texts: Texture not showing up in render preview

texts:
why does my texture, that I painted in Blender, show up in "Viewport Shading" but not in "Rendered View"? Everything is just grey.

https://drive.google.com/open?id=1Fy_OFy_3RwtG8tq7dtzQ5A8-up_wJ_dp


texts: How to add keyframes and change the shape key (named shrinkwrap) value with Python?

texts:
I'm animating a model (a lightsaber) and I want the blade to ignate. I found a method that uses the shrinkwrap modifier but I don't know how to code it with python. This is the animation with the shrinkwrap value= 1.0
And this is the animation with the shrinkwrap value= 0.0
It's kind of difficult to me to explain, but basically is adding keyframes and each keyframe added needs to have a different shrinkwrap value. I'm also open to other methods, but I need to code the animation.
This is what I have so far:
import bpy

lightsaber = bpy.data.objects['Lightsaber']

lightsaber.keyframe_insert(data_path='location', frame=1)
lightsaber.keyframe_insert(data_path='location', frame=4)
lightsaber.keyframe_insert(data_path='location', frame=10)

Thank you.


texts: I have a problem. I'm trying to render an image and the resolution is 500x280. After I render the image and save it, for some reason the image gets resized to 250x140. I'm unsure why it happends.


texts: geometry nodes - subdivide specific edge

texts:
I want to create a nodes that automate the details of the buildings based on the distance of the empty and the object. I can get the object to scale its Z but just not sure how to subdivide / cut the polygons /edges in specific directions.
We can display the indices of the vertex/edge/polygon (like in Houdini), So, is there a way for me to subdivide specific edge by their indices?

I am using this build:


texts: Attaching objects to the surface of another object before modifying

texts:
I'm modelling a creature that has a row of spines down its back. The creature's body and spines have been made as separate parts, and I've modelled the creature in a neutral pose with its spine and tail dead straight so that I can use symmetry tools. Now, I'm using a simple bezier curve modifier to transform that into the pose I want - the creature is long and narrow, with a long snakelike tail, so this seemed the most natural way, and far less effort than an armature given that I don't want to animate it.

Here's a spine on its back in neutral pose:

How can I attach the spines to the creature's back so that they will remain attached after the curve modifier?

I tried the obvious approach of using Ctrl+J to join them into the mesh, but this results in the spines being deformed and warped by the curve modifier, which is not what I want. I just want them to pick a spot on the surface, and follow it.

Here's what happens when I Ctrl+J the spine onto the creature:

The bezier curve modifier has distorted the spine, as indicated.


texts:
I am wondering if Blenders Video Sequence Editor has the concept of clips, that I can temporarily store.

For example:

First I would take a video clip from file explorer and drag into the edit strip view.
Then I would take the strip and make a bunch of hard cuts that would result in a bunch of new smaller clips. Could I then take those smaller cut clips from the edit strip and store them somewhere in the project without having to export or anything. So I could take any particular clip and decide I want that here or here...

Hope my explanation made sense.


texts: How to achieve multiple emission color on one mesh..?

texts:
I tried a color ramp node but its not working i also tried to mix two emission shader with mix node but result is not desired..

Like in the image


texts: Alt+Left mouse to orbit, while "pick with left mouse button" is enabled?

texts: A tough nut I guess. I am trying to make controls similar to Unity and Substance, but I can't make this happen. I can either have Alt+LMB orbiting OR LMB selection. Is there a way to have both?


texts: Am new to blender currently am learning from certain youtube tutorials. The problem is in all the youtube videos a shiny ball is seen the viewport of the shading option which is seen in most of the youtube tutorials, Mine is just all dark in loodevmode like that shiny ball is not showing up in the viewport, Whenever add an external hdri it is working But not getting that same result from the yt videos with default hdri. I don't know if the new 2.92 update removed it or not. I tried uninstalling and reinstalling blender but didn't work help me.


texts: Blender 2.8 camera how to rotate vertically

texts:
I would like to position the camera to render this pillar along its vertical axis as I indicated in the red square.
I have searched around but could not find anything to help me.  This problem is recurring quite a lot lately.  It is possible to rotate the camera vertically? If yes how please?  Thanks.


texts:
How can I manually type in the coordinates for my UVs?

Currently I am seeing these buttons:

But these simply adjust according to mouse movements.

The reason for this is my model is simply 2 quads with their UVs overlaid. I would like to snap these UVs is certain tiles on my texture map - much like a tile map.

Perhaps there is a better way to do this than manually entering the coordinates?


texts:
When I rotate a bone, the size of the bone changes. Any idea how to fix this?

.blend file


texts: Texture map environment to simplified model

texts:
I'd like to bake a complex scene onto a simplified object, much like when you make a skybox, or output an equirectangular image. My end goal is to bring this into Unity and have other objects moving around on the floor of this simplified object.

I'm picturing something like this, where the environment could get mapped to the cylinder, and then I just use the cylinder in Unity. The simple shape could also be a dome, too.

I originally tried outputting to an equirectangular image and then projecting that on the inside of a sphere in Unity, but items didn't look like they were really on the floor.

Is there a name for what I'm trying to do here? I think this is basically what's done with reflection maps. I'm imagining that each pixel of the cylinder's texture is colored by a ray that goes from the camera to the outer environment.


texts:
I have a problem that when I select certain addons that require parameter changes, I'm not able to edit them, they appear greyed out.

I assume this is a system settings problem (since it happens across versions) and experience something similar when, for example, adding a circle.  I resolved this by changing "new objects enter into edit mode" in the "editing" settings.

Unfortunately even though this setting works for objects it doesn't work for things like the "fracture","ANT", "Sapling etc.  Any ideas?


texts:
I am trying to create a box or room that has a slight thickness to the walls, with normals reversed on everything so you can always view the inside from the outside(with backface culling checked)

I have tried adding the solidify modifier to a box, then reversing the normals, but this doesn't work as expected. I then messed around with flipping normals manually by selecting the faces I want the normals flipped on, but this also didnt work.
What other method is there?
Thanks


texts: Hair Emitter Particles Point In Random Directions

texts: I am trying to create a grassy field following a BlenderGuru Tutorial: https://www.youtube.com/watch?v=zhYtJ_VmvXE. However, when I add the hair emitter onto my field to create the grass, instead of pointing upwards the grass particles point in random directions and I'm not sure why. Here is how it looks:


texts: Importing/exporting animation into Blender using Collada

texts:
Have an issue with importing/exporting animation into Blender using Collada.

Steps taken:

Export character from Mixamo with simple walk cycle in .dae format
Import file into Blender.

The result is the mesh getting distorted.
https://imgur.com/a/24lXGW0

Stuff I've done:

Quaternion rotation
Changed to blender render (apparently, cycles was giving an issue)
Clear scale, rotation, normals, etc
Zero coordinates
Not use better collada (didn't work trying to use it)
Baking animations using recommended settings
Default settings from export and every other setting
Exporting the animation/skeleton purely as .dae
Pretty much whatever I could find online, blender stack exchange forums/etc


texts: Blender ruins model/animation when switching actions

texts:
Any ideas on how to fix this bug/feature of Blender? How can something so simple like selecting another action mess with my work?!

Here is the video: https://youtu.be/YE8sNfaVu6o
And the .blend file: http://www.filedropper.com/mccree28


texts:
I'm using "Cycles" render.  And I'm working on a landscape.
I know how to make sand and rock, with the black and white color map.
But how do I mask 3 textures?
-On this scene I need 3 textures, rock, dirt, and sand.  How do I do that?


texts: How to increase the amount of times one can use REDO option?

texts: Can the number of redos be increased? My limit is like 5 and I need at least 100 because I am new to this and mess up ALL THE TIME. I tried ... [EDIT] [PREFERENCES] [INPUT] but can't seem to find how to solve this. Anybody know?


texts:
I am trying to recreate the FN P90 submachine gun.
I followed a tutorial on modelling and UV unwrapping.
Now I tried adding Procedural Textures to it.
The gun body is made up of a rough finished black painted metal.

For this I tried this node Setup:

But it does not work. Do I have the wrong approach? How would you go about making a painted rough finished metal?


texts:
I have two armatures, A and B. A and B share some bones. What I want to do is, for the bones that A and B share, for all matching bones in B to be automatically set to the position of the corresponding bone, with the same name, in A, while keeping both armatures seperate. This is so I can adjust the positioning of the bones on A. This is something Source Engine does called "Bonemerging", and I would like to be able to adjust the position of my bones while seeing how it will affect another bonemerged model.

Basically, I want to be see how a model will look after it has been bonemerged to another in Blender.


texts: i can't modify objects with the menu that shows up when i add a mesh in

texts:
this might be just me being stupid or not knowing of a certain step, but when i add a mesh, the mesh modifying menu shows up (i do not know the exact name) but it's greyed out and i can't click on anything , and if i click on it it dissapears ,what am i doing wrong in this situation? is there a setting or something that i do not have on?
here's a pic so you understand what menu i'm talking about :


texts: Blender 2.8 (Python) - very slow rendering to .jpg

texts:
My script seems to be taking a very long time to write to disk a .jpg file.  The output should be about 1.5-2.0mb in size and shouldn't take more than a minute or two to write to disk.

Monitoring task manager, I notice Blender doing the following:

(a) before printing, Blender uses 40-50% of the CPU and about 1GB of RAM

(b) once printing starts, CPU usage drops to <1% and RAM balloons to 5GB.

