texts:
I'm new to Blender, so I'm stumbling around. Sometimes when I open a project, I can't zoom into what I want. I can zoom out... way outside the model (like an apartment), but when I zoom inside it, I can't zoom any further.

Sometimes I'm in the model and zooming as expected, moving around, and then I don't know if I do something wrong, but suddenly I can't zoom after rotating from some point. Sometimes it seems I zoom towards the outer perimeter of my model, and it won't go any further than that boundary... I can't zoom any further.

Sometimes, if I exit Blender and restart, then re-open the project, this behavior is reset and all is normal again. Sometimes not.

What am I likely screwing up? Thanks!


texts: How to create a shape in the UV image editor for using as a mask in VSE?

texts:
I'm using Blender for editing desktop recordings that I make using Open Broadcaster software.

I would like to highlight areas of the screen to draw attention to them by surrounding them with a red rectangular box.

I've created a previous post that asks: How to highlight areas of a desktop recording in video sequence editor

The answer to that post is fantastic, and I would like to now understand how to create an image in the UV editor for using as the mask. How can I do this?

I'm a complete Blender noob and have not used any part of Blender except for the VSE.


texts: Draw Normal, Bump and Specular Map manually in Blender

texts:
I am going to make a rusty nut. Some portion of it is still glossy, but most of them are covered with rust.

Now for rust I have an image. I want to paint normal map, bump map and specular map manually in Blender.

Previously I used insane bump plugins in Gimp to make those maps. But I noticed that using those maps in Blender nodes doesn't look that great. No matter how much I try. So I am planning to draw everything manually in Blender. And it is justified because I might need custom adjustment.

How to draw Normal map, Specular map and bump map manually in Blender?


texts:
For my banked road I sort of managed to make it look like it is a racing track.

I am really stuck with the pink part that is completely flat. I have a road texture and want to apply it to that, so that it follows the road

I think it should be easy but I don't know how to do it. I have searched but can't seem to find the right tutorial for this.


texts: What would prevent me from selecting verticies of active object in edit mode? (v2.82 is it a bug or my ineptness)

texts: I had been modelling a part by applying a mirror modifier to a box and doing extrusions and such without problems. The problem appeared shortly after adding a sphere object inside edit mode and moving that into place so the two surfaces intersect... Now the project is in some state that no matter what I do I cannot select vertices anywhere within the object in edit mode even after restarting blender.


texts:
What happens when I press F while selecting two faces?

If I press F while selecting two faces, they appears to become merged...
what actually happens?
And if its not the way of joining/merging faces?


texts:
I am currently using an AMD Radeon R9 280, which, according to this listing, should be supported as it uses GCN 1st gen architecture. However, it doesn't show up under system preferences. Has anybody had this sort of problem with 2.8, and if so, how might you have fixed it?

Thanks


texts: i want to achieve a round strip led lights at the bottom inside of a container with glass shader in order to light up the whole glass

texts: i wander around some shaders and did some experiments but nothing so far and btw i am using eevee engine


texts: How I can change the object properties after I add it in the scene and move it?

texts: Suppose I add torus in my scene, and I change in the Minor segments from 16 to 3. In addition, I made many actions such as scaling, rotating and moving the object. How I can return to the Minor segments to 16 after all these actions? I do not add any actions in the edit mode.


texts: How to make a script run when a file is opened

texts: How can I make a script run when I open a file? This to be used with registering an handler every time the file is opened.


texts: Relax some of the pinching in uv texture grid?

texts: I've unwrapped this object and probably cant fully straighten the map without causing insane stretching given the shape of the piece - however I wanted to know if theres a way to relax the pinching (3,4) on some parts of my model, would I have to make more cuts... and if so where? Or would it be fine?


texts:
I don't understand what is wrong with this shader

shader simple_material(
    color Diffuse_Color = color(0.6, 0.8, 0.6),
    float Noise_Factor = 0.1,
    normal Normal = N,
    output closure color BSDF = diffuse_toon(normalize(Normal),1.1,0.0)
    )
{
   color material_color = Diffuse_Color * mix(1.0, noise(P * 10.0), Noise_Factor);
   BSDF = material_color * diffuse_toon(normalize(Normal),1.1,0.0);
}

What I'm doing wrong and why the output is black ?

I checked and re-checked everything but still I don't think there is something obviously wrong with this .


texts: I did a fresh install with Manjaro 20 and just installed blender. I am running a RTX 2060 6gb GPU CUDA nor OPTIX see the gpu. I have the current nvidia 455.45.1 driver installed. Blender 2.91 wont recognize nvidia gpu.


texts: Is there a way to import .mx or .mxa files?

texts:
A game called Forsaken (1998) has models in .mx and .mxa format. Although I'm not sure what's the difference between them, I'd like to know if there's some import script available for them.

