texts: Blender's /tmp/ folder is suddenly empty

texts:
I work on an iMac. I am trying to render a fluid simulation that is very slow, and decided to do it in several batches.

For the first batch, I rendered frames 1-100, and had to stop rendering to perform other operations on my machine. I checked the /tmp folder to verify the result and it looked fine.

Then I rendered frames 101-200 and had to save the blender file and completely restart the computer, because another process made the machine crash.

After restarting, the /tmp folder for Blender didn't contain any rendered files:

I also checked the Trash, but there was nothing in there either.

Were these files completely erased from my machine after the restart? Or were they moved?

I am sorry if this sounds like a noob question, I've never used a /tmp folder with any other app, and I usually create 3D projects and animations that are rendered fast enough by Blender that I don't have to restart my machine during a render.

It's kind of sad if this default location just clears itself automatically upon restart, without even a dialog box warning or asking the user (but Blender's not really good at dialog boxes...). But if there's a way to change/act upon this behavior ("ask before delete" or "never delete tmp folder" options?), I'd love to know.


texts: What would be the best way of continuing the wall around the corner?

texts:
Very new to Blender. Lots to learn. Eager to learn it.
In this example, what methods would you suggest for continuing the wall and matching it to the angles of the floor corner?


texts: How to save blender project without the original files [Unable to pack file Warning]

texts:
I'm really new to blender here, and I was looking for an environment for import so I can render a picture of a room from a very specific POV to use in an After Effects project.

So I downloaded a free room environment from this website: https://free3d.com/3d-model/chambre--24937.html

And it only provides one .blend file, now the problem is that I made some changes to the scene and I need to save this .blend file, and upon saving I receive this error:

  Unable to pack file source path: /path/

Well, I understand what it means, it can't find the original images used in the project to pack the new .blend file, so how do I use the already packed images in the original .blend file to save the new .blend file?

Why doesn't blender automatically extract the images from the opened .blend file and save them to a location and then use them to pack a new .blend file?

I tried manually extracting some of the images, and saved them to where the original .blend file is saved and opened, and I went to File -> External Data -> Find Missing Files but it doesn't work.


texts: Vertex paint dirty vertex colors highlighting the wrong places

texts: I tried adding dirty vertex colors to my sniper scope but it didn't seem to like sharp edges, The image of it is down below , any help would be appreciated. Thanks :D


texts:
When I launch Blender, it flashes the console on screen and then closes. I was able to see it failed to set to 48000Hz and saw a post that said I could open a console window from the blender folder and type blender.exe -noaudio. However now it says error:

EXCEPTION_ILLEGAL_INSTRUCTION.

My specs are:

CPU: intel i7-4790k
GPU: gtx750 ti
OS: Windows 7 enterprise 64-bit build 7600
Motherboard: Gigabyte z97x-ud3h-bk
RAM: 8GB


texts: Knife Tool creates redundant edges and faces

texts:
When I use the Knife tool, Blender 2.81 create edges and faces which I don't want.
How can I only create the edges and vertices which I draw with the knife tool?


texts:
I have repeatedly tried setting up a simple flow and domain liquid simulation in 2.82. Following tutorials very closely. The strange thing is it works like 1 time in 6 build attempts.

But most times there are no particles after bake.

On the rare occasion that there was I saved the file, but when I opened it again it was not working.

Is anyone else having this trouble?

Thanks
Murph


texts: How to control the paramaters for denoising in 2.9?

texts:
I would be very grateful if someone could explain to me how the new denoising system in Blender 2.9 works. In the old system you could tinker with the parameters. Apparently not anymore.

Thanks in advance


texts: Blender 2.80 crashes when starting up in Win 10

texts:
Blender 2.80 crashes on start on my new MSI. Have tried to install and run 2.79 as well -- same thing. I need help badly and appreciate every response.

The pattern is as follows
 1. click and execute icon
 2. blank screen
 3. dos-prompt an text written very swift (hard to detect, but something with "Failed to set ... Get ... instead" )
 4. Return to Win OS

The pc specification is as attached. I wonder why the Intel displaycard appears under System Settings

With kind and hopeful regards
Mikael

U P D A T E # 0 1 --- running "blender_debug_log.cmd", result:

Switching to fully guarded memory allocator.
Blender 2.80 (sub 75)
Build: 2019-07-29 09:44 AM Windows
argv[0] = blender
argv[1] = --debug
argv[2] = --python-expr
argv[3] = import bpy; bpy.ops.wm.sysinfo(filepath=r'C:\Users\epost\AppData\Local\Temp\blender\debug_logs\blender_system_info.txt')
read file
  Version 280 sub 39 date unknown hash unknown
AL lib: (EE) SetChannelMap: Failed to match front-center channel (2) in channel map
Error   : EXCEPTION_ACCESS_VIOLATION
Address : 0x00007FF9C9B99BCA
Module  : C:\Windows\System32\DriverStore\FileRepository\nvmi.inf_amd64_be601cb137b2b59d\nvwgf2umx.dll

Dont know if nessesary but I couldn't find the file blender_system_info.text mentioned here:

U P D A T E  # 0 2 --- --- updating NVIDIA driver, result:

Succes!


texts:
I'm writing an animation importer from a game, but at the current state they show broken if the bone's armature are connected.
this is the pose off the first frame:

but it has to look like this [ in 3ds max ]:

Indeed, if I do not set use_connect or drag them to match one another by hand, I get this pose, which is correct :

What the hek is going on ?


texts:
I recently observed a behavior in blender scripting which I do not understand. Can you help me understand what is happening in the following example?

Start blender, add a cube, go to scripting view and access the object's world matrix.

>>> obj = C.scene.objects["Cube"]
>>> obj.matrix_world
Matrix(((1.0, 0.0, 0.0, 0.0),
        (0.0, 1.0, 0.0, 0.0),
        (0.0, 0.0, 1.0, 0.0),
        (0.0, 0.0, 0.0, 1.0)))

So far so good. Now move the object.

>>> obj.location = (1, 2, 3)
>>> obj.matrix_world
Matrix(((1.0, 0.0, 0.0, 1.0),
        (0.0, 1.0, 0.0, 2.0),
        (0.0, 0.0, 1.0, 3.0),
        (0.0, 0.0, 0.0, 1.0)))

Still everything okay. Now press CTRL+Z to undo setting the location and print matrix_world again.

>>> obj.matrix_world
Matrix(((1.0, 0.0, 0.0, 1.0),
        (0.0, 1.0, 0.0, 2.0),
        (0.0, 0.0, 1.0, 3.0),
        (0.0, 0.0, 0.0, 1.0)))

The matrix_world still has the same value as before undoing! Why is this happening?

I expected to see the identity matrix again, as the object in the 3d view moves to the origin. At first I thought it has to do with some missing scene updates, however, adding C.scene.update() anywhere does not change the output. It seems to me that the variable obj refers to a broken object after undoing.

The output is correct if I call C.scene.objects["Cube"].matrix_world instead of obj.matrix_world. Does this mean that I must never store objects in a python variable, because they can be broken at any time?

Edit: I am using blender 2.79b.

Edit 2:

The following may help to understand the problem:

>>> obj = C.scene.objects["Cube"]
>>> obj.location = (1, 2, 3)  # object moves as expected
>>> [press CTRL+Z]
>>> obj.location = (1, 2, 3)  # nothing happens?!

If I now move the object in the user perspective and simply type >>> obj in the console, blender crashes.


texts: How to export and import selected objects to different and separate csv files in blender

texts:
I'am New to python and i need to
export and import selected objects to different and separate csv files in blender. Every object would been export to separate csv files. I cheek to Google but can't be help.


texts: Hiding vertices from Automatic Weights process?

texts:
I am trying to bind a Rigify Pitchipoy rig to my human mesh. I want to use Automatic Weights to bind, but keep getting the "Bone Heat Weighting: failed to find solution for one or more bones" error. I have already researched this and have also found the precise area of my mesh that is causing the problem.

It is a very dense area with many veritices. If I delete this area from the mesh, the Automatic Weight works perfectly.

My question is, can I somehow omit/hide/mask this particular area of vertices from the automatic weight process? I want it to believe this area don't exist when it runs, as if I had deleted it. And then I can manually paint that area afterwards.

I am using the latest version of Blender. Would appreciate any help a lot! :)


texts: How can i find out the indices in blender 2.78


texts: Liquid Simulation (Domain) changed into a Solid Cube

texts:
I have a huge problem. I made this scene already again and again, but  in one point something happens to the liquid domain always: the fluid simulation is not working anymore and all I see is a solid cube. (the cube that is the liquid domain) It worked all fine, but after for example my blender program crashed and I open the file again, it is not working anymore. Or this time I just changed the frame Start and end from 1-450 to 90-450. And suddenly this solid box appears. I tried to bake it again, but it did not work.
Thank u So much


texts: Why are instances of duplicated groups linked

texts:
I'm a bit of a newb, so please bear with me.
I have a number of objects (chairs) that are parented to another object (table). I have created a group of these objects and have many instances of this group. I was hoping to be able to duplicate the original group of table and chairs as I want to make slight adjustments to the duplicated group and in turn make instances of this new group.

However, once the group is duplicated there appears to be a link between the first instance of the first group and the first instance of the second group, so if I delete an instance from the second group, then it will also be deleted from the first group. Is there a way to duplicate the first group so I can modify the elements of the second group without it effecting the first group.
Thanks in advance.
Russ


texts:
I have my model and in the info bar its show this

May I need to know how many polygons it has, but  there is no option to find polygons. Verts, Edge and Faces nothing polygon option there.
In the website its say that the upload limit is 400,000 polygons. I did not get over that limit or how many polygons my model has?


texts: Should I apply the subsurf modifier before rigging so I have enough loops for deformation?

texts:
I've been modeling quite a lot this past month, and started making my humanoid models in 'T' pose so I can rig them and pose them. But I've been wondering what the workflow is when you are modeling something that's going to have a rig. I start modeling something simple using the subdivision modifier to make it look smooth, but I've always applied the subdivision modifier to start doing the rig, in fear that I wont have enough loops to make smooth poses for my character, but I would like to leave that modifier just in case I want to do something else later.
How you guys do it?


texts:
Using the excellent tutorial by Andrew Price for intro to blender, I reached the point where he is making bendy sprinkles.  Using the edge loop just as he did doesn't bend the sprinkle; it creates some form of extrusion or duplicate, as shown in the screenshot.