Suggestions?

def Print_image(outputfilepath,outputformat):

    for area in bpy.context.screen.areas:
        if area.type == 'VIEW_3D':
            space = area.spaces.active
            space.shading.type = 'RENDERED'
    bpy.context.scene.render.image_settings.file_format=outputformat
    bpy.context.scene.render.filepath = outputfilepath
    bpy.ops.render.render(use_viewport = True, write_still=True)
```


texts: EEVE: material preview displays nicely gloossy with default world, but fails with scene world (screen space breaks everything)

texts:
When I display my glossy objet with viewport shading in the default world, the result is quite nice (works also with scene lights):

However, if I use my scene world (which is basically the final render)... Then it becomes ugly (note that I enabled and baked the irradiance volume):

If I enable screen surface reflections, the result is not amazing (and it even breaks the result without scene world), and it's also slower:

Any idea why the default lightning gives great results, and do you know how I could apply it to my setting?
Here is my material and scene:


texts: Blender Game Engine: Do something when an 'action' animation happens

texts:
For a game I'm making, I need to make a sensor be positive every time an 'action' animation runs.
This is my shooting setup:

So how do I check what frame an action is at? Because if this is possible I can make a python script so that when the animation is at frame 1 it does something.


texts: How do I motion track a camera when the scene contains more than one camera?

texts:
I'm recreating my house and garden in Blender and as part of the process I'm taking photos from several angels and then motion track them. I've done this on several locations around the property.

As part of a non destructive workflow, I don't wont to delete a camera with it's associated photos when I move on to motion track on the next camera.

How can I choose which camera gets the data from the motiontracker?


texts: Trying to create a rig from scratch - My mesh "handles" flip and scale

texts:
I have been creating a rig from scratch because the rigify add-on gives me trouble when I remove parts of the foot. I also wanted to learn to make one myself.

The issue I'm having, is that every time I replace a bone with a mesh I created from a curve, it flips, it scales and changes its location.
I make sure not to make changes to the rig handles unless in Edit Mode.
I have also attempted to adjust the Global position once the replacement bone is set by clicking Ctrl + A (apply then scale and rotation) but often times it only scales it so that it can be big enough to see.
I've also tried to fix the bone itself so that there is no unnecessary rotation.

So I find myself tweaking this for hours and the final rig ends up being imperfect. What are the steps for doing this professionally, please?


texts: workflow for creating sculpted tileable Tiles in blender?

texts:
As a sculpted tile I want it to be exported just as a OBJ textured quad, And I want to use Blender to bake also NormalMap, HeightMap, AmbientOcclusion.

How do I carefully sculpt my tile? (not necessarily by raising/decreasing only height: even custom morphing is allowed, in that case the baked texture should be projected from top anyway) as long as the final exported result is:

1 quad (2 triangles)
tileable diffuse texture (do I have to paint it before or after the tile?)
tileable normal map
tileable height map
tileable ambient occlusion map

Any tecnique is fine.

everything should be baked, exporting the tile as a high poly mesh is not my goal (Even though it could be a desiderable option in a future time) since this is for a mobile game using physically based shaders.


texts: How close is fluid simulation to being able to influence rigid bodies?

texts: I embarked on a project to use Blender to simulate the behaviour of a wave energy device in order to establish its performance, only to find while learning fluid simulation that fluids cannot affect solid objects. This is fatal to this project, and disappointing as Blender has everything else. How close is fluid simulation to being able to influence rigid objects (eg, chairs and cars being washed away by a flood, or water turning a water wheel)? If not currently in development or scheduled, where is the place to start to pursue enhancing Blender to incorporate this capability myself?


texts:
My bones with the inverse kinematics applied just don't rotate/translate properly:

I would like them to stick together at the knee with the knee bending accordingly. Also if I set the higher leg as a parent I have this result:

I also tried to connect them with ctrl+p in edit mode but nothing changed.
I know that if I make the bones from scratch extruding from the tip of the bones I would probably solve the problem but I want to understand this behaviour.


texts: How to rotate individual objects in an array modifier around their own origins

texts: I have a Array modifier on an object, and would like to rotate each individual copy of the original object, around it's own origin; without applying the Array modifier, is this possible?


texts: Blender has stopped working: Crash on startup

texts:
I used Blender version 2.68a last year. I wanted to start using it again, but now whenever I start Blender it simply crashes immediately with the message, "Blender has stopped working". I've tried using multiple different versions, including the most recent 2.71 version w/ 32 bit and 64 bit.

Specs:

OS: Windows 7 64-bit
CPU: i7-4770k @ 3.50 GHz
GPU: GTX 770
RAM: 16.0 GB
Hard Drive: 250 GB w/ 53.1 GB remaining


texts: Blender Image compression from command line

texts: I am running blender from command line and using some scripts.In order to reduce the output size, I'd like compress the .png output file.I understand that this can be done in Blender GUI. However, I am struggling to find a way of doing it in command line or in script file.


texts:
So I make a cylinder, deleted a couple of vertices, and warped into this shape.

For some reason though when I try to go and fill in the missing faces, the fill tool doesn't for me. I tried the basic fill and grid fill but none of them fill in the faces.


texts: how can I accurately simulate ballistic physics?

texts:
I am trying to find out how to make a cannon or gun that works with the physics simulation. but I have two problems.

I'm not sure how to suddenly apply force behind an object,then remove it.
I can't stop the projectile from wedging into the barrel and bouncing around trying to escape.(the alternative is to make is smaller, but it still "bleeds" through the mesh)

how can I use the ridged physics engine to create a ballistic simulation( mortar, gun,etc)?


texts: Im trying to run a simple cloth simulation in 2.83 but the result is like scrutched up and looks terrible, also it takes like 15 minutes to bake 60 frames. I don't know if it's because of the sewing force or self collision. If anyone can help me, I'd be grateful!


texts: Can I use Mist pass as a Z-depth for post-processing?

texts: I am creating an animated scene with a static camera. And I'm wondering... Can I use a mist pass instead of Z-depth? I find it kinda easier to set up, it almost never needs normalization and it is antialiased (which should be better, isn't it?). So what are the pros and cons of using it instead of the classic Z-depth in the scene, where the focus distance and camera position stay the same? Won't I find some issues on the post-processing stage if I stay with the mist pass? (I do my post in AE)


texts: How do I make an unoccupied hammock like this (just the geometry, no need for netting structure):


texts: I have been fighting with this for the past week and am pretty much about ready to throw it away. I am trying to make keychains for a party and have had nothing but issues and I am almost out of time to get them done. I tried to upload the 2d image and it wouldn't upload properly so I had to do each detail individually and combine them. (I have already given up on making the text look clean.) In the process of combining each object together, my object is now done but has NO solid faces that I can extrude to make it into a 3d object nor can I add a hole for a ring (where there is currently an extra dot that won't delete in upper right corner). Fill doesn't work and I can't download new software onto the computer. I would be more than happy to send the file if you think you can fix it for me.


texts: Blender quit showing the words when I open it

texts: I have Blender on my Acer Aspire One laptop and I have only been using it for almost 2 weeks and when I open blender it won't show what anything is labeled no matter what I click. No words. Just pictures. Can you please help me with this and tell me how to fix it??


texts: Human toes rigged not deforming correctly

texts:
I rigged up a human foot, using only one bone to control all the toes. When I rotate the bone up or down the toes don't all stay at the same level.

I want them to stay flat, at the same level, like how they are when the bone is not bent up or down.

As you can see, the toes are all weighted the same, yet the are not level when rotated up or down.

Any help is appreciated.

Thanks


texts: How would you go about creating a facade like this? How do I make each element unique and texture them so it looks hyper-realistic in the end?

texts: I want to create a wooden facade like this, with many elements, too many for each one to be created manually. I am wondering how to automate the "distortion" of the mesh when I array them, and also how to make this distortion look like wood. Also, do you have any texturing tips that would make it hyper-realistic?


texts: How can I emulate moving water in the BGE?

texts: I am not sure how to make a texture of water make waves and stuff.  I know how to do it in Render, but not BGE (Blender Game Engine). Any help would be appreciated.


texts: I have a little problem-whenever I want to select a bone in pose mode, I select an object behind it instead. If I want to select the bone, I have to select it in edit mode and then switch to pose mode and that is realy slow and anoying. how can I fix this?


texts: Can you shrinkwrap some vertices in edit mode?

texts:
Hope the title makes sense.

I have a highly detailed mesh and I want to shrink wrap a very small part of it (that's connected to the rest) around a cylinder.


texts:
I am about to create a ~3 minutes long forest scene with some rabbit roaming around.

I created a rabbit with two animations: Sit, Walk.

I then created a curve and key framed the evaluation time so that the rabbit is following the path and sometimes stops.

I added a Cycle F-modifier to loop the movement.

The thing is. I have two actions in the NLA editor. Sitting and Walking. When the rabbit moves, I add a "Move Action" and blend it in, like this:

The first NlaTrack does nothing, I use it to determine the length of the NurbsPathAction to easy copy and paste. Each red block is a full loop of the path.

This works fine. But I have to copy everything for each curve loop. This is rather inconvenient.

Here are my questions:

Is there a way to group all my actions and repeat them X times?
If not, is there another way to make an endless loop out of my combined Actions?

Edit:
Here's a Video:
https://youtu.be/BBQitinKwnM
I scroll through every loop. As you can see, each loop consists of a block of several animations in the NLA editor. I guess there is no way to group them and automatically repeat them X times instead of copying?!


texts: How can I add banded lines to the end of cinnamon sticks(or sheets of wood)?

texts:
I would like to make a realistic cinnamon stick and its shader. My approach is as much procedural as possible, but easier options are ok too.

Here is my first render:

And a reference image:

(3)I have noticed that there's a darker line can be seen at the both ends; how can I achieve this?


texts: Custom Rotation for a tilted aircraft flap

texts:
I've been modeling an F-15, but when I rotate the flaps on Y-Axis the Flaps offset from the wing and they look like they are about to fall out, so I end up correcting it by rotating in the X and Z-axis to align them correctly.

However when I rotate them back from the Y-Axis they look distorted again because I did rotations on the X and Z axis. I tried riding it, no help. I saw something about custom orientation to fix it but that was not clearly explained and it was done on an ideal plane that was (0,0,0); mine is pre-rotated on all axis.

I'll take scripts if needed and I'm using Blender 2.8.

