texts: Is there any way to prevent Freestyle from wasting time calculating objects that were excluded from rendering?

texts:
I love making animations that use high amounts of reflective surfaces, and recently have been trying my hand at Freestyle which is amazingly fun.
In my current project, I am trying to make only one object be Freestyle-d, which was easily achieved through Layers. Or so I thought, until I realized that the separate layer rendering did not play well with the reflective surfaces. Rendering as one layer, and keeping the exclusions for all objects except main, worked as expected.
However, it seems the Freestyle render still calculates to topology (topography?) of all other objects in scene, despite being excluded in the line style settings. With just my main character object, render times are only a few seconds per frame, and a few seconds for the freestyle. With the secondary character, render times are again only a few seconds, with well over a minute per frame as it refuses not to calculate the excluded objects. This problem only seems to get exponentially worse as objects are introduced.
That brings me to my question - For a highly reflective scene in which all objects are being reflected and interacting, and thusly don't seem (to me) to retain proper reflectivity in multiple layer renders, is there any way to prevent the Freestyle render from wasting time calculating other objects?


texts:
How can I hide a mesh of an armature?
When I click on hiding the object it only hides the bones but not the mesh.
How can I do that?

Thank you,
Luelaes


texts: Is there a way to access the grid of the current 3D View and snap the mouse cursor to the grid. Or if snaping is not supported, get the grid interesections so that I can draw points just to these locations and not in between?


texts:
I have learned how rigging and weight painting works and when I try to move these claws they deform very oddly

Blend:

https://ufile.io/axq1u


texts: Is it possible to set Blender quit callback? I just need to execute come code when quiting from Blender


texts: How do I print something to the console when using the game engine?

texts:
I am having trouble just starting a script in BGE
for example

cont = GameLogic.getCurrentController()
print dir(GameLogic)

This does not print out in a console window - In fact I get no interaction with the console window at all At this point I would love to simply print something out from a script to the console. Is there a quick test to check my system? Is there a  tutorial which just gets things rolling? Thanks in advance


texts: Blender 2.8 compositor isn't saving me any time?

texts:
I'm trying to squeeze out some animation highlights for a sizzle reel and wanted to save time by reusing my background with the compositor. Here is what was being rendered before I used a transparent background and set the ground plane to a shadow-catcher. This took about 15 to 20 minutes and have 32 of these to render:

So I saved an image with only the background in it and set up the compositor, thinking the program would either completely ignore most of the background (I set the ground plane as a shadowcatcher) or zip-thru the empty areas, but the square regions are taking just as long to compute empty space!

I followed this tutorial for my setup pretty much exactly, except the image I am using for the composited background is just the ground plane without the character:

https://www.blendernation.com/2017/04/17/use-new-blender-shadow-catcher/

Here is my compositor setup (for some reason the character isn't in the preview but obviously he is being rendered sans background):

What am I doing wrong? How can I save time rendering this image sequence? Eevee is not an option because the shadows don't blend as nice even if I crank up the settings

EDIT: Border rendering result not compositing correctly with background:

The topic of this question is how to save time rendering using the compositor so this is still relevant because using border-rendering WOULD save time if it worked with the compositor. Is there a way to do that? I turned "Crop to Render Region" off because keeping it on was literally cropping the image. But with it off, I have these black regions.


texts: Getting rid of texture bleed from opposite edge

texts:
I'm using Blender 2.76b with the internal renderer. Whenever I render a simple plane with a texture applied to it, I get a small border on the edges that consists of a mix of the expected texture color and the color on the opposite end of the texture. The same thing happens when using the add-on called "Import Images as Planes".

The texture settings I've tried so far:

Enabling and disabling repeat
Disabling Mip Map
Disabling Interpolation
Different filter types
Filter Size 0.10
Enabling Minimum Filter Size

The filter size seems to have the biggest impact but even the lowest possible value doesn't get rid of it entirely. See the example on the lower left for best visibility:

Blender files:

One way I could think of to fix it would be to add some empty space around the texture image. But since I'll be using my objects outside of Blender and I haven't encountered this elsewhere, I'm a bit hesitant about the wasted texture space. Is there any other way to fix this?


texts: Sapling tree gen add-on - rotate branches longitudinally

texts:
I am interested in creating a fern with this tool. Unfortunately I can't get the 3rd level branches to rotate so that they're facing the sky, instead it only seems possible to have them parallel to the 1st branch (trunk) whereas I want them perpendicular. "Split angle" seems like the correct property to change but it doesn't seem to do anything at all.
I have set the "rotate angle" to 180 so that they're all parallel with each other, unfortunately I can't get them to all rotate 90 degrees.

I am using Blender 2.79b but also tried this on 2.90 and had the same problem. Is what I want actually possible with this add-on?


texts: How to hide lighting(like unchecking diffuse as in 2.79 ) from lamp but keeping shadows in EEVEE?

texts: I want to add a light that cast only shadows not radiate light in eevee. In 2.79 blender internal there was a option with light, you can uncheck diffuse keeping shadows checked but in evvee how to do this?


texts: can someone look at this blend file for a sec and tell me why its rendering black?

texts:
gone through all the regular bases here. im puzzled
https://drive.google.com/file/d/1PMwJVFTOEmRfRU6SaOAV0tDjj_6qIsI_/view?usp=sharing
thanks guys


texts: KEY MAPPING (v2.8) ~ Is there any way to remap the Y axis hotkey to `C` for a more practical use?

texts:
MY ISSUE: I use the Z/X/Y axis shortcuts a lot when modeling, rather than visualizing the transformation gizmo.
I'd like to have the three shortcuts in a single row of three consecutive keys.

Having to travel halfway over the keyboard each time the Y axis is involved is a bit stressing (especially when I have to exclude it, Shift+Y!!) and it'd be great if I could just tap no further than one key to the right of the X.

Obviously I could just redirect the Y key to C with AutoHotKey, but then I'd have to swap C to Y and move there every time I need to "paint select".

I need a conditional key remapping that allows me to use the C key to pick the Y axis every time move/scale/rotation are the active mode.
While retaining the C key paint selection shortcut, of course.

I've briefly tried to dive into the key mapping setup of Blender 2.8, but it looks kinda complex and very script dependent.
Probably there is a way to do what I want through the UI rather than by script, but I couldnt see any key binding for the Y axis shortcut and I cant really understand how to add one.

In case scripting is the only way, I'd use a link to a tut on how to make/implement scritps and the script itself.


texts: In this tutorial, Kenan Proffitt goes through the very simple process on how to use a matte key (picture 2) to key out a video with rotoscoping. I have duplicated his exact process by using a "Set Key" node with the video clip plugged into the "Image" input and the rotoscoped matte plugged into the "Alpha" input. (picture 1) It's fairly straightforward. But when I do that, the result is only half-way working. The rotoscope subject is perfectly still there while the background is only sort of transparent-not 100% transparent (picture 3). Why is this happening?


texts: Converting hair particles to a mesh while keeping the animation

texts:
There's this game that I'm working on, using Unity as the engine and Blender to make the models, animations etc.

After going though a lot of trouble trying to make the hair look like feathers, I stuck trying to export my model as a .fbx to Unity.

Only the model and the animation work properly. The feathers don't scale with the model and the rotation is mess inside the engine. I read in many sites that Unity doesn't support the particle system of Blender, so I'm trying to apply the particle modifier, but then I lose the animation. The feathers are not connected to the mesh, is a scalp with the same animation of the body.

If anyone even understands the problem I'm trying to express with my low-level English, I would be grateful for any help.


texts: Can you clear the System Console without restarting Blender?

texts:
The question is simple enough, but I can't find the answer.
Is there an operator or something similar that clears the Blender System Console history?
I would also be willing to create an operator type script to "purge" the console.
It would be interesting to see if it's possible, or I'm just "delirious".
Restarting blender doesn't take long, but it would be nice to have a "Button" to do this.


texts: Blender fails to start at all (version 2.80, Windows 10 x64) - why?

texts:
I tried uninstall-reinstall, tried 2.79b, and tried the portable version. Also tried running Blender.exe as Administrator, and checked for display drivers.

I am running Windows 10 x64 Enterprise. Have never installed Blender before.

I am using the built-in Intel graphics, on a i7-6700K CPU on an Asus Maximus XIII Extreme motherboard with 32GB of RAM.

What it does is show a terminal-window for about 5 seconds. I've tried capturing it to see what text it's showing but it's too brief.

Why does this program not run?

Feeling very discouraged. Any helpful help is appreciated - thank you.
James


texts: Floyd–Steinberg dithering with compositor nodes

texts:
I can't get Floyd-Steinberg dithering work in compositor nodes.
I know there is a dithering option inside blender, but for some artistic effects I want to do later with this effect, I need it as nodes in the compositor.

Any ideas?

EDIT:
Current look with faking it.
Real FSD is probably not possible. Right?


texts: Making wheels spin as car moves on local Y axis

texts: I'd like to know how to make my car wheels rotate when a vehicle is moved forward in the local Y axis, regardless of what rotations on other axes the car may possess. This should specifically work with an armature.


texts:
Disclaimer: I am using blender 2.79b
I am loading a file with some cubes. Then I add textures to these cubes and render an image. Afterwards I want to remove the texture and add a new one and render again.
scene = bpy.context.scene
obj = bpy.data.objects['Cube']
plane = bpy.data.objects['Plane']
distObj0 = bpy.data.objects['Obj1']

this is my method, that adds Textures:
def addTextures(i):
    global texNum, setPlaneTextures

    if len(bpy.data.materials) > 1:
        ctx = bpy.context.copy()

        ctx['object'] = obj
        bpy.ops.object.material_slot_remove(ctx)
        ctx['object'] = plane
        bpy.ops.object.material_slot_remove(ctx)

        ctx['object'] = distObj0
        bpy.ops.object.material_slot_remove(ctx)

    mat = bpy.data.materials.new('newMaterial')
    obj.data.materials.append(mat)
    mtex = mat.texture_slots.add()
    mtex.texture = images[randint(0,texNum-1)]

    mat2 = bpy.data.materials.new('newMaterial2')
    distObj0.data.materials.append(mat2)
    mtex2 = mat2.texture_slots.add()
    mtex2.texture = images[randint(0,texNum-1)]

This works fine for my Cube and Plane object. But as soon as I added the lines to add/remove texture also for my Obj1, I get this error:
blender-2.79b-linux-glibc219-x86_64/2.79/scripts/modules/bpy/ops.py", line 187, in __call__
    ret = op_call(self.idname_py(), C_dict, kw, C_exec, C_undo)
RuntimeError: Operator bpy.ops.object.material_slot_remove.poll() failed, context is incorrect

I just can't figure out what I am doing wrong.
I tried to remove the textures another way, like this:
for material in bpy.data.materials:
    if(material.name.startswith("newMaterialx")):
        bpy.data.materials.remove(material)

But if doing so, adding new materials (+textures) afterwards doesn't work. The rendered images are without texture.
Anyone knows, what I might be doing wrong here? Thank you a lot!


texts: render on a transparent background (volume is almost invisible)

texts:
I ran into a problem. If I render on a transparent background, then the output volume is almost invisible.