What am I doing wrong, here?

Thanks in advance for any help on this question.  =)

BB]1


texts:
I have tracked footage in blender and placed a tank in the scene.  To get more realistic results, I switched over to Yafaray v3 render after setting up the tracking scene.

It seems that Yafaray can't use render layers, which breaks the node setup in blender.  How can I have the plane under the tank receive shadows but be transparent everywhere else, the way it occurs in blender internal and cycles?

Thanks,
Brody


texts: A part of an object is not visible in the camera view - how can I fix it?

texts:
After all i've done the works, but suddenly when im rendering
the plane object in my works wont show up fully.
And maybe the problem is in the camera perspective, or I dont know what happened.
Plese anyone who knows tell me how to fixed it. Thank you.


texts:
I am decided to design a simple car wheel today. It is not meant to be realistic or anything like that; I am just making it for fun. At the center of the wheel, there are supposed to be 5 indentations for lug nuts. I am attempting to cut these in using the Boolean modifier. However, several artifacts appear when doing so. I uploaded a video to YouTube which shows these artifacts, and also provides more information about the whole situation. Please watch to the end.

https://youtu.be/lSZPen6HFE8

Thank you for any help you can provide.

EDIT: Here is a link to my .blend file: https://drive.google.com/file/d/1cocemui28Ql0XiKsitS77Nfk72j1CTLb/view?usp=sharing


texts:
I am trying to manipulate the property bevel_factor_start of a NURBS Curve. The following Python code works as expected.

bpy.data.curves['NurbsPath'].bevel_factor_start = .5

Is there a AN node that can be used to set this property?

Thanks!


texts: Static-looking model upon importing to blender from rhino

texts:
I'm trying to import from Rhino to Blender but I always seem to get this same issue  where the model looks blotchy. I'm relatively new to blender so I'm not sure how to trouble shoot this. I'm wondering if it's an issue on blender's end or if the something going wrong when exporting in rhino.

When rendered and lit by a sun lamp, the black spots can be seen still. I honestly have no idea what's going wrong. Any suggestions? Thank you.
Edit: I have been using obj. file format to import

There are extra surfaces when viewed in 3d viewer


texts:
I recently downloaded Blender to do some 2d cut-out animation, so I'm a complete newbie.

After separating my drawing into parts in Photoshop (with transparent backgrounds), and saving them as PNG's. I tried importing them into Blender as separate planes but, can't see the transparency.
I tried saving the files different ways, and the individual pieces display properly on Photoshop and Gimp.

There's probably an obvious answer but, I just don't see it

I'm using version 2.76

Any help would be greatly appreciated


texts: Read And save custom data outside .blend

texts:
I need to create an addon that load and save pieces of armatures and I want to make the addon capable of loading these saved data in any file.
Almost like a preset system but with entire objects.

something like:

def when_addon_loads():

    data = load_from_user_settings("c:/file_path.txt")
    snippets = parse_all(data.split("\n"))
    context.scene.armature_snippets = snippets


texts: Why some constraints work in view port, but don't work while render? (Blender 2.8)

texts:
I've attached an example for Blender 2.8. I tried the same scene on Blender 2.79b and everything worked as it should.
This is how it works in ViewPort:

This is what I get by rendering (any render engine):

Seems like a constraint does not work.
Here are the Camera constraints:

Here is the Empty constraint:

The Empty is a parent of the Cube.
And the blend file.
Is it a bug? Should I report it?


texts:
I have been waiting for 2.83 Blender, but I installed it and try to start it up it doesn't even load. All previous Blender versions worked fine.

What have you changed in  2.83 for this to happen?


texts: Extrusions causing problems in edit mode

texts:
When I extruded vertices in edit mode, for some reason one of the sides of my 3-D model (the textured-looking side to the right) is creating a lot of errors.
First off, it automatically sets extrusions on the x-axis.
Secondly, it doesn't allow me to extrude planes into 3-D shapes.
Thirdly, I can't increase the height of vertices without it creating a new face.
Finally, it renders those automatic textures to create a grainy black texture in render mode.
I attached an image with the solid object (top) and the rendered object (bottom).
Note: I did not set any textures or alter the lighting on the model. Also, the left gray side is working perfectly fine without errors.


texts:
I'm pretty new to Blender but I have basic knowledge after watching Blender Guru and other tutorials. I was working on a game character and once I finished and animated it I figured I'd render it to a file. Unfortunately no matter what I do it just renders completely gray frames. What I've tried:

Turn off sequencer.

Turn off compositor.

Change file format (Png, MPEG, etc.)

Delete any strips in Video Editor

Check layers and visibility

Any help at all is appreciated. Thanks so much in advance. Below is screen shot. If you need more info let me know.


texts:
Please consider this image:

The color in the top swatch, labeled "original color" is made from an image I downloaded from the web. I cut out a bit of a colored area that I found appropriate, scaled the image to a size of 1 x 2 pixels, to average out the graininess of the image, then scaled it back up to get an average hue. According to the color picker tool in GIMP, the hex value for this color is 485938, but in the image it is actually 445735. The color in the second swatch is what I obtained when I set this as the foreground color in GIMP, and according to the GIMP color picker tool, the second swatch is, in fact, 485938. The color in the third swatch, labeled "Blender representation", is what showed in the diffuse panel of the Material Properties editor when I entered the same hex value as a hex value in the Blender Color chooser; however it displayed in the diffuse panel as 51a83f. The green color in the fourth swatch is the result when this diffuse color was applied to a series of objects, and rendered using Blender Internal; the color from the render is 2a5c20.

How do I get the bottom swatch to match one of the top two?


texts: What are the keyboard shortcuts on Mac OS for blender?


texts: I'm Miguel Marquez and I have a question well I have a scene that I want to render with realistic hair particles. apparently, my goal is to have detailed scenes in films inside of Blender but whenever I do it ends up eats all my storage memory or crashes my mac mini so is there any tips and tricks I could use to get around those problems but still keep the detailed scenes?


texts:
I am following a tutorial to learn Blender and I have a rotation problem.

All the rotation values of my object are reset to 0 but it is still rotated. Apparently rotations made in Edit mode apply differently but I am now unabled to reset it to zero.

I tried ctrl + R and Clear all user tranformations and nothing seems to work.

Thanks


texts: I rendered an animation as an png image sequence and I wanted to put a picture in the sky background (the render would mask the picture behind it) in another video editing software. When I imported it to the editing software and put an image in the background, it didn't show up. What should I do to get a transparent background?


texts: why there is no difference in render after denoise is on?

texts:
Why there is no difference even though denoise is on? Am I doing something wrong?
The only difference (very minor), I can see is on the reflection of glass at bottom. Also, I don't see it as a good quality render, any suggestion to improve are welcomed.
Render Settings are:
GPU ENabled
Tiles 256 x 256
Sampling: 250
Denoising: Open Image
The first image is with denoising on.

This image is with denoise off:

However, when I see viewport with denoising off, I see much noise!


texts:
I am trying to move a selected portion of my model along an edge which is not parallel to any of the axis. I have to do this multiple times and I was wondering if there is a smart way of doing it.
Green is the edge on which I want to move the selected vertices up in the arrow direction .


texts: Blender stops rendering when objects are rotated?

texts:
I'm attempting to render a simple scene with 3 magazines fanned out on a plane, but for some reason, whenever I rotate a magazine and go to render, the render stops at 4 tiles. It doesn't do this when I don't rotate any of the magazines, it renders just fine.

Starting from scratch gave me the same result.

Is this a bug or could there be something else going on? If it's a bug it's a rather serious one. Why would Blender be unable to render a scene just because an object's been rotated?


texts: I can't select "Armature" when adding a Track To constraint

texts: So, after adding a track to constraint to the bone that will follow the eye bone, I try to select "Armature" but when I click it, it wont add it to the "Target:" field.  Furthermore, I noticed that it says "Add Object Contraint".  It should say "Add Bone Constraint".  Please refer to the photo below.  I want to make the "Armature" option appear in the field after I click it and I want to make sure that above, it says "Add Bone Constraint".  Can someone help me?  Thanks!


texts: Guideline for using mesh(bmesh) library in blender

texts:
I am a new blender API/addon developer.
I am really bad at the mesh(bmesh) library.
Do you guys know any guide or tutorial to use mesh library of blender API?
the docs of Blender are really useless. I hardly understand it.
I need more like a source with visual examples


texts: Can't find keyframes anywhere, but I can see their effect

texts:
I have set two keyframes for the image texture node's offset property, which are driving the animation of that image texture.

After trying to use the NLA, I seem to have completely lost these two keyframes. I have two strips in the NLA but hitting tab to edit them doesn't reveal the keyframes for the offset property. Their effect is still seen, as witnessed by the changing offsrt value.

What's going in this blender file? How did I manage to make two keyframes completely disappear from any editor?

Here's the file:

https://drive.google.com/file/d/0Bz8CfnsnifVvNUhnM0MybnRkQ0E/view?usp=sharing


texts: Accessing Python Command Line Script Objects

texts:
If I generate an object in a python script e.g. called draw_a_cube.py
def my_mesh_func(*kwargs):
  return useful_mesh
pycube = bpy.data.objects.new("myCube", my_mesh_func(*vars))
... blah blah
Then I run that python script on the command line:
blender --python draw_a_cube.py
Can I access the pycube object / my_mesh_func in the python interactive console in blender?
I'm talking 2.8+ btw!
Thanks,
a


texts: Is it possible to enable the new (2.79b) denoising feature in the viewport? It works great for me in renders, but I can't find a way to apply it in the viewport.


texts:
I am a Blender noob with a (hopefully) quick question. When I move, translate, or scale an object, the tools used to interact with it do not move with it, and instead remain stuck at 0,0,0:  What did I do to make this happen, and how can I change it back?
Thanks, Ian


texts: Unable to render an Alpha Transparant texture

texts:
I am creating rocks with a group-hair particle system of leaves on top of the rocks. The leaves was just an alpha image being textured into a plane. It was working fine.

However, when I render the alpha image, there are shadows of the plane. I wanted it just to have shadows on the leaf and not the alpha-part of the image. What is the cause?
Here is the blend file.

P.s. I already checked transparency on the material of the plane and make sure to have zero alpha and spectacular. Also, when I render the leaves alone (not the particle system), it appears fine. Like on the pictures below.