I searched for md3 importing scripts before, I bet there should be some for mx too.


texts: Compositing fire into footage with Davinci Resolve

texts:
I made a fire simulation in Blender. Then I rendered it as a png sequence with transparent background.
Now I want to composite this fire into some real footage (the camera movement is already matched).
But I can't find out how I can make the fire shine a glow onto my actor in the footage.
I am using Davinci Resolve, and have already tried the Light rays effect. But my problem is that I can only give it one colour and I can't use the fire footage as the colour source.

I know that this is the Blendr site but I could find a better place to ask my question. If it is unappropriated over here please point that out.


texts: Smoke is not showing up in Properties Tab

texts: Smoke isn't showing up in my properties tab in Blender 2.8, what can I do?


texts: I am modeling a front car bumper grille and I faced a problem: the grille doesn't bend all. I use a Subdivision Surface modifier to model my grille and this happens after I use Knife Project to make the bend line of my grille. Help me, please. Here is an image:


texts: Dynamic paint does not work on canvas in paint mode

texts:
EDIT!.. Ok my problem is now very small as i appear to have figured everything else out so far.

I dont seem to be able to use any object as a dynamic brush on any other object setup as a canvas. I can use the wave mode just fine... but paint seems to be completely unaffected. I can even use particles a brushes in wave mode.. but i just wont respond to color change.

Any ideas??

OLD,,,,,,,
Im pretty new to the particle system in blender and I am attempting to follow at tutorial on using particles as dynamic paint.

I have two issues.. the first is that my particles show simply in the viewer but never appear in the render.

the second is that I have confirmed the particle settings and the dynamic paint settings (brush and canvas) several times..

The particles are to move from left to right across a text object which has been converted to a mesh. Gravity is set to zero and the text as the emitter. The particles behave as expected and travel for 65 frames from left to right... but they do not affect the object nor do they paint it as a canvas.

Any pointers would be fantastic guys!

EDIT: I setup a whole new simple scene with a plane sub div to 100 and a UV sphere above emitting the standard amount of particles. If I use the particles as the brush i can treat the plane (canvas) as a wave.. however.. when I switch the mode to paint nothing is happening. I also can NOT see the particles during a render at any time. Please help guys!


texts:
I am doing solar system, and maybe it's because the scale and distances are big, but do you guys know how to do the rings so they are just transparent and not bending the light of an object, so it looks distorted?

I followed these tutorials(tut01, tut02) how to do it, but the result is always like in the picture above.


texts:
I'm new to blender. his is my firs render here and my render image is coming out blank. I followed a tutorial on how o set up a scene to render and when nothing was showing up, I read this blender forum to find an answer, but everything seems in place: light, camera is pointing right at he object, clipping is okay.

I don't know what he problem is, all object are render enabled.


texts: Materials not showing in object mode or render view

texts: For some reason, my materials only show up in edit mode, but not in render view. It WAS working before, but I have no idea what I did to mess it up. I can't seem to find a solution that works after over an hour of searching.


texts: how to use a texture on each side of the same face

texts: I have walls of paper, for this model, I want to know if you can use different textures in the same lane, for example using a brick texture on the outside of the face, and a white texture on the inside of it face ???


texts:
What exactly is the difference between the Frame Dropping and AV-Sync options?
I understand that they both drop frames in order to make the playback closer to real-time in the 3D view, but how does AV-sync make it more synced to the sound than frame dropping, if they're both just dropping frames to get the correct frame rate? Is there any time when I should use frame dropping instead of AV-Sync, if they both get the correct frame rate?


texts: Blender 2.8 version. I have a grey line on the Earth. Why and how can I remove it? Thank you!


texts: I have a rigid body with translations and rotations. I want to disable any translations completely. How can I achieve that?


texts:
We are modelling interiors in Blender one can walk through in the browser (three.js). You can get close to windows, but can't go outside. We are struggling with getting a good experience of the outside environment.

We basically use fisheye pictures as input, taken from each window. In three.js we now create one sphere around the full building on which we position the fisheye pictures so that they can be seen from the corresponding windows. In Blender this corresponds to a World with one 360 background picture.

There are multiple problems with this:

It is first of all difficult to manually position the pictures correctly for each window on that one background image.
Some views overlap each other. When positioning the fisheye pictures correctly at a window they overlap with the picture of a nearby window. One would need complex algorithms to merge these pictures.
Some views have a gap. This is the opposite of the previous problem. At some windows, one can see beyond the edges of the fisheye picture.
The shift in perspective when looking at a window and moving backwards is bad. Especially at windows starting at floor level. Nearby objects move away too much.
You get the feeling that the house is floating / positioned too high. This is caused because the house is centered in the sphere.

Using a sperical shape positioned around each window could possibly solve issues 2 and 3. It might even be more straightforward to create, thus solve problem 1.

But for problem 4 and 5 we think we might need a different shape than a pure sphere. Something that is more flat at the floor level, but spherical further away/in the sky. The challenge here, again, how does one convert fisheye pictures to this custom shape?