As you can see, the fire after the render almost disappears. :(

That is, I try to get the result like on the left preview

In addition:
If I remove the transparency, everything becomes normal, but the point is to get a tank with a shot on a transparent background

Thank you in advance! If something is wrong, feel free to edit


texts: Help with retopo, verts snapping to wrong face

texts:
So this is my first retopo and I'm having an issue with snapping.  I'm not able to take an edge loop and pull it up and down a limb (this is the leg) without all the verts snapping to the side of the object facing the viewport.  Currently my settings are: snap to face with project onto self and project individual elements enabled, and with the shrinkwrap modifier I'm using nearest surface and on surface.

It seems to want to snap to whatever's closest to the viewport rather than whatever's closest to the actual vert. Example if I'm working on a part of the torso and the wrist is close to the viewport it will snap all the way to the wrist rather than the point on the torso that's much closer.  Any guidance would be greatly appreciated!


texts: How can I make snapping and select face 3D

texts: My snapping isn't 3D. When select for eg. Face the square (in the photo) isn't 3D, and that makes snapping so hard, because my icing passes through the donut.


texts:
I have a issue which I am not sure how to fix, I downloaded the JaggedCliff material from Poliigon to test a falling rock which breaks into smaller parts upon impact.
The problem is that the smaller parts are not textured correctly and all the texture appears stretched and all sorts on most of them.
I used the Cell Fracture addon to break a standard sphere into pieces.
I am thinking that do i need to go through each stone and try to unwrap the texture so it looks good on every piece one by one ? or is there an easier way to do this?
[Small update, I watched a CG Geek tutorial from 4 years ago showing how to smash through a wall but the issue I see with his method is that the fractures are not uniformed or would I need to use a plane projecting the texture for every possible rotation?
Thanks!


texts:
I have an issue with my model.
My mesh can't "keep up" with my bone movement. Whenever I rotate my bone, part of my mesh (window) moves along with the door, but quite "delayed". My windows are set up as a separate mesh, and parented to a bone via vertex groups. If I move my "root" bone.

I'm sorry if I sound vague and unclear, I'm just completely stuck and don't even know how else should I google this.

The glass part still follows the parent bone, but "falls behind", as if it is weighted improperly. But I have checked, my vertex group has correct name and fully weighted to the controlling bone. Location, rotation and scale are applied to all my objects, armature included.

My first thought was to just separate  the glass part that doesn't move from the rest of its glass mesh(all glass and transparent parts of my project are made as a separate mesh, for better looking textures) and just merge it with my door's mesh, but I really don't want to do that, since I already have the whole thing unwrapped and textured. Thus I really can't connect my glass vertices to my door frame, that will mess up my uv and textures.

I tried messing around with vertex groups, but to no avail. This glass triangle follows the rest of the model, but as soon as I try to "open" the door, it does this.

I've looked through similar posts regarding mesh deforming and rigging, and could not find anything close to my problem.

I uploaded my file to Google Drive, if you want to take a look at it yourself. Yes I'm using 2.7 since I want to finish this thing and then move to 2.8(I'm not comfortable to use it yet).

https://drive.google.com/open?id=1Fs7PxW8On4vDV90qjyXmqrfKxQqcbbPx

I hope you could help me, thank you in advance.


texts: How do I find out what tool a shortcut is triggering?

texts: I used to have problem with connecting two objects, because when I smooth the final object, there was a darker line on the connected parts (for example when I was making head, I've had eyes darker this way). Then I found out that I can get rid of it by hitting Ctrl+N, but I don't realy know what it does. I can just see that the lines are gone. So, what does Ctrl+N do?


texts: How could I make a VDB volume not cast shadows?

texts:
I imported a VDB volume from Houdini into Blender 2.92 and it creates some weird shadows. How could I make it not cast any shadows? I went into Visibility > Ray Tracing but there's no Shadow tickbox.
Here's the glitch I want to remove:

Here's the render:

If I remove the VDB mesh, the shadow disappears. So yes, it is being casted by the volume mesh somehow. Perhaps by its bounds? I don't know.
Here's the viewport:

Here's the glitchy part without the VDB mesh. No more lines:

Here are the bounds from above. They don't perfectly match with the lines:

Here's the viewport from above:


texts: I'm trying to add an animated logo watermark made of looping image sequence on a 1080p video using alpha over node in the compositor, but the rendering is 2-3 seconds for each frame and that can take a lot of time for long videos. Is there another method to do that to increase the processing speed?


texts: Whenever i insert a obj file, it's placed somewhere and idk how to get it normal

texts:
Whenever i import a .obj file into blender, it gets placed as a orange dot. When i press numpad period, i see the object but i can't find the grid anymore?
I tried to move the camera to the orange dot but it didn't visible. I also tried to scale the object, nothing happend...

I would like to get the object on the middle of the screen. (where the cube is at the beginning)

Thank you for your reply!

regards,
Jonas


texts: Selecting a grease pencil object Blender 2.8

texts: In grease pencil mode I was practicing making eyes. My question isn't about that though. I'm having trouble selecting objects that I make. I have each colored object on it's own layer. All colored objects are under one stroke.  What am I missing. I would assume I could just click on each layer and move or animate it. However I cannot select either colored object. I can only move them all at once by selecting the stroke in the outliner. Should I make each object under one stroke each? Can layers be be selected individually? I am able to select the colored shapes in edit mode, but not in object mode. How can I move these colored shapes in order to animate them?


texts: What technique is used to modify one object's mesh in coordination with an adjacent object's mesh?

texts: I would like to make a comparative anatomy primitive that I can use as a sculpting base for various animals. Most quadripeds share the same basic surface anatomy plan with differences in proportion, scale and to some extent numbers of anatomic components (for example horses feet have one toe whereas dogs have 5). In the attached image I have tried applying an armature to the bone elements and separate armatures to the muscle elements with constraints on the muscle armature bones relating to the bone armature bones. Unfortunately I am not able to control all meshes adequately with this approach. I have also tried using lattice deformations on the various objects with similar lack luster results. As a minimum I would like to be able to change scale of a bone and have it's scale affect attached muscles. Since I am a complete NOOB at animation I expect there is something I am missing here. Any suggestions are greatly appreciated.


texts: Exporting UV coordinates by face elements

texts: I'm trying to write my own export script, and I'm not sure how to reference the uv coordinates as an element array, similar to how .obj format works (ie. you have a list of all uv coordinates "vt s t" and each face selects the correct index). I looked at previous threads on similar things, but there doesn't seem to be anything similar to my issue. Do I need to hash all uv coordinates and compute the index for each face myself? Or is there a built-in way to do this? How does the .obj exporter work? Also, for further reference, is it possible to see the python source for the .obj exporter?


texts: How come the video sequence editor does not show an accurate representation of render output, but "show backdrop" does?

texts:
This is an issue I ran into while editing last night. I repeated a video clip, added a transform layer on top and cropped it, moving it into position as seen in 1. When rendering, it did not show up. Out of curiosity, I clicked "show backdrop" and noticed the overlay absent. I had noticed the same problem using the text tool, where it would appear to fit in the video sequence editor, but would show cut off in the render.
I did, however, discover that the "show backdrop" feature actually accurately displayed what the render would show. So my question is, why on earth is that video output string not shown in the VSE window, and what can I do to fix it?


texts: Blender rigging while handling cloth collision

texts: I have a character whose legs are draped in some cloth. I rigged the character and parented the rig to the character mesh and the cloth mesh. So when I move the rig parts, the corresponding body parts move and so does the cloth. When I move the leg of the character, the leg and the cloth draped on it , both move. However, the leg penetrates through the cloth after some point. Is there a way to fix this? I want the leg to push the cloth, and never penetrate through it.


texts:
I render an animation using a Python script inside of the Blender 2.82a text editor:

import bpy
import os
import sys

import datetime

a = datetime.datetime.now()

bpy.ops.render.render(animation=True)

b = datetime.datetime.now()

print(f"Render Time: {b-a}")
print()

The console outputs information for every frame:

Append frame 0
    Time: 00:00.09 (Saving: 00:00.00)
Append frame 1
    Time: 00:00.07 (Saving: 00:00.02)
...
Append frame 60
    Time: 00:00.04 (Saving: 00:00.00)

Render Time: 0:00:03.429938

I'd like to suppress the "Append frame...." lines (but not suppress any other console messages like print(), etc.).

This question has been asked a lot and I have tried all the various answers but all attempts at suppressing the Blender console's stdout have not been able to suppress this (Render Frame info) part of the output (although I can suppress other things like print() statements. etc.).

Thank you


texts: Can’t select Boolean object after beveling it—bug?

texts:
I want to bevel the side edges of the selected boolean. You can see I have another Boolean above and sort of around it (they are not joined). At this point, these three Booleans work fine. Time to bevel the edges...

Just for reference, when I hide the Boolean, nothing is there. Seems obvious—but this will make sense in a second. Ok, let’s bevel.

The bevel isn’t working how I want—ok, well I know, let’s try applying the scale.

What on earth? Ok, the bevel is now working but it looks like we have overlapping geometry now? Merge by distance. Nope. Ok, well, let’s select the main Boolean object and check it out.

