texts: Boolean modifier provides the exact same intersect result

texts:
I have two objects, Target and CAM. There is a list of location properties given. I am trying to run a "for loop" and change the locations and angles of the CAM object as provided. Later, make a copy of the Target object and use the boolean modifier to get its intersection with CAM. The following script seems working and the CAM is changing its location as expected. However, I am supposed to get a different result for each intersection (CAM location has changed, so does the intersect area) but end up getting the exact same area as a result regardless of CAM's location. What could be the issue here?
cam = bpy.data.objects['CAM'] # a cone with 4 sides
target = bpy.data.objects['Target'] # large rectangular object
sample = [[-14,8,8,50,45,215,"sam1"], [-14,14,8,60,45,315,"sam2"], [-14,-14,8,40,45,355,"sam3"]]

for loc_info in sample:
    x_loc, y_loc, z_loc, x_angle, y_angle, z_angle, name = loc_info

    context = bpy.context
    scene = context.scene

    # change the cam positions and angles
    cam.rotation_mode = 'XYZ'
    cam.rotation_euler[0] = x_angle* (pi / 180.0)
    cam.rotation_euler[1] = y_angle* (pi / 180.0)
    cam.rotation_euler[2] = z_angle* (pi / 180.0)
    cam.location.x = x_loc
    cam.location.y = y_loc
    cam.location.z = z_loc

    # make a copy of our target object and add to the collection
    target_copy = target.copy()
    target_copy.name = name
    bpy.data.collections["Collection"].objects.link(target_copy)

    # deselct all then select just the select the newly copied object
    bpy.ops.object.select_all(action='DESELECT')
    target_copy.select_set(True)

    # add INTERSECT boolean modifier on the newly copied object
    # select cam as the object for intersection
    intra = target_copy.modifiers.new(type="BOOLEAN", name="intersect")
    intra.object = cam
    intra.operation = 'INTERSECT'


texts: increasing amount of side faces on object made from cylinder

texts:
Is there a way to increase the amount of side faces on a cylinder-like object  after manipulating the object in edit mode other than using subsurf and creasing every single edge? The edges selected on the picture are the ones I'm refering to.

I modeled a now somewhat complex object starting with a simple cylinder, assuming that the amount of faces on the side would be sufficient though there's a need to increase it now.

Also, does the shading method (smooth/flat) affect the model in any way when exporting to other file formats?


texts: Some objects change position when becoming children of bones

texts:
I created shoulder plates for my armor in Blender and tried to add a Child Of constraint to it and set it to be a child of a bone in another object's rig (character's rig).

This is where the object is in relation to my character:

Having it selected I add a "Child Of" constraint to the plate:

Then I select the type of object I want to constraint it to with the picker tool (the bone that is located just under the plate, in my character's upper arm):

Then I type in the name of the bone in constraint settings:

As soon as I do that the object is much smaller and far from its previous position:

It comes back when I disable the position, rotation and scale relations, but if I do that then any movement of the bone won't affect the object, so it's going to be useless for rigging.

Could you please help me with this?


texts: Trying to find a fix for this curvature near the top of the forehead. Any help?

texts: Dunno what really caused it, I only tried making straight lines all together. I've highlighted the center of the curve, so I'd appreciate the help with this. (Beginner here.)


texts:
I'm making a new animation and for some reason, the lighting in the render isn't even.
I've tried adding an area light but no matter how bright it is, the dark faces on the right don't show any change.
It's all indirect lighting and with the symmetry, I want both sides would be lit the same way.
Here's a frame that shows what I'm talking about. (Surrounding the coin-op on the right hand side, it's all dark)
Any help is appreciated. I'm a bit stumped.
Edit: I've also noticed some splotches of darkness above the coin-op on the left. Could it be the texture?
Second edit: Link to file coming soon. Clamping and environment lighting did basically nothing.
https://drive.google.com/file/d/1mguxyLO8M8u8hAYRC3nFBJzHZht4XHMB/view?usp=drivesdk
Sorry it took so long to get my file uploaded! Hope this helps!


texts: Batch rendering of 10,000 images from 10,000 obj files

texts:
I have around 10,000 wavefront (obj) files with a volume.

I would like to load a predefined scene with a camera position, light, etc. Then load an obj file, render a snapshot from that camera (no animation), save that as a png file and then pass to the next one and repeat the operation.

I know bash and python, but I am not sure how to do this "load & render" from the command line or using python.

Cheers.


texts:
I am trying to simulate fluid running through an array of pipes into a destination tank. The fluid runs fine through my system until it reaches a bend in the pipe and then it just stops.

The pipes and joints are set as obstacles and the domain is more than large enough to encompass the whole system.

I tried scaling everything, deleting the inflows and re-inserting them, deleting the domain and re-inserting it, redrawing the place where the fluid is being stuck, changing fluid velocities, and nothing has helped.

Any help is appreciated. Also I am happy to send the file out for someone else to play with to see if I am missing something.


texts: What's the difference between turning up the resolution vs. using smoke high resolution in the Blender smoke simulator?

texts: In a smoke simulation, what is the difference between using the Smoke High Resolution checkbox, as opposed to simply increasing the resolution?  I understand that for some mysterious reason, the limit of the resolution is 512, but if I'm doing a simulation that won't need that many divisions, is there really a difference?  I've noticed that if I bake a fire simulation without Smoke High Resolution enabled, it will usually only use one CPU at 100% at a time, whereas if I do enable it, all my CPUs are at 100% (and it takes a whole lot longer to bake).


texts: baking normals Isn't baking the normal texture of the higher poly mesh

texts:
I'm working on a cloth and im trying to optimize it using bake, but I'm getting a problem when I bake the normals, where the blender is only considering the geometry of the higher poly mesh and not the normal texture that is on it.
For example, the left object normals are without the leather normals after I bake it:

I did it before and it worked fine on the skirt, but I don't know what I did to make it work

is there something that i'm missing?

UPDATE: I found out that it's baking on dev 2.79.6 but not in 2.79b. is this the problem or do I need to change something in 2.79b in order to work


texts: Allow Blender Matierals to Reflect Ambient Light Color

texts: I'm trying to light a scene in blender. I have set the diffuse color but want it to reflect ambient light as well. When I turn up the ambient light reflection and turn up the scene ambient light, the object reflects the ambient light but reflects white light instead of the green light I want it to. Its produces a washed out effect. How do you light it so the dark part of the sphere reflects a little green from the ambient light and the bright spot reflects the green from both the ambient light and the diffuse light.


texts: How to make toon shader more realistic and clean crooked shadow in models?

texts: How can I make my toon shader more realistic? I have a crooked shadow in my character model, how can I correct it?


texts: How do I combine two texture maps into one model?

texts:
I have two sides of a roman coin modelled using agisoft photoscan, joined together using blender (photoscan failed to model the whole coin so I thought I might be able to use blender to do that). I can see my coin with both textures on in texture paint mode but when I export the model I can't find the texture map? Is there a way to combine two texture maps into one and have it exported together with the model? Ultimately, I just want to upload the full coin into sketchfab for viewing.

Would anyone be able to help? I do not have a lot of experience using Blender. Thank you in advance! :)


texts: "F" Button in Shape Key Editor Not Showing Up - Why Not?

texts:
I'm trying to export a model with armature and shape key animations. I've been following this tutorial:

https://www.youtube.com/watch?v=wvjwTnS6vhA

This process works fine for the beak of my character, but not for the eye lids and pupils. The pupils have shape keys to make the character look left and right.

Now I wonder if it's because the beak only has one shape key and the eyes and eyelids have multiple. But so far, the beak is the only one ready to go.

I just need the animations to export into Unity with the shapekeys. Here's my .blend file:


texts: How to recalculate the automatic weights for single bones in blender 2.8

texts:
I'm trying to weight paint correctly and quickly a 3D character in Blender 2.8. I have rigged it with auto-rig-pro and then I used the addon "Voxel and Surface Heat Diffuse Skinning" for the weight painting. It did a good job,except for the teeth. Infact when I open it,this is what happens :

Since I've switched to blender 2.8 recently,I still have to learn it. I would like to recalculate the automatic weights only for the bones which have a wrong weight. So,I pressed the W key,but I don't see the entry "Assign automatic from bones". Where is it ?


texts:
Could you help me please?
I need to a pattern where spheres are following a bezier curve without deformation, touching each other but with different scales in some parts of bezier line. The spheres must not intersect with each other and there may be no gaps between them, like in the example picture (blue line is bezier):

My attempts with duplicaces failed:


texts: Start an animation nodes TimeCode Generator at a specific point

texts:
Does anyone know how I would START a timer at a specific point?  I will need to use the timer between many scenes, and I need it to pick up where the previous scene left off....

Here's what my timer looks like:

It is in days:hours:seconds:milliseconds format. In the next shot, I would need it to START at 00:00:03:15.  Here is the uber-simplistic node setup:

Any suggestions?


texts: Blender render: Object dissapear from render after animating

texts:
I'm working on animated text shown over a video. Textes are shown on three different moments, over a white background. To get my stuff organized, I created three scenes, and set my text on each one of them. First scene worked really nicely, I had no trouble at all, and could easily render the video with text on it. In second scene, Text was shown on screen as expected, until I animated it. After setting a simple 4 keyframes "get in screen - stand there a couple of seconds - get out of screen" animation, text just dissapeared fron render. When deleting the first keyframes (the ones that set text origin location), I got it to be shown on render, but it just kept on there and didn't get out of screen when it should. That's what you should see on the .blend file I upload, action keyframed on frames 1560 to 1581 is not rendered.

.blend file

This is a screenshot where you can see the difference between what is shown on 3d editor and what is shown on VSE previsualization. Render acts as shown on VSE previsualization.