When I rotate it on the Y-Axis:

Fixing it using X and Z rotation:

Rotating it back on the Y distorted it again:

Here's the wing with ailerons and flaps:


texts: How do i mirror along grid aix using mirror modified?

texts:
The mirror modification is not mirroring along the x axis like i wanted, it is doing this:

Can sb please help me?


texts:
The only way I know of aligning textures is to go into the UV Editing tab, select the surface(s) and manually size up and align that texture by hand, by manipulation of the edges/verts.
What is a quicker way of doing this?  Take this image for instance... just here are nine surfaces which all had to be aligned manually. The edges don't line up exactly, and I'm not even sure how I'd make it line up 'perfectly' across two different surfaces of different models.

Is there an easier way of doing this? Take Source 2 Hammer for instance, by Valve:

There are numerical inputs for exactly scaling and sizing, buttons to shift and justify to the centre or to edges, or by view or world-space. I'm unable to find something like this for Blender.


texts: How to separate two meshes in one object

texts: I added two torus objects, and when I click one of them, it also selects the other. They both share the same node thing. I want to delete one of them, but it keeps on deleting the other with it. I can't even undo placing the second torus without removing the other.


texts: Create a curved circle with precise dimensions

texts:
If you imagine the external edge of a torus, all the way around, or you imagine a uniform cylinder where you then bend the vertical edge in uniformly to create a circle - that is what I'm trying to achieve.  A curved circle with specific measurements.

Specifically, I want it to be 4 units high (easy) with the swell of the curve precisely one unit thick.  In other words, say the bottom of the curve is at 0.00, then the widest point of the swell is at 1.00 before coming back in again to 0.00 at the top of the curve.

I imagine this could be done by trimming down a torus, but the "exterior/interior" radii settings on the Torus Dimensions don't appear to be accurate enough for my purposes - because the Torus inner edge swells in too, and I can't therefore use that to measure because I don't know the degree of that swell.

I imagine this could be done by bending a 4-unit-high cylinder, but I don't know how to...

Any help/guidance much appreciated.

Thanks,
A


texts:
Smart UV project gave me this mess:

Is there a proper way to unrwap it without making seams manually? Some methods or programs to reduce the number of islands?


texts: How do I mass-remove UV maps from multiple objects?

texts: I accidentally added 2 UV maps to an object, and the wrong one is selected to be used in the render. The problem is, I have over 100 non-linked duplicated of this object in my scene. How do I remove a UV map from all of them (quickly)?


texts:
I am fairly new to blender and I am trying to do something which I am assuming is fairly straight forward with no success. All I'm looking to do is emboss some text onto the curved part of a yogurt pot. Image attached below. What is the quickest and easiest way of doing this?

Thanks in advance


texts: Smooth the jittering colors of smoke simulation

texts:
A recent project of mine involved smoke sims and materials. This is the result, and it's mostly what I was aiming for.

However, its colors are jittery and seem to move around.
Here is the material:

How can I make it smoother and more natural looking?


texts: Why is the mirror modifier doing this thing?

texts:
Sorry about the vague title I wasn't actually sure how to ask it.
So I'm new to blender and am trying to use the mirror modifier. However when I move a vertice in the direction towards the cube (lets say i'm using the default cube) it looks as though i'm removing the skin from a cube shaped banana. There's another cube underneath. I'm not sure if my explanation was any good so i'm also linking a gif in hopes it will aid your understanding of my particular issue.

Thanks for any help x


texts: Is it possible to make Blender prompt to save on exit?

texts: Does Blender have a setting or addon that makes it prompt you to 'save unsaved changes' when you close the window like other applications? I cannot count the number of times I have lost small pieces of my work because I exited the program just to check if I had made any changes.


texts:
I am trying to point the face normals to another direction than the face is facing. I want the face to be about 45 degrees and the normal pointing straight up. But no matter what I use, normal edit, as seen in this screenshot

http://prntscr.com/md9u8w

I am trying to get the normals to point straight up. I had luck making trees on a similar kind of geometry (where it's only planes with normals pointing straight out, torwards a sphere instead of the direction of the face). But for some reason, now the same thing, done the exact same way, in the exact same scene, with exact same objects used to data transfer or normal edit modifiers, it just won't work, no matter what setting I change or object I use.


texts: I am aware that in the Data API region I can locate the objects and set their object pass index but it is a fairly tedious exercise. Is there an easier way?


texts: Which node use in Cycle to know if 2 colors are equal?

texts:
Can someone can tell me how to check if two colors are strictly equal, using nodes in Cycle ?

Thank you


texts:
I will randomly get this error and will have to restart blender, or it crashes. It happens sometimes when I change settings or render image. What is this error and how can I prevent it from happening?
If it helps I have an i5-9400f and a gtx 1650s.


texts:
I'm following a tutorial on youtube about IK rigging. So far I've set up an FK rig and am creating an IK rig. I have put an IK constraint on the left upper arm and the left forearm. But if I try to move the left hand, the whole arm goes crazy. It doesn't follow the hand like a proper IK rig should. And the movement seems random to me.

I use Blender 2.71

Blend file: https://dl.dropboxusercontent.com/u/61219663/Character_Rig_01.blend

Images of Rig:

Images of rig going crazy:


texts: Particle render: first frame has huge motion blur, other frames are fine

texts:
I have a scene with motion blur enabled, and some particles emitted from a volume. The particles only move very slowly; they're basically static (no new particles over time).
I've baked everything, and when I render all the frames look fine except the first one, which has long motion-blur trails.
I use motion blur with 50% shutter and "centered on frame". If I switch to "starts on frame" everything is fine. Is this a bug, or am I doing things wrong?
Blender 2.91 nightly, but also happens on 2.83.
Test blendfile here. Load it, render frame 1, you'll see long motion blur trails. Render frame 2, it's OK. Then go back to frame 1, set Scene > Motion Blur > Position to Starts On Frame, and re-render frame 1: all OK!


texts: Problems with Weight Transfer to Shirt Objects

texts:
I have a shirt draped on a human body. The shirt appears fine in the texture mode with the texture applied, but it appears totally black in the solid view and the edit view. I tried recalculating and flipping the normals. That did not help. Scale and rotation are applied on the object, so no problem there as well. This is problem number one.

Problem number two occurred when I was trying to transfer weights of the armature from human body to the shirt on the body. I tried to transfer weights and I could not see that happening on the shirt. The shirt stays still when I move the arms or body.

Here is the .blend file


texts: Why can't I see the FBX version to which I want to export to?

texts:
I am trying to convert my .ply file into a an fbx file (I want to eventually do something which involves exporting the texture along with the mesh). I am following steps mentioned by another user who had the same requirement from here: https://answers.unity.com/questions/1343037/blender-278-unity-55-the-correct-way-to-retain-mat.html?childToView=1627960#comment-1627960

However, the first step is to ensure that I convert with "FBX 7.4 Binary selected" - an option which I am unable to find in my window. Is this a change in UI or do I have to enable something else?

Thank you!

Details:

Blender Version 2.79.7

Pics on interface details (after clicking on buttons near Operator Presets):


texts: is there a clever way to enlarge the driver expression field?

texts: my formulas are sometimes a bit longer and i wonder how you guys enter or edit values there? are you all tapping ctrl-space to maximize the window and then enlarge the panel with mouse? Or is there somewhere a magic shortcut where i can e.g. edit the formula in a text editor?


texts: How do I edit an old dynamic sky with the Dynamic Sky Addon?

texts: I created a sky using the Dynamic Sky addon. However, it seems like I must have accidentally created a new sky because in the addon panel it says to switch the World to Dynamic_2 (the one I have edited to my liking is Dynamic_1). I want to make some adjustments to Dynamic_1 but I can't find a way to edit the first sky in the addon panel. Does anyone know of a way to edit the old sky or a workaround to the problem? Thanks.


texts: How to see python symbolic names of objects on cursor hover of menu items in Blender 2.8

texts: in Blender 2.79 one could hover over a UI element and see the symbolic python name of said element. How would one accomplish the same with Blender >= 2.8?


texts: How to create a very shallow rounded edges bowl shape in the side of a cylinder?

texts:
I plan to do this multiple times for multiple points along the cylinder (like a spiral), so it would be good if the method is:

Easy and quick
Or: copy-able to other areas in the cylinder

I have a cylinder, and I want to insert a shape onto it, with a very very subtle inward push like so:

So if this is my cylinder, it would look like this from the side:

And most preferably it's also parametric so that I can later modify:

how deep the bowl is
the shape of the curve inwards
And have that affect all other bowls that are inside the cylinder.

I already tried doing this by loop cutting the cylinder so that I have a grid, then cutting a square, then making a circle extruding it, and shrink wrapping it to the cylinder, then joining it to the cylinder, then filling in faces for the empty parts, then subdividing (which introduces other problems as other parts of the cylinder I don't want subdivided a second time.)
Here are my awful and very work-intensive results (which I would not like to repeat):

Then subdividing which gets closer to the shape but introduces problems in other areas of the cylinder:

But even then, the circle is too deep and is not easily modifiable, nor copy-able, and as you can see has some awful looking holes that I just couldn't fix with adding faces.
Note: Beginner...may seem like I know something... I don't know anything! Please be detailed when responding


texts: Blender 2.8 won't let me import reference images

texts:
I have returned to blender after 6-7 months of not using it, and wow has it gone through some changes. I've been re-teaching myself this program, and have ran into a problem that people online can't answer, as it refers to earlier versions.

My problem is that I can't import reference images. I've tried using the import buttons, I've tried searching the program for background/reference image importing options, and even trying to just drag it in. Nothing is working. Does anyone know a solution to this problem?

Thanks!


texts:
I'm new to Blender and am having a lot of trouble wit the camera position. I placed it using "Align Active Camera To View", but when I look at the camera view (Numpad 0), I can't see anything except the grid. The same thing happens when I try to render the view. It is grey, not black, and I'm using the default lamp. The shapes shown in the images are cylinders, if that changes anything.

If I spin the camera, I get a very strange view, when I can kind of see the cylinders on the right, but they are cut off. I cannot see anything that should be in the way. In the last picture, the camera is basically at 90 degrees to what I think it should be (4) (see pics).

Any suggestions? Thanks!


texts: How can I align an object in a discrete sense to the camera orientation?

texts:
I don't want to move the camera to follow an object, but I would like to place an object using the currently selected camera.