There are shadows when in particle system.

Here is the Textures for the leaf (I can't get 3mb to upload here. Btw, the source was from a tutorial by Andrew Price):
http://www.pasteall.org/pic/75151


texts: How do I create Metalness, Roughness and Specular Maps?

texts:
I was experimenting with Blender's new Principled BSDF node. I came to know about various new maps - like Metalness map, roughness map and specular map.

Can anyone here please explain these maps in simple language here?

Previously I used to create Normal maps, bump maps, AO maps mostly in GIMP using Insane Bump plugins. It is very handy and fast.

But how to create these new maps? Do we have any similar plugins that will convert a texture into these new maps?


texts:
what is N-poles and E-pole?
I can not understand it.
And i read the some blogs they said to E-poles has 5 edges and N-poles has 3 edges.

 -


texts: I was downloading some interesting looking add-ons and I copied the script to the addon folder like I was supposed to but when I tried enabling it in Blender it gave me this error (the addon is MCexport):


texts: Cannot get Blender image render to display colors properly in other apps

texts:
I'm currently trying to bring in some 3D renders from Blender into Affinity Photo/Designer (have tried Krita and Photoshop as well), but I'm finding that the colors are quite dull due to color profile issues (using sRGB/Filmic view transform), which seem to be an issue for many. I've followed quite a few suggestions, and also followed this video (multiple times) https://www.youtube.com/watch?v=K-Z-ha9D9Ro ... I do exactly as stated, but when the OCIO adjustment layers are put on and the image is exported as a png, the colors look exactly the same when opening up the exported PNG in any editing application. I can use things like 32-bit previews, and see the files display correctly in some apps, but the problem is it's totally non-destructive so as soon as I open the image in another application or copy/paste it somewhere, the same issues persist. My export settings are as follows, but I've tried PNG, TIFF etc. as well:

File Format: OpenEXR,
Color: RGBA,
Color Depth: Float(full) 32-bit

Is there something I can do to get these renders to convert/save with the same colors as shown in the render view inside blender? Ideally, what I'm trying to do in the end is to bring these images over to a design tool to work with for some web mockups and be able to use them in some other apps as well, having them look identical to when I've rendered them in Blender. For the life of me, I just can't seem to get the colors to match in a permanent way.


texts:
I'm experimenting with motion tracking an I'm a little stuck.
My plan is to track the motion of an eyeball from a video an let an animated eyeball repeat the same motion.

And in principle it works. If the attached image was a video you could see that the eyeball in fact moves according to the track. However only very little (track is highlighted in red).
I even get why: The path of the track is (since it is eye movement) very little. I want this little motion to rotate the eyeball by something like 45° which of course it does not.

Is there a way to sort of amplify the movement from the track?


texts: Rendering an image with a value greater than 1

texts:
So in Blender I modeled a tiny black-and-white model (using emission shaders) that I'm using as a bump map. I've determined that I'd like to increase the strength of the bump map on my materials, but I've used this texture on so many materials that I'd hate to have to go through manually and tweak the slider.

Since black has an RGB value of (0,0,0), and white has a value of (1,1,1), I believe that changing the value of the white colors to, say, (1.5,1.5,1.5) would solve this issue. Problem is, I don't know how to render this image that way.

Could somebody please provide some clarification on this issue?


texts:
I'm looking for a better way to version Blender files under Git. By default the entire file is saved as one big blob even though it is a structured format (has scenes, meshes, cameras... I can see it when linking parts of another blend file).

Because it's one binary file it doesn't play nice with version control systems. Is there a way to save an "unpacked" blend file?

I don't need features like diffing and merging, I just want the different versions stored more efficiently in the face of progress.


texts: Eevee render doesn't look like render preview

texts:
So when I render the model with EEVEE the render output is different from the render preview in viewport.

Eevee render viewport screenshot:

Eevee render output:

Why are they different?

This last is the output from cycles.

Cycles render:

How do I achieve something like in the first image with EEVEE and Cycles?!?


texts: How to use template_any_ID() into Ui Layout?

texts:
I found this in the Blender API, and I'm curious to try it out:
template_any_ID(data, property, type_property, text='', text_ctxt='', translate=True)

I am intrigued by this Template, but I don't really understand what it is for and how it works.
Can anyone explain?
I was trying something like this:
mat = C.object.active_material
layout.template_any_ID(mat.preview, 'icon_id', 'id_type', text='', text_ctxt='', translate=True)

But I get error:
uiTemplateAnyID: pointer property not found: ImagePreview.icon_id

I also tried with the 'name' property but not even this function.
Another question I don't really understand, what is required to actually use in type_property?
What's going on here? What is missing? Where am I wrong?
The documentation is partially cofused for me, and I can't find any examples on google.


texts: Transform from ortho view to normal view

texts:
I designed a character, for that, I used a blueprint.

The object looks very good in ortho view (when you press 5), but when you go back to the normal view, it looks strange.

How can I transform the object so that it looks in perspective view the same as in ortho view.

When I say ortho, I mean when you press 5


texts: How to keep the object size constant while it is moving?

texts:
I need to move an object in depth without automatically changing its size. Is it possible?

Blender automatically scales the object's size when the object is moved in depth according to the principles of perspective. I want to manually control the scaling.


texts: Is there any python code that can join two objects without losing the logic from the other object?

texts:
In Blender Game Engine :

I want to join two spheres without losing the logic from the other
but I don't know how.I knew that its possible via python.  As I am not an expert in blender python can any one tell me how can I do it ? - Or Is There any other method ?

Here Is the file


texts: How can I get the x,y location of an object at each frame of animation?

texts:
How do I get the X/Y locations and the height/width of an object (in pixels) for every frame of animation and is it possible to export it to a text file?

I did find something similar to this but didn't work properly when the object was not in the center of the frame.

This is code that I found that almost works:
from https://blender.stackexchange.com/a/7203/15543

import bpy
from mathutils import Vector

class Box:

    dim_x = 1
    dim_y = 1

    def __init__(self, min_x, min_y, max_x, max_y, dim_x=dim_x, dim_y=dim_y):
        self.min_x = min_x
        self.min_y = min_y
        self.max_x = max_x
        self.max_y = max_y
        self.dim_x = dim_x
        self.dim_y = dim_y

    @property
    def x(self):
        return round(self.min_x * self.dim_x)

    @property
    def y(self):
        return round(self.dim_y - self.max_y * self.dim_y)

    @property
    def width(self):
        return round((self.max_x - self.min_x) * self.dim_x)

    @property
    def height(self):
        return round((self.max_y - self.min_y) * self.dim_y)

    def __str__(self):
        return "<Box, x=%i, y=%i, width=%i, height=%i>" % \
               (self.x, self.y, self.width, self.height)

    def to_tuple(self):
        if self.width == 0 or self.height == 0:
            return (0, 0, 0, 0)
        return (self.x, self.y, self.width, self.height)

def camera_view_bounds_2d(scene, cam_ob, me_ob):
    """
    Returns camera space bounding box of mesh object.

    Negative 'z' value means the point is behind the camera.

    Takes shift-x/y, lens angle and sensor size into account
    as well as perspective/ortho projections.

    :arg scene: Scene to use for frame size.
    :type scene: :class:`bpy.types.Scene`
    :arg obj: Camera object.
    :type obj: :class:`bpy.types.Object`
    :arg me: Untransformed Mesh.
    :type me: :class:`bpy.types.Mesh´
    :return: a Box object (call its to_tuple() method to get x, y, width and height)
    :rtype: :class:`Box`
    """

    mat = cam_ob.matrix_world.normalized().inverted()
    me = me_ob.to_mesh(scene, True, 'PREVIEW')
    me.transform(me_ob.matrix_world)
    me.transform(mat)

    camera = cam_ob.data
    frame = [-v for v in camera.view_frame(scene=scene)[:3]]
    camera_persp = camera.type != 'ORTHO'

    lx = []
    ly = []

    for v in me.vertices:
        co_local = v.co
        z = -co_local.z

        if camera_persp:
            if z == 0.0:
                lx.append(0.5)
                ly.append(0.5)
            # Does it make any sense to drop these?
            #if z <= 0.0:
            #    continue
            else:
                frame = [(v / (v.z / z)) for v in frame]

        min_x, max_x = frame[1].x, frame[2].x
        min_y, max_y = frame[0].y, frame[1].y

        x = (co_local.x - min_x) / (max_x - min_x)
        y = (co_local.y - min_y) / (max_y - min_y)

        lx.append(x)
        ly.append(y)

    min_x = clamp(min(lx), 0.0, 1.0)
    max_x = clamp(max(lx), 0.0, 1.0)
    min_y = clamp(min(ly), 0.0, 1.0)
    max_y = clamp(max(ly), 0.0, 1.0)

    bpy.data.meshes.remove(me)

    r = scene.render
    fac = r.resolution_percentage * 0.01
    dim_x = r.resolution_x * fac
    dim_y = r.resolution_y * fac

    return Box(min_x, min_y, max_x, max_y, dim_x, dim_y)

def clamp(x, minimum, maximum):
    return max(minimum, min(x, maximum))

def write_bounds_2d(filepath, scene, cam_ob, me_ob, frame_start, frame_end):

    with open(filepath, "w") as file:
        for frame in range(frame_start, frame_end + 1):
            bpy.context.scene.frame_set(frame)
            file.write("%i %i %i %i\n" % camera_view_bounds_2d(scene, cam_ob, me_ob).to_tuple())

def main(context):

    filepath = r"D:\temp\bounds_2d.txt"

    scene = context.scene
    cam_ob = scene.camera
    me_ob = context.object

    frame_current = scene.frame_current
    frame_start = scene.frame_start
    frame_end = scene.frame_end

    write_bounds_2d(filepath, scene, cam_ob, me_ob, frame_start, frame_end)

    scene.frame_set(frame_current)

main(bpy.context)


texts: Array objects not aligned in a straight line in YZ plane around Empty plain-axes

texts:
I want to make spoke around the rim of a cycle. After making the spoke I applied array modifier, added an Empty-Plain axes to rotate around. Now, when I'm rotating it, it's coming well in the XZ plane. But, in the YZ plane, the objects are not aligned in a straight line.