Ok hold on—I simply clicked on the main object and now it’s all one object? Strange.

Fine, let’s tab into edit mode. But the Boolean object isn’t selectable now. Not even in wireframe.

Ok, let’s flick into local view.

Tab to Edit mode and...

Gone. At this point, I can’t even select the Boolean object again. I just have to restart the file. I can go back to non-local object mode and stare at the glitchy overlapping geometry but that’s it. What is going on here?

Thanks everyone,

John


texts: How add dimensions[0] of selected objects?

texts:
I need to add all the x axis dimension of the selected objects in my scene.

I try with

for i in bpy.context.selected_objects:
    dim = i.dimensions[0]
    dimX = sum(dim[:])

The sum command don't work, dim isn't a list.
How can i do that please ?


texts: Python - Check all objects have material assigned before export?

texts:
Is there a way to check (or warning the user) if all objects in the scene have a material assigned, before exporting?
Or any other solution I could use?
Thanks!!


texts:
I'm using particles to create letters (on Cycles), but there's a little problem: I have 15 separate letters, that are geometry, every single one have two particle system, so with those I have 30 layers already (I didn't have created every single one for now) plus the light layers and another important objects..

The thing is Blender is only able to keep 20 layers but I'll need at least 40 layers, so I can properly put everything on its place. Maybe I can just open two files and it'll be the solution but still there's the problem that I need to render 15 renders (because after that I'll change the duration of each one in After Effects) and 15 more because I need the render with different textures...

So, it's a big problem now, I may be able to solve it with two separate files, but how do I render more than just one item? I mean, can I make a render queue attached to a layer in Blender? If not, I'll just have to manually modify the 15 particles with different speeds and timing...


texts: I am pretty new to blender, but I have created a text crawl akin to the star wars crawl. I think I have everything right except for the text color. I have selected a really bright yellow, however when it is rendered it appears dark. Is there a way to make the text shadeless like you can in blenderrender or is there another way to achieve a brighter color?


texts: Enabling Dynotopo turns my sculpted mesh into a cube

texts:
When I enabled the dyntopo as said in the video below , the sculpted face turns into a cube but in the video he is able to sculpt on the face after enabling dynpotopo.
https://youtu.be/WMEXEh5r0G4


texts: 2.8 Set up auto texture saving with saving of file

texts:
Is there any add-on or any plan in the works to autosave texture maps that are being painted with texture paint to a temp folder when the project itself is saved? This seems like a huge oversight when it comes to workflow as exporting the texture after each change is a bit cumbersome. It's also a bit disheartening after a crash to see that the preview for the texture is saved somewhere with all changes, but the texture itself is not.
Edit: This also applies to textures/masks that are created for the texture paint brush. After a close and reopen, they are gone.


texts: Does anyone know how to unattach the plane from the donut

texts: For some reason they are stuck together. When I move the donut, the plane follows. I just got done parenting the icing to the bun, but I don't think its from that since it was doing that before hand.


texts:
Whenever I press Ctrl + Alt + Numpad 0 from User Perspective, the camera comes very close, which makes it hard to render what I want.

How can I render the very image that I am looking at?


texts: How to align the view or a camera to a certain face or object

texts: Is there a way to align the view or a camera to be perpendicular to a specific face or object using it's normal? The thing I am trying to acheive, is to use the view to unwrap a face, so I can use it later for neighboring faces unwrap, but I'm trying to do this precisely, not by eying it.


texts: Animation nodes > Mesh Object Output > Use function

texts:
The docs doesn't contain info about the use function:

Does anybode know what the function is?
When I enable this then my "Target" output object jumps to another place...
Thx!


texts: Dynamic Paint Brush not working on canvas

texts:
I'm trying to get the Dynamic Paint Brush on my model to touch the Dynamic Paint Canvas and I've done this before but it's not working this time and I'm not sure why.

Here is a screenshot of the overall problem and here are screenshots of my settings.

If there is further information needed, let me know and I will provide it


texts:
I can easily make a primitive box with python code. But I would like to make the edges parallel to the z-axis rounded with a given radius. Sort of like the picture below but without all the subdivision. (that was just me being bad at Blender). Does anyone know a way to script such an object with specified height, width depth and corner radius?

EDIT: I found this link, but it is not easily translated to python.
https://www.loekvandenouweland.com/content/round-corners-only-on-x-y-plane-in-blender.html


texts: Render depth maps with world-space z distance with respect the camera

texts:
I am trying to write the depth map of a scene in a 16-bit PNG, without any sort of normalization. I would like to pixels of such depth image to be set to the distance with respect to the camera, and of course the far clip plane value if no object present.

I tried with the following node setup, but I get values up in the PNG pixels which do not make any sense, in the range of [3100,65000] while my object is located rougly at 1 meter from the camera. Near and far clipping plans are 1cm and 10m respectively. I guess they are suffering some sort of normalization, but I cannot figure it out.

Thanks


texts: Changing background color without affecting objects in a scene

texts:
I need to render a sort of a mask of the objects animation, where the background is solid black and the object is solid white. However when I try to change the background color, the object changes color aswell. I am setting the color in World properties -> Surface -> Color.

Is there any other option to change the background color, whilst preserving the color of the object? Or are the shading settings at fault here? Is there any way to entirely turn off the shading?

I would like this object to be completely white without any shading


texts:
I've learned some Blender and using it to model geometries with 4 isosceles triangles folded into tetrahedrons. The triangles are not intended to fold into complete, closed tetrahedrons. I'm hoping to get triangular meshes along the x and y axes to 'snap' together so further objects may be added to the construction.

I would be grateful to find a well supported, powerful, open source tool.

Where should I look, or what topic may be most relevant for me to explore to get this step done?


texts: 3D animated glass object in video -> how to add reflection

texts:
I have a question regarding reflection.
I took a video from me holding a wooden plate and I want to create an aquarium filled with water on it.
I created the aquarium and the water and everything is working perfectly but I have no clue how I make the water and the glass bowl reflect the backround (me). That you can see the reflections of myself and of the wood and so on.
Can you please help me and give me some input how I can do that?
Here is a picture how it looks like so far. As you can see the aquarium is black because there is nothing that is reflecting in it.
For information, I have set the video as a background in my camera settings in blender.

Thank you very much,
Luelaes


texts: How to get the meshes name from the object name

texts:
In Blender, object names and meshes names may be different, as in Cube2 and Cube.001.

Is there a way to get the meshes name from the object name using Python?

Also,Is there only one meshes node per Object?


texts: One side of an object appears normal but the other side is transparent

texts:
I have Blender 2.49b and have this mesh:

Front:

But on the back the mesh is transparent:

How to fix this?


texts: Blender 2.76 AO bake partial black spots

texts:
I was attempting to bake the AO for a pumpkin model but it end up baking the top of the model as black. I have checked that the normals are pointing the correct direction and that theres no overlapping vertices.

To assure you that the normal is correct,

How can I resolve this issue?


texts: So, as is clearly visible, I don't have ay splitting lines or such. I tried CTRL+UP and SHIFT+SPACE but that didn't work. Please help, because this project is nearly impossible without multiple views.


texts:
I have just started using Blender a few weeks ago and I have been doing ok with it until recently when I changed some setting and now I can't get displacement to work on image textures.
Before I could use displacement images on bricks for example to get nice 3d textures with each brick raised out of the surface. But now when I add an image in the node editor with a displacement image and hook it up and add subdivision surface modifier and displacement modifier I can't get the nice 3d effect. Changing the strength or midlevel just seems to change the x and y displacement. Please help. I've attached an image of my workspace. Also I would like to know if it's possible to get displacement effects not just on each brick but also on the contours and ridges within an individual brick?
Thankyou.


texts: How to recall the window with the original creation settings of an object

texts:
After I place, for example a new mesh, and do any actions after that it is impossible to recall again the settings in the picture.

I know there is a way but I was not able to find an answer to that. Any ideas? Thank you!


texts:
I have an array that i'd like to apply the groupby recipe described here to:
https://docs.python.org/2.6/library/itertools.html#examples

Here's the code I have...

from operator import itemgetter, attrgetter, methodcaller
from itertools import groupby

myArray = [0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15, 16, 17, 18, 19, 20, 21, 22, 23, 24, 25, 26, 27, 28, 61, 62, 63, 64, 65, 66, 67, 68, 69, 70, 71, 72, 73, 74, 75, 76, 77, 78, 79, 80, 81, 82, 83, 84, 85, 86, 87, 88, 89]

for k, g in groupby(myArray, lambda (i,x):i-x):
    c = map(itemgetter(1), g)
    print(c)

Unfortunately this is resulting in the following error in the blender console:

location: <unknown location>:-1
Error:   File "/home/anon/Desktop/objects/dev_space.blend/Text", line 666
for k, g in groupby(enumerate(myArray), lambda (i,x):i-x):

What am I missing? I'm assuming Blender ought to support this recipe out-of-the-box(tm)


texts: vertex selection not showing on most of the mesh

texts:
Okay so. this issue has been popping up in a few of my Models. And still can't work it out
sometimes when I'm working with a model something weird happens with the selection. it's not a problem most of the time but it becomes a problem when I'm working on weight painting.
so what happens is when I try to use the vertex selection to make some weight paint easier a lot of the vertices just don't show up at all. (sorry if I'm really bad at explaining. this is my first time-)


texts:
So basically if you use a Damped Track constraint + Limit Distance constraint to move a bone with another one there is these strange bugs where the mesh doesn't move with it.

Especially when creating an animation this is a real problem because what happens is that you set up the keyframe for the thing and the mesh will move like it 1 frame later. At the actual keyframe it will have the position of the frame before and so on.

Do you guys know this issue and maybe got a solution?