The obvious use case is position text. 2D text could obviously be added in another tool (like Gimp). Other use cases could be aligning an object perpendicular to the camera (like a perspective gauge arrow).


texts: How can I copy animation from an object while it was attached as a child and then paste that animation to it after detaching it?

texts:
This is a follow-up question from the answers to this question:
How to attach an animated object to a rig?
I'm creating a medal ceremony where a judge will be putting a medal on the winner. Now I thought it will reduce a lot of work if I could just connect the medal to the judge's hand up to the frame where it reaches the winner's neck, and after that if I could just disconnect it from the Judge's hand while they take the hand away.
So I used the solution given in the above question and was able to successfully and easily animate the medal up to when it reaches the winner's neck. Now to continue to the rest of the animation, I would like to animate the medal without any relation to the hand as it would become very tedious to keep changing the pose of the medal relative to the judge's hand for the rest of the animation.
How can I achieve this? One of my ideas was that I copy the animation of the medal while it's in a child relation to the hand bone and then un-parent it and paste the animation on the independent medal. But how do I do this?
Right now when I unparent it, the animation vanishes from the medal (probably because it was only moving due to relation with the hand), and copying the keyframes/animation (while as a child) is not giving the same animation because I think the animation as a child is relative.
OR is there a way to remove the parent after some specific frame? But I think this would require the use of code and thus difficult for a beginner like me.
For reference, this is how my medal looks like while it's parented to the hand, and of course, I'm able to modify the pose of the medal relative to the hand but it would become a tedious task to keep doing that for the rest of the animation even when their relation is of no use anymore.

This is the last point till when the parent child relation between the hand and the medal was helpful. But next the hand has to move down and I don't want the medal to keep moving with it anymore.

Note - I felt my question is considerably different but related to the above and therefore I didn't ask it as a comment there (I don't have enough points for it either XD).


texts: How to create a gradient texture from one material to another (opaque to clear)?

texts:
I am trying to render an object that has opaque base and gradually becomes clear/translucent at the top in Blender cycles.

Please see the attached image (which was not made with blender).


texts: How do I load list content into a template_list?

texts:
I want to list some blend files from a folder in the UI. Reading the folder content already works. The output lands in a list. Now I need to display the content of this list in a template_list box. I am totally lost with this template_list.

My problem is basically:

mylist = []
...
row.template_list(what has to stand here to display the content of my list?)

So how do I get the list content into my template_list?

The as much as possible reduced script is at the moment in this state:

import bpy
import os

 # -----------------------------------------------------------------------------------------------------
 # the panel is in the properties sidebar.
 # -----------------------------------------------------------------------------------------------------

mylist = []

class VIEW3D_read_dir(bpy.types.Operator):
    """Blubb"""
    bl_idname = "view3d.read_dir"
    bl_label = "Read Dir"

    def execute(self, context):

        mylist = [] # empty the list
        start_path = 'C:/Users/x/Documents' # current directory

        for path,dirs,files in os.walk(start_path):
            for filename in files:
                if filename.endswith(".blend"):
                    mylist.append(os.path.join(filename)) # fill the list
        print (mylist) #debugging
        return {'FINISHED'}

class MyPanel(bpy.types.Panel):
    bl_label = "Testpanel"
    bl_space_type = 'VIEW_3D'
    bl_region_type = 'UI'

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

        layout.operator("view3d.read_dir", text="read directory") # Button to read the directory

        scene = context.scene
        row = layout.row()

        row.template_list("UI_UL_list", "keying_sets", scene, "keying_sets", scene.keying_sets, "active_index", rows=1) #Grabbed from Keying Sets to have a template list to play with

# ------------------------------ register unregister --------------------------------------------------------

def register():

    bpy.utils.register_module(__name__)

def unregister():

    bpy.utils.unregister_module(__name__)

if __name__ == "__main__":
    register()


texts: How to set the weight of an entire mesh?

texts: I am creating a simple lever in blender for an animation. I have connected it to a single bone for rotation. When I weight paint the mesh to the bone, however, I cannot paint the entire mesh. The brush always leaves an unpainted vertex. Is there any way to set the weight of an entire object so that every vertex will be painted?


texts: artifacts during compositing using shadow catcher and denoise

texts:
I am using Cycles with denoising and filmic Color in Blender 2.79b, the compositing is done in Nuke 11.1v2 non commercial. The renderings are 32 bit linear EXR.

The shadow catcher is a large subdivided plane, the edges are extruded upwards and beveled smooth to conceal the edges. It covers the whole background.

In nuke, I experienced bright noise around the edges, as soon as I unpremultiply the footage to grade the sequence. (Viewed after premulting, of course). The RGB channel shows denoising artifacts around the edges, the alpha channel contains visible noise, even where it is supposed to be completely black. A quick workaround for me was to slightly to clamp the blackpoint of the alpha channel, but I know that this is not a viable solution.

This is what the alpha looks like with boosted gamma:

Is this an error caused by the difference between denoised RGB and un-denoised alpha? Or am I doing something wrong elsewhere?


texts:
I'm trying to recreate an image on 3D (As you can see on the picture) but the material doesn't ''shine'' on the borders like the original picture.
I was thinking on adding textures but this is for an animation, so maybe a better setup for a material could help more than just a plain texture (which is no problem, i have Zbrush software too)
What's the kind of material that i could use to get some kind of 'texture' or 'ilumination' like the original/real picture?

Or if you have any other idea, what can you recommend? I'm starting with cycles rendering...


texts: How can I slice with the bool tool without leaving any remnants?

texts:
Select teeth
Select fish
Slice

Delete the slice

Result:

Moving the teeths before applying the slice tool alters the remaining teeths without leaving any clues why
Teeth object:

Face orientation:


texts: What is significance of Bevel Weight? In what circumstances it should be used and how it changes model geometry?


texts:
I would like to cut this mesh into two parts where the Plane is located and have the resulting openings filled. I've tried the knife tool and bisect but I can't figure out how to execute either of them. I did see a similar question here maybe a year ago but I can't find it. Thanks in advance!

EDIT:
Here is the result I am after (I did this by hand).


texts: context incorect error into poll python class

texts:
I try to make a add text class to register into Blender 3D, but I got error into main: bpy.ops.object.addtext(ctx)
This is my script:

import bpy
from bpy import context

class AddText(bpy.types.Operator):
    """Add text by script """
    bl_description = "Add text with python script "
    bl_idname = "object.addtext"
    bl_label = "Simple Add Text "
    bl_options = {'REGISTER', 'UNDO'}

    @classmethod
    def poll(cls, context):
        return context.mode == 'OBJECT' and context.area.type == 'VIEW_3D'

    def execute(self, context):

        scene = context.scene
        myFontCurve = bpy.data.curves.new(type="FONT",name="myFontCurve")
        myFontOb = bpy.data.objects.new("myFontOb",myFontCurve)
        myFontOb.data.body = "This is a text"
        bpy.context.scene.objects.link(myFontOb)

        bpy.context.scene.update()
        scene.objects.link(myFontOb)
        scene.update()

        return {'FINISHED'}

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

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

if __name__ == "__main__":
    register()

    for area in bpy.context.screen.areas:
        if area.type == 'VIEW_3D':
            ctx = bpy.context.copy()
            bpy.ops.object.addtext(ctx)
            break

As an additional note : if I run it into console this is the error:

>>> for area in bpy.context.screen.areas:
...     if area.type == 'VIEW_3D':
...         ctx = bpy.context.copy()
...         bpy.ops.object.addtext(ctx)
...
Traceback (most recent call last):
  File "<blender_console>", line 4, in <module>
  File "C:\Program Files\Blender Foundation\Blender\2.78\scripts\modules\bpy\ops.py", line 187, in __call__
    ret = op_call(self.idname_py(), C_dict, kw, C_exec, C_undo)
RuntimeError: Operator bpy.ops.object.addtext.poll() failed, context is incorrect


texts: How to rotate object and render with a script

texts:
I am creating a rotating knob in Blender for my GUI-project.

The knob has to be rendered in 64 different angles. Is there a way I can automate this extremely tedious process with a python script?

Render the knob at 0° Z,
Save the file
Rotate knob 3°
Render
Save the file
Repeat 64 times

I want to use the Cycles Render and a high-number of samples (1500-2000).


texts:
I'm having difficulties with a Blend file:

Point Lights and Area lights are almost invisible
Sun, Spot and Hemi lights are functioning normally

By 'almost invisible' I mean that I have to crack up the intensity to 100.000 to see a dim shine. Preview pane at this level is completely blown out, as well as the entire scene if I switch to Sun, Spot or Hemi.

Does anyone have any idea what I'm doing wrong here?

A simplified file can be found at

Thanks for any pointers you might be able to give.

Warner


texts: How do I distribute hair particles evenly using guiding curves? (Ponytail with Hair Dynamics)

texts:
I tried increasing the steps under both the viewport and render tab, messing with the guiding curves, and amplification under the Children tab. No method I've tried so far has been able to simultaneously keep the ponytail form and cover my character's entire head with hair. In order to get the shape I wanted, I made the two different particles systems and connected both systems under one guiding curve.

Hair Dynamics are enabled for the ponytail and the main hair, with interpolated children.


texts: How to hook up Blender Python script with Arduino?

texts: I am trying to make a hologram were a series of propellers spin and emit lights to give off the hologram. I was planning on making the lights come on when they are touching an object inside Blender. What I mean by this is on each "propeller" a strip of lights are on each blade and it simulates this in Blender with accelerometers in 3D space. I want to know how to hook Blender up with the Arduino online editor and be able for them to correspond and transmit messages and signals.


texts: I try import maya model(.OBJ) to Blender

texts:
in EEVEE render the model seems broken

But in Cycles it turns good model
, what did i miss?

(and I apologize for my broken English)

Thanks every one! to your comments my problem is solved.


texts: Hexagon problem with a body, how i can remove them?

texts:
Someone can help me? How can i remove this hexagons?
After selecting all similar faces


texts:
Until now until Blender 2.83.4 my GPU NVIDIA GeForce GTX TITAN X 12288 MB is recognized via CUDA. With Blender 2.90 and Blender 2.90.1 no GPU is seen, also not under CUDA. What is wrong?
I'am therefor still working with 2.83.4 My computer Mac Pro (mid 2012) 2 x 3,46 GHz 6-Core Intel Xeon / 96 GB 1333 MHz DDR3 - Mac OS High Sierra 10.13.6


texts:
I'm trying to do something similar to this is Blender:

Animation here: https://www.instagram.com/p/BqQKtNmHsCw/

I've got the shape and animation working, but I can't figure out how to animate the text layer on the 4 different sides?

Here's an image of my shape so far:

I followed this to build the shape: How to animate text over a twisted mesh (or text flowing along an infinity loop)

Also I might need to smooth the object without interfering with the twist or rounding the sides?

Edit

This is how it looks when I follow the linked suggestion / open Robin Betts' file:

I'm not able to determine what Axis, origin the simple deform modifier uses. Is there an addon plugin that I need to install? (I'm using v.2.79)


texts: How can I export Exact material name with FBX?

texts:
I exported from blender to a fbx file and I use a converter that convert to a custom format for game engine, but fbx export name of material with image name like this

Material: "Material::GroundMat__ground_jpg", "" {
        Version: 102
        ShadingModel: "lambert"
        MultiLayer: 0

but I want just Material name like "GroundMat", is there any possibility that i can export just material name?


texts: How to reduce mesh vertices to obtain homogenous density while maintaining manifoldness

texts:
in Blender 2.79 I used to have a technique to make meshes have an even/homogenous distribution of vertices. I would start to increase the number of vertices (if necessary) using the "subdivide" or the "remesh" tools. Then I would apply a "remove doubles" (in 2.79, now it's called "merge by distance") with a distance that corresponds to a density I wanted.
The issue is that using the "remove double" would work pretty well in version 2.79, however in recent versions (e.g., 2.92) using the "merge by distance" tends to produce a lot of non-manifold faces.
This can be demonstrated just by using the default cube scene:

Start with the default scene cube
Apply a default settings "voxel remesh" (usable from object mode, not from edit mode)
Apply a "triangulate faces" and a "shade smooth" (that will help visualise the issues in the next step)
Do a "merge by distance" at 0.2m
Deselect all and then "select all by trait" - "non-manifold"

As it can be seen, the mesh becomes all messed up.
For comparison here is the result of the equivalent operations in 2.79:
Is this a bug? Is there any workaround for this?
Is there a better way to achieve homogenous vertex density while maintaining manifoldness?
Thanks.


texts: Assigning Different names to a text box?

texts:
I am trying to make a custom panel with two text box which will be assigned to two different lists. However in my panel tool bar, whenever i change one text box, that other automatically changes. I know this is because I am calling both text boxes to "my_string_prop", but everytime i change that name, the text box disappears. Additionally, are the word in the parenthesis key words and if show does anyone know where i can will the list for them.

import bpy

class LayoutDemoPanel(bpy.types.Panel):
    """Creates a Panel in the scene context of the properties editor"""
    bl_label = "Layout Demo"
    bl_idname = "SCENE_PT_layout"
    bl_space_type = 'VIEW_3D'
    bl_region_type = 'TOOLS'
    #bl_context = "scene"

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

        scene = context.scene

        row = layout.row()
        row.label(text="X-Points:")
        row = layout.row()
        row.prop(context.scene, "my_string_prop")
        list1 = [context.scene.my_string_prop]
        print (list1)

        row = layout.row()
        row.label(text="Y-Points:")
        row = layout.row()
        row.prop(context.scene, "my_string_prop" )
        list2 = [context.scene.my_string_prop]
        print(list2)

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

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

if __name__ == "__main__":
    register()


texts: Custom Drag and Drop for importing .srt files

texts:
I made Subsimport that lets users import .srt files into the VSE. I'd like to improve it by allowing users to drag .srt files into the timeline instead of having to click the "Import" button.

Does anyone know how to connect a drag and drop event to an operator? I've read rumors that this ability was coming to Blender 2.8


texts: Copying Group Instance Computation Expense

texts:
I am pushing into the scene around 38k to 50k cube instances using Python, however, I am reasonably expecting to finish the execution of the code within ten minutes or so, I am OK with an hour at most. But it's taking 11h to finish.
Here the code where I placing the cube Instances
for l in localizations:
        i = 0
        buffer = []
        gens = random.randint(6, 16)
        probability = np.random.uniform(.1, .8, 1)
        status = initial_status(gens, probability)

        while np.all((status) == 0) == False:
            status = make(status)
            buffer.append(status)

            if len(buffer) > 5:
                buffer.pop(0)

            for j in range(len(status[0])):
                for k in range(len(status[1])):

                    if status[j, k] == True and len(bpy.context.scene.objects) == 1:
                        bpy.ops.mesh.primitive_cube_add(size=1,
                                                        location=(l[0]+j, l[1]+k, i),
                                                        scale=(1, 1, 1))
                        mat = bpy.data.materials.get("Material")
                        mat1 = bpy.data.materials.get("Material.001")

                        for ob in bpy.context.scene.objects:
                            if ob.name.startswith("Cube"):
                                ob.data.materials.append(mat)
                            if ob.name.startswith("Plane"):
                                ob.data.materials.append(mat1)

                        bpy.ops.collection.create(name="cubes")

                    if status[j, k] == True and len(bpy.context.scene.objects) > 1:
                        bpy.ops.object.collection_instance_add(collection='cubes',
                                                               location=(l[0]+j, l[1]+k, i),
                                                               scale=(1, 1, 1))
            i+=1

Whether I push mesh.primitive or instance it gets slower exponentially. I couldn't understand this, to be honest.
in the function call 'make' has 2 * np.where, one multiply op. and one sum op. of two arrays. That mean, basically has no mentionable effect on computational cost. In addition all the arrays dims that two nested loop checking element by element are max 16x16, which also as small as not even mention it. One more extra question is: In the "Current file" section in Blender's right panel, there is let say 40k object in objects folder seperately, and also in scene sections; scene collection and object section has 40k element both. Totally there shows 120k but three copy of same elements. Does this make sense?
Thanks in advance, stay positive.


texts:
Many parameters have restricted ranges and if you input a value higher than the maximum, it'll snap back to the maximum value.

Examples include:

speed in a fluid simulation is limited to 100.
energy of a lamp is limited to 10.
etc.

Is there any way to override these restrictions?


texts: Any strong consistent tutorials for beginners?

texts:
1st I hope this is the right place, because it's a little hard to find a place where you can ask simple question. Like there is no registration in blender forums and I don't know why.

2nd I have a question and I hope get good and informative answer to it.

So. Hi again. I was looking in google and youtube for good tutorials for beginner. I mean not "how to create a box" or "animate your box". I was looking some strong and new tutorials like "how to create animated girl" or "how to create a realistic weapon and texture it". But I didn't found anything good. I found only scattered tutorials without any explanations. Well "Blender Guru" I liked in youtube. But it's too little tutorials there. I'm ready to pay some money monthly like 10$ you know. And I saw I can pay it in blender clouds. I tried to find some free information in there where to start and etc. But I didn't found any consistent tutorials like what you can do when you create this girl or this weapon. Like in example "If you create a weapon not let's go animate it to shoot!" you know. So I wan't to ask should I spend money in blender clouds? Or you know better place? Any information from you practice would be most amazing thing in today for me! So thank you and waiting for answers in this place :). I hope this place is really good! :) BTW sorry for bad English!

EDIT: from some comments of you i found in resources blender101, is it right place would be? Because it cost a little.


texts:
Nothing shows in my blender 2.8 beta when i open it.
Objects are there but the whole thing is dark unlike 2.79 version.


texts: How can I connect multiple bones to one?

texts:
As seen in the image below, I'd like to connect the tails of bones 1-5 to the head of the target bone, in a way that allows the connected bones to rotate accordingly when moving the target bone.
Is that even possible or does Blender require its usual black magic to make something as simple as that work?


texts: Should I fill every face include invisible one?

texts:
Often, I overlap two meshes together to make some desired geometry. In this case, there are always invisible faces.

When I was just beginner, I made some bad topology sometimes, and this makes bad UV results. Maybe that's why I try to fill every faces even they are invisible, because I had bad experience with empty faces in invisible geometry.

(I think those problems were coming from duplicated vertices, maybe)

The problem is that when I'm making textures, invisible area still takes texture spaces even they are invisible, and sometimes it takes a lot, depending on size of the faces.

So theoretically, I can get more spaces to make more high resolution texture by riding off those invisible faces from UV.

Does it matter that remove invisible faces? Should I fill every face include invisible area?

Any advice will very appreciate it.


texts: Node setup for alpha and translucency maps

texts:
There is a whole new set of photoscanned objects from textures.com: grass. Taking as an example the 3D Scanned Grass Atlas 11 set, one can find multiple tiff files that can be used in blender as image textures (those can be downloaded with a free account at low resolution):

albedo
normal
roughness
translucency
alpha

Here is my node setup.

I don't know if it is right (node editor beginner here). And what should I do with the alpha map?

Obviously, there is something wrong with my setup.


texts: Translate a texture in Cycles Material node editor?

texts:
Essentially I just want to translate a checker texture to the side a little bit.

Is there a way to do this in a cycles material?


texts: Weird export noise after appending object

texts:
I have a planet created in one blender file [A], which I am appending to another blender file [B]. The planet in file A renders beautifuly, while in file B, the render is noisy.

I have checked and can confirm that all Render, Output and View Layer options are set the same in both files. Besides the planet itself, the cameras and lights were also appended, so these should be the same as well.

I am using blender 2.8 & Cycles with both the files, rendering both on GPU. Could anyone give me any hints on what could be causing the difference?

Source files


texts: How to control the appearence of texture on certain number of faces, in Blender?

texts:
I am new to blender but know it's bases.
I am trying to make this ->

scene in Blender in 3D.
i don't know how to make cliff, here i am just using a plan with sculpting and texture to make the cliff. the problem is that, when the texture is applied, it's appearing at all single faces of the plan i am experimenting with some vectors but it didn't change anything. PLEASE HELP!

Image Texture ->

Also, if you have any tips on how can i improve the cliff or other scene, please tell me that too.
For Blend File - > https://drive.google.com/file/d/1IXiBC1klRo_UImtVFZXEPdWi7t1q0Vrk/view?usp=sharing


texts:
I'm trying to UV map on a different section on my model. So I separated the mesh, and assign the same material which I made, just under a different name because it's already using a UV image on another section of my model. Once I add the UV image, I adjust it accordingly but its causing some type of border which I can see. Where is this coming from?

Thank you.


texts: List of vertices at intersection of two objects

texts: I am using python to form the union of two cylinders through the use of boolean modifiers as shown in the image. How can I obtain a list of the vertices at the intersection of the two objects that are created when the modifier is applied?