How do I align the objects properly in the YZ plane?


texts: Blender won't start. Installed in Fedora 28

texts:
No problem with the installation. I start the application by clicking on its icon and it seems to try but a window with glitches appears. I'm afraid it's something from the graphics card.
I installed it on a 2008 Mac pro with fedora 28. All the other applications I've tried work well and the graphics go well with everything. The only problem is with Blender.
How can it be solved?
My chart: ATI RV 630 XT Radeon HD 2600 XT


texts: How to combine nodes-editor transparency with uv-mapped textures in Blender Render?

texts:
Partial transparency with node editor ignores other objects behind (draws world background) asked here for consequences that came up after solving this problem.
-------------

I so far found a question which has been answered but the answer doesn't help me with my problem. (See this here: UV Map not being applied to object)
I have got an object that shall be acting as a low-poly solution for a horse mane. Thanks to someone who replied to an other question, I figured out how to get the object being transparent, following the alpha of the texture. But when I do that, the UV settings dissapear from the texture/material tab. I cannot use cycles render, my computer is too slow.
Is there a way to keep the UV mapping and make the texture be transparent where its alpha value is (nearly) 0? If anyone knows how to fix this, or has got even a hint, I'd be happy for any reply. Edit 1: I used this reply for changing the object settings: Blender Cloud texture settings: How to get from 0 alpha partial transparency in render?

This is how it appears when I activate the nodes to make the edges transparent; the UV mapping got messed up and the UV-mapping option is not aviable in the apropriate tab.

When I deactivate them it looks like this:

However, the object isn't transparent and somehow (what I didn't expect) the color turned black though it was a light grey.

 Both screenshots were taken from rendered 3D view (so no real render just preview)

 --
Edit 2: After changing the nodes as visible in the following screenshot, the UV map turned mapped right. Still, the transparency value is a bit too strong. After I made the horse mesh visible, I found a second error. The mesh is now transparent, but it is displaying the world background instead of the model laying underneath. I am going to do a testrender to see if that happens in render output too or just the 3D-View that trolls me here.

 Thanks everyone for trying to help me so far. I have to admit that I'm pretty new to nodes editor, but I hope to gain some experience with it and being able to cope with problems without need to ask about everything^^


texts: How can I convert empty images so that they would show in the render?

texts:
I've made a noob mistake and set up a whole scene with empty image objects.

Is it possible to convert them so they would show in the render? I know I can delete everything and start importing everything from scratch as planes, but that would take too much time to start all over again.


texts: I'm trying to render a video that has a sped up part in it but i don't know why the sped up part doesn't render. The audio and other stuff work fine it's just the sped up part. Does anyone know why?


texts: so I'm a beginner in blender and I'm trying to render this picture, so I put a lighting source. The only one I know of is sun, under Lamp, and when I render my image, nothing happens. It's very dark.


texts: Troubleshooting when Addons don't show up

texts:
There are often times when I install an addon (place the file/folder into my blender/2.XX/scripts/addons folder) and then it simply does not show up in the addons list within blender, so cannot be activated. Installing it from a file places it in the blender scripts folder in my app data folder (windows 7), but they still don't show up. These are addons that I know work for others, as I see them install them in tutorial videos or the like (.py, not patches or anything.)

So far, I have checked to make sure I am not filtering them out with the Support level filters.

What causes an addon to not be seen by the program, and what further troubleshooting steps I can take to get these working?


texts: What is the best way to make a telephone wire in blender?

texts: I am working on a project that has a light pole and there are wires going from one pole to another. I need to try and replicate the wires as realistically as possible, but I am not sure what the best way would be. Here is an image below of what I am referring to.


texts: Any tricks for a huge shader nodes trees to become faster?

texts:
I've noticed one interesting moment: each time I create some complex shaders they always slow down my Blenders viewport. At the same time, sometimes when I purchase any plugins that include complex and even bigger shaders they work fast and updates in real-time. So I wonder... Which nodes should I avoid while creating big node trees? Or are there any tricks that help to improve the shader speed? Should I use groups inside the groups? Any noises that should be replaced or maybe I shouldn't copy the group input node (I've read somewhere that it won't affect the speed) etc...

I've noticed that people use UVMaps to replace a gradient texture node. It looks like this:

But is it actually better to use this node instead of a Gradient Texture node? And how can I create it? >_<

It is not a first-time issue to me. So I don't post a direct example. But just to show an idea here is my shader vs the one with a quite similar result that I've got with some plugin (mine is the black one and it is way slower. How come?


texts: How to use bones to fold a model like cardboard?

texts:
I am a Blender novice and wondering if someone could take a look at the model I've created and some bones I'm trying to use to pose it. I was hoping to just make these folds at 90º but the bones are having some unexpected influence.

I'm using 2.8 but just because this is more of a side project right now.

https://www.dropbox.com/s/2bxrjgxy2nx19lm/SM_Box9.1.blend?dl=0


texts: I've read the other inset thread but it didn't help me. I'd like to inset the face proportionally, so without distortion. The result I'd like to have:


texts:
I added material (tiles on floor) into my object and after that it looks like below

No of tiles are added automatically when I adding material. But I need to add more tiles(small tiles). Is there any way to do it in properties?
Please help me


texts: I was just doing a render test of Andrew Price's PBR Metal shader and noticed that the sphere I was testing on has a black outline. Is there a reason for this? Is it a render setting, or something to do with the node tree? Obviously this is not what I'm actually rendering, but I'd hate to think such artifacts would slip into my eventual renders.


texts: Vertices that are not connect with bone get moved by bone

texts:
my lower left leg on my model is moving more then the leg.

but it's not applied to the bone.

Help!


texts: In Node Editor, why is the RGB Curve Node different?

texts:
My RGB Curve node looks like this:

But on most of the tutorials it looks like this:

They have the black and white channels.  I upgraded from blender 2.77 to 2.78, and I tried toggling between cycles render and blender render.  How do I get the node they are looking at?


texts: Camera projection without generating UV's?

texts:
I'd like to project an image sequence onto arbitrary geometry without touching its UV's. I already tried the UV project modifier as well as a lamp as projector. Using the Mapping node within the shader plugged into Camera/Object is working somehow but I have problems getting an accurate result.

Q: Is there any way to properly project/map an image without generating UV's? OSL?


texts: Why do i have different normal directions? (ascii stl)

texts:
Why does the blender show that the normal directions are different?

B.stl

solid B
        facet normal -1 0 0
                outer loop
                        vertex -5 5 -5
                        vertex -5 5 5
                        vertex -5 0 0
                endloop
        endfacet
        facet normal -1 0 0
                outer loop
                        vertex -5 5 -5
                        vertex -5 -5 -5
                        vertex -5 0 0
                endloop
        endfacet
endsolid


texts: add custom properties of UI to keying set by python

texts:
I hope to make keying-set about custom properties of armature.
Those were generated by other add ons, and shown in 3dview tool panel.

https://bitbucket.org/Diffeomorphic/import-daz

The panel have  columns eg "groupA", "groupB", "groupC"
then each gorup show many ID properties with  key "morphA", "morphB" ...
to change shape.(and some prop set driver to bones)

and those panel are genearated by  "init.py" >>
 class UnitsPanel,, class VisemPanel,,

I could change values of each category ID properties by python, then next I hope to find way to set them as keyingset about each group.

I know from blender UI, when I hover and right-click one property, I could add current property to keying set. then I checked python code, form info

bpy.ops.anim.keyingset_button_add(all=True)

From bpy document, I understand , first I need to active each ID prop on UIlayout.  but how can I set these Props as active?

==================
@batFinger

thanks I had not looked at the "builtin keying set" template.
It was difficult for me to understand how the template work. but I could pick up useful infomation from the script.

At first I tried to make new keying-set with category name(units), and add new path of  object["DzUBrowInnerUp-DownL"] in units category.

cs = bpy.context.scene
co = bpy.context.object

cs.keying_sets.new("units","units")
mks = cs.keying_sets["units"]

mks.paths.add(co.id_data, "DzUBrowInnerUp-DownL")

"DzUBrowInnerUp-DownL" is ID property path which generate by this add on, and it is located "units" section of the panel.

Then, next I hope to find the way to get all "data_path" of this gorup property.
and may try loop.

My current question is,  "Is there good way to get all "deta-path" of each panel (row) from blender UI only ,without "reading" add-on code?    I could read py files of the add on, which generate those ID properties for current armature,it generate new ID-props from import files ,then it seems complex for me to catch all data-path of same category(panel>low),,

though at current I ask vendor of this smart add-on,to adding button,, but I hope to know, if I can get them at once from blender UI with simple python code. then I can add new button, which can make key-set for each group. anyway thanks advice. I really apreciate.


texts: object tools could not be found in blender 2.79

texts:
I am a beginner to blender. I created a uv sphere but I couldn't find object tools for uv sphere in blender version 2.79. I am following tutorial in which version 5 is used.

I searched in all the tools options, yet I could not find the option.

Where can I find this option?


texts: Some actions are not being exported with the FBX file

texts: So I made some animations for two arms and a gun. The gun and arms are both separate armatures. The animation structure is set up like this: On the arms we have, e.g. PistolRunning, and on the pistol armature we also have PistolRunning because it needs to follow the right hand thus animate as well. When I export the whole thing, I only get 1 animation on the gun (should be equal to the animations on the arms). And the arms also do not export all actions. In blender everything plays fine, and on both armatures are the same amount of animations.


texts:
I'm using Cycles Render (Blender 2.79)
I created a domain, a circle that works as an inflow. I baked the simulation, the fluid looks like milk. I selected the domain, created a material (used glass for surface and volume absorption as volume). I render and I still see milk as my fluid, what's going on?

I have a sun, and I'm trying to simulate gasoline.

Here's My File:


texts: Constrain Transforms Empty to Sphere Vertex (Not Sphere Itself)

texts:
I'm very new at this, and have found how to constrain an empty's transforms to an object...but I'm unable to constrain an empty's transforms to a specific vertex of an object (I'm using solidified icospheres and the vertex is essentially the "north pole"...but I plan on having several special locations).

It seems that if I place the empty on the correct vertex, select the empty, and then create a transform constraint I can only pick the sphere as a whole for what I constrain to...not a vertex on the sphere's surface. It won't let me go into edit mode in the middle of picking what I am constraining to, and the vertex itself is not individually available for selection.