EDIT: Well, I managed the animation somehow.
When you move the bone once it will reset the weird position then you can cancel the move. Yet there is some strange issues with the positions, I don't even know how they emerge. Plus I don't know if the animation will run correctly in any situation or if there will be these slight position changes occurring and this sucks.

a) Maybe someone can tell me that the animation runs correctly when for example used multiple times and with interpolation to other animations in the bge hoping.

b) Maybe fix this issue Blender guys, not pointing a finger.


texts: blender not responding when i click on UV editor

texts: so I've been using blender 2.80 lately and for some reason when I choose the UV editor option, blender stops responding, I then check my task manager and it says that it is not responding, yet its not using my GPU, CPU, or a lot of ram, (1.8gb ram usage only) and I can't figure out why its not responding, I also had a problem where my graphic card just decided to not show/post anything while using blender, I tried changing the ports but it still said that its not responding. I had to restart my pc for it to work but I don't know why that happened and I'm assuming its blender because I was using it all day and I didn't run into any issues until I opened up the UV editor in blender, I'm using a Radeon graphics card if that's relevant to the question. I can't find any solutions online and any answer that can help with this issue will be appreciated, thanks in advance


texts: How to make an ice lake with the Principled Shader?

texts: I know back in the day you would just use a Glossy Shader and mix in surface imperfections. I'm trying to do it now with the Principled Shader and the only way it seems to work is if I turn the Metallic setting to 1 but wouldn't that be incorrect as it's not a metal? I'm trying to achieve something like this.


texts: Render displaying frame 1 of cloth simulation instead of baked result visible in the 3D view

texts: I have baked a 995 frame cloth simulation but when I go to render a still frame at frame 995 (tried 990) it displays frame 1. How do I render the final frame of the simulation instead?


texts: GPU rendering doesn´t work on Win32 latest builds. Any clue about it?

texts: On the latest builds the option for GPU rendering is missing. This is something that doesn´t happen on the official version. Any clue on what´s happening here?


texts: Spacemouse NDOF, panning view2d other than front, right and top

texts:
I’ve set up the 3Dconnexion spacemouse with NDOF configuration and in the 3D view it works to my liking.
Also when going in front, right, top orthographic view it works as expected and switches to pan and zoom.

What I am after now is being able to pan and zoom in the other 2D views like graph editor, dopesheet etc. I am unable to configure this.

I have tried to set de view2d pan action to NDOF, motion. But that resulted in a continuous pan when using the regular mouse.

Hopefully one of you can help me to configure this.


texts:
There's a navigation option in 3Dcoat where you can just hold the Shift button while rotating  your view and it will snap to nearest elevation (front back side etc).

This renders the need for switching views null. I know there is something similar in Blender but would love to remap what ever that option is to Shift in the keymap menu.

Any ideas folks?


texts: Python get shader tree in headless mode?

texts:
I was able to get CompositorNodeTree with this code in headless mode:
scene = bpy.data.scenes['Scene']
print([y.name for y in scene.node_tree.nodes])
print(type(scene.node_tree))

Now how to get ShaderNodeTree?
If I were able to get ShaderNodeTree, I would just do:
shader_tree = get_shader_tree()
image_node = shader_tree.nodes["Image Texture"]
image_node.image = bpy.data.images["my_image.png"]

but blender seems to not store shader tree any where in data, how can I do it?

Context:
I want to generate synthetic image dataset of 10 000+ images with different lighting. For lighting I used sun object and set HDRI with image texture connected to background nodes in Shader editor. (Like most of the tutorials suggest).
In order to automate the process of generation, I need to substitude HDRI image in Shader Editor.
Because I don't have powerfull GPU on my PC, generation takes more than a week to render all images. However I have a Ubuntu server with very powerful GPUs, and I want to move rendering process there, here is where the problems come up:
In order to update ShaderNodeTexImage, I need to have access to ShaderNodeTree, but without GUI it's not possible to switch context.area.ui_type to "ShaderNodeTree" because ui_type is not present in headless mode.


texts:
I'm trying to model some Gothic type architecture for a game. I'm more of a organic guy, so I have no idea how to go about modelling these shapes(reference image included). I'm more interested in 1,2,4 and 5.

For now I'm just messing around with bezier curves with little avail. I also want it to have as clean geometry as possible.  Are there some add-ons which can help me with this?


texts: Changing default Blend Mode settings for materials

texts:
I would like to know how to change the default Blend Mode and Shadow Mode for any newly created material, because Opaque mode is useless to me. I wish Blender always gave my new materials Hashed mode because I use lots of transparent textures and want them to instantly look realistic.
I think the script responsible for material properties is:
C:\Program Files\Blender Foundation\Blender 2.90\2.90\scripts\startup\bl_ui\properties_material.py
But I have no coding skills, so I'm only capable of swapping some parameter in source code if someone tells me exactly where to do it - I hope it's that simple.
I also went to Online Python Reference for the Blend Mode setting:
https://docs.blender.org/api/2.90/bpy.types.Material.html#bpy.types.Material.blend_method
And I found there a phrase that I guess will do the trick (with the right context), but I don't know how to use it. Maybe I could use it in an empty file, execute the script and save the file as default startup file so that any new file would use the typed blend/ shadow mode as default. I don't know if it all works this way. If so, this would be quite satisfying solution.
<< enum in [‘OPAQUE’, ‘CLIP’, ‘HASHED’, ‘BLEND’], default ‘HASHED’ >>
I'm on Windows 10, Blender 2.90.


texts: Trouble replicating the animation where the colour only spreads onto a specific area

texts:
I'm trying to achieve this effect in this video: https://www.youtube.com/watch?v=2-6Xz4tWigM&t=49s

Animation is at 0:47.

I'm reletively new to the node editor but understand its mechanics but a noob to masking.

I believe a mask could be used to affect only the two characters in the image but i don't know how to achieve it in the node editor.

My process so far: add image node, which ive cropped and transformed to get the image in position so i can see it in the viewer.
Create Mask of boy on the left in the UV image editor using ctrl click and ctrl c to finish making the mask. Add mask node and select mask.
Add Movie clip of an ink drop and changed its colour to red.

That's it so far, completely stumped

Any help would be greatly appreciated.


texts:
For a game project I'm working on, I want to "stitch" together several grid-like meshes:

Each mesh is sculpted starting from a regular grid to give more depth and detail to its texture. But the individual meshes have to seamlessly connect to their neighboring mesh.

Currently I'm achieving this by selecting each vertex pair and merging the vertices. Which is a lot of dull work. "Remove Doubles" with a big tolerance setting won't work because sometimes the vertices are closer to another vertex than they are to the one they should be joined with.

Can anyone think of an efficient way to join such meshes at their borders?

I'd write a python script that just sorts all selected vertices along an axis and then merges each odd+even pair, but I'm not fluent with Python or the Blender API yet :)

In the time since I asked my question, another question + answer pair has appeared that does what I originally intended to do (merge the edge loop instead of bridging it):

How to Merge Two Edge Loops


texts: Can I exclude specific reflections using Eevee?

texts:
I made a scene of a tentacle in a body of water. The tentacle is driving a dynamic paint simulation on a plane.
The body of water is split into 2 planes. one smaller one with the simulation applied an a bigger one without the simulation. I did this to not run the simulation over a gigantic plane while i just need it in the foreground.
The problem I face is that the tentacle is reflected in both of the planes. Is there a way to exclude the reflection in the material of the bigger background plane (2) while still keeping the reflections of the sky and mountains in the background?
I want to render this using Eevee and can not find any good sources for help on this specific problem.
Thanks for any input :)


texts: Does HDR sky resolution change a lighting?

texts: I was wondering if I can use 2k/4k hdr skies instead of 8k but I want the best lighting and i don't know if the resolution changes anything so I decided to ask. thanks!.


texts: How to fix radius on particular spot using subdivision modifier

texts:
I'm trying to fix a spot on the mesh which has too much of a curve when I extrude downwards in the mesh.
So my first attempt was to add more loop cuts which fixed the radius but then it ruined the shape of the circle in the middle creating pinching. I also tried with edge crease. At first didn't select all the edge lines it did make a nice radius but it left artefacts on the edges. Only when I selected more edges it fixed up the artefacts but then I lost the shape of the radius and ended up as a rectangle. So whats the right way to approach this modelling technique?


texts: Trouble getting video as plane to show it's image

texts:
I've imported a .mp4 video as a plane in object mode so that I can point the camera at it and animate some 3D objects in front of the video. The image of the video won't show up though (it remains a black rectangle, and trying to play the animation doesn't change this.).
I've tried tutorials but they all seem to be for older versions of blender and don't seem to track to today. Anything I can apply like adding a light source doesn't seem to do the trick.
I'm trying to figure out how to change the viewing mode and material of the plane but I'm not sure I'm doing it right. Some of the lighting does seem to change the the black rectangle remains as such. Changing the engine from eevee to cycles doesn't seem to make any difference either.


texts:
I am using Blender as the basic 3d tool to design the paper craft (like origami, but with die-cut).
My question is that is it possible for me to flatten the mesh with the polygon undistorted? So that I can print it out on paper and reconstruct the 3d model.


texts: Is there a blender plugin that allows me to click on a material and see where it is used on the mesh/model?

texts:
I have gotten another problem whit my project. The model i based my project on has 23 textures that are not named really usefully(some are in other language i dont speak).

Basically is there a way in blender to see(trough some plugins or external program) which material is used on which faces(so i could get a bigger picture what materials i can delete, re name, etc...)? Basically id like to see materials used on faces in sort of a same way like we can see selected faces in wireframe rendering mode(while the faces are chosen in edit mode).

Is there a plugin or external program(that i can buy or get for free) that allows me to see materials like this?

Where faces would be selected based on the material i have inputted into somewhere(eg clicked on the material in question)?


texts: Bmesh.ops.mesh_to_bmesh usage returns cryptic error

texts:
I was messing around with bmesh and tried to use the mesh_to_bmesh operation, however, I was returned this error...

NotImplementedError: mesh_to_bmesh: keyword "mesh" type 4 not working yet!

The best I can tell this is saying that the function hasn't actually been implemented into the code and is just a placeholder. If this is correct, can anybody tell me if there is another way to transfer a mesh back into a bmesh object? Thanks.


texts:
I want to mix some blender assets with preexisting footage but I can't get the colors to match exactly.

For example, create a new eevee scene with only a plane and a camera (no lights). Match the world surface color from an input image. Create a shadeless material for the plane, matching the emission color from the input image. Set color management to sRGB, Standard, None, Linear. Render.

