
4
5
6


texts:
I downloaded blender 2.8 a couple of weeks ago and it was working fine. Yesterday, the interface became so laggy. I'm not able to spot the issue because I didn't install a new software or something like that. Maybe I tried to install Quick Functions and Power Sequencer addons but I deleted them and the issue still presists. I also tried to load factory settings and other things but no avail.

Version: 2.80 (sub 37), branch: blender2.8, commit date: 2018-12-12 23:51, hash: 81ea815dcb6, type: Release
build date: 2018-12-13, 00:07:18

Operating System : xubuntu-18.04


texts: I have been stuck with this problem for a while now and cant move on.Im making sticker by applying PNG on object.Everything work just fine only the image have white outlines which i cant get rid off.Pls,any help would be much appreciate.


texts: I have two 3D VIEW areas, and I would like to hide an object only from one of these.


texts: How to: High poly to low poly normal map + high poly texture + normal map of texture detail

texts:
This is hard because I dont think there is a "correct" answer to this.
Basically I want to use a normal map of a high poly model on a low poly version of that same model. This I learned so far. But I can't find instructions on the following:

I would like to paint a texture for the high poly and use this texture on the low poly too.
On top of that I'd like to use normal texturing for the high poly texture e.g. giving it the small detail shading.

To sum it up:

High poly with (color and) normal texture
->
Low poly with the normal map of the high poly model + the color and normal texture of the high poly.

How many and which maps do I have to bake then and how many textures does one need for the low poly version?
Is the texture applied to the low poly version or its normal map?

To visualize this let's say we have a modeled brick wall.
We paint a color texture for the model, the texture has little cracks and sprinkles so we use normal when I assign it to the material of the model so that these small details are shaded.

Now that whole thing shall be put onto a simple plane (or a low res model).
Not just the normal map for the model but also the color texture plus the normal shading for the color texture.

I know this is like normalception and kind of confusing but I didnt know how to put it in words better with my noob knowledge.

Meanwhile I will trial and error my best, cheers!


texts:
I would like to animate a kite kind of character for a little animation.
Unfortunately i'm running into a couple of issues when it comes to (easily) animating the tail.
Now, i want the tail to "Straighten out" progressively in the direction of the bone that's connected to the kite itself.
While also still trailing the movements of the main body, regardless of scene wind or gravity direction.
I've gotten nowhere so far so i stripped my scene down to a skeleton so there is as little mess as possible.
I would prefer bones, as i can mess with those in the target project easily.

List item


texts: Giving planes thickness in real-time display

texts:
I've got a bunch of planes that are perfectly lined up with the coordinate space, so I can't see them when I go to either front, side, or top view. Is it possible to give planes some thickness for the real-time display, just so I don't lose track of them when I'm editing other meshes?

I can imagine giving them all a thickness modifier that is disabled for rendering, but that seems like a big pain in the neck.


texts: How to get 3d cursor location through script in blender 2.8?

texts:
I have seen this question for some older versions of blender. But I can't figure out what's the way in 2.8. Someone, please help. I've been looking at all the corners of the API documentation I can't find anything.

code:

import bpy

print(
print("""-------------------------------------\n
        script_003.py started\n
        -------------------------------------""")
#- -------------------------------------

# print 3D cursor location

loc = bpy.context.scene.cursor.location
print(loc)

print("""-------------------------------------\ns
        script_003.py ended\n
        -------------------------------------""")

output:
  File "E:\chandan\Work\blender-2.8\Development\Addons\practice_001.blend\Script_003.py", line 11
    loc = bpy.context.scene.cursor.location
      ^
SyntaxError: invalid syntax

location: :-1

Python script failed, check the message in the system console


texts: How many frames are there in one minute Animation?

texts: I want to know how many frames I need for a one minute Animation.


texts:
Kinda focusing on what is not working here, but hey, I noticed that Blender kind of downgrades my textures/paint-work ... it gets a bit pixelly after I switch to Object mode and then back to texture paint mode..

Maybe its just my impression, but it does seem to me as if the textures get kind of bland and pixelly after a while....

I am using 2048x2048 px res right now, too small?

Am I alone in this? May I prevent this somehow?

Would be really nice if my textures stayed nice and smooth the way I paint them....


texts: Baking AO textures causes unexpected computer shutdown

texts:
I've started experiencing unexpected shutdowns when baking AO textures. The various parts of the stalwart are all placed in one project file so that I can AO texture them all. I've done various bakes as I've gone along, but when I come to attempt the final bakes I'm starting to experience the machine simply switching off.

I've updated to blender 2.74, but the shutdowns have continued.  There's nothing in the event viewer log before the shutdown, but there are a few critical/error events when restarting after the shutdown.