When my sphere rotates or translates I want several empties to stay on the surface of various special points on my icosphere, and the plane of the original point of mounting the empty should remain parallel to the tangent of the sphere surface (I'm placing empties with xy plane tangent to the sphere surface).

Perhaps this is better done with parenting (though I'd still need constraints for location, scaling, and rotation) plus constraints? Think of it as marking the location of cities on a globe and knowing which way is up or north.


texts: strange bones rotation in the animations when exporting in FBX for unity

texts:
I'm trying to export some animations from blender 2.8 but something is going wrong. when I open the fbx preview some animations seem to be broken and others are ok, I tried to change the rotation method from quaternion to euler, something seem to be better but I still have those problems, I tried to see in forums for people with my same problem, there are some but no one of the solutions helped me, I still have this problem, I tried even to see if in the graph editor there are some problems but everything seems to be ok.
I don't know if this is because I use an IK skeleton with a lot of constraints or it's a bone problem, I'm not really good with blender.
I really don't know what to do, please, if someone knows what to do answer me.
Here are the settings for export i've used:


texts:
I have created a low poly mesh in Blender.
Now I would like to texture it in a different program.
Therefore I would need a high poly model.
When I add a "Smooth" modifier, nothing happens, my model still looks blocky.
I expected my model to become smooth and the jagged edges would go away:

Can somebody tell me how I would do this?
Thank you!


texts: Black Spots and Corruption During Mesh Edit

texts:
When I operate on my mesh, black spots and glitches appear. All the normals are aligned correctly and the UV is clean with everything in the right place. Here is an example of what happens when I seperate some faces;

Notice the triangular blotches on the edges.

Here is an example of subdivision on the mesh;

And again, similar corruption occurs when I delete doubles. I have no idea what could be causing this. Can anybody help please?


texts:
How can i set particle system resolution more 50?

Paticle system must be:
emit - volume and grid

Please help!


texts: Text with Transparent BSDF and Black Diffuse BDSF not fully transparent

texts:
I spent the entire day trying to figure this one out. I'm using cycles.

I'm trying to make subtitles for a video. The reason I'm using blender for this is because I have to hide previous subtitles and because I am familiar with the software. To hide the previous subtitles I used planes.

Usually I don't have this problem. But it looks like today nothing wants to be fully transparent. I made a plane with a spherical gradient and the alpha parts of it were leaving a black shadow on my footage (the alpha was supposed to be gradient white to transparent. No shadow or anything.)

Nevermind the plane problem, although it would be nice to fix it, I can live with that.

The real problem is my text:

You can see the text looks like a watermark instead of fully disappearing.
Here is the setup:

If you look at the material sphere it doesn't disappear entirely either.
I think this is because I am trying to fade black text. Black doesn't fade entirely?

I tried many different node setups. Also tried using a black transparent BSDF in the mix and even using a transparent BSDF with no mix shader.

Nothing seems to work. I've done 3d animation with blender from scratch, with my own models and everything. I'm at a loss with this, spent the entire day on it and just can't figure out why my text won't disappear.
I've already done subtitles before and never ran into this issue. It's driving me nuts.

I'm considering just rendering my subtitles as separate images and overlaying that because I've already wasted too much time on this.

How can I make black text disappear entirely?...


texts: How to render an animation at a higher framerate?

texts:
Is there an easy way to render an animation at a higher framerate?

I'd like the playback speed to remain the same, but to have more in-between frames.

As far as I can tell, the framerate dropdown in the render settings only changes the playback speed.


texts: No matter how many lights or suns I add, this shiny model stays dark

texts:
Very new to blender, first time question.  I could not find a similar problem searching existing answers.

I have a rendering, and no matter how many lights or suns I add, this model stays dark.  That's a light colored wood texture that appears dark.

This is an imported STL file.  It seems like no matter how many lights I add, it stays the same amount of dark.  You can see my settings in the next photo.  I have a sun, a point light, and spot light all by the model, but no difference weather I turn them on or off.

Thank you for any help.


texts: Add object won't work in standalone BGE player with linked objects

texts:
Here's my test scene setup:

Basically, the cone spawns objects every 30 frames. So, the sphere is located in another layer, it is present in the scene natively. Everything works fine in both embedded and standalone players. Everything work fine also with the object I appended to the scene.

The problem begins when I link an object from another scene. In this case it is CubeBit2. In embedded player it is perfectly fine.

But when I launch it in standalone player, - it spawns one CubeBit2 at some random location and spawning with the cone doesn't work.

I tested it with another scene where there was a counter and differentiation between linked and native objects, so I'm positive it is not a problem with spawner cone.

Has anybody encountered this behaviour? Is there a way to make linked objects work with Add Object in standalone player? Maybe there is some option I'm missing that should be enabled to make linked objects work?


texts:
Hi when I went to render the image, something fail- I think maybe is the focal lenght? Or the distance of rendering? Thanks
thanks


texts: My main question is with the grip and safety, specifically the bumps (peep https://en.wikipedia.org/wiki/M1911_pistol#/media/File:M1911A1.png). I am not familiar with the texturing process, and i've heard things about "baking" normalmaps out of a high-poly model to fake high-detail areas, so should I model all of the little bumps, bake the normals, and then retopologize or is there another way I can do it? I am planning on animating and texturing the model and eventually importing it to ue4 at some point, so is there anything I need to do to accommodate that? Thanks for any help yall can offer.


texts:
I'm trying a simple boolean add. I select the first object (sphere) then add a boolean modifier (cube).
In first attempt with sphere in position 1, the results are as expected.

When I move the sphere to the left, and apply the modifier, the sphere disappears.

Any help greatly appreciated.


texts: Is it possible to establish some connection between materials with physics and physical properties?

texts:
One thing that bothers me a bit in Blender (or maybe in other similar frameworks) is it seems that materials and physics seem to be totally independent of each other, at least in Blender. However, in reality for instance, a shiny object cannot naturally have a coarse surface, or the possibility of that happening is pretty low (maybe in Diamond?). I wonder, is it possible to somehow establish some connection from material nodes in Blender to physical properties? Has anyone done anything similar in this vein to automatically adjust the physical parameters (or somehow influence them) based on the materials or give some distribution on the physical parameters given the material properties?

Note: my guess is this is something that has not been done before. Therefore, relevant resources would also be considered as answer.


texts:
The shape of my sculpting cursor is elliptic on my cylinder. I don't understand as in edit mode, my cylinder is pretty subdivided.

Any idea where that comes from?

Thanks in advance for the help


texts: Keyframe number of frames to slow down animation

texts:
I have a more or less finished animation.
But now I saw that I want to change (slow down) some parts (objects) of my animation.

Unfortunately its not easy to change a single part (object), because then the whole animation has to be adjusted too that it matches again the changed part.

So I had the idea that it will be much easier only to increase the number of frames over the part I want to change.

Because then later if I make the video out of all my rendered frames the part with the increased number of frames is slower.
(twice the number of keyframes = 0.5 speed)

Is there a possiblility to keyframe the number of frames or must I split the whole animation in parts and change the amount for each part then ?
Is that a good idea, or will it cause more problems than I see now?

I tried to set a keyframe directly at the fps but that is not possible.


texts: Where are the light settings in Blender 2.8?

texts:
I'm trying to follow a tutorial but got stuck when I tried to setup the lights. Here's a screenshot from the tutorial:

Where are these settings in 2.8?


texts: Will the textures be applied on the mesh when I export in .dae formate?

texts: I exported object in .dae formate with texture(uv maped) and also had a copy of the texture in the same file. But,then opened in Godot(game engine) the texture was not on the mesh.


texts: How can I loop through screen areas and point to specific area?

texts:
To loop through screen areas and find IMAGE_EDITOR I do:
for area in bpy.context.screen.areas:
    if area.type == 'IMAGE_EDITOR':
        # Do stuff

But what if I have three image editors opened and for example I want to point the second one?


texts: How to optimize nodes and view layers created with motion tracking "set scene"

texts:
I have not used Blender in a long time but am working at learning some video applications for the software. what I have done is taken a sample video with a fair amount of camera motion and am learning how to add a model into the video scene. for now I am just experimenting with a still model working at simply adding it to the video , getting a shadow and having it track with the camera motion.
I would be interested in being pointed to some good up to date tutorials.
I could muster up more than a few questions if there is someone who knows a lot about this feature, I am getting some confusing results and find the documentation does not really say that much about the feature.
I don't know if that is normal, the file I start with has the model, rigging and a sun. prior to adding in the motion tracking the render is one pass. the compositor started with just rendered layers and composite.
this is what it looked like after solving the camera tracking and setting the tracking scene.

I thought it was the two versions of rendered layers causing the two pass rendering but even if I remove the second rendered layers and second alpha over the result I get is the same even though I have removed the rendered layer node that has no shadow.

Blender seems to insist on rendering that layer with no shadow first then as far as I can tell that is just discarded in favor of the layer with the shadow and because rendering is  time consuming I would rather cut that time then leave it doubled.
any help is appreciated.


texts: How to get the bloom / blown out glow effect?

texts:
I want to render a scene and have it look like one of those old videos or images where the lights have trails (even in a still) and there is a blown out look.

Is this something I would do in the compositing step or through my settings in the render?

Does anyone have an idea how to make a render look like this?


texts: How to render All layers in my Compositor at once

texts:
I have a node grid that renders and adds 10 different layers together. I have added a composition node in the end of the node grid. Though when i Render (F12) it seems like only one of the layers in the composition is rerendered and the other nodes are just applied without rerendering. How can I make all nodes rerender when hitting Render(F12)?

Sorry if my question is unclear, I am a Blender beginner so find it hard to explain my problem.

Any help appreciated! Thanks! :)

Currently I have to press each "green-render-button" (marked in image) to finally get the complete result. I would like to be able to just press Render (marked in orange) and have them all rendered into final image.

Obviously there is something I don't understand because I can't make sense out of it...


texts: Why doesn't my render show full noise texture or mixed colors?

texts:
I've built a collection of nodes that show the material I want in material view, but renders ignore both the noise texture and the mixed colors. The render does show my height offset texture map. To clarify, I add the texture map to the noise so I can adjust the noise that otherwise generates the continents below. The elevation offset texture is also in the screenshot, and it appears to be what the render view is showing in plain blue.

I also have other texture for biomes, which generate the desert and forest regions, using mix nodes.