EDIT - My problem is not about having the scene overrid by a strip from VSE. The scenes are set on VSE over video strips, and can be seen correctly over video on render. My problem is about not knowing how to handle animation timing with various scenes on the project. I set markers on VSE and then used them as a guide to keyframe animations. This works well for my first scene, but my second scene seems not to match with timeline, I just don't know how to properly sync the scenes on the project.


texts: Bake Panel in Render Properties doesn't pop up

texts: I've been trying to bake my object so I can create realistic renders. However, the bake panel that should be found in the render properties refuses to pop up, no matter what. Am I doing something wrong? Please help me! Thanks <3


texts: Blender Not Responding When I Try To Move My Character

texts: When I go to start setting poses and such, it keeps saying not responding and freezes. This started when I used the particle system for the hair and it got much worse while I tried starting to move the legs and arms. I updated all my drivers and such, and it only says not responding on this character. When I move a cube, for example, it works completely fine. The rig worked fine before the particle system so I think I did something wrong. I attached the file if you would like to take a look. Thanks in advance and help asap![1]: https://www.dropbox.com/s/wsf046f23xez3s7/hairandbrows3.blend?dl=0


texts: Black artifacts when looking through many transparent objects?

texts:
Using v2.73, cycles and a very simple scene: an array of cubes, no big deal.

If I set the shader's material to transparent, the cubes in the foreground do become transparent but those far away in the back do not disappear completely and this strange dark things appear (visible in rendered mode and in final renders)

I've played with the clipping distance on the viewport and camera, but I can't figure out how to make those ghosts go away...


texts: How to make object spin/rotate constantly in 3d mode outside of animation and game engine

texts: Is there anyway to make an object spin/rotate constantly in 3d mode without animation or using the game engine?


texts: How to lower/higher one surface without the neighboring surface making weird stuff

texts:
I am currently building a ship model (18 century british navy ...) and I have a question ...
I have looked at mirroring, so that my object is mirrored and I do not have to worry about forgetting an vertex or sth. similar.

I want to higher the back part (with the marked edge).
However, when I do so

this happens.
I want the rotated surface to stay down (I otice only now, that I need mor room for the quarter deck, but that's not the problem here ... :-D )
This object does not need to be very precise, it is for a concept work (maybe I'll stretch it and improve some other stuff ... but basics first, right? :-D )
SIne I have worked with maya before, sadly not a student anymore, one could do this simply by exxpanding it, with blender, I have some trouble figuring out, how to do this ...
any help would be highly appreciated,
Karanda (yes, a David Eddings fan)


texts:
I recently started having problems with UV mapping. I map the object on the same color yet it has different shades of the color. For example I was mapping a car I'm making for a game and it looked like this.

The interior of that car should all be one gray but it ends up as different shades of gray and some brown even though they are all on the same part of the texture (the texture is only 9 px by 9 px).


texts: IK on eyeball does not move how I tell it to - Resolved

texts:
So I have this IK restraint so that my eye follows a bone that I can position wherever I want the eye to look. However, I have come to find that when I try to move the handle, it is very sporadic. I have no idea why this happens but it is extremely frustrating as the eye generally ends up facing inwards. What might be the cause of this?

In the above image, you can see that I have the eye handle selected. You can see that the z value of this bone is -0.66056.

You can see in the above image that I have changed the z value to -0.65056. Notice that this also moved the legs slightly.

In the above image, I have returned the z value to -0.66056. The bone, however, does not return and moves further in the same direction as before. The legs move slightly too.

In the above image, you can see that switching the z value back and forth moves the bone around the constraint in a circle. Again, legs move.


texts:
I am reading a book called: Blender Game Engine Beginner Guide by Victor Kuller Bacone, from Packt publishing, in which there is an exercise which directs to download from the 3D Warehouse a boat in sketchup format. The next instruction is to export the boat to Collada format, and import it into Blender. In blender, the user is instructed to use Tools > Edit > Set Origin and choose Center of Mass. When I follow those instructions, the boat object is centered. But when I try the next series of steps, downloading a killer whale (orca whale) from the same website into  Sketchup, exporting it to Collada, and import it into Blender, I don't see the menu option Tools > Edit > Set Origin. The keyboard shortcut CtrlShiftAltC doesn't seem to work either. Why can't the option for setting the origin to the center of mass work after importing the Orca?

I am using Sketchup version Make 2014 14.0.4900. Whether I choose from sketchup the "fix it" or "fix it later" options on exporting, I get the same error.


texts: Is there any way to simulate connected solid objects using cloth physics or similar

texts:
I've been talking to some people who use Maya and they said that this (video) was possible in Maya... Is this possible in blender using cloth physics or hair physics? In the video I have it animated.

https://youtu.be/c_UvMqTWTaE

Thanks!
Ekrcoaster


texts: Render Halo material with tranparent background

texts: I make a "shockwave" using Halo material. It looks nice only for the black background. If I check "Shading > Alpha > Transparent", render result is breaks down. How to fix it?


texts:
I have just started using Blender but I feel stupid that I can't find how to reset/remove shortcut added through

By accident I have added a right mouse to Remove Doubles so my right click functionality is gone. Every time I right click Blender tries to remove doubles and I can't seem to be able to reverse to standard behaviour..

I have tried exporting/importing factory settings through user preferences ( Input tab ) but that didn't work.

So can you please point me in the right direction how to reset the shortcuts?

Using Blender 2.69.


texts: Can someone explain the math/rationale behind this behavior?

texts:
so I have this node network that gives me straight lines from the wave texture, using the X-vector component:

I was thinking if I used the Y vector component for the Scale of the wave texture, I'd get wave lines that get wider or narrower, but instead I get a curve.  Why is this curved instead of actually affecting the scale as I hoped?

If I just output Y as a color, it seems to increase from left to right as I expect:

What am I missing?  Thanks!!


texts:
Thank you for taking some time to check out my query.

I'm currently modelling a character that is wearing a skirt who also has very long hair which rests along her back. (This is also my first time modelling anything so please be gentle if this is a really stupid question.) In the future I know I'll have to rig the character to move and I'll probably have to have some controllers on the skirt in order to allow it to flow in animations. I've modeled the skirt to form to the body as if the weight from the hair is upon it, but would this be correct?

Should I be modeling this section as if physics are applied to it and have the skirt slightly deformed? Or should I model the skirt as if it were a stand alone object and have it unaffected by the hair? (This would mean I'd have to fix the skirt whenever I needed to animate the character, right?)

Thank you again for your time.


texts: Remove ridges from hemisphere in half circle ngon that appear with the Subdivision surface modifier

texts:
I am in the process of modeling the front of a helicopter and I am having some difficulty in getting the nose of the model to behave the way I'd like it to when applying the Subdivision surface modifier. I have found this post regarding the issue, however the solutions do not work as I have only modeled one half of the helicopter and I am using the Mirror modifier to duplicate the mesh across the X axis. The ngon that is the nose is not a circle but rather a half circle. If I create an additional edge loop and move it closer to the center, the issue is still present and makes the tip of the nose into a point after enabling the subdivision surface modifier.

Here is the model in edit mode without the subdivision surface modifier:

And here is the model with the subdivision surface modifier enabled (problen circled in red):

If I enable "Adjust cage edit to modifier result", you can see that the first edge loop is in a very shallow v pattern:

If I add in a second edge loop that is closer to the center as suggested in the post linked above, the ridged mesh topography is still present, it's just confined to a smaller area and is more pronounced the higher the Subdivision surface level is raised:

By shading the faces smooth rather that flat, the ridges are no longer visible, however, I do not wish to use smooth shading as it does not fit the scene stylistically (think like the game SUPERHOT). Is it possible to remove the ridges that the Subdivision surface modifier creates without applying the Mirror modifier and manually adjusting the mesh topography?

UPDATE:

Because the shape is not a true half circle, but rather a half elipse, when attempting to convert the single center vertex to edge loop vertices on the same coordinate, they do not scale properly, Here is the result of performing the suggested answer from Shady Puck (with the "Adjust cage edit to modifier result" turned on in edit mode for clarity):


texts:
i am having an issue where whilst I am painting (on a new layer, effecting Alpha) the stroke is very 'bumpy', and stutters. I have attached a video to demonstrate. I'm in Look Dev in the video, and are painting onto a 2048 x 2048 texture. Appreciate any help.

Video:
https://youtu.be/a9LPmrlIxVA

Comp:
AMD Ryzen 5 3600 cpu,
RTX 2060 Super,
16gb Ram,
SSD not HDD,


texts: Is there a way to make inverse kinematics target anywhere on a path or surface instead of just a point?

texts: I'm trying to make an animation of someone playing the piano (as automatically as possible using the MIDI). It would be nice if I could make them hit somewhere on the key instead of having to specify the exact spot. Obviously the middle finger will extend into the key further than the thumb, and it would be convenient to just give it a line segment where it could hit and have it figure out the easiest spot.


texts: Unable to see anything after importing pointclouds

texts: I am trying to import pointclouds into Blender via dae, wrl, ifc file formats. After importing any of them the Blender scene looks empty. I have zoomed and changed scale. What is the problem?


texts: How to set Sun beams and mist in the compositor

texts:
I appear to be having some issues with setting up both Mist and Sun Beams for cycles in Blender 2.8. I'm attempting to to get a god ray/fake-volumetric effect from the window in my scenes. However, it doesn't appear that the rays or mist are being calculated correctly. It's supposed to look like a beam of light coming through the windows, now it just looks like a muddy mess!

Here is an example of what I want it to look like:

Here is the blend file as well if this helps any:

Blend File

I'm using an HDRI map to light the scene.

This is the node set-up I'm trying to go for:


texts: My 3D object looks different when exporting it to Unity?

texts:
I'm new to blender and Unity so my Question is simple , My Design lost some materials like some colors after Importing it to Unity , I exported it as .fbx file and Imported it to unity.

Here is The design from Blender :

and here is it after importing it to Unity and lost some colors , and looks bad not like in blender (note I didn't use textures in Blender just colors from Blender itself) :

Any help is Appreciated .


texts:
first of all hi to everyone first post !
I've recently (10 days ago) started to learn Python specifically for Blender. Obviously I got eager to try something out and I cant (for obvious reason) find a solution to this problem.
I am an absolute beginner in programming and I don't have the right jargon so please be patient with me if I said something wrong  :).

What I want to achieve is having a custom panel for some extra settings under the Render Tab. I was able to do so and convert it to an Add-on (so I can have it loaded at startup) but my custom operator (that contains 2 actions) doesn't load up together with the Add-on.. I have to manually run the script but in this way I have to do it every time I log in.