texts: Trees/plants/rocks spam for my game terrain

texts: I'm making a terrain for a video game. Is there a tool to spread a lot of trees/plants/rocks on a terrain? For example Unity has a built-in terrain tool for placing them, are there similar methods for Blender? Also, I don't want to decrease perfomance for every tree. Thanks!


texts: can't fix mesh texture does anyone have a sloution?

texts:
the texture on my object looks great and it's exactly what I want but the problem is the top of the mesh is so stretched and I tried everything to fix it but with no luck
I think the main reason why there are no vertexes on the top so how to add vertexes?

https://blend-exchange.giantcowfilms.com/b/AswVrpBm


texts: Pull clip info from crossfades/fades via python

texts:
How do I pull information on what clips affected by crossfades/transitions and fades via python?

I know I can pull the type of clip with this script, but not the affected clips of crossfades and fades: How to get a clip's source media starting and ending frame numbers?

(I'm trying to piece together an EDL export script: https://blenderartists.org/forum/showthread.php?418606-EDL-export-script-help-needed!
)


texts:
For modifying meshes (in the hereunder example removing vertices), I use the script as follows:
        # Création du Bmesh
        maillage = bpy.data.meshes[nom_objet]
        bm = bmesh.new()
        bm.from_mesh(maillage)
        # Mise à jour des ID des listes verts et faces
        bm.verts.ensure_lookup_table()
        # Suppression de tous les points du maillage sur Ox
        points_a_supprimer = [v for v in bm.verts if v.co.yz.length < 1e-07]
        bmesh.ops.delete(bm, geom = points_a_supprimer, context = 'VERTS')
        # Modification du maillage de l'objet et suppression du Bmesh
        bm.to_mesh(maillage)
        bm.free()
        del bm

But I do not really understand if the use of ".ensure_lookup_table()" is relevant. What is the purpose of this code ?
Thanks in advance for explanations.


texts: How to copy an action strip from one object to another?

texts:
I have those two identical armatures. I would like to copy a part of one's animation to the other. I came up with the idea of making an action strip and then I'll copy it. As shown in the pic, I need to copy a3 to the second object.

I used the method of CTRL+L > Animation Data. But copies everything and it affects a2.  Affecting a2 means that in larger projects it'll affect all the strips which isn't a good idea.

I appreciate your ideas :)


texts: I want to make boiling water animation. After that I want to use in Unity project.  I'm new to blender so help would be really appreciated!


texts: Object too dark after solidify from an SVG

texts:
I've:

Created a voronoi pattern as an SVG
Imported SVG to Blender.
Turned SVG into a Mesh.
Used "Solidify" to "extrude" the mesh.

I now have a 3D object - I do only hard surface modelling for 3D printing.

The issue:
The object is very dark (no matter what Viewport shading I use) and I can see vertices, edges & faces ONLY in wireframe mode (see image below).

Question: how can I light my object to appear as other "native" Blender objects?

Thanks,
Roy


texts: Applying a texture to a cube shows up in the editor under the texture viewport and doesn't in render

texts: I have applied a texture to a cube in Blender 2.69 (unable to upgrade at this time) following this guide https://www.youtube.com/watch?v=il7ajiCepus. It shows up in texture view, as well as solid, but it will not show up in render. Any ideas?


texts: When i try to put textures, everything goes black

texts: i did everything that this tutorial says https://www.youtube.com/watch?v=JYBPXTful2g, im around 14:46 but when i open my image from photoshop, my Guko goes white( by pressing alt+z). anyone knows why?


texts: I have a mirror modifier on and I want an object mirrored but two different parts

texts: okay so my object is being mirrored from one side to the other, I would like the two objects seperate intead of just one mirrored object.


texts: How to reproduce a smartphone cover material with some specific reflection patterns

texts:
I am working on a smartphone render, on Blender 2.79 with Cycles, using mainly the new Principled shader. Everything is working perfectly, I am not new to 3D nor Blender, but there's a very specific surface that has proven difficult.

The back cover of the phone is made of some sort of glass (tempered glass) on top of a plastic surface (as I have come to guess, I might be wrong); and the mix gives a very particular kind of reflections.

I have managed to get close by combining Anisotropy and Clearcoat, but the result is still not satisfying. I'm even thinking about working without the Anisotropic reflections at all.

Here's a link to some pics of the real phone and some screens of what I have done so far.

I hope someone can help me with this.

Thank you


texts: Is it possible to generate hair particles from a mesh base (like in xGen) / a good alternative?

texts:
i've been doing research on how more professional, but cartoony hair is done. for example, in the overwatch animated shorts, or in frozen

it seems that the general workflow for it is blocking it out using solid geometry and then having the hair particles calculated on top, then cleaned up pretty quickly after. the issue is with this, is it doesn't seem like it can be replicated in blender.
i have been looking at some add ons and so far i haven't been able to find any that can create hair that follows a pre-set modeled shape, or is generated from a mesh.
(please correct me if i'm wrong!)
looking it up, i found it's possible to convert particle hair from curves and grease pencil using the "HairNet" add on, but it's not exactly the best option since it's outdated and does not seem like it will be updated
TL;DR:
is there a possible way to generate blender particle hair from a mesh shape (even with an add on) that is up to date, or is there a better way to quickly comb a bulk of the hair to give it those stylized shapes without having to nit pick with the comb tool?
thank you for reading this!


texts:
I'm using rigify to rig a character I've setup, the weight paint and movement all works fine but rigify is generating an error "Generation has thrown an exception: list index out of range" when I click generate rig. I've included a link to the blend file if that helps as I can't figure out whats causing the error and haven't been able to find an answer on Google. I've gone cleaned up my model and had a look through the bones but can't find any issues. I have changed some bones from the default rig if that's an issue so not sure if I need to do something extra to update rigify. Any help would be greatly appreciated!
https://drive.google.com/file/d/1oVaTbJNIyH9ekEXSVOAklCkZe1uhcKSn/view?usp=sharing


texts: The vertices does not join to the edge so a gap is form. The thing is I do not want to create a new face to fill the hole because I want my mesh to be quad. How do I fill the hole while keeping things the same?


texts:
I have created some planks and ropes, and then joined the meshes. After that, I've added some bones but the ropes are affected different than the mesh:

All the plank is affected equally (red), the ropes instead, are more greenish (less affected). Therefore, when rotating the bones (if I rotated the last bone) ropes don't follow the plank.


texts: Make rigid body collide with hair particles

texts:
I have a ground plane set up with a hair particle system, it is set as a passive rigid body.
Now I want to be able to drop my Active rigid bodies, and have them collide and lay on top of the hair.

Further more I'm trying to find a way to make the hair particles mat down where the rigid bodies hit them.


texts: Help with 3D data representation algorythm

texts:
I've run into a few issues regarding a blender script I am working on to accompany another program I wrote that transforms analog sound into a data set representing the amplitudes of the frequencies in that sound sample over time. I now want to use blender to transform my data into a 3D model that would, effectively, be a 3D representation of music. It's my first time working with Blender/Python scripting, so your patience is appreciated!

Context
From a conceptual standpoint, here is what the script should do:

Create 513 (number of frequencies sampled) collinear vertices
Connect the vertices with a line(face?)
Set the z value of each vertex to the corresponding amplitude for that specific frequency at t=1 represented by the vertex (we now have a 2D jagged plane)
Extrude the plane by delta time
Adjust the new set of vertices for amps at t=2

...repeat this process of adjusting and extruding until all t values are exhausted

The issue I repeatedly encounter as I work on this code is referencing / selecting individual vertices. In the 3D editor, I can simply right click, or control right click, to select point(s), and that is basically the functionality I need to replicate at many steps in this process.

For example, to create the first row of vertices, I wrote the following code:

counter = 0
bpy.context.scene.cursor_location = (0.0, 0.0, 0.0)
for x in range (0,513):
    bpy.ops.mesh.primitive_vert_add()
    counter = counter - 0.1
    bpy.context.scene.cursor_location = (counter, 0.0, 0.0)

Then, to connect these collinear vertices, I have:

bpy.ops.mesh.select_all(action='TOGGLE')
bpy.ops.mesh.select_all(action='TOGGLE')
bpy.ops.mesh.edge_face_add()

Now, though, I need to go back and start adjusting z value for each vertex I created in this line, and I do not know how to reference them. Ideally, I want to store them in an array at the time of creating them, but again, I am at a loss for associating these vertices with object references that can be operated upon.

I will also encounter an issue following the extrusion, where a new set of 513 vertices is formed. For those, I will only know their xyz location and will have had no opportunity to build references to them unless Blender already does that by storing references to all vertices in a mesh (I've read about it, but still cannot access that data set if it exists). When it is time to set z values for these points, I will not know how to reference them.

Question
How do I reference individual vertices knowing only their xyz location in space and operate on them either individually (for z movements) or as a set (at extrusion time)?

Thank you for your help! I can't wait to finally see (or print!) my audio data set in three dimensional space.


texts: How can i create this crease detail on glass?

texts:
I've been using blender for over 6 months now. I'm doing this rum bottle and I don't know how to make the detail in the glass.

When i try, i get this result:


texts:
Environment: Windows 10 16Gb system RAM, Gigabyte GeForce GTX TI graphics card with 4Gb GDDR5 vRAM
Okay, so I bought an actual graphics card to replace the dinky onboard Intel GPU because Blender was complaining about my lack graphics capability. Now Blender won't come up at all. I get this little box that looks like a DOS window for a couple of seconds and sometimes I get this circular orange animated graphic but the bottom line is Blender just doesn't come up. Funny side note: Daz Studio is suddenly a no-show, too.
Anybody know why that might be? I know my card isn't top-of-the-line but it isn't chopped liver, either. And Blender USED to run with the onboard GPU even if it complained.


texts: How do I export animation data stored in actions using the Python API?

texts:
I am writing an exporter for a custom format, and I would like it to export each action as a separate animation. Based on what I've learned so far, I think the exporter would have to look something like this:

export_rest_pose(armature_object.data.bones)
for action in bpy.data.actions:
    # TODO: set 'action' as the current action, somehow
    frame_begin, frame_end = [int(x) for x in action.frame_range]
    for frame in range(frame_begin, frame_end):
        bpy.context.scene.frame_set(frame)
        export_pose(armature_object.pose.bones)

First, does this look about right, or is there a better way of doing it? In particular, is there a way to get the pose of an armature at a specific frame without changing the whole scene to that frame?

Second, assuming that is the correct way to do it, how do I set the current action?


texts: Can someone explain the node shown in this screen capture?

texts:
I trying to recreate a material by looking at an image that appears to show "nested" nodes. I tried every stock node but was unable to produce this setup.