Sample the output. Notice that the plane and background colors of the final render don't match the specified colors.

Note: Blender 2.80.


texts: How can I link those two separate objects by joining the mesh points? I tried F and Merge at Center but didn't work.


texts: Where do I find the equivalent of Blender Render's texture slot panel in Cycles?

texts:
I'm watching this tutorial, except I'm doing it in cycles.

I'm at 21:29, and I've noticed that he has a panel with texture slots in it..

I do not have this panel though..

It could be because i'm using cycles, or because I'm using a far newer version of blender than him.. Can anyone help me figure out how I'm supposed to create the 3 texture slots without the panel?


texts:
I have some objects that I need to know how fast they are going. I have a property, "speed," and I would like it to show the object's speed in blender units. For the unit, it doesn't matter that much as long as I can read it. Python or logic would work, but if it's a script I'll have it running at all times. In other words, I'll be using this every logic tic so it needs to be efficient. Thanks.

EDIT: I've figured out how to find velocity on my own, but how would I use that xyz info to find speed?


texts: Chroma key removal removes audio from rendered video

texts: I am trying to follow a tutorial to remove chroma key from my video and it works well for the video part. But the final rendered output is missing the audio. Not sure if it is the intended way for it to work. If not please suggest if I am missing anything.


texts: Is it possible (plugin?) to use a camera input (solidview or materialview) in the compositor as a preview?

texts: While in the compositor, the usual input is the renderlayer, but when compositing, mostly when checking masks or rotoscoping, having a simple preview instead of a final render as an input is quite good (and fast) enough, so, instead of having to press f12 every time I move to other part of an animation to check, is there a way to use a camera output instead of render layer as a kind-of proxy to speed up. Yes, I know you can render the viewport into a sequence or videofile and use a moviefile input, but being a workaround for a specific situation, it's doesn't answer the general question.


texts: Encoder timebase is not set error when rendering

texts:
So I shot a scene with my camera, and imported it into blender's video editor. I then proceeded to splice the video and audio in at least a dozen places.

When I try to render my finished video, I go the error 'The encoder timebase is not set' I'm not sure how ti fix this.

I've been looking around all day and haven't found a viable solution. This page suggests changing the FPS up, and then back to what it was to reset it, but when I change it, the audio gets all screwed up with the audio segments running over each other (as seen below).

Any help would be greatly appreciated!
Thanks in advance


texts: I am currently trying to weight paint my model but it changes every time. As soon as I go one keyframe further the area I weight painted before changes completely and I don't get the early result back. Only the one vertex group does not work properly, the other ones work. Could it be the bone? You would really help me!


texts: How can I change multiple properties on the same and different nodes at the same time?

texts:
I'm working in the compositor, and I have several blur nodes that look like the following:

I want to make it so that I can control both the x and the y values at the same time. I also want to make it so that I can control the x and y on another Blur node as well. So in the end, I would only need to change 1 value, and both the x and y on the 2 (or more) blur nodes would all change as well, to the same value.
The first thing I thought of doing was creating a sort of "macro" controller, something like a slider that I could connect to each node to control the x and y properties. I couldn't find anything on that either beyond just using a mapping node, which seems a little overkill... so any help would be appreciated there as well.
After looking into that though, I realized that the X and Y properties don't even have a socket... so that's where I'm stuck. Is it possible to "reveal" the socket for the X and Y nodes? They seem to be integers which is one of the available socket types.


texts:
I want to cut a box hole out of a mesh at 45 degrees.

I'm able to do it with a boolean modifier, but it leaves a somewhat ugly mesh.

What would be the proper clean modeling technique to achieve this result?

Thank you in advance.


texts: Why is my Final Render Losing Texture Detail when working with Cycles and Optix Denoiser?

texts:
The first picture is my material viewport
The second picture is the final render using Cycles and Optix Denoiser (No COmpositor) with 1200 samples and 6.00 Light Clamp
Is there any way that I can use the denoiser without losing detail to create ArchViz or Photorealistic Renders, possibly with lower samples? I got my final render in 2 hours for a 1920x1080 picture. Thanks!


texts:
I'm using Blender 2.79b to make some Blender remakes, and I've started having this problem where every time I click off the window, and then click back on it again, it always closes on me with no given reason whatsoever.

I've checked the Task Manager, including some stuff on the File Explorer, and got NOTHING!!!

Does anybody happen to know what's causing this problem or how to solve it? It would really help me if you do.

P.S. I will point this out right now. Blender will only stay open if I never close off of it.


texts: How to lock the view to prevent rotation of the view camera?

texts:
I was wondering if it was possible to lock the view (similar to quad view), so that the view doesn't change if I accidentally bump the middle mouse button.

Is there a setting I can change or a script that can do this?


texts: What language are the shaders in Blender written in? Like the Principled BSDF and the rest.


texts: I cannot see the armature in any mode and I pressed all the H buttons

texts:
I am super new to blender. I made a person in MakeHuman and then imported it to blender. I made hair on it and then I went to add the armature and its not showing up. I can make one and see it in a different file but I cant see it in the file with my character. I flipped through all the modes, I see the armature is present in the outline. I pressed all the H variations, I clicked as many buttons that looked relevant as I could. I restarted the program and the computer. I'm very lost and I would very much like to not have to remake this. Please help. Thank you!
Edit: I can see it in the shading tab but not the sculpting tab. but I can t manipulate it here. Why?


texts: BI Lighting Mystery: Ceiling is receiving less light than the rest of the room

texts:
While testing out a lighting setup for archiviz in Blender Render I encountered a strange problem. The ceiling is too dark no matter what I try.

Here are some things I tried:

Checked that normals are facing the right directions
Removed all modifiers from ceiling plane object
Joined ceiling and room as a seamless mesh
Tweaked all lighting settings I could think of
Tweaked all material settings I could think of
Extruded the ceiling plane to give it a volume

Things to note: The only light sources are a duplivert array of Point Lamps and the ambient light from outside the room. I tried other types of lamps such as Spot and Area, but settled on Point because I found that the shadows looked best with Point. The other lamp types still didn't brighten the ceiling enough, except when I created a dedicated secondary Area Lamp pointed upward at the ceiling - which caused lighting problems in other parts of the room because the undersides of furniture would glow.

I made a special material for the ceiling that is like the rest of the room, except with some emission to brighten it. It looks better with that on than the regular room material, but doesn't look good because it kills the shadows in the corners. And besides, it's a hack and doesn't solve the real problem.

What could possibly make a ceiling appear darker than the walls it touches?


texts: How to create realistic plastic effect in packaging

texts: How to render realistic plastic packaging with wrinkles same with the image attached


texts: Automation for baked rigid body dynamics baking, creating armatures, and transferring to armatures

texts:
I would like to streamline the process of creating game ready baked rigid body simulations, and I am wondering if there already exists function, add-on, or script which does this. This would expand the possibility of having more complex effects (more dynamic bodies baked).

Specifically the purpose of whatever function, add-on, and script would be to create an armature at rest position, where there is a bone for every object in the scene, each of the bones' head is at the center of each object, and the tail is always pointing +Z. Afterwards a copy location and rotation constraint would be applied to each bone and linked to the appropriate object, afterwards, each object would be weighed under the vertex weight for the appropriate bone.

I'm not trying to request that someone create, although I'm sure others would appreciate it for creating their own simulations.

In terms of manually creating these simulations, it is a tedious process.
For reference, see this video in which a simulation is created for The Dark Mod:

Blender - bake physics to armature


texts: Manuel Bastioni LAB characters are rendered pink/purple on different machines

texts:
I have made some .blend files on my Windows machine at work and now when I try to render them with my mac at home they render pink or purple (Not good at colors!).

From here I tried Blender-> File -> External Data -> Automatically pack into .blend but I get the error:

  Report: Error
  Unable to pack file, source path /Program Files/ Blender Foundation/ Blender/2.79/scripts/addons/manuelbastionilab/data/textures/human_female_diffuse.png not found


texts: How to render a video with audio in Blender 2.80?

texts:
When choosing AVI JPEG, the resulting video won’t have audio.
And when choosing FFmpeg video it only renders a black image file.
Can someone say how to have audio with AVI JPEG, or how to render an actual video file with FFmpeg video?

Thanks guys


texts: Rendering transparent body and opaque edges

texts: I want to create a material for an object such that the body is semi-transparent and only the border of the object is opaque or darker. Is it possible to develop a shader for this ? Or do we have to do through only compositing?


texts: Why are my renders being rendered by my CPU and not my GPU?

texts: In this screencap you can see I have GPU Compute selected but my rendering is being done by my CPU.  Does the fact that GPU Compute is grayed out mean GPU acceleration isn't available on my card (GeForce GTX1080, supposedly supported by Blender), or are there other configuration issues?  Thanks for any tips.


texts: How can I use Photoshop to edit the textures of my model?

texts:
I have a 3d model in Blender and I was wondering if I could open it in Adobe Photoshop to texture it.

I can't use photoshops 3D features because my computer is to slow.

Is there any way to open my 3d model in Photoshop to texture it?


texts: How can I import .fbx animations into Blender?

texts:
I was just examining the Unity 3D Game Kit for best practices and was hoping to import the Ellen .fbx model with animations into Blender.

While Ellen herself imports fairly well...

...her animations are stored as a series of separate .fbx files in the directory, \Art\Animations\AnimationClips\Characters\Ellen .

Attempting to import these results in another copy of the Ellen mesh, along with another armature, and no obvious animations.

Can anybody tell me how to best import a .fbx character with animations into Blender? Many thanks in advance.


texts:
I am a software engineer struggling with getting good in Blender. Currently I am trying to get better at baking, specifically in cycles. These are some screen shots from inside unreal engine. I have re-UVunwrapped this model a few times trying to get better results, and played with smoothing and seams. I also tried to correct some smoothing issues, things that look like glares across the model. I am wondering if these poor results are a result of UVunwrapping, Baking, the seams, or smoothing. Here is a link to the Blend file https://1drv.ms/u/s!Alrv4w-MciWDkY16VX5XIhvgJYUrpw

Thanks in advance


texts: How do I make sure my objects are always touching the grid floor?

texts:
I want to use the grid as an imaginary floor.