I am super sure the problem is with my custom operator since in order to make this script I've basically just dug around other people/template scripts to see how they work.. without knowledge of what I am doing (I just go too excited)

all the help will be highly appreciated

bl_info = {
    "name": "HTML Render Combo",
    "author": "Virgil Sisoe",
    "version": (1, 0),
    "blender": (2, 79, 0),
    "location": "Properties > Render",
    "description": "Quick panel to export Documen HTML",
    "warning": "",
    "wiki_url": "",
    "category": "Render",
    }

import bpy
#DEFINE CUSTOM OPERATOR FOR HTML EXPORT
def main(context):
    # WANT IM TRYING IS TO HAVE A SINGLE BUTTON DOING RENDER AND EXPORT DOCUMEN
    bpy.ops.render.render()
    #DOCUMEN HTML IS AN ADDON I HAVE
    bpy.ops.scene.export_documen_html()

#CREATING CLASS
class SimpleOperator(bpy.types.Operator):
    """Export HTML"""
    bl_idname = "object.simple_operator"
    bl_label = "Simple Object Operator"

# JUST COPIED AND PASTED FROM ANOTHER RENDER SOURCE IT IS COMPLETLY WRONG
    @classmethod
    def poll(cls, context):
        scene = context.scene
        return scene

    def draw(self, context):
        layout = self.layout
        return {'FINISHED'}

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

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

if __name__ == "__main__":
    register()

    # test call
    bpy.ops.object.simple_operator()

#DEFINE CUSTOM PANEL FOR EXPORT
def draw(self, context):
        layout = self.layout

        # ROW COLUMN LAYOUT
        row = layout.row()
        col = row.column(align = True)
        col.scale_y = 3
        row.operator("object.simple_operator", text="Render + HTML", icon='RENDER_STILL')
        #EXTERNAL ADDON (DOCUMEN)
        row.operator("scene.export_documen_html", text="HTML", icon='FILE')

        # LAYOUT EXPORT PATH
        scene = context.scene
        box = layout.box()
        row = box.row()
        row.prop(scene, "documen_folderpath", text="Export Path")
        row.prop(scene, "buttons.directory_browse")

#render tab path
def register():
    bpy.types.RENDER_PT_render.append(draw)

def unregister():
    bpy.types.RENDER_PT_render.re.remove(draw)

if __name__ == "__main__":
    register()

Ive added the .py file

custom_export.py file


texts: Why is my background image not scaling right?

texts:
I'm trying to use background images for modeling, but some of the images aren't the right scale when i import them. For clarification:

You can clearly see that both of the images have the right length/width. However, this is the result when I overlap them in blender:

How is this possible? The size of all images in blender is set to 10.


texts:
I am really new to Blender, so please bear with me here.  I was trying to make a Starbucks cup, so I needed to get a round-edged plane (for the middle part of the cup).  I got help from a friend, who told me to subdivide the plane, then use a subsurf modifier to create the rounded edges.  All is good and fine on 2D, but when I extrude to create the height of the cup, I get this weird thing:

I think this is because the subdivision surface is being applied to the z-axis too, but I don't really want that.
Can I apply the sub surf to the x and y without affecting the z?  Again, please excuse my ignorance.  Any help would be appreciated.


texts: Is it possible to convert a procedural texture into actual geometry?

texts:
As we now have volumetrics in cycles, it's possible to render procedural textures in 3D.

For example, you can render a cube:

Like this:

However, is it possible to generate an actual mesh based on the intensity of a procedural texture?

I tried to do something like this:

Simulate particle system being affected by procedural texture
Convert particle system to vertices
Mesh using the convex hull modifier

But I failed because:

I couldn't get the particles to group convincingly based on the intensity of a texture
The result was concave, so the convex hull operator was not useful.

How can I generate a mesh in this way?


texts: I applied a texture to my road mesh, and for some reason it blurs the white lines in the texture after a certain distance from the viewport camera. Here's a snapshot of it, with camera settings visible. I haven't encountered this with textures before, but I'm still new to using them, so I don't know if it's a camera issue or a texture issue. I painted the road lines onto the texture file in an external program and used the saved image file as the texture.


texts: Bought a book and it says when you select an edge and press ctrl+alt+r it creates 2 parallel edges but nothing happens


texts:
I rendered this musketeer sword and as you can see the light on the blade looks wrong and doesn't represent the actual shape.

so this is the solid view model with the blade in edit mode:

and this is the rendered version (please ignore the awful materials):

In case someone need it, this is the blender file : sword.blend


texts: Python - How to detect when user opens another file inside Blender?

texts:
Edit: I think I have found what I was looking for bpy.app.handlers.load_post, but will leave it open for maybe better suggestions.
I have a class variable that is stored in bpy.types.Scene.my_class, which I access with context.scene.my_class.
The problem I am having is that I need this class to be deleted and recreated when the user opens another .blend file from within Blender. The only way I can think of is to store path + file_name to the current .blend and check it before running the rest of my script to decide if my_class needs to be refreshed.


texts: Subdivision-surface giving strange geometry with tris

texts:
When I try to create a geometry like this

I get defects like this that also show up in the render

How could I avoid this?

I am using a 2 times catmull-clark subdivision surface modifier


texts:
Why does cycles max out 1 CPU core in GPU mode?

Edit: Sorry for the auto correct fails.

When I render a scene In GPU compute mode in Cycles it will use my GPU and 100%
of one of my CPU cores. I thought it was a bottleneck in the CPU but when I overclock my CPU to 5ghz it did not give any performance gain. I heard it could be a bug in the Ubuntu system monitor or maybe it might be some kind of hybrid CPU+GPU render.


texts: How do I custom set the origin when use the mapping node?

texts:
I'm going to use the mapping node to rotate my X-mark texture.
However, the origin isn't centered on the X-mark.
How do I custom set the origin when I use mapping nodes?

Test Chris's Answer
The origin of the geometry seems like independent of the rotation origin of the mapping node.


texts: How to run Octane Sever as a Daemon on Linux mint?

texts: I just installed Blender 2.81 Octane Edition and Octane Server on my Linux Mint 19, but i was unable to run the Octane server. I read the installation manual on the otoy website, on which it said that you need to run server as a Daemon, and i don`t no how its done i am new to linux environment, so please help.


texts: Video Editing Workflow: Use a separate scene for VSE?

texts:
I am doing a video project in blender, consisting of one title animation (sceneTitle), a main animation (sceneMain) and a end animation (sceneEnd).
I put those animations in different scenes.

Now I want to use the Video Sequence Editor to render the whole project. Therefore, i am basically adding the 3 scenes in the VSE, with some transitions etc.

The content of the VSE seems to be "part" of a scene, so when I arrange the 3 scenes in the VSE and then change the current scene, the VSE is empty again.

Should I use a separate scene (sceneVSE) with no 3D objects to arrange the other scenes in the VSE?

And: Which render settings apply in this case?
Say I would use different resolutions for every scene...?
Example:

sceneTitle has a resolution of 400x400
sceneMain has a resolution of 800x800
sceneEnd has a resultion of 400x400
sceneVSE has a resolution of 800x800

Rendering (while sceneVSE is the active scene) should then give me a 800x800 result, with small title and end scenes (only covering half of the screen).

The FPS setting must be the same accross all scenes, right?

render(sceneTitle)---|
render(sceneMain)----|->VSE->render(sceneVSE)
render(sceneEnd)-----|

Is this "timing" diagramm correct?


texts: I'm going to be real blunt here I don't have much to go on about but everytime I open blender I get a little lag from the application then a window in python opens up with the following text show in the picture below anyone have an Idea what's going on with my blender app the program won't respond I don't know what to do?


texts: How to consolidate or collect all the texures used in a project?

texts:
I want to collect all the textures used in my blender scene so i can save pack them into a folder for archiving purpose (so later i can load it into other machine ) ?
What the fastest way to do this so i don't have to go through them one by one ?


texts: Download and installation of Blender 2.93 beta and 3.0 alpha Windows 7 64

texts:
I just downloaded Blender 2.93 (beta Windows 64) and Blender 3.0 (alpha Windows 64).
I copied the files on my linux machine to unzip them. The I copied the unzipped directories back on my Windows 7 64 machine. I even copied 3.0 in the Blender directory nect to the older versions.
When I click on Blender.exe as instructed I got a "Impossible de démarrer le programme car il manque api-ms-win-core-path-l1-1-0.dll sur votre ordinateur (...)"  Which means api-ms-win-core-path-l1-1-0.dll is missing on my computer. Same thing for both downloads. Is there a way around this?


texts: Unexpected Crash during rendering (2070 super)

texts:
I  constantly get a crash rendering my interior scene in 4K resolution via GPU renderer Cycles.
Nothing extra high. Project close down unexpectedly. I have 2xRTX 2070 Super 8gb. i7, 64 gb Ram. Win.
I have read about drivers - all are updated. Blender version is 2.92.
Rendering is working normally with 2K resolution. I'am using 4K textures and optix.
Crash log. Error is EXCEPTION_ACCES_VIOLATION
I have run through console. I have gotten information:
System is out of GPU and shared host memory
Illegal address in cuModuleGetGlobal(&mem, &bytes, cuModule, name) (device_cuda_impl.cpp:1094)
Illegal address in cuMemcpyHtoD(mem, host, size) (device_cuda_impl.cpp:1096)
CUDA_ERROR_ILLEGAL_ADDRESS in cuMemcpyHtoD(launch_params.device_pointer + i * launch_params.data_elements + offset, data, data_size) (device_optix.cpp:1765)

There should be way to optimize something to run in higher resolution with this pc setup.
EDIT 18.4.2021: It is working if  I uncheck all light render passes (diffuse, glossy etc.) Second way is uncheck the denoiser. It´s not working at the same time.


texts:
Is it possible to duplicate a mesh over text? e.g. in courier new I write Hello, and i want to cover that space in spheres (edit:arbitrary 3D object) without placing each object individually.

I've seen examples of using dupliframes along curves, but is it possible to do it along text?

Edit: I also found out I can convert the text to a curve, but it seems the duplication only follows the outline of the text. Can I do a "fill" with my object?


texts: Object doesn't show when trying to use boolean modifier

texts:
I made a model by joining multiple objects. now I want to remove the intersected parts. I've read that you can use the boolean modifier for this but now it doesn' work.