I just wondered whether there's something I can do with blender settings to prevent this (I've searched several times, doesn't seem to be a common problem), or whether I need to take my problem to the Microsoft support forums (as I suspect might be the case).


texts:
Here is my code:

import bge
from bge import logic

def property(controller):
    own = controller.owner

controllor = bge.logic.getCurrentController()
scene = bge.logic.getCurrentScene()

target = scene.objects['Target']
ray = controllor.sensors['Ray']

if (ray.hitObject and 'Collide' in ray.hitObject and not 'Body' in ray.hitObject):
    target.worldPosition = ray.hitPosition
elif (ray.hitObject and 'Collide' in ray.hitObject and 'Body' in ray.hitObject):
    target.worldPosition = ray.hitPosition
    own['Body_Track'] = True

I have not finished with my code, but that is what I made so far. I am trying to make different props true and false depending on what you are aiming at: an object, and enemy (, rest WIP). This is to determine what color bullethole/blood should be added. For some reason, the last line of the code won't work. I always have issues with making multiple outcomes after an if. How can I fix this? Any help is appreciated. Thanks!


texts: Python to show one of objects by choosing

texts:
I have a question about Python. By the way, I'm a beginner of English and Python. I have a script to show Toruses from an imported txt file containing center coordinates. Thanks to this website, it was made and worked really well. But I'm facing another problem. Although all of Toruses are showed by the script, I would like to show one of them by user's choices and erase it and show another one if the user choose the another one. Or I would like to show the Toruses one by one by using the function of Timer or Animation. Sorry for this mess explanation, but I would really appreciate if someone helped me. Here is the script and some lines(Atom`s coordinates) from my txt file.

import bpy
import math
from bpy.types import Operator
from bpy.types import Panel

class MeshGenTool():
    @classmethod
    def main(cls, context):
        scene = context.scene
        objs = importFile(scene['File'])
        for obj in objs:
            bpy.ops.mesh.primitive_torus_add(
                location=obj[0], rotation=(math.pi/2, math.pi/2, math.pi/2))
            obj=bpy.context.scene.objects.active
            mat=bpy.data.materials.new('Torus')
            mat.diffuse_color=(1.0, 0, 0)
            mat.alpha=0.8
            obj.data.materials.append(mat)
            MyMesh = context.object
            Mymesh.name = "MyMesh"

class MeshGenButton(bpy.types.Operator):
    """Execute generation"""
    bl_idname = "object.simple_operator"
    bl_label = "Generate"

    @classmethod
    def poll(cls, context):
        scene = context.scene
        filevalid = (scene.File is not "")
        return filevalid is True

    def execute(self, context):
        MeshGenTool.main(context)
        return {'FINISHED'}

def importFile(File):
    obj_loc = ()
    obj_dia = 1
    obj_data = ()
    objs = []
    f = open(File, 'r')
    for line in f:
        if line.startswith('ATOM'):
            words = line.split()
            obj_loc = (float(words[6]), float(words[7]), float(words[8]))
            obj_data = (obj_loc, obj_dia)
            objs.append(obj_data)
    return objs

class VIEW3D_PT_Blank1_Blank2(Panel):
    bl_space_type = 'VIEW_3D'
    bl_region_type = 'TOOLS'
    bl_category = "Import Atom Coords"
    bl_context = "objectmode"
    bl_label = "Import Coords"

    def draw(self, context):
        layout = self.layout
        scene = context.scene
        row = layout.row()
        col = layout.column(align=True)
        col.prop(scene, "File")
        col.operator(
            "object.simple_operator", text="Add items",
            icon='MESH_TORUS')

def register():
    bpy.utils.register_class(VIEW3D_PT_Blank1_Blank2)
    bpy.utils.register_class(MeshGenButton)
    bpy.types.Scene.File = bpy.props.StringProperty(
         name="File",
         description="Path of File to read from",
         default="",
         subtype='FILE_PATH')

def unregister():
    bpy.utils.unregister_class(VIEW3D_PT_Blank1_Blank2)
    bpy.utils.unregister_class(MeshGenButton)
    del bpy.types.Scene.File

if __name__ == "__main__":
    register()

CRYST1   65.961   65.961   65.961  90.00  90.00  90.00 P 1           1

ATOM      1  N   GLN X   1      32.110  46.350  52.070  1.00  0.00
ATOM      2  H1  GLN X   1      32.470  45.850  52.870  1.00  0.00
ATOM      3  H2  GLN X   1      32.931  46.641  51.559  1.00  0.00
ATOM      4  H3  GLN X   1      31.568  47.112  52.451  1.00  0.00
ATOM      5  CA  GLN X   1      31.200  45.480  51.230  1.00  0.00
ATOM      6  HA  GLN X   1      30.402  45.041  51.829  1.00  0.00
ATOM      7  CB  GLN X   1      30.390  46.250  50.180  1.00  0.00
ATOM      8  HB1 GLN X   1      30.811  46.160  49.179  1.00  0.00


texts: Simple transparent plastic shelf and noise

texts: How can I get the effect of transparent white plastic or glass? When I tried the shaders received white noise.


texts:
I have a model and when i press shit+z to render view or final render it gives and error out of memory. I tried on both cpu and gpu but the result is same error and stop there. How can i get rid of it and render my scene. Any suggestion or help to render.

GPU mode

CPU mode

When i open the file memory usage


texts: when I try to model from tutorials the instructors' topology will show on both sides of a mirrored object, and won't be as hidden with gray in areas. I can't figure out how to set that up.


texts: How can I move things without having to select the move tool?

texts:
I'm a complete newbie to Blender and I am going through the most recent tutorials on youtube.
Just got to the object and edit mode tutorial.
At 0:37 the instructor picks the four top points on a box, then moves it round while still in the box select mode.
How does he do that?
I am only able to do the same thing after clicking on the "move" button. How does he do it without clicking on the move button?


texts:
I used a 3D slicer to separate the small intestine from the CT image.
The model has a lot of bends. There are too many points when trying UV mapping with this model. This loads my computer. Also I would like to put the texture of the small intestine naturally on top of the model. The image is small on each side. How can I solve this?


texts: when  move my camera, it doesn't orbit like it should do. Instead it moves like you move your head. Also, when i do ctrl alt numpad 0 (cmd alt numpad 0 on mac i assume) it doesn't snap the camera to the current view if i'm in view mode or camera mode.


texts: Missing background video in network render

texts:
I am using Blender 2.78

I have a video that I've motion tracked and rendered on top of using the cycle renderer. This works fine when rendering locally. I've tried doing a network render with slave machines set up to do cycle renders and only the foreground models show up. The background is black.