We are looking for some basic guidance/experiences here. How did you tackle this? Maybe a complete different approach?


texts: How do I prevent duplicate materials when copy-pasting?

texts: I am doing a lot of object copy/pasting, but I want the new copies to just use the same material/texture as the original. Is there a way to prevent Blender from automatically duplicating the material for the new copy?


texts: Bake textures including light / shadows from camera's perspective

texts:
EDIT: blend file available at https://pasteall.org/blend/00e3748a22ec43a4825ad76bc6357b85
I am pre-baking textures for a model used in a game, where games art style allows for static lighting. I'm currently facing problem where I don't see any light baked onto my texture, I assume it's due to following

First of all, this is how my scene looks from cameras perspective, note how there are sun reflections on the road

I then proceed to bake my texture by setting up image texture in shader graph and baking

Once bake is finished, I am left with following texture and look, note how there is absolutely no sun on the road and whole model looks like it didn't receive any sunlight at all, shadows are off as well

I was trying to play with a renderer and see if I can figure out how to bake these textures from cameras point of view to preserve shadows and lighting, but wasn't able to find a solution, so will appreciate any ideas.


texts: Display object label (using blenderGIS addon) in final render

texts:
I'm using the blenderGIS addon for some bathymetry data to show to clients with sample locations. It's brilliant but I have a small problem.

I can fix it manually but it's tedious when there are many many objects.

Each object needs a label, when I import the objects they're named as I want to display them so by:

Clicking on the object then going on the menu >object>display and ticking "name" they're all labelled in the 3D viewport.

Each label faces the camera at all times. However I can't find an option to display them in the final render

Is the only way to manually create text for each object and get them to face the camera?


texts:
I'm rendering static images in Blender under Windows 10 and I want to have all the render layers available for post-processing, etc.
My problem is that the render layers are available only so long as the .blend file remains open after the render; once I save the .blend file and close Blender, then re-open the same .blend file, the render layers are gone.

Image/Read Render Layers (CtrlR) does not recall them.

Output/Cache Result is enabled, and while I have an cache folder path defined, that folder yet remains empty.

Meanwhile ever since enabling Output/Cache Result my .blend files have grown from a few dozen MBs to half a gig each, so I'm assuming the render layers I'm seeking are buried somewhere in the .blend file, but again: How do I access them?


texts: why is my transparent object is showing image?

texts:
i'm trying to make Sight for my AK-47,, but when i tried to make a glass for the sight it showing some random image,  this is the setting i did ,
how to make it transparent 100% like a normal glass for my sight


texts:
Google gives me no results for this folder that appears in my project folder.

Can I delete it?
Can I disable it somehow?
If it's not important why is it not kept in Blender's temporary folder somewhere?


texts: How to keep IK/FK position when exporting to Unity?

texts:
So I've created idle, running, and battle pose animations that fluctuate between using IK and FK controls. I'm saving these animations in the action editor, and I've noticed that when I switch between them it keeps the IK/FK slider on that was from the last animation (for example, idle animation is using FK and running animation is using IK. If I'm reviewing the idle animation and switch to the running animation, the arms will still be in FK rather than IK).
Basically this is going to cause some problems when I'm finished and ready to port everything to Unity. So how do I prevent all my animations from being ported in either or, but the one I need them to? Am I using the correct method of saving animations with the action editor or should I be keeping all of my animations in one lengthy animation chunk?
Thanks.


texts:
I want to built a tower out of these cylinders and animate the X-Y Scale of the individual cylinders over time in a wavelike pattern.

Is there a quick way to to that ?


texts: Why isn't my mesh properly textured in Blender.

texts:
Okay, so I just started getting good at Blender, and here's what happened:
I was just texturing a weird mesh, right. It originally looked like:

But I added textures and everything. I would give y'all the start file, if I knew how. Please help. It mostly had to do with separation in the mesh, UV texturing, material texturing, and idk, but some weird lighting. Please reply and please help me if you can. Thanks.


texts: Blender 2.73 API Trying to select vertices within region via python

texts:
I'm trying to figure out a way to retrieve or select a group of vertices directly beneath a separate object.

I want to do this in a way that I don't have to iterate throughout the entire mesh to find the correct vertices. I was thinking of how blender is able to select things within the 'lasso select' or select things in other 'within region' shenanigans.

So my question is:
Does blender always iterate through every single point in a mesh just to find what's within a certain distance, or to detect collision, or detect verts within a region etc?