Does anyone know how to make this work?


texts: How to remove (unlink) all the grease pencil layers?

texts: I have plenty of grease pencil sketches in my blend file. Is it possible to remove all of them very fast?


texts: Console Error when Starting Blender: SetChannelMap - Is this Normal? What does this mean?

texts:
Here's an image of my console window that pops up right before Blender opens:

Blender continues to run normally after, but the error still bugs me. And I didn't get the same error on my laptop.
After some google-fu, there was 1-2 posts about it from other users but nobody could really elaborate on what it means or why it's there. An unrelated result pointed to some kind of audio issue. Apparantly AL lib is OpenAL (Open Audio Library).
Full text of the error: AL lib: (EE) SetChannelMap: Failed to match front-center channel (2) in channel map
Do any of you get this as well? Is this normal behavior?


texts: How can I hide inactive motion tracking markers?

texts: Haven't used blender since 2.79 and I can't figure out how to clear the inactive red tracking markers when they're done tracking to avoid clutter. In 2.79 there was a clear forward/backward button that did this but it seems like that same button doesn't do the same thing in 2.8, unless I'm missing something.


texts: I am using Blender Sapling addon to generate trees. However the leaves look so alike in term of size. There is a leaf scale variation parameter but I am not sure if it varies the leaves on a tree or between different trees. I tried to change it but the results were not different much. In case it is for the size of leaves between different tree, is there any way that we can vary the leaves on tree so that they are not look so uniform?


texts: Why do I get “baking map saved to internal image, save it externally or pack it” when baking with baking type combine? What does it mean?

texts:
Why do I get a message saying

Baking map saved to internal image, save it externally or pack it

when baking with baking type Combine?
What does Internal Image, Save Externally and Pack mean?


texts:
Is it possible? [Edit: apart from manually, edge by edge!]

I'm going through a tutorial. The example UV I'm working on is an unwrapped strip from a ball.

Selecting the strip rings (e.g. to straighten them by scaling) proves incredibly challenging! Here's what I tried and didn't work:

1) the select ring function from the 3d view (CtrlAltRMB) doesn't work in UV window

2) using "sync UV with model" gets you the selection from the 3d view but: it'll disappear as soon as you disable sync or it will scale the model you can't scale on "individual origins" if you scale UV edges with sync enabled

3) the Circle or Border selection tools (in UV) do not select in "crossing" mode - i.e. you can't select rings only by drawing a flat narrow selection (you can only select rings AND loops by fatfingering it)

4) the Circle or Border selection tools - if you decide to subract the loops and leave the rings - now, weirdly, will work in "crossing" mode thus subtracting a loop and all your rings from your selection


texts: Eevee. Why changes in the HDRI are not shown through the glass window?

texts:
I set up my glass texture, but find out that if I move the HDRI image, the changes are not shown through the glass windows.  In another word, I'm stuck with the view from when I set up the glass texture.  Is there a way to have the changes to the HDRI show through the glass panes, like the glass panes are truly transparent?  Thank you!

Please see the shader nodes. I'm using EEVEE, and the screen space refraction is enabled in the material setting of the glass. I did find a different set of shader nodes for glass from one of the answers on this site. The glass did "behave" in a transparent manner, nonetheless if anyone can modify the shader nodes I posted to make the glass see through.


texts: I want that particles would appear from one corner, and like a wave would go through all the plane using vertex density. Basically just to animate the weight-painting. Is it possible do it, or maybe there is some other ways to make similar effect?


texts:
I'm following a tutorial by Blenderguru, but I hit a problem with the mesh.

I need to connect a vertice to another, but there are several edges between them and I would like there to be vertices on all the edges all the way.

How do I connect vertices to an edge? Do you know, please let me know ^^,
Thank you =D


texts: My Rigging animations looks different in FBX import than in .blend

texts:
When I'm animating this FPS game I'm making, the original .blend file looks fine and the way it was supposed. Here is a pic:

But here is what happens when I import the FBX file into blender:

The bones in the import work, but the left arm is not moving along with it. Here is what I import with it:


texts: Shared preferences/addons across different machines (e.g. Dropbox)

texts:
how do you guys keep your settings when switching computers (e.g. home/work)?

I'm still in the process of finding my perfect setup, and I would like to have all the changes that I make and all the addons I install available on all machines that I work on.

Do you just link your 2.75 folder to a dropbox folder to keep everything synced? That would even sync unwanted stuff like recent projects and bookmarks. And the filepaths are stored there as well which are not the same on every machine/OS.


texts: How to render an animation of a scene in right viewpoint mode? i.e. so it appears in "2D" and from the right side

texts:
Complete beginner here. I have an animated sequence of some rotating cylinder objects and want to render this sequence and save it as a video.

I thought that the view on the left of the screen represents what the rendered animation will look like. I have in "right view" mode in the viewpoint settings because that is the angle I want to record (first picture). However, the render looks different to what I expected (second picture).
Also, I'm unsure why there's purple light on the objects when they only have a grey or black material on them and there is no additional lighting in the scene (only the default light). The image below is what the final render looks like.

Was trying to attach a .blend but couldn't work out how to.
Cheers.


texts: How to mix 2 shaders depending on distance from camera

texts:
I want to mix 2 shaders in a way, that part of a mesh that is more far away from camera are using one of my shaders, and part of the mesh that is closer to my shaders is using another shader, with soft transition between them.

Thank you.


texts: How to parent eye armature to head bone in body armature

texts:
I'm following this tutorial on Youtube.

At 4:22, he somehow parents the eye armature to the head bone in the body armature. He doesn't actually show how to do it but uses an analogue by copying a bone and moving it where the head bone would be.

I select the body armature and then shift select the eye armature and go into edit mode and follow what he is asking to the best of my ability but there is no option for "keep offset" when attempting to parent. I does not function the way it should. Is there a correct method?

Also while I'm asking, would a similar method be used for parenting say teeth to the head bone? Thanks.


texts: How to rotate the 3D manipulator to match object's rotation?

texts:
I'm having a problem with the 3D manipulator in Blender when I look at an object from the top view (Numpad 7).

The 3D manipulator is not following the rotation of the object, instead the red and green arrows are going diagonally.

Please see attached picture. Can I change it so that arrows match the object's rotation?


texts:
Here is the code:

import bpy
import csv
import sys
csv_path = sys.argv[1]

file = open(csv_path)
reader = csv.reader(file)

header = next(reader) # 1st line is header

data = [ ]
for row in reader:
    name0 = row[0]
    name1 = row[0]
    pathout = 'test-videos/' + row[5] + '.m4v'
    s = bpy.context.scene
    f = s.objects['FirstName']
    f.data.body = name0
    f1 = s.objects['FirstName01']
    f1.data.body = name1+'?'
    bpy.context.scene.render.filepath = pathout
    bpy.ops.render.render(animation=True)

bpy.ops.wm.quit_blender()

And here is the error message:

Read blend: /PI-SAT/proj001/proj001-master.blend
Traceback (most recent call last):
File "/PI-SAT/proj001/proj001master.py", line 9, in <module>
header = next(reader) # 1st line is header
File"/Applications/Blender/blender.app/Contents/Resources/2.79/python/
lib/python3.5/codecs.py", line 321, in decode
(result, consumed) = self._buffer_decode(data, self.errors, final)
UnicodeDecodeError: 'utf-8' codec can't decode byte 0xef in position 23:
invalid continuation byte
Error: File format is not supported in file '/PI-SAT/proj001/test.csv'
... opened default scene instead; saving will write to
/PISAT/proj001/test.csv

I have read the file with a different script using the exact same code as in lines 2 - 15 and then printing the names and pathout. Running the script from the command line, not from within Blender, it works perfectly.

I have also run the part of the script within the for loop outside of the loop as a script from the command line and it works perfectly.

What am I missing about the CSV file? I created it in Excel on my Mac; is that a problem?


texts: Mesh vertices don't follow the mouse movement on edit mode when the mesh has subsurface modifier above armature modifier

texts:
When I try to edit the vertices(highlighted in the picture below) that moved by rotated bones and that have 2 or more weights, they don't move as I want. The mesh has subsurface modifier and armature modifier like this image. If subsurface modifier is below armature modifier, the vertices follow the mouse movement. I found this issue in 2.79 to 2.83(latest) version.
This project file is here
https://drive.google.com/file/d/1UL_raR8S97QTZzXMvmGaVaqiXQm6bf1d/view?usp=sharing
Here are the steps to reproduce the issue:

Open an empty project.
Add a cube object.
Scale it along the Z axis to double the size.
Add subsurface modifier(subdivision value is 2)
Add bones and make them parent of the mesh(with automatic weight)
On pose mode, rotate a bone by 90 degrees along the X or Y axis.
Select the mesh on object mode and enter edit mode.
The issue comes up when you move the middle vertices.


texts: I see different coloured and textured images in two opened veiwports in blender

texts: I saved my work, but when re opened the blender file, my object was showing grey colors. I actually opened two veiwports beforehand, but one of them is showing a grey object while other one is showing the original coloured object. How do I rectify this, bring the original coloured object in both the viewports? I started learning blender a few days ago.


texts: How to achieve the same function like 3dsmax?

texts:
UVVMapping→ Box→ Length/Width/Height, not Scale/Size.

Thanks


texts: Imported FBX file contains Animation Clip Twice

texts:
What the title says. I have a rigged cube man with an idle animation, exported into an FBX file. When i import this asset into Unity, and collapse it, it contains the following:
CubeModel , Armature , Material, IdleAnimation , IdleAnimation(1).
Is it normal to get the animation clip twice? I tried playing around with the imported animations, they both seem to achieve the same effect (meaning in the preview they both do the same thing).


texts: The rig rotates automatically when the desired pole target is set in Inverse kinematics

texts: I was rigging my character seeing the tutorial by CG Geek https://youtu.be/SBYb1YmaOMY?t=450. The same process was done but my rig rotates out of model


texts: Call a modal operator from Python and keep its interactivity

texts: I am trying to run one of Blenders modal operators from within an addon / self written operator. Is it possible to do this in a way so the user will be able to benefit from the modal style of that operator? Example: Within my own operator I would like the user to add an on the fly python defined node group in the node editor. When you do this the standard way (Shift A + click on a node) Blender attaches the node to the mouse cursor and allows to drop it in a specific location which the user can decide by moving the mouse and then clicking. Can I call the operator bpy.ops.node.add_node() from Python in a way that it will add a custom node group I created, but remain in the modal function until the user clicks? Is this possible at all?


texts: Overlay Text to an image in the Compositor

texts:
is there a way to overlay a text over an image in the compositor? I usually add my website URL to final images o post on the web, and everytime i need to open the final image in gimp to overlay text. See an example here:

[Overlayed text in the lower right corner]

I already tried the stamp output under the render settings, but there is no way to choose the font type and/or the position of the text. Both should be possible.
The only useable method i got by now is to create a text as image with alpha in Gimp and then overlay it. Is there a better method?