In Scene, there's a Foreground layer for objects that are visible in both the local and network renders, and a background layer for shadows on the ground. Not sure if these shadows are being rendered or not in network render mode.

On computer1, I have Master, Client and Slave running. On computer2 and computer3 I have slaves running.

Is there something I need to do to send the movie clip for the background to the slaves? The locally running slave blender should at least have access to it.


texts: Object becomes transparent/reflective/glowing etc.. in EEVEE Render viewport

texts: After new graphics driver update(AMD) eevee render viewport is acting like in the picture. the object gets transparent or reflective or starts glowing and after i click F12 everything get rendered except the objects in the scene. this problem goes away when i switch to cycles


texts: So im retopologizing a sculpt i did and part of the mesh gets very dense but im not really sure how to reduce this without ruining the flow of it. i tired a method shown in the bottom pic but kind of guessed and im not sure if thats the best way to go about it.


texts: i tried installing lip sync importer following the normal step of installing addons in blender but i keep getting this message [Modules Installed() from 'C:\users\tstick\Download\Compressed\io_import_lipSync-Blender2.8-master.zip'into 'C:\users\tstick\AppData\Roaming\Blender Foundation\Blender\2.90\scripts\addons'] please what does this mean... What i'm I not getting right?


texts: Boolean Modifier Disabled in Blender 2.8?

texts:
Every time I try to apply a Boolean Modifier, I get a "Report: Error" that reads "Modifier is disabled, skipping apply." Also, the Boolean button appears in red (is this normal?). I am just using two basic shapes, a cube and a cylinder, so the geometry can't be the problem (I guess).

Anyone know how to fix this? Have I disabled Boolean accidentally or am I just missing some step here?

Please be patient, I'm a total noob and would appreciate any input.

Thank you]1


texts: How to add custom icon to EnumProperty in add-on

texts:
I have a custom add-on and I would like to create a dropdown list based on an EnumProperty, but I want the items in the list to take custom icons rather than the icons available within blender. I know that you can use import bpy.utils.previews to load custom icons into add-ons and set label's icon_value to custom icon ids, but I would like to be able to do the same with the items in a drop down list built based on an EnumProperty.

I have the following case for an add-on defining a class that will have a drop-down lists in which I want to have custom icons added to EACE item in the list. I want custom icons to show next to each item in the list as the drop down list is open (not just next to the closed drop down list: see image below):

# defined globally
easingItems = [
    ("EASE_IN", "Ease In", "", "", 0),
    ("EASE_OUT", "Ease Out", "", "", 1),
    ("EASE_IN_OUT", "Ease In-Out", "", "", 2)]

# prop defined in the addon/node class
easingType = EnumProperty(
        name="Easing",
        default="EASE_IN",
        items=easingItems,
        update=updateNode)

# then, in the draw UI
def draw_buttons(self, context, layout):
    # this is when I want the enum property to be displayed with custom icons (how?)
    layout.prop(self, ‘easingType', expand=False)

Left: This is a drop down list based on an enum property with some default blender icons.
Right: This is a drop-down list based on a list needing custom icons (displayed as having default blender icons)

The result after Jerryno’s solution looks like this:


texts: How to make Normals on seemingly flat surface smooth

texts:
So I'm having this problem where from certain angles this geometry is showing creases where there shouldn't be. Here's the things I've tried:

selecting all the geometry that should be level and scaling it across the Z axis to 0, no luck.
Auto smoothing the normals and marking sharp where it should be sharp, no matter what degrees I use for the smoothing it doesn't seem to make a difference.
Triangulating the n-gons, still didn't get rid of it.

I've seen a lot of people have a similar issue, but usually they're using Booleans, which I'm not doing here.

It could possibly be my geometry, maybe I'm breaking a rule there. Any help would be appreciated.


texts:
I want to keyframe multiple duplicate objects created from a active rigid object. I have created keyframes for each duplicate object at different frames of timeline, lets say at frame 10, 50, 90, etc. When the animation is played all duplicate objects appeared at frame 1, instead of appearing at their respective frames i.e. 10, 50, 90, etc.
Does anyone know how to resolve this issue?


texts:
I want to texture the displacement map and see the change in the viewport immediately.

I use the Displace Modifier.

I try Eevee and Cycles, in both cases, Blender doesn't update automatically viewport. I need to click any settings in Modifier Properties or Texture Properties. After that all ok.

Is possible to texture displacement map in real-time?


texts:
I am completely new to Blender and I have trouble solving a rather trivial problem.

I have a model of a machine which parts can only rotate around a given axis.

For example: Imagine a tank with its turret. The platform of the turret can only rotate in a circle around the y-axis (height axis). I wanted to archive this with a simple cylinder and a rotating plate on top.