And actually, what I really want to do is bake the material result to a new texture (ideally without shading, but I do want normal maps and color, and to arbitrary new UVs). But that seems to go through render to do. If I can bake the material without going through render mode, that's okay for my current needs also.

But both "Why doesn't this render?" and "Can I put my material onto a texture straight from material view mode?" are both meaningful questions here. And I haven't been able to find answers.

I've got some nodes collapsed into groups here, sorry, but this shows the overview of what I'm doing, with material view at bottom left and render view to its right:

The comment from @cegaton explains my main problem. Here's a partial solution to my problem:

I now just need to find a node to mix the displayed shader output with the normal map.

Following advice from @cegaton again, I feed the height directly into the final Displacement, but then the material view (where I do the editing) no longer works (and note that the right-most Diffuse BSDF is unused both here and in the previous screenshot):

Anyway, at least I have an easy way to shift back and forth at this point (by switching the final feeds), so maybe that's what I have to go with for now, if there's no way to combine a shader input with a height map in a way that works for both material and render views ...


texts: Import and Export Question on Older Versions

texts:
Recently, I imported a knife into Blender 2.76.

Afterwards, I exported the knife as an Obj. I desire to convert it to a nif., so I imported it into Blender 2.49b, but it came out like this:

What went wrong? I am relatively new to this. So it may be something I missed.


texts: Import/Load geometries in predefined bounding box

texts:
I would like to load geometries in any format into a predefined box and take pictures around that box.
How can I make sure that the object I am importing is scaled in an appropriate manner? Side note: I am trying to force the scaling as the camera is always focused on the cube which ensures the object is always captured appropriately.


texts: Image on Plane disappears at specific position

texts:
I'm having a very strange situation here. I have an Image imported as a plane in 2.8, separated it and it's working fine, but the second I am getting the images close to where I want them to be they disappear and I am left with blank planes.

At first I thought it was due to the light, but using a light point outside of the model doesn't make this mess.

From image 2 to 3 I haven't changed anything at all, but the position of the planes on the X-axis and as long as I am not doing this inside of the corridor I have made this doesn't influent the texture at all, it really just happens in that corridor. Absolutely no clue, I am thankful for any thoughts on this one.


texts: Merging objects with flush faces, using Boolean union modifier?

texts:
Apologies if this is a question that's asked a lot from beginners,

I am trying to connect two objects with flush, overlapping faces, and it seems that the union boolean modifier does not handle these "edge" cases. The resulting mesh has internal faces and other artifacts. But if I move the mesh, so the faces are not overlapping then the union works as intended. I briefly looked this up and if I understand correctly, the boolean modifier is not meant to handle my particular case?

Here is a picture to illustrate what I intend to do:

Is there a way to easily merge these two together in a way that results in a "clean" mesh?

I plan on merging many modular pieces together many time over, so any method that involves manual work is not very suitable for me; I'm hoping there is something  that behaves like the boolean-union modifier, and can perform the operation on "flush" object intersections.


texts:
I’m currently working on a short film. I’m not an expert at Blender so I decided to ask for help here.  I watched this youtube tutorial on how to make rain droplets:
https://www.youtube.com/watch?v=0koL5NGBaA0&t=25s
Now I wonder how to get rain droplets to slide around two gauges I have modeled. The droplets in this tutorial don't behave the same way in my blender file and I feel like I have trouble tweaking it so that the water would slide around the two models.
If I don’t find a good solution for making this effect soon I will try to film a transparent glass behind a green screen and glue two cylinder-shaped green cups or something so that the water goes around the cup's edges and then chroma key the green out in Premiere Pro. I don’t know how well it smooths around the droplets if I green screen it though. (I don't have money for After-Effects at the moment.) so I figured that I try to do it somehow in Blender instead.
I appreciate the help!


texts: How do I animate a cabinet with two doors that swing open and closed

texts:
I am learning Blender in order to animate BluePrints in UE 4.  My first attempt is a cabinet that has two doors that open outward (think side by side refrigerator or two door cabinet).  My model has 3 main objects, the base cabinet, a left door and a right door.  Each of the doors has it's own hinge.  I've built the CAD model, and imported everything correctly into Blender.
I give each of the doors it's own origin (to use as the door swing axis), and all that is working fine.  My goal is to have a single BluePrint in UE 4, that has two animations:  1) Open (both) doors, and 2) Close (both) doors.  Then I can use the BluePrint multiple times and give each instance a command to open or close and I'm on my way.  I tried to do this all in UE 4, but the animations got really weird with the second door, so I turned to Blender.
I have rigged armatures in several different ways, but am struggling to find the best way to come out with the single cabinet object with the two animations described above.  After multiple attempts, I have gotten to the point where I can export the entire hierarchical object with two armatures, an open animation for the left door, and an open animation for the right door, but it's still not what I want.
I tried rigging with a single armature with connected bones, and having the two door objects (with their meshes) parented to the two "arm" bones that swing out and in, but had problems.  I might have done it wrong (should I have used disconnected bones with a single armature?.
I switched to having two different single bone armatures, one for each door.  Each bone has an origin at the hinge of that door.  I parented each of the door meshes to the appropriate single bone armature, and can animate each door open swing.  In the dope sheet, I keyframed each of the armatures on a single timeline.  The animation works the way I want in Blender, with both doors swinging open simultaneously.
I export the fbx, and examine it in FBX Review (freebie from Autodesk), prior to import into UE 4.
I get multiple separate animations, but there is a good one one for the right door and one for the left door.  I import into UE 4 and get similar results.
How to I simplify this workflow so that I can have a single animation that causes both doors to swing open simultaneously?  Once I get the two door animation working, How would create a second animation where the doors start open, and swing close.
I would like to have one fbx file, a hierarchy of meshes (cabinet with two child doors) and two animations (one that opens doors, and one that closes doors).
I want to learn the right way to rig and animate simple mechanical devices in Blender.  I want to create animated objects that I can use easily drop into UE 4 to create Actors (I'm assuming with some Blueprint code) for building larger worlds (picture a factory floor with animated autonomous guided vehicles that move around, and have lifts that go up and down).
I might be close, but I'm banging my head against the wall getting this done.  Thanks for any guidance.


texts:
I have a Bezier curve with three shape keys as shown above. All three have the same length. The animation with shape key evaluation time from 0 to 20 (with 'Relative' unchecked) is shown below.

As you can see the curve length changes continuously during the animation. I have tried all the shape key interpolation methods (Bspline, Catmull-Rom etc). But none of them keeps the length intact. Is there a way to ensure the curve length is not modified during the interpolation? In general, it would be great if you could suggest some way to influence the behavior of the shape key interpolation.

There is this question, which I thought had the answer. But it's referring to uniform distribution of points along the curve, so it's not related.


texts:
I want to change the value of "Pass" type inside the "UV/Image Editor" area as shown on image.

 The default "Pass" value is "Combined" and I want to change the value to other available types with python script.

I was able to manipulate "Layer" type using

bpy.context.scene.render.layers[0]

but i'm not able to find mentioned "Pass" value in the python API.

Thank you for your answers and time!


texts:
I'm trying to add some clothing to my charracter. Looked for some tutorials on yt, and it doesn't work. So, here's the mesh with clothing:

Now, I parent panties to armature with empty groups and add modifier "data transfer":

But this happens:

It definitely isn't perfect.

What do I do wrong?


texts: Rigid Body and cell fracture acting weird after the first frame

texts:
I'm making an animation, im using cell fracture. I have something that will get smashed later in the animation.This is what it should look like:

That is frame one. When I go to frame 2, it looks like this:

it wasn't like that before but now it is for some reason.
Here is the .blend file (If you need it):
https://bit.ly/2Ot3jTl
The animation has a car smashing through a wall. The rigid body still works fine:

But the wall looks like that.
I don't know why it's doing that, please help.
Thanks
Daniel


texts: Is there a way to scale circular faces individually?

texts: I've tried setting the pivot point to "individual origins" and changing the orientation of scale tool to normal but neither worked. It seems that those methods only work when the face is actually separated. I don't want the faces go towards the center so I manually scaled edges so that it works kinda like the "inset" feature, but is there a more effieicnt way to do this? I believe this feature was called Extrude > offset in Maya so I'm hoping for something like that.


texts: I´ve been looking for a solution online for this everywhere can´t seem to find anything. My issue is that I have the scene displayed on the image, and there are no shadows rendered on it. Don´t know what I touched on or off for this to happen. Any ideas?


texts:
OKay, it's taken me I think about 12 hours of getting really upset until I finally "kind" of figured something out. Wondering if someone can give me an insight as to why this is happening, and an easier workaround.

If I have a file that I've done transformations on (i.e., simple subdivision modifier, then animating a collision between two bodies) - and I skip around from frame to frame to preview... If I try 'rendering' a random frame - it is 100% 'whacky' (like the object will be totally distorted, etc). It's like it needs to start from frame 0, and manually calculate all the way up to say frame 300 to figure out what it 'should' look like.

But if I "manually" step through the ENTIRE project, from frame 0, to 1, to 2, etc, etc, etc... then frame 300 will look proper.

a) Is there a way of baking ALL the physics, etc prior to tranformation? I couldn't seem to find anything like that (other than 'some' physics allow baking, i.e., smoke simulations in domains). The collission/soft body doesn't seem to have any bake, at least that I could find.

b) Anything else I need to know so I render files properly without glitches?

Thanks very much!


texts: My GTX 1060 GPU doesn’t work on Blender 2.9 as OptiX

texts:
I understand that the non RTX GPU has also been changed to use OptiX in this 2.9 update.
However, my GPU (GTX 1060) outputs a message when OptiX is selected that it will be rendered as a CPU and actually the rendering speed is slower than Cuda and the same as CPU. I rebooted the PC, but the result was still the same.
Am I misunderstanding this update?


texts: How to create a Cycles material with python to bake a curvature map

texts:
I want to make a script that bake a curvature texture at the resolution set automatically (i am creating a script that bakes every maps at once).

The script needs to create a textures, use the resolution entered, create a material with an emit shader and for the input a Geometry > Pointiness then a Color Ramp at 0.4 then 0.6.

It needs also to check is there is an existing node and texture with the same name already, if yes it should remove it. Then the script save the texture.