Or is there a more graceful way to do this? I'm using landscapes with somewhat large amounts of verts, and this entire process will be iterated over for several different objects. I couldn't find anything helpful on google, and I'm not too sure where to look.


texts: How to make feet act as lower position limit for IK rigs

texts:
I wanted to be able to move the hips of a character with it's feet staying at floor level, so I've created IK bones and added constraints. It works; but then, the feet snap to the IK bone's position:

I only need something like "ground limit", to tell both feet to not sink under floor level (for example, when you move hips bone) - and I want to be able to control feet bones independently, so for example:
"Ground limit" bones will always stay at the same floor position. When I move the foot bone, it will move independently (to be able to raise feet in air), but when I move the hips bone, the feet will be limited to not go under the floor level. The only thing I need is to be able to use IK so when I move the hips downwards, the legs will bend and when I move the foot, the leg will bend - but to prevent foot bones snapping into foot IK bones position.**

I almost did what I wanted, but still something is wrong, i've created extra hips-to-legs bones to connect legs to hips, this way it works like i want with Auto IK, but when i move one foot, hips are rotating which causes sinking another foot into ground. Here is my .blend file with this setup: pasteall.org/blend/36087 – Any ideas? :(

Update: I will precise the problem even more clearly: How to prevent a bone with IK modifier from snapping into Target object position?


texts: Parenting an object does not parent but has broken or dashed lines

texts:
when I am trying o parent some objects instead of the expected behaviour I get broken lines in the outliner, and they look like a duplicate.

In this picture, you can see the Nissan_logo_Rear is showing dashed lines, and the actual object is outside the hierarchy.

How can I fix this?


texts: Blender renders always frame 1 on 2nd computer

texts:
I'm using a second computer to CPU cycle render an animation on Windows 10. I have the "common" setup to use the same project file (network drive mapped) on both computers with the same output directory, same Blender version, same OS version, render single PNGs, unticked overwrite and ticked placeholders. While the computers pick the right frame numbers to render, the second computer always renders the first frame (into the picked frame number). Any idea what I could do wrong ?

The preview on the second computer looks right in every display mode but single rendering one frame seems also to be animation messed up (wrong position) when I jump to a frame number and render this single frame (but I assume that this is also the case with just one computer).

Any help would be great !

EDIT:
I have recognized, that both computers use the same blendcache directory, could this be a problem ?


texts: How to make particles stick to mesh when Molecular Script is enabled?

texts:
I’m trying to make particles stick to a mesh and stay on it even if it moves. Setting Friction=1 seems to do the trick unless the Molecular Script is enabled. I also tried setting Stickiness=10, but that didn’t help.

Is there any way to make particles stick when Molecular Script is enabled?

With Molecular Script off:

With Molecular Script on:

Collision settings:

Here is the test file:


texts: Simple way to reveal brush strokes, such as in the example

texts:
Example: https://www.youtube.com/watch?v=aLvmXuInbHo

I do have access to After Effects, but I would prefer doing all my video editing etc. in blender. Is there a simple way?


texts: Adding Image Texture Shader Node to a certain material? Blender2.8+

texts:
I'm trying to add a Image Texture node, so when I bake textures it is saved to a specific file:
import bpy

context = bpy.context

scn = bpy.context.scene
scn.render.engine = 'CYCLES'
scn.world.use_nodes = True

bpy.ops.mesh.primitive_plane_add(size=20, enter_editmode=False, align='WORLD', location=(0, 0, 0), scale=(1, 1, 1))
new_floor_mat = bpy.data.materials.new("Floor")
bpy.ops.node.add_node(type="ShaderNodeTexImage", use_transform=True)
new_floor_mat.use_nodes = True
print(new_floor_mat.name)
bpy.ops.object.material_slot_add()
context.object.active_material = new_floor_mat
bpy.context.scene.unit_settings.scale_length = 1

bpy.ops.node.add_node(type="ShaderNodeTexImage", use_transform=True)

My code is failing for some reason and I'm not sure why.
Q: How to add an Image Texture node to a certain material?


texts: Why in proximity the other character mesh is disappearing?

texts:
Why in proximity or from some camera angles the other character mesh is disappearing?

I'm using GLSL.


texts: How do I determine NodeTree overhead in a .blend file?

texts:
Since we have the ability to save a NodeTree into the deault .blend file I'm wondering if there are any guidelines or ceilings that need to be observed before I ramp up and save lots of NoteTrees into the default file.  I find myself using some of the bwide stuff quite a bit and am thinking of dropping into the startup file but I don't want to go to the trouble of doing this if it might cause performance or other issues down the road.

Thanks for any guidance on this

@lan


texts: Transparent texture makes the mesh transparent too

texts:
Hi and thank you!
So I applied the skin textures on the body, then on edit mode selected the face area and applied a transparent PSD file with only eyes/mouth being opaque. We see them but the transparent area of the texture leaves a hole in his face... is there a way to fix this? Thank you!
I use Eevee and set alpha clip as a blending mode in texture settings.
Thank you!


texts: my model is much bigger than the 3d and 0-1 space

texts: I am new to blender and 3d. i have a model i'd like to UV map with a custom design. However the model is huge compared to the 3d space and 0-1 space. what do I do or where do I go to get an answer? I asked Lynda.com and the response was they didn't know and couldn't help me, any assistance would be appreciated.


texts: Cloth simulation not using all of weight painting data (cloth either completely stiff or not stiff at all)

texts:
I'm having some trouble using this method: How to make a realistic droplet drop on leaf? to model the motion of palm fronds using the cloth simulation. In the above link, weight painting is used to create varying stiffness across the leaf. But when I try this on the palm frond, the cloth is either completely stiff (anywhere where I have painted non-blue colours) or completely loose where I have painted blue, ignoring all of the intermediary colours/values in the vertex group. I have checked all the settings and tried to match them 1:1 with the blend file from the link above but have had no luck.