These two "nodes" are used as components in this one, in the section named "marble pattern":


texts: Why does Eevee make some meshes glitch and disappear as I move away from them?

texts:
I don't see any overlapping faces.
Normals are pointing the right way.
I don't know what else to check. What causes EEVEE to do this?


texts:
I've been trying to bake some color masks into my diffuse texture in Cycles Render, and it generally works.

The problem is that the baked texture always looks completely different from the original, even when the only thing I connect it to is a diffuse or Principled BSDF shader. I'm using the Diffuse Color bake type (no direct or indirect lighting).

Original image texture (left) and baked image texture with only Principled BSDF shader (right):

I've circled and annotated most of the changes in the baked texture below:

a) The entire black area is gone and the dark and light grays of the diffuse bleed into it.

b) There is now some noticeable light grey patch in this area.

c) The once straight, linear edges in this section are now gone or heavily deformed.

d) The shape of the texture where the grey meets the dark grey is filled in and bleeds over another black part of the circled area.

e) The black portion is noticeably smaller and shaped differently.

f) There is no longer a straight divide between the light grey and dark grey in the circled area.

Here are my settings:

EDIT: I tried adjusting the margin from 16 to 4 pixels, but it seems like it's only modifying how much of the texture changes and cuts some parts of it out. Here's the baked texture with a 4 pixel margin prior to baking:

(Notice the green to red spectrum is cut off in the corner.)


texts: Is it possible to access the property of an operator (such as the filepath to the append operator) by python ?


texts:
I'm having an issue with my fluid simulations. I'm a beginner, so I might be missing something obvious.

I'm trying to fill up a cup with water, but the liquid is behaving very strangely (see below).

Most of my settings are default, except the cup's volume init is shell and the slip type is free slip (to prevent sticking). I've made the problem less severe by increasing the resolution of the simulation, but it still sticks out of the cup.


texts:
I'm new to Blender, and I know this question may sound weird, but I didn't find any answer to this:

After I press Ctrl + NumPad 0, I go into the camera's view. After that, I want to get out of it; but I don't know how!


texts: What are the best settings for a video export to Adobe Premiere (CS6)?

texts:
Whenever I import a video rendered in Blender into Premiere, the video in Premiere only shows a random frame from a different source for the duration of the video.

My current workflow (with workaround) is:

Put frames in Blender 2.75 video sequence editor
Render out animation with H.264 format/file format
Run through Handbrake (because when I put the file straight into Premiere the problem above happens)
Use the new Handbrake video file in Premiere

I need a way to cut out the Handbrake steps, does anyone have working render settings that I could use to export to Adobe Premiere?


texts: Extruded Part disappears after switching from Edit Mode into Object Mode

texts:
As the title says: my newly added parts in my mesh disappear when I change from edit into object mode.

And if I change the position of my mesh in edit mode it's still at the same spot in object mode.

My mesh is rigged and weight painted, I also made a few animations.

I already checked my layers, tried Alt+H but nothing helped. Making a new mesh wouldn't be a big deal, but I can't make always a new mesh if get the same problem, so I want to know how to solve this problem.


texts: Why won't eyes move with the rest of my mesh?

texts: Why won't the eyes on my elephant move with the rest of my mesh. I created them in edit mode, parented them to the body and reapplied automatic weights.


texts:
I am using the video editing function of Blender to make a image pan & zoom clip (aka Ken Burns). The image is a chart I made in Photoshop and I want to zoom into an exact point on the chart and a exact zoom level.

In the effects strip controls, there are places to adjust the scale as well as the position, but I can't figure out how the values in these boxes translate to real-world values (in my case I want to go to exactly 300%, centered on the 508x291 pixel spot on the image).


texts: Solidify modifier causing strange artefacting?

texts:
I have made the following part of a model which I want to add some thickness to.

When I add a solidify modifier to the model I get these strange artifacts:

I tried to merge vertices by distance to check for any duplicate geometry to rule out Z fighting, but there isn't any:

Does anyone know what could be causing this?


texts:
I´m new to this version of Blender and stuck in what i figured out is difference selection method. However the submenu I found is not displayed and I have not found a shortcut to circle through the options. Any idea where to enable this menu?
Thanks!


texts: Qubicle to blender for import to Unity - don't know if texture is actually applied?

texts:
Ok, I am fairly new to 3D modeling but Ive picked up qubicle for some 3D voxel game characters to import into my Unity game. It's great, and Ive made a few models that I have colored inside qubicle. I read up everywhere on importing qubicle to blender (because I need to apply an outside texture i.e. a pattern not just color, still don't know how to do this) and found that .obj are the way to go.

So I exported to obj file and got the obj, .mtl, and a png with my "textures" (just colors). I then imported this file to blender and in normal object mode I get the model with no colors:

However when I go to texture paint mode I see the texture colors applied as they should be:

I am now going to embark on figuring out how to texture map and apply some additional patterns to my model like this tile example (notice the little grass texture):

however before doing this I need to know - are my color textures being applied? Meaning if I bringing this blend file into unity like this and dragging my png file onto the model -

if I add some external texture via uv mapping in blender will this texture be preserved?
How can I apply the textures I add in blender? Have never done anything like this.


texts:
Ok, this is my first post here. So hi Blender Stack Exchange Community! I have a problem: I want to program an addon and need to get the informations of the bones. I found a post wich says me they would stay at Object("Cube").pose.bones. Now, if I try I get an error message wich says me that bones dosen't exist in None. After testing I saw that Object("Cube").pose was None. Here is my operator code:
import bpy

class Test_OT_Operator(bpy.types.Operator):
    bl_idname = "view3d.cursor_center"
    bl_label = "Simple operator"
    bl_description = "Center 3d cursor"

    def execute(self, context):

        ob = bpy.context.object

        #print(ob.pose.bones[0].matrix) # Would rise an error, I commented this line
        print(ob) # this here works
        print(ob.pose) # this here is None
        bpy.ops.view3d.snap_cursor_to_center()

        return {'FINISHED'}

Now, after I saw yesterday that it worked without any errors. I correctly assigned the bones to my Cube, and I can bend the Cube with the bones. So, I really don't understand why, why it dosen't work now. I really hope you, more experimented Community, could help me to understand. I am really new with python and started coding Lua 2 years ago and Typescript 3 months, so I knew how to program (by the way, sorry if I have a bad english, I am trying to improve it, too)


texts: Push vertices outside of other object/setting ceiling to location of vertices

texts:
I am looking for a way of creating a sort of Z ceiling for the position of my vertices, but cannot find anything by searching. I am most likely not knowledgeable enough to know what keywords to search for.
I have a plane with a wave modifier appended.
Above it I have another plane.
I want the waving plane's vertices to be capped/constrained by the above plane. So that if a waving vertex tries to go above the Z of the above plane, it will be capped and placed on the above plane's Z.


texts: Light emitting material in Eevee doesn't cast light on surfaces?

texts:
Bit of  noob, so forgive me in advance.

Working in Eevee in 2.81, I can't get an emission shaded material to cast light onto a surface. I've got bloom enabled, and the emitting surface illuminates plenty of bloom effect, but the material doesn't cast light onto anything else. my other surfaces catch illumination from other lights just fine.

I'm just using an emission shader node and material output - that's all.

I'm used to building light sources out of objects in Cycles - what am I missing?


texts: Eevee how to render without black boxes in textures?

texts:
How cam I get rid of the black color from my texture in render? I believe it's possible.

Here's what I have:

And here's what I need to look like(I switched to texture paint mod and black dissapeared, how can I achieve that for the render result?):

If I change it to Alpha Blend it seems very transparent, so you could barely see it


texts: Accessing image texture uv channel connected to Cycles material Image Texture

texts: Trying to figure out how to read the uv channel used by an Image Texture input from Python. So, in effect, how to access the "Vector", then grab the attribute name:


texts: How to make visible an object from different layer in bge

texts: I want to give a model a selection circle if (and only if) it is clicked once or twice. The circle is in another layer and i want to make it visible when i click on my model, and invisible when i click on the ground, and toggle those states


texts: How to add an animated time controlled text effect to the VSE

texts:
I'm trying to edit videos for my dance group. What I'd like to be able to do is have an overlay that I can set the B.P.M (beats per minute) and I can display a simple metronome + counter over the video.

I notice that there is a text effect in the VSE

Is there any way to hook a callback based on the frame count that can change the text as the video progresses? This might be able to get me what I need.

Progress

I've discovered that I can do

import bpy

def my_handler(scene):
    print("Frame Change", scene.frame_current)

bpy.app.handlers.frame_change_pre.append(my_handler)

and the current frame count is output to the console. Now I would need to calculate and inject some text into the VSE

First real attempt

import bpy

def my_handler(scene):
    print("Frame Change", scene.frame_current)
    ob = bpy.data.objects['TimeCode']
    ob['Text']=scene.frame_current

bpy.app.handlers.frame_change_pre.append(my_handler)

where I have a text effect added to the VSE and defined as

but I get console errors as

  File "C:\Users\bradp\OneDrive\Video\NewStyle
  C\choreo1.blend\Counter", line 7, in my_handler KeyError:
  'bpy_prop_collection[key]: key "TimeCode" not found'


texts: How can I reproduce in Blender face shading effect produced by Meshlab?

texts:
I have two models loaded in Meshlab:

M1) A ply file containing vertex-painted mesh representing a human face.

M2) An obj file representing a quadrilateral stored as 2 faces (triangles) texture mapped from a jpeg image.

From a specific view using an orthographic camera, the rendering of the vertex painted mesh (M1) almost exactly matches the contents of the image mapped onto the quad (M2) as seen in the first image (attached). This matching was achieved by setting the selection of the "Color" property of M2 (quad) to be "Face".
If the "Color" property is set to "Vert", as shown in the second image, we clearly see the boundary of M1 against the background of M2, due to M2 being darker. We want to use Blender to produce the same result achieved in Meshlab by the "Face" setting, but by default the Cycles renderer produces a result very similar (if not exactly the same) as that achieved in Meshlab using the "Vert" setting.

Is there a way to achieve in Blender the result produced by Meshlab using the "Face" setting?


texts: I am trying to get hair to come from one side of my plane but it is being emitted from both.


texts: How do I make a perfect orthographic projection?

texts:
I've been trying this view where I position the camera so the two opposing vertices of a cube perfectly overlap one over the other from the camera view. I've gotten it pretty close but I thought I'd be better if there was a mathematically correct way of inputting the numbers.