I watched tutorials on rigging but using armature seemed the wrong move since it mainly bends instead of rotating the object. Is there a way to force the armature bone to only be able to rotate? If thats possible I could assign every part of the machine one bone with fixed axis rotation and a fixed offset to the next part of the machine.

Which technique should be used to archive the given task?


texts:
I'm working on a Python script to export a mesh. I need to export normals, so I use this code:
def get_custom_vertex_normals(mesh_obj):
    mesh_obj.data.calc_normals_split()
    nrm_avg_list = [None] * len(mesh_obj.data.vertices)
    for loop in mesh_obj.data.loops:
        nrm_avg_list[loop.vertex_index] = (loop.normal.x, loop.normal.y, loop.normal.z)
    return nrm_avg_list

(As pointed out by @batFinger, this method will take the info from the last loop that shares the same vertex. This is fine for my own workflow since I'm merging normals before exporting, but readers of this question should use his method if they want average normals for a vertex).
The problem is nrm_avg_list ends up having elements with None on it. Did some debugging and effectively these vertices had no loops on them.
Did try to clean up my mesh (deleting loose geometry) but these vertices are still present (and I can't find them in the viewport).
How should I clean these rogue vertices? Is there a way, using the Python API (avoiding bpy.ops if possible) to simply remove these vertices?


texts: Change Default Render Output to JPEG with 98% Quality

texts:
Whenever I save a render to my disk, I typically save it in JPEG format because the vast majority of the time, JPEG saves faster and smaller than the default format, PNG with RGBA color mode.

Because JPEG is a lossy compression codec, I usually set the quality to 98% instead of the default of 90%, since at 98% there is usually little or no loss of quality, and (as a bonus) it can sometimes reduce noise in cycles renders by a tiny bit.

However, each time I save a render, I have to first change the output format to JPEG, and then change the image quality from 90% to 98%.

Is there any way I can set the default image save format to a JPEG with 98% quality?


texts: How can I render different scenes at different frames?

texts: I have 4 scenes, each of which needs to be rendered at a different frame.  If I go through each scene and set the proper frame in each scene right before rendering it will render the proper frames.  However, after doing this Blender seems to forget the specific frames for each scene and sets them all to the same frame as the scene I rendered from.  So I have to go through this process of manually setting each scene's frame every time I render, which is a royal pain.  Is there a way I can get each scene to render at a different frame and have Blender remember the frames for each scene?


texts: Calculating 3D world co-ordinates using depth map and camera intrinsics

texts:
I am looking to annotate points on a rendered 2D image and then use the rendered depth map with the camera intrinsics to find where the point in 3D space is. This process is identical to creating a point cloud from a depth map instead I am looking for select points. I am following the function from the answer supplied here.
Function:
def point_cloud(self, depth):
"""Transform a depth image into a point cloud with one point for each
pixel in the image, using the camera transform for a camera
centred at cx, cy with field of view fx, fy.

depth is a 2-D ndarray with shape (rows, cols) containing
depths from 1 to 254 inclusive. The result is a 3-D array with
shape (rows, cols, 3). Pixels with invalid depth in the input have
NaN for the z-coordinate in the result.

"""
rows, cols = depth.shape
c, r = np.meshgrid(np.arange(cols), np.arange(rows), sparse=True)
valid = (depth > 0) & (depth < 255)
z = np.where(valid, depth / 256.0, np.nan)
x = np.where(valid, z * (c - self.cx) / self.fx, 0)
y = np.where(valid, z * (r - self.cy) / self.fy, 0)
return np.dstack((x, y, z))

self.fx & self.fy:
$\hspace{.5cm}$
From reading about pinhole camera's from here I learned that:

In a true pinhole camera, both fx and fy have the same value

So i have set self.fx and self.fy to 50
self.cx & self.cy:
I have entered the cameras position in blender which is (0,1,0) so:
self.cx = 0
self.cy = 1
Renders and Compositor:
$\hspace{5cm}$
$\hspace{5cm}$

My Implementation:
import cv2
import numpy as np

def point_cloud(depth):
    rows, cols = depth.shape
    c, r = np.meshgrid(np.arange(cols), np.arange(rows), sparse=True)
    valid = (depth > 0) & (depth < 255)
    z = np.where(valid, depth / 256.0, np.nan)
    x = np.where(valid, z * (c - 0) / .05, 0)
    y = np.where(valid, z * (r - 1) / .05, 0)
    return np.dstack((x, y, z))

img = cv2.imread('/home/sam/Desktop/Depth0001.png',  cv2.IMREAD_ANYCOLOR | cv2.IMREAD_ANYDEPTH)
img = img[:,:,1]
points = point_cloud(img)

This method does not output the correct set of points, I would appreciate if anyone can show me what I am doing wrong.


texts: Where is the equivalent of Toggle Fullscreen Area (Alt+F10) in Blender v2.8?

texts:
Where is the equivalent of Blender 2.79's Toggle Fullscreen Area (Alt+F10)  in Blender v2.8?

Note: I apologize that my original question contained erroneous information. I do NOT need to know how to Toggle Window Fullscreen as that is located in the Window menu. Sorry for the confusion.


texts: Force Cycles GPU rendering for a Render Farm

texts:
So basically I'm on vacation for 2 weeks with a laptop without a CUDA device. I do have access to a render farm with GPU rendering support.