Thanks, Rowan


texts: Model faces the wrong way. Any way to fix it?

texts:
I'm modeling a face in Blender and I realized that it was facing the wrong way. When I had started it was facing the right way. Can anyone help me with this? Thanks!

LEFT IMAGE


texts: How Can I select the face of the similar color in Blender 2.8~2.9?

texts:
When texture painting, sometimes I want to repaint only the certain face with the similar color. Inside of choose the face mannually one by one, is there a way or addon I can do it? Like the PS funtion "Select color".
I've searched on google and find this page https://blenderartists.org/t/select-all-faces-with-same-hex-value-in-edit-mode/592292
which address the same question and some pp solved it by hand-made python scripts. but I believe maybe the code is too old that it doesn't work in 2.8x ~ 2.9X anymore...At least I tried installed the .py addon and tried myself..
And since I know nothing about the python......Anyhelp??


texts:
often while using blender at some point the "bevel" function becomes "bound" to an axis. For example, instead of smoothing an edge creating a new face oriented at 45° it remains relative uniquely to the Z axis, and the new face is flattened on it. Because the "preferred axis" is now Z, this happens with horizontal edges. Vertical edges behave normally.

Am I pressing some shortcut I should not press? Is this behaviour even normal?

Thank you all in advance.


texts: Anyone know why I'm not seeing options in fluid type?

texts:
I'm using this youtube tutorial for reference: https://www.youtube.com/watch?v=370Q4COgMqo

I've been able to set the domain cube, but cannot set the 'fluid' or 'particle' option. I can only see the options: none, domain, flow and effector. I've just downloaded blender today so I should have all the options? But they're not coming up? Any help appreciated, thanks!


texts: I'm a beginner, and just learn about shading following video tutorials. The first time I open the tab 'shading' everything should be white in second pic.but in my screenshot as you can see it just a mess. I reset to default settings but still the same. I'm confused, can anyone help me fix this problem?


texts: The free version of renderman is coming out soon and I'm wondering if it can be pluged into blender. Is there a way to use renderman in blender?


texts: Is there a Simplify Curves addon for Blender 2.80?

texts:
I'm using the latest Blender 2.80, and I notice a Simplify Curves addon at preferences> addons> search:simplify I see Add Curves:Simplify Curves, but then it says upgrade to 2.8x required.
What is currently the way to simplify a complex animation F-curve?
Sometimes I like to record a complex object movement, but I used to love to then Simplify the curves to various degrees with Simplify Curves addon.
Thanks for any ideas.


texts: Should I use stretch UV bounds in Smart UV?

texts: So im trying to unwrap using smart unwrap. It looks very stretched when I turn on stretch UV bounds, but when i turn it off it looks ok, however its too small. Which one should i trust ? (im planning to export the model into substance to texture it, so im worried if stretched UVs or small UVs would be a problem? I tried to fix it by applying all transforms but it doesnt make a big difference. Any ideas?


texts: Texturing problem looks like broken image

texts: i am having a problem right now, i add some image for floor but when i was trying to rendering, i am taking this view. How can i fix this ?


texts: What are these time units smaller than seconds: 1/60ths of a second

texts: I am using Blender to edit videos. I see strip time units listed with three colon separators, like: HH:MM:SS:??. So, what are those smallest units? 1/60 of a second? 1/100th of a second. Or should the third colon actually be a period to indicate a decimal point? I have this time: 02:18:46:29. Is that for 46 and 29/60ths seconds or 46 and 29/100ths of a second - 46.29? I could find no documentation on this or any way to control time representation in preferences. I've never see a time unit like this.


texts: Is it possible to change Y-axes shortcut?

texts: Is it possible to change a key Y to C for making all keys of X/Y/Z axes nearby?


texts:
I know how to apply an image texture to a UV map, but the result is unpredictable and often looks terrible.

Let's say I have a texture I want to apply:

...and lets say that, since it looks like a sphere already, I'd like to apply it to a sphere.  But not just any sphere...a sphere with a extrusion or two.

My UV Map clearly isn't a circle.  Even on a perfect sphere getting the image to look like the picture seems impossible.  Or the cube for that matter, given that the texture image shows no seams at all.

So how is this done?