Thanks for help!!


texts:
I am just sitting here at my very first own project and just thinking if it is possible to make a bezier curve look like a torus array like seen in example picture. Hope anyone can tell me how to do if possible.
I have already tried using a simple torus array and made it follow a bezier curve but first of all it got pretty stretched out at some point but second and most important it was nearly impossible getting this thing into exact position I need, which is pretty difficult. But at all other ideas are welcome.

Thanks for the attention. :)


texts: Linking Opacity to Z coordinates in the compositor

texts:
I have a particle system with tons of particles flying towards the camera. They are supposed to be emerging from a dust storm.

Is there some way to have the particles start invisible, and then become opaque as they travel towards the camera?

I am stuck, trying to take a "mist pass", using that as the factor in a mix node, and mixing the rendered image with a 2nd image. This would do exactly what I needed if the 2nd image could just be a transparent image (just emptiness).

Any help would be greatly appreciated!


texts:
I have a scene with multiple shadow catcher objects and render with cycles. The problem is that an object seems to also cast shadows onto shadow catcher objects behind another shadow catcher object.
In my case I have a sphere inside a cupboard. All objects apart from the sphere are shadow catchers.

The render layer containing the shadow catcher objects renders the following:

The shadow within the cupboard is as expected, but the shadow on the back wall should not be there since the cupboard is in the way.
Any ideas how to fix this? I tried joining the objects into one mesh but that did not make a difference.


texts:
I'm a bit tired of faking it and I'd like to craft a physically accurate water shader in cycles that works in most situations with minimal tweaking.
I haven't found a solution yet and i'd appreciate help.
Some properties the water shader has to have:

Glass- like appearance in small quantities

Volume and green tint in low depth

Blue colour underwater, darker the lower you go, reflective surface at top,
Ability for volumetric rays, even with sun

Snell's window

What i know is impossible with cycles: caustics

I have figured out some of these but can't make them work together.
Render times are not an issue, i just want to create an all purpose water shader, i don't intend to use it all the time.


texts: How to prevent checkered sky from adding these artifacts to my model?

texts:
I've been following this Blender wristwatch tutorial I recently found to help me learn Blender better, but my render looks very different than the one on the site.

Here is their nice result:

Here is my result:

I've triple checked every step to make sure my model matches theirs. Yet my renders seem to have these boxy, fuzzy light artifacts everywhere. I've traced them back to the part of the tutorial where they add a B&W checkered sky to help emphasize the reflective surfaces (playing with the grid size changes the size of the light artifacts) but I have no idea why similar artifacts don't show up on the other watch as well. Both I and the tutorial are using the standard Blender renderer.

Playing with the ambient occlusion factor didn't seem to do much, and I've ensured the lamps are exactly as shown in the tutorial. What does the tutorial do to prevent these checkered artifacts from showing up on the wristwatch?

EDIT: I should mention that since the tutorial was posted in 2011, the version of Blender they use is far earlier than what I'm using (v2.79).

EDIT 2: After enabling smooth shading, we have:

Is it just that my lighting is too dark at this point, or am I still missing something else obvious?


texts: Can stippling be used to create a 3D model?

texts:
I'm following along this thread:
How can stipple shading be replicated in Blender?
But the .blender files don't seem to work so I'm creating from scratch.  Does anyone know offhand it it is possible to use this to create 3D models of these?  Preferably, what I'm trying to do is turn a watertight 3D model into a series of spheres that would then be able to be assigned color or whatever.  I have access to a Stratasys Polyjet printer so I would be able to encase these dots in clear. I just want to know if this process in Blender is only for visual only.


texts: Atlas Baking workflow for lightmap help (using the baketool addon)

texts:
I'm trying to bake the light from multiple objects into a single UV map for later use in BabylonJS.
The past couple of hours i've been trying to understand how to do so through trial and error but the lightmaps that are generated seems to be wrong...
For that reason i have a couple of questions in regards to baking light from multiple objects into a single map and more specifically the workflow of how.

Should the objects be UV unwrapped together before baking the two objects into a single map?
(Meaning that i select both objects and then use "smart uv project"

Or should i UV unwrap each of them into their own map before baking?
(Meaning that i select one object at a time and then use "smart uv project"

It seems that in order to bake the lighting, the objects need a second UV map, why is that neccesary? and how do can you bake to the second UV map and not the first?

Furthermore, my textures that my objects contains are being baked into the lightmap, so how do i only bake the light without textures?

Lastly, if you could share your workflow of baking multiple objects with me, it would mean the world to me!
Help would be much appreciated, been using blender for 1 month now :-)


texts:
So, I was trying to make an image for an online game, (ROBLOX). I understand fully how to do it, as I have done it in the first place. However, whenever I try to actually upload the 3D image into blender, the texture file does not show up and my entire character turns pink ( https://gyazo.com/49266465a404cba245453d766d6629ce ). I tried to search for the missing files, but it said there was an error. I've tried uninstalling and reinstalling Blender, but everything that I've tried hasn't worked. Also, whenever I go on Blender, I have to change the RGB from pink to black EVERY TIME.

Please help!


texts:
I stuck on this problem for a while and I have tried some solutions like remove doubles, check normal and i'm sure all the normals are facing outside... but after I done these, it still cannot union.
here is the file:https://www.dropbox.com/s/pu5zmob86w4rzwb/retopo.blend?dl=0
this is what I have:

and after I hit the union button from "Blender-Sculpt-Tools", it becomes this:

also I have tried to add the boolean modifier directly, but it shows like this, lots of dots and the head just gone. btw, i use join on head and body before, will this be the problem? but how do I separate them and use union instead of join?


texts:
I have quickly created a bed in Blender and I'm using HDR lighting on the World node in Cycles, is it possible to create a shadow underneath the bed without adding more 'light' to the object?

So basically, the bed looks exactly like the below but it has shadows cast underneath / around it.


texts: Can cycles render motionblur and dof at the same time in 2.80?

texts:
I'm trying to wrap my head around this. I've got a simple scene with some falling cubes which I'd like to render in cycles. When I activate motion-blur, it renders with motion-blur without a problem. However, I'd like some nice DoF in there as well. As soon as I turn that on. DoF renders, but motion-blur is gone. I know there are tricks to do it all in comp, although imho, there's not a proper solution to really nail motion-blur and DoF in comp. (motionvectors can't have dof and z-depth can't have motionblur..)
Is cycles capable of rendering motionblur and dof at the same time in 2.8?

Thanks!!!


texts: How to change multiple values in the interface simultaneously?

texts:
This is more about interface usage, but it will be really useful later on. Like when we want to change X, Y and Z values simultaneously. The GIF is taken from the Blender official beginner tutorial.
Any ideas on how to do this? Tried using Alt or Ctrl combination with no luck.


texts:
While trying to link two nodes via python I get this error:

AttributeError: 'set' object has no attribute 'output'

I can't understand why, following the docs seems to be correct the code, which is:

def compile_met(image_selected):

        # switch on nodes and get reference
        bpy.context.scene.use_nodes = True
        tree = bpy.context.scene.node_tree

        prev = bpy.context.area.type
        bpy.context.area.type = 'NODE_EDITOR'

        area = bpy.context.area

        # clear default nodes
        for node in tree.nodes:
                tree.nodes.remove(node)

        # create input image node
        image_node = bpy.ops.node.add_file( filepath=image_selected)
        comp_node = bpy.ops.node.add_and_link_node(type="CompositorNodeComposite")

        # link nodes
        links = tree.links
        link = links.new(image_node.output['Image'], comp_node.input[1])

        bpy.context.area.type = prev

Any ideas?


texts: Adding bevel altering the geometry and I can't create loopcuts

texts:
Q1. I want to bevel the edge. When I bevel and make loopcuts some extra geometry is made.

Q2. I have just made a simple geometry. I can't create loopcuts. I have removed doubles, recalculated the normals, yet I can't make loopcuts.

You can download the file


texts: Python: Assign selected faces to vertex group

texts:
I have a script that selects some random faces and splits them. I would like to add the selection to a vertex group. I can't get my script to assign the selection to a vertex group. Thank you for the help.

            sub2 = 0
            bpy.ops.mesh.select_all(action='SELECT')
            bpy.ops.mesh.select_random(percent=55, seed=10, action='DESELECT')
            bpy.ops.mesh.split()
            group = context.object.vertex_groups.new()
            group.name = ("Island" + str(sub2))
            #group.add(bpy.data.objects.data.verts, 1.0, 'ADD')
            bpy.ops.object.vertex_group_assign()


texts: Change color of PNG background (transparent to color)

texts:
I need to change the background color of a PNG to a specific color.
The background of the lable renders black and I want so set the color by my own.

How can I do it within the node editor?