Is there a mathematical operation to make sure that no matter the length of the object that the bottom of the object is always touching the grid?

Apparently the grid is on 0,0,0 xyz coordinates. If I place my object on the same coordinates it just slashes my object in half. I don't want that. I want the bottom to be on that coordinate.

HA HA! I was going ask this but I think I'm on to it.

What I did is I've gone to edit mode, chose to only select vertex points, selected a bottom vertex point. Copied the Z axis location which was -3.22222 then, I've chosen to select the whole object with A, and just turned that - into a + for the z axis of the whole object and voila we've got a winner.

Someone tell me if this is the correct way or if there's a different way.


texts: How to draw custom elements with python?

texts:
How to draw custom faces/lines/points in 3D space with python?

Like this addon.

I need just a simple example of how to draw these elements.


texts: Using DataTransfer modifier with Custom Normals in Cycles

texts:
I am trying to use DataTransfer modifier in Cycles to improve toon shading on a character. I am using Face Corner Data - Custom Normals. I am getting strange shading with dark artifacts. Part of the problem seems to be that it marks every edge on my mesh as Sharp. If I unmark these, it marks them again next time I render.

I have used it in blender internal without problems. Is there some special settings combination you need to use this tool in Cycles, or does it just not work?


texts: how to export correct file format from 3ds max to blender?

texts:
I tried to export a 3D model from .MAX file format in 3DSMax 2013 to obj file.   when I imported the exported .obj file to blender 2.77 it dose not show/work correctly.
    problems:

in converting model was rotated 90 deg in x angle ....
and also some textures add in incorrect place for example boot texture add to head ....
and one part of model did not add to exported model in this model eyes dose not add to exported obj model ....

how can I fix it?


texts: how can I keep dyntopo toggled "ON" while flipping between layout and sculpt mode?

texts:
While sculpting, I tend to flip out of sculpt mode to change materials, or do something with the camera, etc. And when I go back to my model to continue sculpting, the Dyntopo mode has been checked off. Turning it back on and continuing tends to make the sculpt look jagged, because I'm now adding polygons that don't appear smoothed (even though "smooth shading" is enabled under the enable Dyntopo area).
Is it possible for Dyntopo to remain "ON" for the length of the session, so switching back and forth from and to sculpt mode can retain the level of detail that I started using?


texts: How to create 3D curved text the right way for boolean operations?

texts:
The duplicate question above is different from this question, is I need to boolean the text from a cilinder. And that requires converting it to a mesh, which messes up the text in similar matter shown below.

I want to do the following, but it doesn't yield nice results:

Create some text
Add Modifier "Curve"
ALT + C -> "Mesh from curve"
Give it some dimension: Add modifier "Solidify"

Then the result looks like this:

See especially the 'e'. I want to use this curved text to cut out the text from a cilinder. But that will never work propery as the letters are already messed up. Without curving they look fine, but I want it curved.

I must be possible to have nice curved 3D text in blender! How can I achieve this? I finally want to print

Thanks!


texts:
I am looking for documentation on the titled item. Of course, I first went to the Blender 2.79 API documentation to find out about the node inputs and their acceptable values, but couldn't sort out how to determine default values for a given input from that page. I've searched on here for the titled item and got 16 answers, none of which addressed my problem. Please allow me to illustrate using a code snippet from a class that creates a shader in a material zone of a figure.

  def buildShaderset(self, image):
    if self.selSdr == "PrinSSS":
      self.matOut = self.treeNodes.nodes.new("ShaderNodeOutputMaterial")
      self.matOut.location = (100, 450)
      self.nodes["Output"] = self.matOut

      if (self.Region[0:4] == 'Skin' or self.Region == 'Mouth'):
        self.shPrin = self.treeNodes.nodes.new("ShaderNodeBsdfPrincipled")
        self.shPrin.location = (100, 250)
        self.nodes["Principled"] = self.shPrin
        self.treeNodes.links.new(self.shPrin.outputs[0], self.matOut.inputs[0])
        # Specular values
        self.shPrin.inputs[5].default_value = .015
        self.shPrin.inputs[11].default_value = .2
        self.shPrin.inputs[14].default_value = 1.8

    # Skin and Eyes mat slot names have _suffixes
    if self.Region[0:4] == 'Skin':
      self.makeSkin()

...etc

I sort-of guessed the input[] locations for spec values, which appear to reflect on the created node. I was wondering if there was documentation on those inputs for Python developers (of which I am least).

Thank you for considering my little conundrum.


texts: How do I copy one side of a box and paste it on the rest of the sides?

texts: As you can see from the picture below, I have a box with a plating on one side. How do I copy/paste it so that I can get it placed precisely on the rest of the sides?


texts: cycles through everything while trying to select one thing

texts:
is this normal behavior for Blender? at some point in my working in blender it starts to no longer let me just click on an object to select it when their are more then one within the work area.

Instead when I click on the object I want, it will not select it (right away), it cycles through everything until it gets to the one I want before it gets selected.

in object mode and pose mode. it is really annoying, so now I'm asking.


texts: I'm doing my first interior scene. In the scene I'm using a cube as the room with a hole to let in some light. I'm using light portal. Every object in the scene bakes well apart from the cube which comes out all white. I have tried to use the backfacing option of the Geometric node but the results are the same. How do you bake the inside walls of a cube for faster rendering?


texts:
I am a Blender n00b and have this beginners question that I can't find an answer for.

I'm following this course by testedpancake on YouTube to model a car. In part 7 of his tutorial he is extruding the hood of the car to the Y-axis:
Model a 3d Car | part 7 | hood vents and topology examples

In my case I cannot get one point of the edge that I want to align with the Y-axis to snap to it. Please see the pictures below.

When I zoom in the vertice is not attached to the Y-axis

My question: how do I snap a vertice to the Y-axis?

Can somebody please help me out? Thank you!

EDIT: Here's the file: Dodge Challenger car

Selecting the edge to move to Y-axis

Having 2 points snapped to the Y-axis, but not really!

When I zoom in, the vertice is not aligned with the green Y-axis at all!


texts: Shifting/blurring material between objects

texts:
I have a feeling this question is either trivial or impossible, but I don't have the blender knowledge to know which.  I have 3 planes all of which share the same material, as shown in the picture below:

The colour is determined by a the random output from object info put through a wave texture and ColorRamp, so that I can randomly change the colours on the different areas by changing the Wave Texture parameters.

I would like to produce an element of blur between these objects.  I would prefer real blur, that is an averaging of two neighbouring colours shifted by an amount in space, but if that's impossible I'd settle for a noise/vector curves method, I'm just not sure if that's possible here either.

Thanks, and sorry if this is a really dumb question.


texts: I just finish the donut course of blender guru where do I go next?

texts: I just finish the 2.8 donut course of blender guru and now I am confuse where do I start practicing


texts:
I am trying to make a simple animation using Rigid body. I have a bottle and capsules, the capsules fill the bottle and the bottle falls, scattering the capsules. The problem is that as the bottle begins to drop to the floor, the capsules explode as they fly through the bottle. Any good advice?
Thanks.


texts: Blender 2.81: Transfer rig to similar unrigged, unskinned model

texts:
I have 2 models:
Model #1 is rigged and skinned and animated (with over 50 different animation fbx files):

Model #2 is not rigged and not skinned.

I would like to use the animations of Model #1 on Model #2.

I would need to adjust the bone positions so that it would work on model #2.

How could I transfer the rig of model #1 onto model #2?

Thank you.


texts: Use tracking point to move a plane with an image on it,

texts:
I'm looking to track an object within a strip of frames in the video editor.

To clarify, I'm not trying to track an object and solve the camera motion. I'm looking to use a single tracking point to track the head of a character from a video and i would like to make a plane with an image on it follow that point.


texts: Fluid doesn't work, particles simply won't appear

texts:
I'm following this tutorial precisely step by step (I'm using blender 2.92) https://www.youtube.com/watch?v=e3mhJXuveFo&t=91s
When it comes to 1:26, the particles just dont show up. What could be the problem and solution?
Obs: I have tried multiple sizes, checked if all values are set right but I can't find the problem's source.


texts: I can't get a SpaceView3D draw callback to work

texts:
I'm trying to add a callback which runs at every SpaceView3D draw. As suggested from Change Current Frame acc. to Active Layer.

class DrawClass:
    def __init__(self, context):
       self.handle = bpy.types.SpaceView3D.draw_handler_add(self.draw_callback, (context,), 'WINDOW', 'POST_PIXEL')

    def draw_callback(self):
        print("Testing...")

if __name__ == "__main__":
    DrawClass(bpy.context)

This is a script I wrote to test if my callback function gets added to the draw handler. I would expect an output from print function on the console I started Blender from. But I get nothing. Am I doing something wrong here?


texts: Making Emission Object Invisible with Volume Scatter

texts: I am desperately trying to animate a 'tour' through an interior space and am having trouble getting enough light in the space. I have added emission to mesh shapes to light the various areas and even though i turned off their visibility to the camera they are still visible to some extent. I believe this is doe to the fact that I have Volume scatter on the main light source. I have tried enabling/disabling VS in the Cycles Setting under the Object button but it does not help. Any suggestions would be greatly appreciated!


texts:
I'm making a cube. The half of the cube is green, the bottom is gray. It's supposed to be a precise split, but no matter what I do, it looks like this (image is of an edge of the cube):

One side is above the halfway point, the other side is below the halfway point. If I add a single pixel to the left side, it goes below the halfway point. Similarly, if I add a single pixel to the right side, it goes over the halfway point.

How do I precisely split the cube into green and brown, with the dividing line being exactly halfway between top and bottom?