Now the problem is that I can't setup blender to render in GPU and send the file to the farm because the laptop doesn't support it.

The farm has script support if that info helps.

Any ideas or suggestions?


texts: I am building a system which takes user input from keyboard and does some animation. Couldn't find a tutorial explaining how to create something like that.


texts: Tissue add-on: How to use the Advanced Settings for animation?

texts:
Here's a simple example to illustrate. I have a tile component object (selected) and a base mesh object (active). I click the Tessellate button and the operator options box appears. Near the bottom there are two options listed under Advanced Settings:

Map Vertex Group
Use Shape Keys

But they are grayed out.

Here is the result when the [OK] button is clicked. The plus-shaped tile piece gets tessellated around the cube.

The thing is, I have a shape key on the tile component object:

I would like this same kind of shape key animation to be possible on the resulting tessellated cube. I haven't been able to find any documentation on how to use these settings. Any help would be appreciated.


texts: Object is distorted & transparent after joining w/another object

texts:
I'm fairly still new to Blender & currently in the learning process. I just cannot figure out how to join these two infuriatingly disobedient objects correctly.
Ultimately I would like to export this as single mesh & use as game content, but in order to do this I need to merge the two UV maps together so that I can just have one UV map. I know in order to do this I have to join the objects....
Both models are from SketchFab. They were downloaded separately, and each came as multiple parts instead of one solid object. I had no issues when I joined the respective parts to each model, but then when I try to join both models together, one of the models ends up being distorted/transparent. It happens either way - whether i'm joining the airpods to the case or in vise versa (either object gets distorted depending on which one I join first).
I've read that recalculating the normals can help, but when I try to do this it still gets distorted only to a lesser degree.
I'm hoping there's a solution, but this has been trial & error at it's finest. I might be at a disadvantage since I am not the original creators (both of whom may have used modifiers, etc...) i'm guessing it would've probably been easier if I was able to go back & rework the meshes from scratch. Nonetheless, ANY help would be truly be appreciated as i've been racking my brain & working on & off on this for the last month or so. I'm so ready to wrap this project up, remediable or not. Thank you in advance!
.blend file was too large to upload on the Blend-Exchange, I uploaded to Google docs instead:
https://drive.google.com/file/d/1MjIcy06xQdWYny7nLjvQrFBUetBqYFtC/view?usp=sharing

Before join:

After join:
(airpods to case)

(case to airpods)

After recalculating normals:


texts: How to enable CUDA rendering without running as root?

texts:
I am using Linux Mint 17, and I am very happy that I was finally able to get my GPU to render on it. My problem was that I needed to properly run Blender as root.  However, when rebooting my computer, I need to run Blender in root again to make the GPU rendering work.  This would be fine, except for the fact that everything written to the hard drive by Blender is owned by root, and cannot be edited unless running everything in root.

I've heard that installing nvidia modprobe will allow programs that use CUDA processing without running the program as root.  I have tried to install this in a number of ways, and it doesn't appear to be working.

Does anybody have any suggestions?  (It's possible that I'm not properly installing modprobe, but I've tried both suggestions on this answer: CUDA rendering on Linux Mint or Ubuntu variants)


texts:
I'm having an issue with dissolving the faces on an object with holes in it - I've read elsewhere that this can be an issue.

I'm somewhat of a Blender novice at the moment, so I've mostly been using tutorials, but I've managed to cut holes through a wall using cylinders and the Boolean > Difference modifier.

The problem I'm having is that I am unable to dissolve some of the faces surrounding the holes. The screenshot above is of the object after I've dissolved all of the faces that I am able to, but an attempt to dissolve the others results in a the error below.

  could not create merged face.

This is causing issues when applying textures, as they appear completely distorted (I imagine as a result of the split faces).


texts: How to Stop World Properties from Affecting Scene

texts: I'm trying to add a sky in my scene by adding a light blue gradient to the world. The problem is that it lights my scene too bright, as you can see in the picture, the underside of the tree is lit and the shadows destroyed. I was trying to follow a tutorial and the creator said he added some extra nodes to stop the scene from being affected by the world properties. Anyone know which nodes these might be?


texts:
I purchased this 3D model of the CN tower. I want to import it in Blender, but when importing it, the 3D model has no texture.

I searched the Web for a while and stumbled on a thread where someone recommended to take a look at the .MTL file and see if the materials' paths were correct. What weirded me out, is that the materials in the .mtl file and the file names in the "Textures" folder are completely different. To illustrate:

The reference for this "usemtl" is "wire_148177027", yet in the "Textures" folder, there is no file with such a name. All of the JPEGs in this folder have very normal names, such as "Metal6.jpg", "Wall4.jpg", etc. Where does the association happen? Isn't there supposed to be a correlation between the value of "usemtl" and the file names? If no, where can I find it?

I wouldn't mind rebuilding the materials in Blender, except that I have no idea what image to apply to material names such as "wire_148177027", so this is pretty darn frustrating...

The value of "mtllib" is correct.

All of the textures are in the same folder as the OBJ and .MTL folder and the paths in the .MTL file are relative, as such : "map_Ka Greenish_Brick.jpg", etc.