Here's the PNG and the nodes:

Thanks!


texts: How do I animate a cube turning into a sphere when it is moved through a plane.

texts: I want to create a transition between shapes when a a cube goes through flat plane and comes out a sphere but I don't know how to make it only half render.  I want to make the cube disappear as it moves through the plane.


texts: How do i delete the inner side of this shirt

texts: How can i select only the inner side of the shirt and delete it so that i only have the outside faces of the shirt?


texts: Adding an image to a video, but the video isn't playing after addition

texts:
I was editing a video, and wanted to add some images which should appear at the top and bottom of the respective video.
But once I added an image, made transformations to make it appear where I want, I cannot see the video when I play the sequence. It is just the image I see with a black and grey crossed background.
When I remove the "Trasnform" strip of the image, I am able to see the video along with the image. But I cannot place the image as I wish.
Any solutions? Thanks in advance


texts: How to create perpendicular edges along one direction?

texts: I made path in Inkscape, import it to Blender and make it 3d.  Now I need to bend it in one direction but wires connected to non-perpendicular points. Please look at image to understant what i mean.


texts: Use custom texture multiple times with different settings

texts:
I have made a woodgrain procedural texture and keep it in a blend file so it can be appended to materials in other projects. I am able to append the texture to a project and Add the node group to a material in a project. It has x,y,z inputs in order to align the grain with the object's geometry. All that works for a single use of the node group. I would like to use it for more than one object in the same scene but with different settings but unable to get it to work independently. I have unlinked materials for the objects but any adjustment to my texture carries over to all objects using the texture group.  I could store several versions of the texture and append them all but that doesn't feel right. Is this a limitation I have to accept or have I got it wrong?
Edit. I have found that independent instances of the appended node group can be achieved by ungrouping each instance, dispensing with the input block and using the sliders inside the nodes instead.


texts: Have console redo a function until desired outcome?

texts: I've found a way to define my scenes correctly as some scenes are inactive at the very start of the game engine and cannot be found. However, since the code can't find the scene at the very start, it prints an error only once. On the next run of the script, no errors are printed as the scene is found. Is there a way I can have a script re-execute a block of code until the desired outcome comes? In other words, keep redoing the function (find scene), and keep re-executing itself without continuing with the rest of the script and only continue once the scene is found? And is there a way I can have the console not print the error using this idea?


texts: In Python rotate a polygon to face something

texts:
I want to rotate a single polygon so that it faces a point in space, ie the 3Dcursor or vert.co. So that the normal of the polygon faces the point.

Reading other Questions; to_track_quat(track, up) should give me the Quaternion rotation I need if I first multiply it by the faces normal "it might not be facing up".

The problem is how do I rotate a polygon by a value, so that its normal faces something?


texts:
I'm doing a retopology of a skull. In some areas, the model appears through the retopology mesh. For this reason, i think i'm making too many faces, so it fits perfectly. Am I doing right? Also, I've read something about baking, and i don't know if it's only for texture.

So, for example: what should i do in that incision?

Notes: subsurf and shrinwrap mods are on


texts: I need a code to get the current value of the waveform from an audio file at specific frame

texts:
I would like to build a function that does something based on the current value of the waveform of an audio.
Inputs:

An audio file: like a speaker object or a path on the hard drive or a track name in VSE or whatever.
Frame number.

Outputs:

A number that represents how high or low the audio is. But I don't need to get the volume which is constant by default (100%). I need to get a number that represents the current point on the waveform.

Is there a python code that does the following? I'll use it for something like visualization and auto move the mouth (auto speak).


texts: I just created a VFX video, all is fine except that the object I added do not show up in the render, I only get the original video without all the added object... In layout mode and camera view, all good but in render, only the original video show... I did check if they were set to visible for rendering and they all are... Could someone help? It is getting annoying all those little error in each step because the documentation is kinda poor


texts:
I'm not looking for the basic "Press F". I need both meshes to be connected with a correct topology. Their edge positions are set up properly, it's just that a lot of the vertexes aren't actually connected to anything, like this:

Is there a way to quickly fix my oversight, or how would I go about fixing it the manual way?


texts:
What kind of node is this?

Image from this blog post


texts:
I have a cuboid that can lean left, lean right or do an idle animation determined by actions.

Using the Blender IDE I can get any of those 3 to play.Here it is, leaning to its right.

My problem is that when I export the cuboid to a glb file, and then look at the object in a gltf viewer, only 2 of the 3 actions seem to have been exported. I'm using the online viewer at https://gltf-viewer.donmccurdy.com/
Specifically, the LeanLeft action is missing. That happens to be the action with only a fake user.
So my question is:
Is that lack of users the reason LeanLeft doesn't get exported?
How can I fix my blend file so that all 3 actions are exported?
Blender v2.83.0 on Linux


texts: How to make Blender exit after running Python script from command line?

texts:
I have the problem that Blender does not exit after executing in background mode from command line.

For example this command:

./blender -b -P test.py

gives me this output, but does not exit Blender:

Read prefs: /home/mbc/.config/blender/2.79/config/userpref.blend
found bundled python: /usr/local/blender/blender-2.79-linux-glibc219-x86_64/2.79/python
Hello world

My Python test script is very simple:

import bpy
print("Hello world")

Even if I don't run a Python script but just render a single frame, the Blender process does not exit.

I am running blender-2.79-linux-glibc219-x86_64 on Ubuntu 16.04.3 LTS with linux image version 4.4.0-112-lowlatency.


texts: What is the correct way to texture a cave for a game engine

texts:
It is not a good thing to make a high quality cave walls for a game engine.
If I create in  Blender a wall for any room, I can create high poly model and then bake a texture for it, then I can use it for low-poly version of this wall.
But it is possible for "small" objects. It could be one wall of big room, but what should I do with long caverns? I cannot UV them and cannot use Blender modifiers in Unity engine to make distortion of the walls and so on...
So I ask anybody, who can give me an advise - what is the best way to create cave texture?


texts: Rigid Body Crash when switching between MacOS and Windows

texts:
I'm a relative newbie on Blender 2.83 and have an infuriating problem when attempting to edit - on a Windows 10 laptop - an animation containing a rigid body simulation originally created on a Macbook Pro. The Blender file works fine under MacOS (Catalina) but when I try to make any changes involving the rigid body world under Windows 10, Blender crashes instantly with no error message or (as far as I can see) error log.
The reason I'd like to be able to switch between machines is that I prefer working on the Macbook but my Windows laptop has a more powerful GPU for rendering. Ideally I'd like to be able to switch between the two machines seamlessly.
I can happily edit all other aspects of the file and render individual images OK under Windows, but as soon as I run the rigid body simulation from the first frame it crashes instantly.
I've tried deleting the baked cache, but I note the rigid world panel is still reporting "240 frames in memory". I can find no way to remove these reported 'in memory' frames. I've also tried manually deleting the files in the temp directory, and assigning a disk cache location, but all to no avail.
It feels to me as though Blender is 'remembering' something about the rigid body world cache created under MacOS which I'm not able to 'unremember' or 'reset' under Windows.
Any tips as to how to resolve this? I can happily post the Blender file it that helps, but I suspect this is a generic problem.
EDIT Since posting the above, I've upgraded to Blender 2.83.4 but the problem still occurs. I've run in debug log mode and obtained the following output, for what it's worth. This seems to indicate an OpenCL problem but I'm not clear how that's relevant - my Windows laptop has an NVidia GTX1050Ti which does appear to be running in CUDA mode, and I can render individual images quite happily:
I0813 13:02:00.950862  6564 blender_python.cpp:191] Debug flags initialized to:
CPU flags:
AVX2       : True
AVX        : True
SSE4.1     : True
SSE3       : True
SSE2       : True
BVH layout : BVH8
Split      : False
CUDA flags:
Adaptive Compile : False
OptiX flags:
CUDA streams : 1
OpenCL flags:
Device type    : ALL
Debug          : False
Memory limit   : 0
I0813 13:02:01.117919  6564 device_opencl.cpp:48] CLEW initialization succeeded.
OpenCL error: CL_INVALID_VALUE in __clewGetPlatformInfo(platform_id, 0x0904, sizeof(data), &data, NULL) (C:\b\buildbot-worker-windows\windows_lts_283\blender.git\intern\cycles\device\device_opencl.cpp:189)
OpenCL error: CL_INVALID_VALUE in __clewGetDeviceInfo(device_id, 0x1030, sizeof(data), &data, NULL) (C:\b\buildbot-worker-windows\windows_lts_283\blender.git\intern\cycles\device\device_opencl.cpp:210)
I0813 13:02:01.217612  6564 device_cuda.cpp:41] CUEW initialization succeeded
I0813 13:02:01.217612  6564 device_cuda.cpp:43] Found precompiled kernels


texts: Attempting to convert a model with "bones" - how to find the coordinates of each rotation point?

texts:
I should explain that I've only just downloaded and installed blender maybe a week ago? There is a model I am going to use for a project and I have to convert it to a special format for the engine I'm using. It doesn't support bones or any rigging. To actually do rigging I apply a transformation to the drawing space according to where the model should be (for instance, move a submodel so that its rotation point is at the origin, rotate, and then move back and then do whatever transformations were applied to higher models in the hierarchy). So I do have the models themselves (the geometry and textures) converted into the proper format. That I do not need help with. I have another program for that but it only views polygon data (for the same reasons as above). I'm trying to determine those "rotation points" in blender. I have no idea how to use the interface. I figured out how to load the model in the window last night and I managed to delete some stupid cube that was sitting in the default window. I'm essentially wanting to know what menu or what button (preferably with screenshots) I go to in order to step through all the rotation points one by one so that I can convert it to my setup?

It is quite possible that my setup is slightly different than how bones work. I apologize if so. It's how I've thought about for quite some time when dealing with models. Hopefully it isn't too confusing for you people who have used Blender for more than a few hours.

For those asking what engine I'm using. It is game maker 8.0 pro. Yes I have read the manual thoroughly. It does not support bones. No, I cannot convert the codebase to something else as it is literally years old. No, I would prefer to not use a 3rd party library to load in the original model with its default rigging.


texts: Can I invert the Green channel of a Normal map in Blender?

texts: Is it possible to invert the green channel for a normal map directly on Blender (without using nodes)? I'm exporting a mesh from blender to unity and the normal i imported gives me problem of color.


texts:
In Powerpoint, there is such a thing as a Presenter View where you have Powerpoint opened up on one monitor, say your laptop monitor and then you have the slides being viewed on another one. You use this view when you are presenting to an audience and it gives you a lot of control.

I am wondering if Blender has anything like that. So for example, in monitor 1, I can play with a cube (or a 3D molecule), moving it around and such and then in Monitor 2, I have the same cube moving around only here the audience can only see the cube. They cannot see any of the Blender interface or anything else.

Thanks!


texts: How to round off corners using a curve circle

texts: I have 2 objects in my scene. one semi circle which is from a mesh and I applied subsurface modifier and got round corners. The other object B is a curve circle, but is there a way it can have rounded off corners like the semi circle object A? The reason why I'm using a curve is because I can animate it using the bevel start and edge which is convenient.


texts: Object pink in render (no textures are in use)

texts:
I'm using cycles, with very basic Principled BSDF materials without any texture images. In the Material tab, the materials are shown just fine, but in when I render my object, all materials show up as pink (as though an image was missing).