I have started the beginning of the script, the material part is missing:

import bpy

size = 2048, 2048

# create the texture, delete the old texture
image = bpy.data.images.new("curvature", width=size[0], height=size[1])

# create the material nodes, delete the old texture
bpy.data.materials.new("CURVATURE")

# to use once the material is created correctly
#bpy.data.objects['HP'].active_material = bpy.data.materials['CURVATURE']
#bpy.data.objects['LP'].active_material = bpy.data.materials['CURVATURE']
#bpy.ops.object.bake(type="EMIT", use_selected_to_active = True, use_cage = True, cage_extrusion = cage_size, margin = edge_padding, use_clear = True)

#need to get the name of the image on the variable image
image.filepath_raw = "//curvature.png"
image.file_format = 'PNG'
image.save()


texts: I have an edge, just 2 connected vertices. One vertex is hooked to one object, and the other to another object. Now, I need to create geometry around that edge, so it becomes a cylinder and is still hooked to those objects, by this one vertex on each side. I thought the Skin modifier does the trick, but it doesn't seem to work as I would expect, or I don't know how to use it properly. How to keep these hooked vertices, and generate the cylinders at the same time?


texts: How to make Gems/Emeralds look like this in Cycles?

texts:
Hey People my Question is: How do I recreate the look of those Gems that i have in this Image. I dont know if someone would call that Worn Edges but see for yourself.
I dont want tnt just the edges to Look worn or however that Effect is Called i want them having that Stylized look but still be Reflective and Realistic.


texts:
I'm trying to rig a model I have, but when I add the skeleton, I pose and it glitches.
An arm also pulls the stomach, 1 leg bone will pull both legs, and the head will pull the body too. I don't know what to do!
(BTW I used Automatic Weights, with Envlope Weights it's a whole different problem.)


texts:
I'm attempting to use the compositor to blur a test render.  I'm hoping to make a scene where I fly through a space filled with stars of various sizes, colors and brightnesses.

To visually underscore the brightness of the stars, I'm using the Gaussian Blur node in the Compositor.  I was hoping that the brighter stars would have "glare" that changed in size and intensity depending on the brightness of the star and its emission strength.

But, before I do this, I'm running up against an issue that I can't resolve.  I'm getting a bizarre looking "square" blur when I crank up the size of the blur beyond a certain point.

Here's my test image before the composite blur is added:

And here is the image after the blur is added:

Here is what happens when I use the "glare" node:

I'd like the blur to be circular.

Exporting the files and adding the blur to individual images in After Effects or Photoshop would not work, because these programs cannot distinguish the between a rendered object that has an emission from a small or large object, or differentiate between an object that has an emission strength of 1 from one that has one of 100 (as Blender can):

Left icosphere: emission strength 2
Middle icosphere: emission strength 20
Right icosphere: emission strength 200

Any thoughts?


texts:
I downloaded Blender today to try and edit videos. In the video I'm trying to edit I need to move a picture from one point to another in the time span from 0s to 7s plus 22frames (just an example, i need to move an image like 10 times within the whole video).

Is there a function for this? If so, how does it work?

My google searches only told me how to move the image in general and how to slide the image strip!


texts:
in blender 2.7 we have Autostretch Ik for stretching ik and not stretching it, but I can't find it in 2.8.

I want this result: please see the picture.


texts: How do I prevent object distortion when applying a curve modifier?

texts:
This is the profile of the object I'd like to wrap...

Here is the object's profile after being wrapped...

Is it possible to prevent the distortion? The following post here: http://blenderartists.org/forum/showthread.php?293735-Dublicating-an-object-along-a-curve-without-distortion-Array-or-DubliFrames did not affect my object. It seemed very promising, maybe I'm missing something?

Note: I have applied the scale to both my object and curve.


texts:
I've got a simple scene with a Background plane, a glass, and a glossy floor.
For whatever reason, the Background plane doesn't reflect off the glossy floor, as seen here:

Here is my node setups:


texts: How to move the 3D manipulator widget itself

texts:
I've uploaded an obj file and the widget is waaaayy far from the object I've inserted.
Again, I'm not trying to move the object, but the widget itself.

Is there a way to reposition it?


texts: Blender 2.8 will not open on my Windows 7 computer

texts:
I have been trying to upgrade to Blender 2.8 on my desktop.   However, when I black screen opens for a few seconds and closes.  My computer is a bit dated but should meet the minimum requirements.

My specs are:
Windows 7 home 64bit
Intel i7 920@2.6GHt
20Gb 2100MHz ddr3
ATI Radeon HD 4800 GPU (DirectX 9, 10.1)

Any assistance would be greatly appreciated.


texts: Whats the best way to add cloth physics to anime style mesh hair in 2.9?

texts:
I've decided to go with cloth physics, unless someone gives me a good reason to use soft body, but I'm struggling to figure out which method is best for animation. In my research I came a crossed at least 3 methods of doing this, on bones, to the mesh itself, and at it to a separate mesh to deform the hair. This is form animation, not still images, and characters will be either falling, in water, space, fast moving, fighting, running and so on.
So my question is which is the best method, why, and how to do it. Also, what's the best way to keep it from deforming to mush and clipping.
I'm using blender 2.9 and the eevee engine.


texts: How to transfer render data from one object to another.?

texts: The other day I was thinking about wormholes and thought if it is possible to transfer the render view data of an object with a glass BSDF to another object, so the environment that we can see through the glass BSDF should look like that of the original object. Remember the wormhole in Interstellar, where they were able to see the other end of the wormhole through that sphere floating around.


texts: Blender does not play audio track after restart

texts:
I try to use Blender as a video editor.
I dropped 1 video, 1 mp3 and everything was ok - video plays, audio plays.
As soon as I restart Blender and go to last session video track is ok, but audio track has no sound.  Rendering also will have no sound.

What is it?

PS: if I render just after I dropped mp3 - there is sound in rendered video (as it is in preview window).


texts: How to position the center of the Glare Node effect (in ghost mode) off center?

texts:
It seems the Glare node in Ghost mode is always centered in the frame.

I have 2 render layers:
1 for the Background and the Asteroid (with Object ID).
2 for a Sun object (A light emitting Sphere with Object ID).

I combine the Background, the Sun with Glare and the Asteroid on top.

When I Translate the Sun Object in the compositor, it affects the Glare, it changes intensity and shape, but it is always centered in the frame, even if the Sun travels from right to left edge of the frame. So it doesn't follow the Sun. It's just in the center.

How to position/control the Glare effect, so that its center follows the Sun traveling from right to left? (Note: I can't just put a Translate Node after the Glare, because the Glare will get clipped at frame edges.)


texts:
I would like to ask for a help. I have draw simple object with lights, but there was some squared shadows after rendering. (visible on the top and on the left side of the objects). There could be some consequence with size of the object (about 5mm). Unfortunately I have no Idea about solving Blenders sensitivity during rendering, antialiasing, or some other issues related with problem.

Do you know how to fix this object?
Thanks for replies!

EDIT:
I have just tried to change the buffered shadows to the ray shadows. The result is much better, really big thanks for buffered shadow information, that in base solved my issue (image is usable now), but there are still small squares. Is there somehow possible to create image even better? (This is just for my interest now, not because of some real trouble) The image is shown below.


texts: Respect unit scale when linking or appending objects

texts:
Appending/linking the same object with the same metric size from Blender files with different unit scales in Blender 2.8 results in objects of different sizes. It seems, Blender respects only the internal Blender units when appending/linking an object and ignores the unit scale.

Is there a way to force Blender to respect unit scale when appending objects?

Steps to reproduce:

Create a new scene and change the unit scale from 1 to 0.1 in the scene properties.
Add a default cube with size 2m.
Save the file and create a new scene.
In the new scene leave the unit scale at the default setting of 1.
Append the cube from the other file. The cube will now have a size of 20m. I would have expected it to have a size of 2m.


texts:
I'm not familiar with animation, so I'm betting it's something simple. I'm trying to do a simple cloth collision with ClothFx Haddon and it animates fine with the timeline, but will not render. I've searched and the only two things I've found that could cause this is either a subsurf modifier that has not been applied or the subsurf modifier not below the cloth modifier. I tried both of those and they didn't work; the trigger still goes right through the cloth. Any help would be appreciated.  http://pasteall.org/blend/index.php?id=44687

thanks...


texts: Changing age and size of rigged character

texts:
I have some meshes, which have the same topology, but different sizes. In my case my meshes represent the same character with different age.
When rigging such a character, I'd like to be able to change the size of the armature at the same time of the age of the character.
When just mixing both meshes together and having a shape key which represents the characters age, one of the meshes doesn't match the character anymore.
Is there some way to ensure, that both the mesh and the armature change at the same time?


texts: UV unwrapping mesh with radial array modifier

texts: I have this floor mesh which was modeled using the array modifier w/ rotation to create an hexagonal shape. I started unwrapping and marked my seams (in red). The edges selected in ORANGE are the ones on which I do not want any seams, but they happen to be on opposite sides of the mesh. Therefore I need to align them (as if they were merged) but the weld and stitch commands are no good because they are on opposite sides of the mesh. How to superpose them precisely on top of each other so there are no visible seams, or at least how do I align these islands based on the selected edges without moving only the edges and distorting the map (I need the whole island to move along).


texts: Toon material present some kind of deformation, jagged, spike noise

texts:
Please take a look at the images and tell me if there are any way to have a perfect transition between colors and get rid of that noise marked in the last image.
There is a way to make that plane receive the sphere shadow with the plane's darker color (dark pink)? The way it is now, the sphere has no projected shadow.

(I created the plane's material the same way I created the sphere, but with just two color instead of four)


texts: Beginner's help with topology? (Extruding and beveling letters)

texts:
I know I'm terrible at topology, but that's because I don't know how to properly approach it. All I read is quads = good, ngons & tris = bad. But I'm terrible at looking at a shape and being able to break it down into something I can make. For example, I'm toying around with letters, and trying to figure out how to make them better.
Can anyone advise me on how to approach these letters? (Or just letters/shapes with holes in them, etc). I know it's not that efficient, but as I said, I don't know how to do this. Any help is appreciated (or any good materials to learn this).
Also, the 'T' is stylized like that, just fyi.


texts: How can a bone's tail be changed by a script?

texts:
I want to calculate a rotation matrix from two vectors, in order to check the steps are correct I have setup 3 armatures.

A reference bone (arm_org),
One that is directly rotated by applying a rotation matrix (arm_rot) and
Another (arm_mat) that should be rotated by a matrix that has been calculated from the rotational difference of the 1st and 2nd.