Is it a lot harder to use an image like that that is already prepared than it is to simply paint your own UV maps?  Or is there some simple way of extracting parts of this image to be used in a UV map?

If anyone can point me to any youtube tutorials on this it would be amazing, thank you.  I can't find any.

Cheers,

A

below, example UV map of what I'm working with:


texts: Is there a possibility to move multiple objects to a deferred origin, but maintaining the space between them?

texts: Using "set Geometry to Origin" doesn't do the last thing. I have a landscape and when i do this all the objects are moved to the origin, but e.g. the flowers or trees are in a completely different position (in the terrain).


texts: I have an undesirable black area on my glass shader/object

texts:
(Using Principled BDSF)

I'm aware that glasses are naturally going to have a bit of black anyway, and I have no problem with the black sections around the base of the main section and the beginning of the handles, but the rim just can't be correct, can it? It started out from following the BlenderGuru tutorial, but his looks nothing like what I ended up with.

If you look at the .blend and image you'll see there is definitely a problem there (at least I hope so - I'd rather a fixable problem than a generally incorrect model/scene). Rotating around shows that, even when the rim has only 2 layers opposed to 4 for the light to pass through, the problem is always there on the rim. Thickness of the glass and how many layers it passes through is not what is affecting the rim. Those 2 things do affect the base/handles, but I'm happy with that.

I have tried adjusting geometry and applied the first layer of Subsurf as other posts said to - no change.

I tried adjusting the bounce levels on light paths, under both Path and Branched Path Tracing - caustics and transmissions etc etc - but nothing seemed to happen.

I added an HDRI in case lighting was an issue, but again, no change in the rim.

The only thing that seemed to do anything is applying a Solidify modifier at a very low thickness above Subsurf in the stack, but this surely isn't the correct solution and the IOR seems off to me after doing so. I have already applied thickness to the model anyway, so it's not like I have a paper-thin glass.


texts: Render mode has no texture or color when using GPU

texts:
When I enter rendered mode it looks like this:

When I enter CPU render device it looks fine. Is it a GPU issue or a software issue?


texts:
Somehow in my adventures of creating this thread, I tapered the whole object. Is there a way to straighten it out again? I can't find any solutions to this issue.

I am sure re-designing it would be faster, but I want to learn.


texts: How to export a .FBX file　without any extra things ( and Import it in Unity)?

texts:
Like the picture above, it is the model of Offcial_IA_MMD_Model. I used the mmd-tools adons to import it. The model contains physics simulations;mostly related to the skirt and the hair.

The setting I did to export the model as .FBX is the picture above.

I dragged the exported file in Unity but, it seems there is something wrong with the model. I think it may be displaying object related to the physical simulation. How to import the model like the first picture which contain the physical simulation without anything unneeded?


texts:
Why is it doing this I just put on a mirror modifier and cut the upper faces
anyone know why?


texts:
How can i align the rotation of two objects perfectly?
I have this cylinder between two blocks and i want to perfect align the piston end (orange) to the cylinder (rotation).


texts: Issue with baking, can somebody tell me what am i doing wrong

texts: I tried baking this arm sculpt to a low poly model and the normal maps comes out with stripes, also, it has this weird shading. Another issue I'm having is when I switch between eevee and cycles, I'm getting different normal map results. Am i doing something wrong?


texts: Quaternion problems, Rotation in direction of transit

texts:
Quaternion problems
Hi Guys and Gals. I've been trying to code my way out of a problem. Essentially, I've been trying to get an object to roll in whatever direction its travelling, so if moved on the x axis it'll roll on the Y, and so on.
So here's the code I'm trying to use. and below that is a dropbox link to the blend. As you can see i'm close. But the rotations all wrong. It looks like the quaternions misinterpreting things, and my brains to frazzled to unravel the issue. I would really appreciate it if some one could tell me where its all going wrong.

import bpy
from mathutils import Vector
from mathutils import Quaternion
from math import pi
# create variables
target = bpy.context.scene.objects['CTRLEmpty']
empty = bpy.context.scene.objects['offsetEmpty']
rotator = bpy.context.scene.objects['RotatorEmpty']
obj = bpy.data.objects['Sphere.001']
# create a custom function called delay on the empty
target['delay'] = 2
# create a custom function called delay on the empty
target['radius'] = 2

# create empty list
prev_locations = []

# define the function
def roller_function(scene):
    # add the location of the Target (variable) to the prev_locations list
    prev_locations.append( Vector(target.location) )
    rot = Quaternion((0,0,0,0))
    # create variable called loc_count that is equal to the amount of entries in prev_locations list.
    loc_count = len(prev_locations)
    # cull list to 10 items
    # whenever loc count is larger than the delay variable...
    while loc_count > target['delay']:
        # "pop" or remove the entrie at index position 0 (i.e.  the first entry)
        prev_locations.pop(0)
        # then subtract one from location count
        loc_count -= 1