The setup I have now is an orthographic camera with the following properties:

X position= 8
Y position=-8
Z position= 8
X rotation= 54.734d (I'm pretty sure this is what I want to change)
Y rotation= 0d
Z rotation= 45d
Orthographic scale= 8


texts:
I have been trying to make a brick tower, but the method I'm using doesn't seems too reliable.

This is the method I'm using:

Move the brick origin to the center, followed by an empty object/array to rotate it.
Make another empty object for the second array (tower height) and rotate it so it mixes the bricks a bit.

The problem with this method is that I need to do lots of tinkering, since I need to rotate the second array to mix the bricks, then move the second empty object to try to get the tower "straight".
As you can see in the picture, the tower is not perfectly straight. Is there a better way to do it?


texts: Animations pause for a slight moment when reaching end frame

texts:
I recently copied over some Blender files from my old computer to my new one.

I noticed the the animations are freezing on the last frame for just a moment. This is making my animation loops not seamless and choppy at the end of the animation. I pulled up the same file on my old computer and it was fine but for some reason it doesn't work on my laptop.


texts:
How to add/remove a modifier to the object(s) via Script node when "Always" is enabled?

UPDATE:

Just make it finally working with KristofMeirlaen's solution:

Code:

obj = Object
UseCutter = GenerateCutter
cuttername = 'AN Boolean Cutter'

if UseCutter is True:
    mod = obj.modifiers.get(cuttername)
    if mod:
        obj.modifiers.remove(mod)
    mod = obj.modifiers.new('AN Boolean Cutter', 'BOOLEAN')
    mod.object = Cutter
    mod.solver = 'CARVE'
else:
    mod = obj.modifiers.get(cuttername)
    obj.modifiers.remove(mod)


texts: edit mode grab tool doesn't work as expected

texts:
I thought this would have been a common problem to encounter but I hasn't seen any questions about it being asked.
It may have been me clicking the wrong shortcut but my grab tool doesn't work as expected anymore. Grabbing now extends new edges and forms new vertices. I want the grab tool to work in a way where the very same edges gets extended, whilst displacing the selected vertices. photo included in what I meant. I am able to fix it to make it work as desired, but I kept bumping into the same problem, and I am not sure whether you guys have any advice so I can stop myself from doing it, and waste my time fixing it before moving on with my project :) Thanks for reading!
I believe what happened is that I've been clicking a shortcut accidentally that creates new vertex and edge. But I am still not sure which keyboard button that is
Undesirable effect

Desired effect


texts: Why, despite matching FPS, does the audio not match the video in the rendered file?

texts:
Currently working through Match Track Blend (version 01) with my shiny newish computer w/16 GB Ram on Windows 7. Have set my Sequencer / Clip Editor Memory Cache Limit to 8192.A

On rendering the first lesson (this one - https://www.youtube.com/watch?v=w3E3zRQSpcI - as found on my DVD), I found that upon playing the output .avi in VLC, the audio in the .avi file was out of sync with the video.

(I'm aware of the AV-Sync feature in the VSE, but this is a feature to help the editor while in the VSE and should have no bearing on the final .avi file)

Investigating, I found that when importing the original footage (from DVD, file 'tracking_intro.mov', with Render Properties Frame Rate set to 25FPS) and then exporting as HDTV 720p at 25FPS, the resulting render (with no changes to content) has the audio rushing the video by about half a second.

The audio and video strips perfectly match each other's position in the VSE. Everything indicates that it should output a video roughly equivalent to the video it imported.

In short, what in hell? Does anybody have a solution? Really wanted to get into some video editing, but it seems pointless unless I can solve this audio problem.

The source file is tracking_intro.mov from the Match Track Blend DVD.

--Rev

PS: Had this problem years ago when I first got the DVD, but figured the problem was down to my hardware. Now I know there has to be some settings somewhere that'll solve this issue...

==== EDIT ====

Have since experimented with time stamps and image tracks. The image tracks seem to work just perfectly - outputting a video file perfectly in sync with the audio. However, in examining the video file in VSE, I've discovered that the original video track appears to have several frames at the start of the video which do not show up in the VLC file, nor in the exported image files, nor in the reimported image track.

In these frames, Sebastien raises his head and opens his eyes before he begins to speak. In addition, VLC's statistics for the file seem to show some lost frames...

I'm not looking for any trouble here - I'm just trying to understand the situation for my own satisfaction. As pointed out below, Sebastian suggests that we work with image files, which makes sense. But in case I encounter this problem again - is this a case of a slightly borked file?

Many thanks to all who've looked in at this!

--Rev


texts: how to adjust a render to match the 3d view?

texts:
I have a beautiful soccer ball model and it looks great in the 3d ortho - edit views. I love it!

But when I go to use the renderer - Blender Render comes up blank and Cycles render looks like this. Not so sharp, filling with dots of white. Not sure what happened. What can I do to adjust it to match how it looks in when I edit it?


texts: Creating a Stereoscopic video from a Movie Clip using Blender Compositor

texts:
I am trying to use the blender compositor to perform this conversion process to create a SBS video for use on Google Cardboard.

In principle it works by manipulating each individual frame in a movie clip (1280x720 resolution). I basically sample two images from each frame with one image offset horizontally 26.9% to the right of the other. Both these samples together constitute one SBS frame in the VR movie file.

This is my current node setup within Blender. However, the second region of the SBS frame doesn't render correctly. How do I fix this? I also need to render straight to the video file in mp4 format.


texts: how to change image color space on multiple image textures with python in Blender

texts: How to change multiple selected image textures from one color space to another using python while changing nothing else.


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I recently came across this issue while trying to model a fence; I want the sides of a cylinder to be cut into squares, but currently I have to guess if they look right or not.

My current workflow is just add a loop cut and scroll up with the mouse wheel until it seems to be right. As far as I know, there's no better  way to do this (at least easily).

So, how can I achieve this?


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is there a method to write each collection and its content of a given blend file into separate blend files, each new blend with the name of the collection?
The process should be:

Take a blend file x.blend with n collections
specify the target folder where to save the output
each collection n of x.blend is then saved into the given target folder as a separated blend file n.blend, named after the collection.

Thanks for help!


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the mirror modifier create pinching when mirroring a curve surface is there a way to avoid it ?

even with a flat surface on the inner edge of the mesh there is still pinching


texts: How to remove modifier contribution from Stress map?

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I have a Displace modifier on my mesh which is placed after an Armature in the stack. Is there a way for Stress map to be affected only by second modifier?

Edit: Thinking there is no such way, if only I could automatically re-load my scene and apply Armature modifier for every frame, so Blender will treat mesh as original undeformed.


texts: I cant access object that where on another layer in 2.79 in 2.8

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I wanted to start working on my Blender file in the 2.8 version and when I started working in my existing 2.79 file in the 2.8 version i couldn't access the object that where on another layer in blender 2.79.

The objects do appear in the outliner but in a darker gray and I can't see them.
Does anyone know how to fix this?


texts: Rendering seems slow, am I getting the most out of my hardware?

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So, started my Blender journey yesterday working on a tutorial to create some mountains and animate a fly-through of them. They are made with the A.N.T. mesh tool and microdisplacements. I've worked my way through the tutorial to a point where I'm actually rendering frames, and it's much slower than I anticipated it would be. It's taking 5-7 minutes per frame. I am using Cycles with Auto Tile Size addon, and am using an 8k HDR texture (I think that's how I should refer to it) to light the world.
My PC specs are RTX 3090, Ryzen 3950X and 128GB of RAM. During each frame render, the GPU and CPU are essentially idle until the last little bit when Blender starts actually showing tiles, then my GPU kicks in and renders those out in a matter of seconds. Is that to be expected? Is there any way to get Blender to actually utilize my hardware during the first several minutes of rendering, where it seems like it's just barely using it?
I'm rendering using Cycles in Blender 2.91 and here's a screenshot with what I'm rendering and all of the associated settings.
This is the tutorial that I am following: https://www.youtube.com/watch?v=qSafYNQrodk
Thanks for any insight!


texts: Version 2.78, gtx 1080, Cycles Render, Rendered Viewport, Black Screen

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My issue is when using Blender 2.78, my screen will flicker and go black in portions, whenever I enter rendered in the viewport (Shift+Z). This happens whether blender is the only application running or not, but if I have a video playing on the other monitor (my Blender course), the web page will often freeze, reload, or otherwise be wonky.

I am using an NVidia GTX 1080 (I believe it has 8 GB of memory), windows 10 64 bit, 16 GB of memory, and an Intel 6700k processor. I'm rendering with GPU compute. I also have a GSync monitor with GSync running.

The problem happens often, but not all of the time. To fix it, I have to move the mouse around the screen, or move the window itself.

Since pascal GPU compatibility was just recently added for cycles render, I thought maybe it could be a bug with the software, but I don't see anyone having a similar issue.

Below are images of the problem (working fine, black screen effect):


texts: Extremely Grainy Renders - Render settings help

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I know this question is probably asked a million times on this site, but I can't seem to get a good clean render. I have my preview at 200 samples, a min of 3 and a max of 12 light bounces. I don't understand why it is still so grainy, are there any settings that will make a huge difference?

I'm still new to blender, so please bear with me.


texts: How to call the parameters like room_height and wall_width etc in class RoomProperties?

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If I donot use operator, how to call the parameters like room_height and wall_width etc in class RoomProperties? Also how to change the default value of the properties by python?
class RoomProperties():
    room_height: FloatProperty(
            name='Height', min=0.001, max=50,
            default=2.4, precision=3,
            description='Room height', update=update_room,
            )
    wall_width: FloatProperty(
            name='Thickness', min=0.000, max=10,
            default=0.0, precision=3,
            description='Thickness of the walls', update=update_room,
            )
    inverse: BoolProperty(
            name="Inverse", description="Inverse normals to outside",
            default=False,
            update=update_room,
            )
    crt_mat: BoolProperty(
            name="Create default Cycles materials",
            description="Create default materials for Cycles render",
            default=True,
            update=update_room,
            )
.....
}