This question is related: Exported UV map is blurry and doesn't line up with UV mapper(editor) but it has no answers. I suspect I may have a similar problem, or at least I could fix my problem if I knew how to fix that other problem.


texts: Now that Geometry Nodes is here Should I still learn Animation Nodes?

texts:
I stared learning Animation nodes and Sverchok for procedural modeling and animation.
Now that Geometry Node is here should I still learn Animation Nodes or focus on the Geometry Nodes?


texts:
There's no PNG format option on GLTF export, it simply doesn't exist. I require this function to export a transparent material. Here are things I've tried

Blender 2.83.13 and 2.90.1
Eevee and Cycles renderer
Using Principled BSDF for color and alpha in the node editor
setting blend mode to Alpha Blend in material properties
changing the texture interpolation in node editor
yelling a lot


texts: Reload a scene from a frame change handler

texts:
I am generating a synthetic dataset in Blender and in order to avoid excessive memory usage I want to reload my scene every now and then to clear all memory allocated to the meshes that I spawn and delete during the animation play.
The problem is that blender crashes whenever I reload the scene. Below is the minimal code for an addon to recreate the issue. I create a directory in the addons direcory of blender and put both files inside. Then I install the addon inside blender and try to run it via Operator search.
After the reload I also want the operator to execute again thus the persistent load_handler, which I append as a load_post handler.
What is the correct way to do such a thing?
init.py
bl_info = {
    "name": "Create Dataset",
    "blender": (2, 90, 1),
    "category": "All",
}

if "bpy" in locals():
    import importlib
    importlib.reload(dataset_creator)

else:
    from . import dataset_creator

import bpy
from bpy.app.handlers import persistent

@persistent
def load_handler(scene):
    bpy.ops.object.createdataset('EXEC_DEFAULT')

def register():
    bpy.utils.register_class(dataset_creator.CreateDataset)
    bpy.app.handlers.load_post.append(load_handler)

def unregister():
    bpy.app.handlers.load_post.remove(load_handler)
    bpy.utils.unregister_class(dataset_creator.CreateDataset)

# This allows you to run the script directly from Blender's Text editor
# to test the add-on without having to install it.
if __name__ == "__main__":
    register()

dataset_creator.py
import bpy

class CreateDataset(bpy.types.Operator):
    """My Object Moving Script"""  # Use this as a tooltip for menu items and buttons.
    bl_idname = "object.createdataset"  # Unique identifier for buttons and menu items to reference.
    bl_label = "Create a dataset"  # Display name in the interface.
    bl_options = {'REGISTER', 'UNDO'}  # Enable undo for the operator.

    @staticmethod
    def delete_all_objects_in_scene():

        bpy.ops.object.select_all(action='DESELECT')
        candidate_list = [item.name for item in bpy.data.objects]

        for obj in candidate_list:
            # select the object
            bpy.data.objects[obj].select_set(True)
            # delete all selected objects
            # bpy.data.objects.remove(bpy.data.objects[obj], do_unlink=True)
            bpy.ops.object.delete(use_global=True)

    def execute(self, context):  # execute() is called when running the operator.

        def pre_frame(scene):
            if scene.frame_current == 90:
                bpy.ops.screen.animation_cancel(restore_frame=False)
                bpy.context.scene.frame_set(0)
                CreateDataset.delete_all_objects_in_scene()
                bpy.ops.wm.save_as_mainfile(filepath=bpy.data.filepath)
                bpy.ops.wm.open_mainfile(filepath=bpy.data.filepath)

        bpy.app.handlers.frame_change_pre.append(pre_frame)
        if not bpy.context.screen.is_animation_playing:
            bpy.ops.screen.animation_play()
        return {'FINISHED'}  # Lets Blender know the operator finished successfully.


texts: how can I print all the information regarding a specific object inside a scene in 2.8? I need to check the size, texture, color, everything, all the properties.


texts: is there a shortcut for toggle between default screen layout and composit screen layout?

texts:
i click a lot on the two screen layouts , composite and default.
every click that i do often,  i try to find a shortcut for it.
but i doubt there is a shortcut for screen layouts ?
i have not seen a Phyton code showing up at these places.
or am i missing something ?
is there a way to get this shortcut ?
in the worst case i will just keep on clicking each time.
 but i prefer the shortcut.
i hope anyone has an answer, thanks.


texts:
I'm trying to get a circular order of connected edges to a vertex.

From the bmesh module, we can have a BMEdgeSeq of linked edges to a vertex with the link_edges function.
But the edges list is not ordered (in a circular way)

It is possible from the documentation of BMEdgeSeq to sort with a key, but, where are the possible key ?

Last solution, compute myself an angle between each edge to find a circular order (clockwise or not), but that seems heavy for meshes with a lot of vertices.

Any ideas ?

Thx in advance.


texts:
So I know that after mirroring in the rigs, I have to fix the rotation problem of the left side. So I selected the original bones and had x-axis mirroring checked. Pressed ctrl+R to rotate the mesh. However, it seems that the rig just fliped itself again, which I had no idea of what's causing it.
Can anyone help me with this? Thank you so much!!!


texts: Is there a way to bake ambient occlusion map as strong as in viewport shading ambient occlusion?

texts:
Every time I bake AO map, I get this kind of intensity:

Whereas I'd like to get this kind of strength:

I am not really sure how to make it stronger because every time I change settings, nothing really changes (in blender render).


texts: Some walls messed up when I solidified the walls

texts: I made a house  but right here in the corner and other places to, It messes up when solidify it. Does anyone know why?


texts:
Does blender support parent relative coordinates?
How do I set an objects position relative its parent?

I am setting the coordinates of the ship (being a child of the bottle) to 0 0 0. Trying to change transform orientation of the 3d view gives no change, the ship goes to origin in any case.


texts: Why don't my tracking markers stay in position?

texts:
This is my very first post here. After having used it a few times in the past, I recently started playing around with Blender again. At the moment I'm experimenting with Blender's camera tracking feature, and I keep running into an issue that I'm unable to solve.
The problem is that the markers of tracks don't stay in the position I put them in.
For example, when I place the marker in the first few frames of my video footage (either manually or by clicking the Track Markers button for automatically tracking a single frame) everything looks fine when I play the first few seconds of the video: the marker perfectly follows the item in the footage that I'm trying to track.
But when I continue to work on the same track, and move the marker in another part of the video (for example, around frame 532), and then go back to the first few frames, the marker has shifted to a different position there.
Example:
I manually placed the marker in the right position in frame 17:

After manually moving the marker in a few frames around frame 532, the marker in frame 17 looks like this:

NOTE: In this example, I didn't press any Tracking button. All the changes to the marker position were done manually.
How is this possible? Is this a bug in Blender, or did I accidentally activate a setting that causes changes in frame x to influence the position of the marker in frame y?
I'm using Blender 2.90.1, and my tracking settings look like this:

Any help would be much appreciated!
Kind regards,
Frank


texts: How to make the file manager default to sorting by modification date?

texts:
I often want to find files which I've modified recently, so I'd like to set the file manager to sort by modification date automatically.

Is this possible?


texts: I want to create wet trails from an image sequence. Is it possible to use an image sequence as a brush? Or are there other alternatives?

texts:
I created an image sequence in After Effects to use as a bump map for a texture.
I also want to use that image sequence as a 'paint brush' so that I can get wet 2d streaks that are left behind and evaporate / fade out.
I could use AE to make these trails but I think wet maps would be more realistic and much easier on processing compared to the method I'd use in AE.
Currently the only idea I have would only potentially work with flat surface. The idea would be to use the AE image sequence as a bump map on a plane and set it close to the canvas object. Then set the plane with the bump map as a brush and play and export a wet map as usual. I'm not sure, however, if this would work at all.
Is there any better / other way to do this in Blender?


texts: Particle location more than just x/y/z coordinates?

texts:
Using the particle system, I have a certain object being used as hair on another object, with the hair object having a material that changes its colour on the base object based on the hair's position along the x coordinate.

If the base object has a constant slope along the x direction, the colour gradient works fine, but not if the object has parts with differing slopes.  The sections sloped upward seem to be before the horizontal sections in the colour gradient, with the downward sections appearing after the horizontal in the colour gradient.

Disconnecting the particle location results in a monochrome colour, so that implies the issue is the x coordinate location information.

I have been unsuccessfully trying to understand why this is the case.  The results seem to imply the slope or angle of a given section is part of the Particle Info node's location output and not just the Cartesian coordinates.  Is there some way of working around whatever is gong on or to make it so the gradient in the examples is the same?


texts: How to create a rotation animation with "Manipulate Centre Points" turned on?

texts:
I'm trying to create an animation of an object rotating around a center point. By setting the 3D cursor a distance from the object, turning "Manipulate Centre Points" on and rotating freely, the rotation works just as a I want. For example:

The problem I'm having is when I try to animate this. When I rotate the object and try to set a "rotation" key frame, the rotation doesn't work. I think this is because "Manipulate Centre Points" does not actually change the rotation, only the location:

I've managed to create a work-around by rotating the object small amounts, then  creating "location" keyframes for each step. But this an approximation of the rotation, because the object is actually moving in a straight line between keyframes rather than in a true circle. Is there a better/easier way to do this?

Edit: Omar Ahmad, Xtremity & PGmath's answers below all work perfectly. PGMath has some animated GIFs in the answer, for which I clicked "accept".


texts: I've got a procedural texture, and I have animated it by keyframing the uv co-ordinates. The animation lasts  250 frames, and I need to bake the texture for every frame so I can use it elsewhere. I had no issues baking the texture for any single frame, but can't figure out how to bake the texture for all 250 frames into an image sequence.


texts: Is it possible to make a transparent sequence with only mist?

texts: Is there a way to make an alpha layer containing mist, that could be animated, so I can overlay it onto another shot? Perhaps using a noise texture, and key-framing it? I'm not sure exactly if something like mist-pass would work, I haven't used it before.


texts: How do I make more complex LEGO simulations in Blender?

texts:
In the lego movie, the fire, water, and smoke is made of lego bricks.  It's not just a simple method of having one type of brick, several different bricks and brick slopes are used to get a really nice effect.  Also, the location of bricks and the types of bricks changes over time.  I have no idea how to do this in blender. (I want an animated effect, not a still image.)  is there an addon, or some other way to do this in blender?