    # create an average location vector and position vectors P0 is for previos frame position (or current frame of delayEmpty P1 is for current position
    loc_average = Vector()
    P0 = Vector()
    P1 = Vector()
    for loc in prev_locations:
        #  add together location average and loc
        loc_average += loc
    # divide loc_avrage by loc count to get the actual average location
    loc_average /= loc_count
    # place delayEmpty in the priorframe location
    empty.location = prev_locations[0]

    #the clever bit
    #create previous frame Position variable
    P0 = loc_average
    #create current frame Position  variable
    P1 = target.location
    #if no distance travelled rotation is the same as prior frame
    if(P0!=P1) :
        #find the difference in location between this frame and last
        dif = P1-P0
        #get the distance travelled
        dist = dif.length
        #set the radius from average dimension
        r0 = (obj.dimensions[0] + obj.dimensions[1] + obj.dimensions[2])/3

        vec = dif/-dist
        zUp = Vector((0, 0, 1))
        rotAxis = vec.cross(zUp)
        angle = 360*dist/((r0)*(2*pi))
        rotDif = Quaternion(rotAxis,angle)
        rot += rotDif
        # print feedback in console
        print("locational difference is")
        print(dif)
        print("distance travelled is")
        print(dist)
        print("vec is")
        print(vec)
        print("angle is")
        print(angle)
        print("rotation is")
        print(rot)
        print(loc_count)
        rotator.rotation_quaternion = rot
        obj.rotation_quaternion = rot

# clear then add a function
bpy.app.handlers.frame_change_pre.clear()
bpy.app.handlers.frame_change_pre.append(roller_function)

https://dl.dropboxusercontent.com/u/35247393/troubleshooter.blend


texts: How to change armature pose with ragdoll?

texts:
I can’t figure out one thing that confuses me. Or I am misunderstanding something. Let’s say I made a rig, at least for a human model, at least for a worm. I can change the pose however I want, and all that jazz. However, as far as I know, in order to create a ragdoll, the bones must be detached from the parental bonds, i.e. be on your own. In this case, how to pose, raise arms, legs, etc., in a model that has a ragdoll?
https://youtu.be/KUmIKWVrHZU?t=108
After all, even in this video, the guy says that you need to remove all child-parent bonds in the bones, otherwise the bones just stick to each other and the ragdoll does not work.
And since every bone is now on its own, how can I change poses, spread my arms and legs, other than tedious dragging and dropping meshes for ragdoll?


texts: why Booleans slow my computer more than expected

texts:
Hi, I'm on a 3.2Ghz 6core AMD processor, 16Gb Ram, GTX 1050Ti vid card.
Blender 2.91, via Steam ( so auto updates)
usually works fine, so I'm suspicious of how i'm working.
The mesh was a curve, converted to mesh, cleaned of excess Verts and extruded.
The cylinders (holes 6mm/8mm/10mm) are the default 32 sided, I've changed the dimensions and applied transforms.
Difference boolean calls on the 'Holes colection' which has the cylinders in it.
a couple of arrays spread out the cylinders/holes which display as wire.
it.. chuggs.. soo... slow..
is 32 sides on the cylinders considered excessive?
should I get rid of the arrays and make instances of the cylinders?
have i missed something obvious?


texts: Subdivide a square into 9 smaller squares?

texts: How can I subdivide a square into 9 smaller squares?


texts: With Blender 3D, can I print a custom size color graphic of the model? I want to print 20 x 30 inches in high definition.


texts: getConstraintId returns zero with soft bodies

texts:
I want to create some constraints in BGE with phyton (between a soft body and a dynamic object) and then remove them after a while. I tried this code to save constraint's id:

import bge

p = bge.logic.getCurrentScene().objects["Plane"].getPhysicsId()

o = bge.logic.getCurrentController().owner

o["c"] = bge.constraints.createConstraint(o.getPhysicsId(), p, 1, 0.0, 0.0, 0.0).getConstraintId()

the constraint created and all of parameters seems to be correct but getConstraintId always returns zero and I can't understand why?


texts: I want to animate a fishing lure using physics but I'm not sure of the best way to set this up. My dilemma is when a lure is cast, the lure becomes the leading object that pulls everything with it ie. the line hook etc. until it hits the water. Then, when you begin to reel the slack in the line tightens and it becomes the leading object pulling the lure and hook


texts:
I have an audio-file with 1000s of single words, a history of abusing Blender for anything possible and I want to end up with a few 1000 single wav-files containing one word each. I kinda know Python and I'll be able to manage shell-scripts on Linux.