What am I missing?


texts:
I'm trying to make a material for arena ice in cycles. I'd like to end up somewhere like this:

and am having trouble getting it white enough.

Here's what I've got so far:

It is seems like I need to give if a lot of light to get up around the amount of white where it should be; so much light that it washes out my stones.

I've got a 50% mix shader with white diffuse and white glossy inputs. Is there a way to make my ice whiter?


texts: I have a somewhat complex model like this. I made the whole building separately(top middle and lower part are different objects, fences and pillars are also different objects). I am just wondering what is the general way for making texture of this whole building. Do I do UV unwrapping one part by one part (I mean do the UV unwrap for pillar, and another UV unwrap for fences and so on) for texturing, or I UV unwrap the whole building into one picture, and use photoshop for texturing. This is the first time I do texturing for complex model like this, please offer me some experience and general steps. Thanks


texts: How to set a fixed background image as reference for sculpting?

texts:
The background should be fixed and not change with the orientation of the model:

All the information I can find is about using background images for modelling reference, by using empties, planes etc... But they all stay fixed to the model and rotate along with it depending on the viewing angle. I just want the grey viewport background to be like a kind of wallpaper with all my reference images.

Is it possible to do this?

Example: Joe Menna uses this all the time in Zbrush, like in this movie (starting at 10:30).


texts: Render of Planet Earth in Blender Render and Cycles

texts:
A couple of months ago I created this image with the help of this Blenderguru tutorial. The Blender Render engine is used. Although only one sun lamp is used you may note that the shadow side of the earth is not black.

Now I have a little understanding of cycles I tried to build the planet earth in cycles with this result. Note that the shadow part is very dark / black although I used a very tiny Ambient Occlusion

I really prefer the blender render result because

1) the blender render planet is a "true blue planet" with lots of water and blue tints. In the cycles render there seems to be much less water
2) the africa continent seems very large in the cycles image
3) the clouds are very present in the cycles image and make it a more greyish image.

It looks like that the proportions are different. Did I make some mistakes with the texturing. Or is this simply the kind of differences that are normal ? I thought that Cycles was the more photorealistic render engine, but is this true and are there better engines ? Were did I go wrong with my cycles render ?

After the answer of Gandalf I applied his volume shaders to my Atmosphere and I also added subsurf modifier to the atmosphere. This is the result. I used the same shader as Gandalf. I guess I should change the distance between the atmosphere and the earth ??


texts:
I have found an awsome script by @Leander to do exactly what im trying to acheive here:
https://blender.stackexchange.com/a/109468/30363
which has two scripts, the first generates an object, the second script uses that generated object to extend its mesh until it hits another object in the scene, this then produces an object which looks like a laser plane scan.
I have managed to get the 1st script to run with blender 2.83.1 by updating the python code, using this https://blenderartists.org/t/2-80-cheat-sheet-for-updating-add-ons/1148974 as a guide,
import bpy
import bmesh
from mathutils.bvhtree import BVHTree
import mathutils
import math
import numpy as np

EPSILON = 0.00001
MAXIMUM_DISTANCE = 10

object_name = 'light_plane'
radius_start = math.pi*1/4
radius_end   = math.pi*3/4
radius_step  = math.pi/256

angles = [(math.cos(a), math.sin(a)) for a in np.arange(radius_start, radius_end + 0.00001, radius_step)]

def create_mesh_obj(bm, p_name = "from_bmesh"):
    scn = bpy.context
    me = bpy.data.meshes.new(name = p_name)
    bm.to_mesh(me)

    if (p_name not in bpy.data.objects):
        ob = bpy.data.objects.new(name = p_name, object_data = me)
        scn.collection.objects.link(ob)
    else:
        ob = bpy.data.objects[p_name]
        ob.data = me
    scn.view_layer.update()
    return ob

def create_vertice_shapes(angles):
    bm = bmesh.new()
    for a in angles:
        bm.verts.new((a[0], a[1], 0))
    bm.verts.new((0, 0, 0))
    ob = create_mesh_obj(bm)
    bm.free()
#    basis = ob.shape_key_add(from_mix=False)
#    basis.name = "basis"
    return ob

ob = create_vertice_shapes(angles)
ob.name = object_name

but i have had no such luck with the second script.
import bpy
import bmesh
from mathutils.bvhtree import BVHTree
import mathutils
import math
import numpy as np

EPSILON = 0.00001
MAXIMUM_DISTANCE = 5

object_name = 'light_plane'
radius_start = math.pi*1/4
radius_end   = math.pi*3/4
radius_step  = math.pi/256

angles = [(math.cos(a), math.sin(a)) for a in np.arange(radius_start, radius_end + 0.00001, radius_step)]
print(angles)

def set_positions(ob, angles, obstacles):
    trees = []
    for obstacle in obstacles:
        bm = bmesh.new()
        bm.from_object(obstacle, bpy.context.scene)
        bmesh.ops.transform(bm, matrix=obstacle.matrix_world, verts=bm.verts)
        trees.append(BVHTree.FromBMesh(bm, epsilon=EPSILON))

    for idx, a in enumerate(angles):
        min_dist = MAXIMUM_DISTANCE
        v_loc = mathutils.Vector((a[0], a[1], 0)) * MAXIMUM_DISTANCE
        for bvh in trees:
            v = (ob.matrix_world * mathutils.Vector((a[0], a[1], 0))) - ob.location
            loc, no, i, d = bvh.ray_cast(ob.location, v)
            if d is not None:
                if d < min_dist:
                    min_dist = d
                    v_loc = ob.matrix_world.inverted() * loc
        ob.data.vertices[idx].co = v_loc

def my_handler(scene):
    ob = bpy.data.objects[object_name]
    selection = [oo for oo in bpy.data.objects if oo != ob]
    print(ob.location)
    set_positions(ob, angles, selection)

for h in bpy.app.handlers.depsgraph_update_pre:
    bpy.app.handlers.scene_update_pre.remove(h)
for h in bpy.app.handlers.frame_change_pre:
    bpy.app.handlers.frame_change_pre.remove(h)
#bpy.app.handlers.scene_update_pre.append(my_handler)
#bpy.app.handlers.frame_change_pre.append(my_handler)
my_handler(bpy.context.scene)

The error i get is
"TypeError: expected 'Depsgraph' type found 'Scene' instead" highlighted on line 24
bm.from_object(obstacle, bpy.context.scene)

Can anyone offer some assistance?


texts:
Does anyone know how the lightning in this video was made?

https://youtu.be/nz7tM_KLCSM?t=51m24s

I need lightning for my scene but I don't know how to make it for Cycles. I only found an old tutorial from Blender Guru for the Blender Render Engine. I would be really happy if anyone could help me.


texts: Why does adding a particle system to an active rigid body object stop the simulation from playing?

texts:
So I have a fairly simple rigid body simulation going on. Shooting 3 spheres at a constrained model shed.

I want to create particles for the moment each sphere hits and exits the shed.

First sphere - add these 2 particle systems all fine.

Second sphere - adding the particle system causes all rigid body objects to reset to their 0 position. Remove the particle system and everything jumps back to its correctly simulated position.

Am I missing something here or is this a bug? Any help much appreciated.

MacOS, macbook pro 2012, Mojave.
Tested the above on 2.80 official and latest 2.82 alpha. Exactly the same results.


texts: Rollercoaster Problem: Bones following Curve

texts:
I'm trying to make a train mesh follow a curve path. The Curve modifier does this admirably, unfortunately I need to export the animation to a game engine so a modifier just won't do.

I tried adding bones to the mesh but it turns out making those follow a curve is not trivial. I copied the workflow outlined here by adding a second "helper" curve, making that one follow the path with the Curve modifier and putting a Spline IK constraint on the tail bone targeting the helper curve.

This works perfectly as long as my path is flat. Unfortunately, even the tiniest hill causes my train to flip over and do a full 360 (in direction of travel) around the track in one specific location, and I can't figure out why.

I tried all sorts of settings on both curves. Handles are aligned, twisting is set to Z-Up on both curves, and I added multiple Limit Rotation constraints to the bones. Nothing helps. It's interesting to note that when I set the helper curve to extrude, I can see that it stays perfectly upright when following the path:

So it's only the bones rotating, presumably because of the Spline IK constraint.

Please help, I'm going bald pulling my hair out over this. Any solution that keeps the wagons upright in this setup is welcome, though I'm also open to alternate suggestions on how to get them to follow the curve in the first place. I've uploaded the .blend file so you can take a better look at what I'm doing:


texts: Why importing transparent images as plane looks like an opaque plane?

texts: When i imported a tranparent png by images as planes, uts looks like an opaque plane and I cant see the picture. Please check this out and suggest me a solution. I am using 2.83 version. I am a beginner in blender. So kindly help


texts: Cannot shake off origin point when accessing new object

texts:
I thought, as a Noob, I was getting the hang of this but then something simple confounds me.
At some point, when adding a new object (either plane or cube), any action, such as Move or rotate, seems stuck on the origin point and just affects that. I cannot find a way to free this up. I know it will be something simple but I cannot find mention of such an issue in other questions. Any ideas?


texts: how to display Horizon line on camera view image?

texts:
I want to display horizon line on camera view image. how can I do that? It is more convenient for display horizon line in a new image. Could anyone tell me how to do that?

I mean that I want to get the line in any scence, any scence is ok for me. I just want to get the line. To my best wishes, I want to display the horizon line in a spereate image to the rendered one or finished image. And ofcause, the it must be the horizon line in camera view.


texts: How to import an object into an Armory game scene while the game is running?

texts:
How can one import an object (an obj) in an Armory game while the game is running? For example, I want to import an object (car.obj) when I press a key and remove that object if I press another key. I wonder how this would be possible using a Haxe script or a logic node set up?

In case it is not possible to import an obj file directly into the scene I don’t mind converting the objects to another format that Armory supports. I just need to be able to import my objects into the game environment and remove them. Is that possible?

The closest things I found are this and this Armory example scripts but they do not import objects that are stored on disk. For my work, I need to be able to dynamically manipulate objects, store them on disk and load them into the game and these scripts seem to not be helpful for me.


texts: Move an object while connected tubes "follow" it, automatically stretching and shrinking

texts:
I have a real-life 3D object placement "problem" and I am wondering if using Blender to help me visualize the scene is a viable option.
I need to manipulate the object's placement (move around) within a given space until I'm satisfied with the placement.