(I'm not expecting someone to have an answer that includes smoke, fire, and water, I just want one of them, I figure that any answer someone gives me can be transferred to another)


texts: Is it possible to use a frames marker name and append it to the file name upon export?

texts:
I am batch rendering files and it would really help me if I could add the marker name of the frame being rendered to the name of the output file. So for example my marker is called 'front_view' and the file name for that rendered frame would be 'front_view_objectname.png' or at least 'front_view.png','back_view.png' etc.

I searched online and couldn't find an answer.


texts: Generate Several thousand duplicates of an object, layed out in a sphere

texts:
I am attempting to create a simulation of the formation of the Earths moon. I am totally new to Blender, and need to know how to duplicate an object several thousand times.

I have a base object now, which has a gravity script attached to it, and would like to duplicate this object 5000 times, and make it so the cubes are not directly on top of one another, rather so they are laid out in the shape of a sphere to represent the Earth. I have tried to use the array modifier, but it doesn't seem to work at all for my purposes.

What is the simplest way to achieve this result?


texts: This is asked here as well, but since that is a year old... is this possible by now to get the bake progress trough python ?


texts: How to obtain evenly sized faces throughout the model?

texts:
I created the following shape and I'm trying to find a way to make all of the faces even squares.
I tried Looptools -> Space which distorts completely the model. The Remesh modifier doesn't seem to do any good either. Could someone help me with this?


texts: Anyone have any idea why this PBR texture is having weird shading and lighting effects on my plane?

texts:
I put the normal map image through a normal map node, and it seemed to have these weird issues:
https://gyazo.com/84ab56b0c88554d72c98e1aa37a3de49
When I just took the image and put it straight into the normal input, it didn't have this problem at all.
My node setup looks like this:
https://gyazo.com/37dd2f17f6f4c91e3a015c21e2f97ffd
I tried looking around to see if anyone else has had this problem, but I couldln't find anything except one person who had an issue, but theirs was different in that they UV unwrapped their mesh, while the thing that I'm applying the texture to is just a plane: 4 vertices, not subdivided at all.
Update: I ditched the normal map and instead used a displacement map with a displacement node, but it works, but I'd still like to know what the problem was and how to fix it in the future


texts: I'm in object mode in blender 2.81, and I select 1 object, and then I click on empty area, it does not cancel the selection, I can not drag mouse to select multiple objects.


texts: How to snap object back to its original position

texts: After moving some objects particularly along the Z axis I would like to be able to snap them back to their original position. I have found a previous thread for 'snapping' an object back to it's original after using the rotate tool but cannot work out how to bring an object back to its original position especially on the Z axis.


texts:
I have a scene with materials and a light source with known luminous emittance. (for example, an interior scene, and clear day sunlight). I am looking to compute a physically accurate value for scene luminance (such as in this image from wikipedia).

Does anyone know how to set the scene, camera, and lighting up in such a way that the rendered pixel value is correlated to a real luminance value? The image can be processed in software outside of blender, but I must ensure that the pixel values make sense as they are being rendered.
Thanks!


texts:
I'm working with some text objects for some motion graphics. However, the edges come are really rough:

Initially I figured it was just caused by lower-res rendering in the 3D view, however, it also shows up when I render it out at 100%:

I'm using the Cycles render engine, rendering using CUDA on a GTX 750 Ti, and here's the node layout for that text:

Is there any way I can improve the quality of the letters?

EDIT As requested by Todd McIntosh

Wireframe:


texts: Strange shadows in 2.8 rendering with Eevee

texts:
When I render my image with Eevee, I have strange blocky, dotty shadows that appear in the image. If I zoom in very, very close in render preview they disappear. See below images for an example. Does anyone know what is going on here? Shall I report this bug to blender, or is this a modeling issue by me? (I'm brand new, hence the doughnut scene)

Zoomed in:

Super close:


texts: Rigging 2D elephant trunk corrupts the mesh

texts:
I’m struggling hard with a rig for an elephant trunk. I want the trunk to rise up in the air and trumpet. I tried to increase and decrease the vertices, I’ve tried bendy bones and assigning the bones manually via the vertice groups. Which ever approach I choose, it seems that when I exceed a certain angle in bending, the mesh gets corrupted. How should I proceed?

Image of trunk. Slightly modified by reader.  Note the armature could be placed closer to mesh before armature binding.


texts: What alternatives are there for Boolean: Union

texts: Simple question, the Boolean operator causes a lot of problems for me when I merge two or more object together. What alternatives are there to merge the meshes of two objects to form 1 solid merge. Payed alternatives are acceptable answers as well.


texts:
I’ve recently started learning blender so I know very little about it although I feel I’m making steady progress.
I’ve just been messing around a bit with things I’ve learnt but a few times now I’ve had the render result come out like the attached photo and I’m not sure why?
I’ve rendered it in Eevee, with render on 209 and viewport on 16.
Sometimes the render has come out purple?
Many thanks for reading and your help in advance and apologies if this seems like a stupid nooby question.


texts: Faster Way to setup View Layers for Separate Image renders?

texts:
is there a faster way to setup view layers to render out multiple images to breakdown the scene but faster than this method here?
He says the way hes doing it isnt optimal either but i cant find a way that is “optimal” is there a video out there showing a better way or an addon, etc?
https://www.youtube.com/watch?v=LPneC8b6gnU&ab_channel=StevenScott


texts: What should be the diffusion settings for a molten metal in mantaflow?

texts:
I'm still new to the blender community and to blender itself, and I've been trying to figure out what the diffusion settings of liquid molten metal would be like. I was going to make a liquid gold simulation like the one in this video:
https://www.youtube.com/watch?v=A5pTehnItrA


texts:
So I have rendered an Image Sequence and created a video of those images. Suddenly I realised that if I had only one image (shot by a camera or created with Blender) I would now go to Photoshop and do some colour correction (for instance set a white and a black point).

How best to do this with videos? Is it possible to color correct the whole Image Sequence in Blender or is that to be done in another software (like Adobe Premiere)?


texts:
I would like to create an object with a custom gradient in opacity.

I start with a curve (or more generally, a function of all three coordinates) that contains opacity values for the object I want to display. So for e.g. a cube extending from 0 to 1 in all three dimensions, that function would spit out the opacity value I want for each point in the cube. That way, I can model a cube with exponentially falling opacity or even an opacity that falls and rises  again when going away from the center.

Does anyone have an idea how to achieve this?
Thank you!


texts: Whenever I run my cloth simulation, the cloth collides with the 'static' pose of my character, and not the animated poses of that character

texts: I have a very low poly character who I have animated to 'sit up' and then move to a pose. I am running a cloth simulation to drop a poncho from out of frame onto the character. The cloth will collide and interact with the 'default' pose of the character, ie how the character stands in edit mode, but will not collide or interact with the character in pose mode. I have attached two photos to demonstrate this, the first is the pose that the cloth should be colliding with and the second is the 'default' pose that the cloth is actually colliding with. I am very new to blender, so you may have to talk to me like I am a 5-year-old!


texts:
Good day!
I have upgraded to blender 2.79 version but still unable to find the add on "rotobezier". Please help in this context.

Would be of great help.

Thanks ,

Sachin Sharma


texts: How do I get an Overlay image to follow elements that move in a video?

texts:
My video pans to the right. How do I get the overlaid elements to move with the video so that it seem integrated?

image1: This is where I would like the overlay to stay (beside the 2nd from last tree on the right)

image2: The overlay element doesn't move when the camera pans to the right, it remains static.


texts:
I want to create a firework-rocket
, which is starting. I am using Boid particles to create the sparks, but when the sphere goes up the path the particles don't spawn consistent, there are gaps between some spawn places.


texts: Can you make a custom mouse cursor for the game engine?

texts: I would like the mouse to have a custom look like most games and not just the default white.  Is there a way I can make an object as the mouse?


texts:
Hi is there any importers for blender 2.79 for importing JSON files?
I have found an importer for 2.50 but this doesn't work for 2.79 nor does it work for 2.50 as after installing the addon on blender 2.57 it doesn't let you enable the addon and will not let you check the enable box.

It's also a bit strange that blend4web doesn't have an importer as it has an exporter for json...

Thanks in advance!


texts: Locking size of a faces in edit mode. Equal faces sizes for mockup

texts:
I would like to make a tri-folded flyer mockup in blender.
When I split a plane for 3 parts and select edge between faces, during editing two faces are changing sizes. Is there any way to drag edges and keep faces in equal sizes?
Is there any lock button, or should I do that with bones? I want to prepare projects in affinity designer and put exual size radio into blender. When I trying edit it in simple edit mode, it causes faces to not having proper project dimensions.


texts: Rotating a camera around a still ball (mini golf aiming)

texts:
I'm making a mini golf game and I'm completely finished apart from this one detail. Once the ball is shot I want to be able to rotate the camera around the ball to see the hole, but right now the camera is stuck on a single axis right behind the ball. I used this method to parent the camera to the ball to eliminate camera roll.

I'm not looking for a 360 animation, just to be able to reposition the camera while maintaining centering on the ball

Here's my blend file if you want to take a look!
https://drive.google.com/file/d/0BxB2pKMjGzzqT3dldXVhZkZkTkU/view?usp=sharing


texts:
Dear blender community,

I am a beginner in 3D animation and I am planning to make a 3D top down perspective game.
I want to create the game 3D assets in blender and export it to use in an external game engine.
The game should have a rather big area with plain ground. On the ground are a lot of things like streets with lots of complicated street routes etc.

What is the most common way to do this? Just having a plane as the ground in blender and adding the streets and all other floor structures via textures?
Or creating the streets and all other structures in blender directly with 2D faces and adding more specific textures to those faces.


texts: UV Mapping not working? - New to Blender

texts:
Im having trouble with UV mapping, I have a floating island I sculpted, I used Smart UV Project because I have no hope of figuring out what seams to select, but whatever I do, even using smart UV it never shows any mesh in the UV map section, every tutorial I watch the moment they unwrap or use smart UV you can see the mesh on the left, but mine never does.

All I wanted to do was sculpt a quick floating Island, paint a decent texture on it and export it, I didnt necessarily want to have to learn seams and unwrapping, it's quite frustrating.

Cant I just select a texture image and paint the thing?!

Im making a game and needed a quick way of making some decent floating islands

Image included so you can see whats going on.