Any help/guidance would be greatly(!) appreciated. Thank you so much!


texts: Export Premiere Pro Camera Track Data to Blender?

texts: I'm new to Premiere Pro, but I understand that it has a camera tracking capability. Is it possible to extract this data and feed it into Blender, as can be done in After Effects?


texts: Cycles + Glass + Light, Preview different than render

texts:
Anyone knows why the preview (left bottom) looks different than the render (bottom right)?

What i tried to achieve is something like that

i dont know what is going on?!


texts: RuntimeError: Error: Image too small when setting render region, rendering in python

texts:
I'm trying to write a python script that automatically sets the render region, like so:
bpy.data.scenes["Scene"].render.use_border = True
bpy.data.scenes["Scene"].render.border_max_y = ymax
bpy.data.scenes["Scene"].render.border_min_y = ymin
bpy.data.scenes["Scene"].render.border_min_x = xmin
bpy.data.scenes["Scene"].render.border_max_x = xmax

However, upon trying to render the image from the script (bpy.ops.render.render(write_still=True)), I receive an error: "RuntimeError: Error: Image too small" (no matter the size of the render region).
When I instead try to render the image by hitting F12, it says "Report: Error -- No border area selected".
The errors do not occur when I adjust the render region manually.
I'm using Blender 2.90.1.
Thanks for any help!


texts:
A few weeks ago i’ve drawn a new character. Excited by her design i thought to make her in 3D. Before starting tho i noticed an issue. You see the body of the character have a special feature. Through her body, in fact, it’s possible to see some spheres, called Cores.

So my issue is to recreate this same effect or something similar to it. I thought to create some spheres to put inside the model. But then i thought “How can i make them see though the model?” I thought about using the transparency with the Node editor or something like that, but then i would see the objects and the background behind her and, as you can see from the picture, you can’t see, for example, the back of her hair or the rest of the cloak. The only things you can see are the Cores and the Eyebrows.


texts: Is there a way to apply modifier for mesh with shape key

texts: I have created 50+ set of shape key for a game character customization. However, I was not aware once a mesh contain shape key all modifier(for my case is subdivision) are not allow to apply. I really don't wish to redo everything again.  Expect guidance is really appreciated.


texts: Configuring an object to ignore one light source

texts:
I would like to configure an object to ignore one particular light source (sun) in Cycles - to receive no light from the sun. Is this possible? I've looked online, but most posts I found were either 5+ years old, or were unanswered.

I have made a sample file with a cube and a sphere in two different collections. I would like the sun to cast light only on the sphere, not on the cube.
Sample


texts:
I recently installed Blender 2.80 and started with watching tutorials. But in the first tutorial there are pie menus that should appear when holding/clicking Shift-S.
However when I do that I get a totally different menu, the 'insert keyframe menu', and not a pie menu like in the tutorial.
Now I used to work with Maya, so I might (can't remember) have set the hotkeys in Blender to Maya-style during the installation, (I'm not sure if I did or if there is such an option.)
I also work with a Wacom pen and tablet and not with a mouse. but that shouldn't be the problem.
I tried to change some settings in the addon preferences, but that didn't solve it.
Any idea how to find the default pie menus?


texts: Python command within script to abort without killing Blender

texts:
When using the Text Editor, what is the best command to include inside a script which will abort the script at that line?

quit() and sys.exit() stop the script, but also kill Blender.


texts: Creating a mesh cone with exponential radius

texts:
Creating a standard cone is simple enough to do. However, the radius increases linearly along its axis. Is there a way to create one with an exponentially larger radius? For instance, suppose the radius y along the axis x is y=0.3x^2, where x>0 and <8. Can I somehow input a quadratic formula and limits somewhere to achieve this result? Or is there another alternative?

EDIT: In case it helps, I tried to subdivide the cone and change the smoothness. However, it creates the opposite effect. The higher the smoothness, the more convex it becomes. I'm trying to make it concave, but the smoothness value can't go negative.


texts: How do I fix holes in an organic form and how did this even happen?

texts:
So I'm learning Blender and I tried making a human body for pretty much the first time today. I was pretty content with the body and went to add legs with the Boolean modifier. So two uv-spheres per leg and I unified everything together (I did'nt know how to mirror objects so I eyeballed it but I think they were pretty equal).
So I sculpt at the thighs and butt area and it's going fine, I zoom out and suddenly the two spheres of each leg were seperated except at one point on the side.
Here's what I tried:
-sculpting on top of the sphere to fill out the seperation (didn't work)
-cutting the lower sphere off, which resulted in a big hole on each side about where the knee should be
so I tried filling the holes by clicking 4 or 3 points and F and it did fill the hole (kinda tedious) so I did it on the other side but now the legs weren't symemetric. I tried to ignore it and just add new spheres but when I sculpted on top of those, it was super unsymmetric!
So removed the lower spheres again and I thought maybe I could fix it if I do another equal cut a bit more above but I could already see that it had uneven points so I'd end up with the same problem.
I hope someone knows what I mean, I sadly saved after deleting the lower spheres so now the holes are my starting point. Does it have to do with where the object sits on the grid? Does the object have to be exactly in the middle so it can symmetrize on the x-axis?
Are there some good tutorials for fixing big holes in organic forms? I don't really want to start this new as I'm actually pretty satisfied so far but would it be better if I did? I'm scared that something like this would happen again and I woulnd't know what to do.
I don't really know how to explain my problem better so if you have any questions I'll try my best to answer them. I'm sorry if this is hard to read haha :'D
Thank you in advance!
EDIT: Pictures