I do not need to get a fully animated interactive game-like thing - just editing objects within Blender will more than do.

The catch is, it is not just moving a box inside another box - I have an irregularly shaped funnel-like space and a multifaceted object that is attached to fixed wall points on opposite sides of the funnel via two flexible "tubes".

The idea is to move the object within the space while the tubes "follow" it, automatically stretching/shrinking.
Ideally, it would be possible to detect and correct any "collisions" with the walls, either automatically or using a script or something.

It is not just one-time problem; the object will be the same but the space will be different every time.

So, the question is:
While I do understand that it is possible to create a scene like that in Blender, how practical would that be to use for this purpose?
By practical I mean how easy/hard would it be to manipulate the object and the tubes to fit them into space.

I'm new to Blender and 3D modelling but I'm quick in acquiring new skills.


texts: How to rotate a gradient in the node editor?

texts:
How do I rotate a 90% gradient in the node editor without rotating the object
(see attached picture). Can I do this in the space properties editor or I probably need to add another node?

All I want to do here is to keep the colours exactly the same, but 90% rotated in horizontal direction.


texts:
What is the simplest way to apply an image texture to a plane using python (in 2.73)?

I've tried the script give here, where I replaced the cube with a plane:

http://wiki.blender.org/index.php/Dev:2.5/Py/Scripts/Cookbook/Code_snippets/Materials_and_textures#Textures

But, it didn't work. Perhaps there's a different method for 2.73?


texts: What is wrong with my repel player script?

texts:
Based off of another tutorial, I'm trying to put together a script for an object that will apply a force to anything near it, essentially repelling it when the "near" logic brick is triggered.

from bge import logic

def _getForceMagnitude(distance, max_force, max_range):
    return (distance * (-max_force/max_range)) + max_force

def repel():

    scene = logic.getCurrentScene()
    cont = logic.getCurrentController()
    shield = cont.owner

    for obj in scene.objects:
        vec = obj.worldPosition - shield.worldPosition
        vec.magnitude = _getForceMagnitude(vec.magnitude, 10, 4)
        vec.applyForce(vec)


texts: When an object is added, why does it fall through the grid?

texts: I thought the grid is the surface of where everything takes place and stands on.


texts: Disable selection shortcut - on viewport

texts:
Any way to set a shortcut to disable an object selection on viewport? Instead to go to the outliner and set on by one?

Thanks in advance


texts: Can snapped vertices be automatically merged?

texts:
Two vertices snap together when snapping during transform is enabled with snap onto self :

How could both vertices be merged?


texts: Unity Mecanim animations for Blender Rig

texts:
I created this fully rigged character with face blend shapes that I've used for Unity.

I used mecanim animations and lip sync for the character in Unity. Now I want this character doing similar things in WebGL in three.js, using FBX Loader. How do I get the Unity animations for my Blender file so I can have the same animations?


texts: Add new parametric curve object/type using Python

texts:
I'm thinking of implementing an add-on (using Python) for Lagrange curves. In short (after an instance has been added), in Object Mode there should just be a curve (i.e. the parametric curve evaluated at a couple of parameter values subsequently connected by line segments) like a Bézier curve, whereas in Edit Mode there should be a control net as well (similar to the control net of a NURBS curve) that allows the user to change/modify the curve. In addition, it should be possible to assign a numerical value to each point/vertex and edge of the control net.

My approach would be to draw the curve using bgl (given a polynomial degree, the values assigned to the edges could act as parameter spans, thereby defining Lagrange basis functions — any position on the curve can then be computed as the sum of the control points multiplied by their associated basis functions). However, I'm not sure how to make the curve into an actual object (such that it can be selected, saved, ...). In addition, it should still be possible to change the resolution of the curve at a later time.

Next, how/where to store the control net and additional information? My approach would be to create a mesh for this purpose and store values in a bmesh layer. In Object Mode this mesh should be hidden. But how to link it to the curve (changing values re-defines the basis functions which should result in a different curve, likewise moving control points should change the curve)?

I realize this is a rather comprehensive question -- I'm fairly familiar with bmesh but apart from simple scripts I don't have much experience coding things in Blender. Any thoughts on a general workflow (see steps/outline above) or references to similar add-ons would be much appreciated!


texts:
Is there a way to use other computers that are sitting idle on my network to render my images?

From google, I've found this project, however it appears that is designed to let everyone use your hardware, in exchange for using theirs. Also, there is no guarantee to how soon your project will start rendering.

I have a bunch of servers sitting around that were bit coin mining. Is there a way to use them for blender?


texts: I have created a spiral using the "Add curve" function and want to taper just one end of it (kind of like extruding and narrowing). Is there a way to do this? If not, what would be the best way create a spiral that enables the modification of its ends. Thanks.


texts: What is the pipeline for a project that needs Cycles renders for still images and Eevee renders for animation?

texts:
Is there a way to achieve this in a non destructive way, having both settings on the same project?
At the moment, the only solution I see to this is just to having the project completely finished and then duplicate it for the different render settings, because the outputs are fundamentally different.
I am using mostly the HDRI image as a source of light, and I think this is sending Eevee crazy: in fact I need to disable the World in the viewport, or everything looks almost white.


texts:
I wanted to know how I can make this foggy effect on the background just like in the image below, that the far parts are hidden by the fog.

Thank you.


texts: Every time I try to bend the face of the fender to the car body, I get these weird bumps?


texts:
I did a Tutorial on YouTube.
When rendering the animation I got a diagonal line with artifacts.

This is a render of 300 samples

I am fairly new to blender so thought i was doing something wrong. Started over used the correct settings for the project but got the same result at the beginning of the tutorial. Both CPU and GPU render show artifacts.

Searched on the internet but couldn't find an answer. Any help is much appreciated.


texts: Can I influence the file size (FBX) with length and complexity of my animation?

texts:
Is there a way how to reduze file size (FBX export) with length and complexity of my animation?
I'm working on a 3D character and will implement the Rigg soon. I'm curios about the file size because it have to be a maximum of 3,5MB in total (with 3d geometry, textures and animation).
Is there a way how to control animation file size? Is there a specific value how much file size one single animation need (~10 sec long).  I need to export 8 animation in total.
Thank you very much for your help°!


texts: Blender - solve this shading difference?

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Ok, I currently have a shading difference due to some bad topology and overlapping faces:

I don't want to change the topology if not necessary as I've already textured the mesh, but I need to know what the easiest solution is to minimize the difference in shading.

Is there something I change with normals/settings/etc?

Im in 2.8


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I had to delete a section of this piping and re-build it by bridging the vertices together and filling in the edges as faces.
Then when I turned it onto 'rendered view' I noticed that the metal material I had applied to the surface did not carry over across all of the faces of this object. It looks as if they are not connected. So I have tried to find a solution to this problem. I would like for the material to be applied smoothly and the reflections to run across the surface too. I have 'smooth shading' turned on and 'auto smooth' normals.
If someone knows how I can fix this it would be very much appreciated.
Here are some images illustrating the problem I am facing. https://i.imgur.com/yE2607L.png https://i.imgur.com/NPrXcwQ.png https://i.imgur.com/SNP17YC.png
Many thanks!


texts: Are there any known formulas or other ways to create a realistic physics animation?

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E.g. to calculate the (negative-)acceleration of a fist hitting an object by setting the force in the arm, its weight and the gravity.

It would be very useful to just use this data to create a realistic animation than trying to adjust the frames/graphs manually and trying things. It'd save a lot of time.


texts: Glass shader appears black when touching another object

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Here are renders of the glass:

As you can see, the first image looks fine, but when the glass is broken and on the ground it appears black. How do I fix it? I have never had this issue in any other renders with cell-fractured glass.

Here is the material node setup:


texts: Subdivide and separate face into different meshes

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Is there a quick way to subdivide a face and then separate the resulting faces into separated meshes?

Here's what I am doing now:

Select the face
Subdivide the face (e.g. into 16 square pieces)
Select one of the face
Separate by selection
Repeat steps 3 and 4 until there is one face left

This works, but this is really time consuming and I can't even imagine splitting into more pieces (e.g. 256 pieces).

Is there a function (hopefully built-in) to perform the above steps more efficiently?

Here's the result:

Here's the original state:


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Recently, encountered a problem with this strange blue color in solid mode. It did not harm me until I exported this model, and this blue color combines with any material I add. For example, skin + blue = purple skin. It looks like a normal map, but I don’t know how to remove it from the mesh.

Any ideas? I'm new to Blender.


texts: How to get rid of this jagged edges in obstacle and fluid interaction?

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This happened to me some times in the past. When a fluid interacts with an obstacle, it might appear some jagged pattern in the sides of fluid stream. As seen in the image below, increasing the fluid resolution doesn't fix the problem.

500 & 750 fluid resolution.

What is causing this behavior?

My setup is pretty default and I think this is a common issue. Anyway here is some data:

Domain:

The fluid uses the "Honey" preset.
Surface Smoothing is set to 0.5
Remove Air Bubbles is disabled.
Everythig else is Default.

Obstacle:

The Obstacle object is set to Shell.
Slip Type is Partial Slip with 0.2 Amount.


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The time cursor in Video Sequence Editor (VSE) or Timeline is shifted to the right when I right click somewhere in the timeline. The time cursor does not move to the position of the mouse cursor. The shift in frames depends on the position (0 on frame 0, +400 on frame 20000).
Load Factory Settings does not fix it. But a new project does not show this.
Any idea?


texts: Is there any "Show Brush On Surface" option in sculpt mode?

texts: I found this in the threads from GSoC 2010 or 2011, but can't find it now in blender. Is there an option somewhere or an addon that project brush circle on top of the surface of your model?


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Simply put, I'm using two color ramps to add a texture X distance from the cartoon shadow and trying to subtract from the more horizontal parts of the shadow using True Normals as FAC, the result is fairly messy and I figure compositing might be a bit more controlled. This is in an attempt to mirror an art style, I need to be able to not use this noise texture at specific angles of the shadow and I really don't know how I'd be able to obtain this factor outside of normals, which have not worked particularly great so far.

Example:

Red = Texture, Black = Shadow - using 2.8 EEVEE

New Example: Trying to get sharper, more accurate results, rather than a blurry mess at some angles.