Why are the bones tails not updated?
Unfortunatly ArmatureEditBones isn't well documented. I also tried to set the active bone. But the changes are not reflected in the 3D view. Only the currently selected bone can manipulated.

def setBone( name, v ):
    arm = bpy.data.armatures[ name ]
    print("set arm=" + name + " v=" + str( v ))
    for bone in arm.edit_bones:
        print( bone.tail )
        bone.tail= v

def getBone( name ):
    #bpy.context.scene.objects.active = bpy.data.objects[ name ]
    arm = bpy.data.armatures[ name ]
    print("get arm=" + name + " arm=" + str( arm ))
    v = None
    for bone in arm.edit_bones:
        print( bone.tail )
        v = bone.tail
    return v

def vec():
    mx = mathutils.Matrix.Rotation(math.radians(15.0), 4, 'X')
    my = mathutils.Matrix.Rotation(math.radians(30.0), 4, 'Y')
    mz = mathutils.Matrix.Rotation(math.radians(45.0), 4, 'Z')
    m = mx * my * mz
    print( "m : " + str (m ))

    # get and duplicate original tail pos of reference bone
    vo = getBone("arm_org")
    if vo == None:
        print("arm_org not found")
        return
    setBone("arm_mat", vo.copy() )
    setBone("arm_rot", vo.copy() )
    vr = vo * m
    setBone("arm_rot", vr )

    # recalc and apply matrix from rotational difference
    q = vo.rotation_difference( vr )
    mr = q.to_matrix()
    mr.resize_4x4()
    vm = vo * mr
    setBone( "arm_mat" , vm )
    print("mr: " + str(mr))
    print( "-" * 20 )

vec()

Blend file (works only in edit mode with arm_org selected)


texts: manipulator missing from project but visible in new ones

texts: iam working on a project and for some reason the manipulator is gone (it was working for some days on the project but it disappeared) i tried all the solutions of the common problems but it did work i tried with 3d cursor and bounding box and still not seen


texts:
When I remove doubles from my mesh the texture becomes corrupted:

But the UVs are the same so I don't know.

Somebody know how can I fix it ?


texts: The material surface selection field is not available in 2.79b

texts:
A tutorial is telling me to assign the material to glossy, but my version of blender 2.79b, is completely different from his version of blender 2.79. How can I select a glossy texture using my version of blender? Which version of Blender can I change to which will be the same as his version?
Thanks for your help!!!


texts:
I've got a scene, I am using the Irradiance volume to assist me with lighting but it is causing light leaks at the top corners of the room, I have tried making the walls thicker, I've also tried increasing the resolution of the irradiance volume...
Does anyone know of a workaround? I'm using blender 2.8 at the moment.

Thank you in advance


texts: How can I make particles collide with each other?

texts:
Is this possible? If it is, how can it be done?

Thanks in advance!

EDIT: Here's a quick sample file I made: DOWNLOAD SAMPLE

Notice the particles merge in with each other, instead of bouncing off of each other. I want them to behave like marbles would if they were dumped into a cup. They'd bounce, settle, and create a pile within the cup.


texts: Overlaying an image to cover a face in a video?

texts: I am trying to make a youtube video and in the part of the video I'm going to have a image of a face on top of my face to preserve my privacy. I tried going frame by frame with a picture that has a transparent background but somehow it didn't work.


texts: Where can I find resources on how to animate/morph simple masses for architects?

texts:
I enjoy explanations to Blender modelling on youtube, but as an Architect i want to explain concept like the 'big companies'with the big budgets...

I want to be able to communicate concepts through video and simple 'morphing' animations as masses change in shape. Blender seems to be the perfect tool.

Please could I ask you to help me find the right resources to be able to achieve animations like these from HOK, BIG & Diller Scofidio + Renfro - lots of firms are doing this:

https://www.youtube.com/watch?v=DbPMor02ago

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

https://vimeo.com/173956112

I would really appreciate assistance if at all possible.
If there are already tutorials on youtube, perhaps someone could point me to them.


texts: Weird lines across model when rendered in low resolution

texts:
I'm getting these light colored lines mainly across the legs of my model but only when I render it at 96*96 px resolution (eevee). I only see them after I rendered them, they are not visible in the solid, material or rendered previews

Blend file:


texts:
So I made a Render animation that looks... fine for me in Blender 2.92 (first image).
Then I decide to make the 2nd scene with a copy of the .blend archive.
The big diference between the 2 scenes is that the 2nd is like really big, I want to make somthing like the first shot of blade runner or something like that (A big shot above a futuristic city). But I don't know why the render (2nd image) looks all lumpy.
I guess is becaouse of the big scale elements, so is to many data for render and de denoiser just go crazy
-I used the denoise basic settings and the compositor denoise node. And this is the result:


texts: How to keep cycles material when exporting to unity?

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I have an example of what I mean, for this I use a cube adding a simple cycles material I select toon

How do I bake this material, thanks for reading.

Cheers!


texts: Why do my vertices fade the further I zoom in?

texts: I have tried adjusting clipping value but it doesn't seem to make a difference. I have to constantly go into x-ray mode in order to edit the mesh to see the lines. If I zoom out the lines are there and visible but it's too hard to make changes when that zoomed out to minor details. Any clue?


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I'm super new in blender, but have a difficult task to figure out.
I saw another question and its answer about how to simulate this tessellation. Eventhough the answer looked pretty precise and kind, still the way too far to follow for me. For example I could not go to the tab or menu for add bone constrain blah.
Could anyone explain how to make this structure and simulate it step by step? The images below are what I made with the shape tool, but I need better one based on correct physics. It would be greatly appreciated if someone can help me. Thx in advance


texts: Is it possible to copy this bevel over to another edge?

texts: Okay, so I made this beveled detail here and I can't CTRL+Z to undo it. I have yet to save the file at all, can this bevel be copied over to the other corners somehow? or would it be better to revert it to the original shape somehow?


texts: Why does rigid body physics not work in objects created by an object instancer? (Animation nodes)

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Simple setup:

When I've played an animation, an instanced cube has stayed put:


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Ok so I have two files A.blend and Z.blend

Z.blend has a plane with a textured font on it...you know one of those fontname.tga files right. Start up Z.blend and it all works perfectly.

Now for A.blend, in this file I created a mesh cube that has the following logic:

Keyboard -> And -> Game: Start Game From File

So when the character walks up to the cube and presses the letter "T" for example it'll switch A.blend to Z.blend.

Now here's where my problem lies...

Once the switch has been made from A.blend to Z.blend and you go through the blend file the plane containing the fontname.tga is black as if it can't find the .tga file or texture.

Any idea on how to get the texture to show up?


texts: Where does a rotation go when I Apply it to a mesh?

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When you Apply a rotation to a mesh, where does it go, and where can you find it in bpy?

I.e. bpy.data.objects['mesh']. ...?


texts: I want to incorporate in my Blender interface (in my addon) a text box that allows you to write notes on several lines (as in the text editor script). Currently, what I find in Blender are text boxes on one line!


texts: Bake a texture with Mapping and Texture coordinates nodes

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Is it possible to bake a modified texture (diffuse, normal map, etc etc.) with the nodes Texture coordinates and Mapping?
I've tried to do it but the result doesn't change,
the texture is the same as before the modification.

Surely I'm wrong something since I've just started to learn about baking and use it, I've searched a bit on the internet but nobody talks about this topic.
Nodes and Bake Config.

Am I wrong because there is a precise method to do it or is it not possible?


texts: When I try to export a blend file to obj, the mesh is all wrong and disproportionate

texts:
I'm new here and my English is a little bad, so I'm sorry if I make a mistake. Today I went to the Gamebanana website and downloaded a mod, more specifically the source files for the mod "Star Butterfly - A Shooting Star Ignites!" for Super Smash Bros (Wii U) made by the modder ZoraKirby. He had allowed to use the files of his mod, and among these files are the mesh in .blend format of the character "Star Butterfly" accompanied by other things. I became interested in the character and decided to export it to the .obj format, but I had some problems. After exporting, the Star Butterfly mesh simply goes all wrong and the position of the arms is incorrect. I don't know what happened, but I believe that I forgot something. Could someone tell me how I would solve this export problem? I will be leaving attached in this post the printscreens and also the link to download the Star Butterfly file already converted to .obj and the original file in .blend.
https://mega.nz/file/Roh3VISS#4XJ5bAJzwD2-p5n1A_GnK4Eacd-rS-S3uqdarx9U54k
https://gamebanana.com/skins/161906


texts: Animation Nodes: How to create faces from a Particle System?

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I just started using animation nodes and don't understand a lot quiet yet.

What do I want to achieve?
I've set up a particle system with an icosphere as emitter and used animation nodes to create splines between the particles:

This is my node setup so far (it's basically the node setup from the AN-docs):

And this is the result:

So far so good. But now i want to create triangular faces (and different objects for each face) between close edges that are already connected.

I've played around with some nodes, i.e. "Combine Mesh Data", "Create polygon indices" and others. As i'm new to AN I don't really understand the input and output format for each node so i'm stuck here.

Any help is greatly appreciated!

I looked at this question but didn't understand how to apply the provided answer to my question... :(
Create a Mesh with vertices

EDIT:

I uploaded the blend file:

And this is similar to what i want to achieve:

The shape of the faces doesn't matter that much. But it's still important which parties connect, so the faces don't go right through the center of the sphere.


texts: cell division to simulate cancer cells duplicating out of control

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I want to create a procedural animation of cells dividing and multiplying. I would like to use animation nodes and have 1 cell divide into 2 - then those divide, etc., etc. This is an example of what I'm trying to do.

I am new to animation nodes, but think that it should be possible with the loop subprogram.

Has anyone created anything like this?


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I am animating a .fbx file. This is the project

When I am done with animating i export it as .fbx and the result i get when i open it in 3D viewer is

I think it is corrupted.. but when I open it in blender i see this

All the spheres are merged at a location. and there is no animation. How to fix this?


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I would like to create a segmented look of my spaceship with hatches and paneled armor segments. I have the outline of it already modeled, but I am lost how to create the segments. I don't want to model them, I would much rather paint them on with a texture.

UV unwrapping gives me a texture, but painting the UV externally makes it very difficult to figure out what the final distortion will be.

How can I paint on nice, straight geometric lines directly onto the model?