Trying to fix holes (1,2) The holes themselves (3,4)


texts: Blender API: Intersection between 2 lines not working as expected

texts:
I'm trying to use the mathutils.geometry.intersect_line_line function to get the closest point between two lines, which is the expected behaviour according to the documentation. However I'm getting None as the result of the function:

wrist = bpy.context.scene.objects['Wrist']
segment1 = bpy.context.scene.objects['Segment1-1']

# Frame N_1 (Wrist)
frameN_1 = wrist.matrix_world
originFrameN_1 = mathutils.Vector((frameN_1.col[3][0:3]))
zaxisFrameN_1 = mathutils.Vector((frameN_1.col[2][0:3]))

# Frame N (Segment)
originFrameN = mathutils.Vector((segment1.matrix_world.col[3][0:3]))
zaxisFrameN = mathutils.Vector((segment1.matrix_world.col[2][0:3]))

P1 = originFrameN_1
P2 = originFrameN_1 + zaxisFrameN_1
P3 = originFrameN
P4 = originFrameN + zaxisFrameN

intersect = mathutils.geometry.intersect_line_line(P1,P2,P3,P3)

intersect returns None where I expect a tuple with the closest points between the lines created along Z axis of the two objects.


texts: Cycles: Need help combining a glowing transparent texture with the rest of the material

texts:
So I use Cycles and am trying to make Godzilla with his spines glowing. I have already created the material for his whole body (which is one node set-up), now what I need to do is create another separate node set-up for his spines to glow. I have a PNG alpha image texture of the glowing spines, but I don't know how to properly add this texture (transparency) and have it glow at the same time.

Also, once I finish the spine set-up, I was wondering how I would combine that node set up with the rest of the body? Sorry if the question is very vague and/or has a simple answer! In the future I'm gonna be adding alpha textures to an object, and so I need to know how to:

1) Make that texture glow while being able to key frame it (so it goes from not glowing to glowing and back).

2) Be able to combine it with the rest of the material/object.

I included a screenshot. To be honest I don't think I even added the glow texture right because it doesn't look how it should. Even though it was rendered in Internal, this video I made shows how it use to look and how I wish it did:
https://www.youtube.com/watch?v=oZIfAVE_ga4 (Sorry, it was my first time using the shutter option with motion blur so naturally I cranked that up and it's a really blurry vid)


texts: Monotone/ desaturated reflection material in Blender/ Cycles

texts: Does anybody know how to get desaturated reflection (monotone) made from colorful object? Blue object, white plane beneath. With standard settings the reflection is blue. I would like to have it black and white. I tried adding HUE/SATURNATION node to diffuse or glossy shader (connected into mix shader) but this doesn't seem to work… I know it's possible with compositing but it's a bit tedious…. Any idea?


texts: shrinkwrap ("decal") around entire object?

texts:
I just want to (shrink) wrap a plane with an image over (around) the entire object, not just one face / plane.

[EDIT, after two answers] Many have said that original question is unclear. So now that I understand what I was asking %-/, here's the translation:

How do I cover an object with a picture without using UV Mapping -> unwrap?

[EDIT] Skip down to the accepted answer from Duane Dibbley.

Perhaps superfluous details, an example of an only partially successful attempt:

Start Blender with factory defaults (will use default cube).
Create Plane.
Drag drop some arbitrary image onto plane.
Set parent of plane to cube (via drag drop plane to cube in Outliner).
Click plane.
Add Modifier: Shrinkwrap.
Set target to cube.

At this point, it's just on the top face of the cube. How can I get it to cover the entire cube (all faces), e.g. "folding" it around the whole thing? If this turns out to be more complicated, e.g. requiring some UV / mesh mapping things, can you please point out a link or two that might assist?  (I've looked a bunch of tutorials, blender wiki, and blender docs (which I wish had examples, not just parameters :)), but I seem to be denser than that cube! Thank you!
- H

[EDIT:] Requested Screenshot --- the "brain" should cover the entire cube, but not multiple same images on each face, i.e., the cube should look like a brain in the shape of a cube.


texts: Change multiple custom properties simultaneously

texts:
When I ⌥ Alt LMB on a transformations property, I can change multiple the property for multiple object with once input action. The property turns blue for the duration of the operation.

Is there a way to make this work for custom properties?


texts: Why are the renderlayers rendering black?

texts:
I understand there are a lot of questions similar to this but non of the solutions worked for me. I have a camera, I have lighting, rendering other things worked for me, I've restarted, etc.

Here's the rendered view for one of the renderlayers:

Here's the rendered view for the other one:

But when I render:

Black for both of the renders.

.blend:


texts: Capture object properties to use in a Cycles material

texts:
I made a simple material that uses the 'object info' location to drive the color of the object. But when i animate my object now it, obviously, changes color while the objects moves through space.
How can i set the color to a fixed value using the INITIAL location of the Object info node?

Tnx
RDG


texts: Texture Painting is not working on ONE file only, other files work fine

texts:
I'm currently using Blender 2.8

In the file i'm working on, i unwrapped a mesh (Smart UV Project) -> Add base color in the "Texture Slot", but then i am unable to paint over it.

Therefore, i tried creating a sphere in the same file and try texture painting it, it doesn't work as well.

So i created a new file and try that again, it works. Can anyone explain why Texture painting works fine in other files but not this particular one?
I am new to Blender so any help from you guys is very much appreciated!!


texts: I'm sorry, I've been trying this for over an hour but I can't get them to align. Any tips? Thank you!!


texts: Rendering with AMD Radeon R5 M330 gives an error that I can't understand!

texts:
So lately I started making an animation that has a lot of detailed objects, which made it render very slowly on my Core i5-6200 (clocked @ 2.30 GHz).
I'm using the Cycles rendering engine (Internal rendering engine doesn't support GPU rendering so it's obvious that I'm using Cycles).
To make it render faster I tried rendering using my AMD Radeon R5 M330, but It always said "errors in console" in the bar in the top that shows the time since the beginning of the render, the frame number and the samples rendered (or tiles when rendering an animation). Then when I open the console from Window>Toggle Console this I find this error:

I know that Blender's support for OpenCL is very limited, but maybe there is a solution for this error...

Also you can tell me some other ways to speed up the rendering proccess without reducing samples that will result in quality loss (in my animations the number of samples was set to 50 when I tried).


texts: How to add a background image into blender?

texts:
I'm new to blender and im trying to put an image into blender. These are the steps I'm taking:

shift A to add an image in
N to bring the properties panel
enable background image
than chose the image I want

is there a step I'm missing?
I've seen multiple questions on this but I just can't work them out
I am in in orthographic view but the image doesn't show up.
I want to use it so that I can make a rig and compare it


texts: General advice about collections and creating an animation scene using Blender API

texts:
I am an absolute beginner and I need to create an animated scene in Blender using python API. so far I have 3 objects : 1 man 1 ladder and a lamp. I have modeled them individually and have set them into 3 collections named 'man' 'ladder' 'lamp' respectively.
This is a sample code to generate a ladder :
def generate_ladder(loc_x, loc_y, loc_z):

print("... Generating ladder ...")
collection = bpy.data.collections.new("Ladder")

bpy.ops.mesh.primitive_cylinder_add(scale = (0.072, 0.072, 4.606), location = (loc_x, loc_y, loc_z))
bpy.context.active_object.name = 'ladder_left'
left_ladder_location = bpy.data.objects['ladder_left'].location
bpy.data.collections['Ladder'].objects.link(bpy.data.objects['ladder_left'])

right_ladderlocation = left_ladder_location + Vector((0.8, 0.0, 0.0))
bpy.ops.mesh.primitive_cylinder_add(scale = (0.072, 0.072, 4.606),location = right_ladderlocation)
bpy.context.active_object.name = 'ladder_right'
bpy.data.collections['Ladder'].objects.link(bpy.data.objects['ladder_right'])

#setting ladder_right as a child of ladder_left for easy transform
set_child_to_parent(bpy.data.objects['ladder_right'], bpy.data.objects['ladder_left'])

## generating the steps of the ladder
#All steps of the ladder are individual children of ladder_left for easy transform
ladder_step_loc_x = ((right_ladderlocation[0] - left_ladder_location[0])/2) + left_ladder_location[0]
middle_paddle_location = Vector((ladder_step_loc_x, 0, 0))
i = 0.0
for x in range(11):
    bpy.ops.mesh.primitive_cylinder_add(location = middle_paddle_location + Vector((0.0, 0.0, i)), rotation = (0, 90*np.pi/180, 0), scale = (0.072, 0.072, 0.829))
    i = i+0.4
    bpy.data.collections['Ladder'].objects.link(bpy.context.active_object)
    set_child_to_parent(bpy.context.active_object, bpy.data.objects['ladder_left'])

print("... Ladder generation complete ...")
return bpy.data.collections['Ladder']

I want to call this function 3 times to create 3 different ladders. But I get the error that 'Error: Object 'ladder_left' already in collection 'Ladder'' which makes sense to me.

My question is what is the best practice regarding this problem. should I have a collection name check and if it exists in the scene then append something to it?

Another question is should I group each object of the ladder (like ladder_left,ladder_right, the steps) into one object because I need to do some calculations regarding number of ladders in the scene later. Is that possible? I could not find any easy solution of that.


texts: Why Do My Objects Render Without Materials? [Ceramic]

texts:
So, I'm trying to make some ceramic (copied some nodes from online) objects for a practice project, but I can't get it to show up when Rendering. I tried to simplify, just apply it to a sphere, but I still can't get it to work.
I'm still pretty new so any help would be appreciated.


texts: Physics Colliders Explode Array of Blocks Prematurely

texts:
I'm starting to play with collision physics in Blender 2.82 and have created the test array of blocks that can be downloaded from
https://drive.google.com/file/d/1yMamDjInBclLC0ebdKVlnSzI_K7b8Wqq
Problem is that the array explodes immediately after Blender calculates the first frame. I've tried several different physics settings and have researched the net - both to no avail.
I suspect this has something to do with the Array modifier. Can someone tell me how fix this?


texts: I have a model that has different .obj files for the head and body. How can I merge them into one file? I have tried everything I know. Which isn't much. And I can't find any tutorials online on how to merge them.


texts: How can I smooth an object and keep the edges nicely beveled?

texts: I have this very low-res object that I'd like to smooth with a subdiv modifier, however, I'm having problems with smoothing and keeping the edges nicely beveled... I've tried using a bevel modifier + subdiv modifier but I get fireflies... Is this way too low poly to be nicely smoothed?