It's not too hard to find the silent gaps with Python automatically and therefore determine start and end of each word but is it possible to export them in one go?


texts:
ds@ds-OptiPlex-3040:~$  /home/ds/Documents/blender2.80/blender -b
Blender 2.80 (sub 74) (hash 38d4483c6a51 built 2019-07-18 17:31:04)
found bundled python: /home/ds/Documents/blender2.80/2.80/python

Blender quit


texts:
I have an array that is called ccValids, which contains "good" center coordinates for the cylinders I want to create. These cylinders are created as follows:

for c in ccValids:
    leafs = bpy.ops.mesh.primitive_cylinder_add( location = c, enter_editmode = True )

bm = bmesh.new()
bm.from_mesh(leafs)

It appears that the cylinders are created as one object, which is very good since there is a great number of them and they are all supposed to be manipulated by the exact same operations. However the bmesh.new() command does not work.

The error I get is "Expected 'Mesh' found 'set' instead". Is there a way to use bmesh methods on my nicely gathered cylinders though?


texts: How to correct collision between particles

texts:
In the use particle system how to avoid two particles intersect each other as in the following figure:

Our settings for particles:
Physics = Newtonian, [checked] Size deflect,
Render: Object: dupli object : icosphere

Update:
The original aim was to simulate separation of sands by some structures (combinations of tubes) due to their weights and the system configuration. So in our model, we used particle system to generate a continuous feed of sands into the system. Finally some sands are collected in some containers somewhere in the system.
The Figure shows a collector in which the intersection problem discovered. We also realised that not having self-collision between sand particles may bias the separation procedure as the particles do not collide each other, they were expected to do.


texts: How can i make to objects act like magnets so they push each other

texts: I wanna make to object push each other and have the same effects as magnets


texts:
Is there some way how to instance objects along path/curve without deformation? All forums and questions I've found are related to 2.79 and they are all using dupliframes, however there is no such option in 2.8.

I can't believe that such a basic feature is so hard to do or at least so hard to find.


texts: I have a peculiar problem, which has been unfortunately recurring. I create a special material in nodes so I can see both textures and blend it with vertex colors. But this sometimes bugs (or maybe I set something wrong) and I have no idea how to fix it. On the picture you can see the material being applied to the object. The body of the washing machine, the door, the drum and all the buttons including the logo are all separate objects. I applied the same material on all of them, however only on the body it works at it should showing the colors. The other are black even though the UVs are set right and they all should appear as colorful as the body. When I switch to solid mode it looks as it should but under the material preview mode it turns black. This really puzzle me since there is nothing different in the setting, it is the same material, yet on the other parts it appears black and remains so even after restarting Blender.


texts: Would it be possible to create a wood/metal texture only using nodes, not texture images?

texts:
I am looking for a creative way to get around loading texture map files to create materials that look like wood/metal. Basically, I wonder if it would be possible to connect the material/texture nodes in a way that they can naturally output wood/metal like texture maps. Does anyone know if that could be possible?

Here's my try to make a metal texture:

Original:

After connecting the noise texture node:

And here's another example:

Original:

After connecting the noise texture node:

Here's my try for making a wood texture:

Original:

After connecting the noise texture node:

However, for metal I would like to be able to connect the nodes to be able to get something like this:

And for wood I would like to be able to get something like this:

or this:

or this:

Does anyone know how can one do such texturing only via nodes and without using image textures? Would love to see your solutions :)


texts: I'm having trouble rendering this object and was wondering if anyone would mind taking a look. For some reason whenever I go to render it the vertex on each end seem to distort and the lines on my outline layer are really thick for some reason and then taper off... Not sure what I'm doing wrong here. It seems like a very straightforward model. Apologies if this is a super newbie question.


texts: My object isn't fully Rendered, but in viewport is alright

texts:
I come to you today with this issue.
I've just start blender course @blenderguru (I really enjoy it;)).
As you can see (in render) my icing is gone... but sprinkles are there. And when I check it in blender viewport everything is alright. I am just starting learning, so please be nice :)

Rendered image (icing doesn't show up)

Here's how it looks like in Rendered Preview

And here's an image of my particles settings

P.S.: If it can help here's the blender file


texts: I've gotten into blender again and was still using 2.79. I downloaded 2.82 on my mac pro today and was met with this screen. I re-downloaded it as well as restarted my computer but nothing works. I downloaded the same file on my laptop and it ran fine. I will appreciate all help and thank you in advance.


texts: Glass Distortion without the glass object

texts:
i need a glass distortion effect but without the object visible.
Is this possible?
Would be nice if this is possible to fake in compositing.

Thanks so far.


texts: How would I apply a gloss or anisotropic shader to my model?

texts:
I'm using an older version of blender and i'm having trouble finding how to apply a gloss or anisotropic shader to the model in blender engine. I'm attempting to apply the shader to the grip and the slide (The gold and dark gray segments) any help would be appreciated.

enter image description here


texts: Is it possible to draw and clear grease pencil real-time during/over blender game engine gameplay?


texts: I have a cat model that I have sculpted and rigged. He is a pretty fat cat, in between realistic and cartoonish. I made the legs kind of short and not anatomically correct. When I do the walk cycle everything works fine but his belly mesh wobbles way to much. I have tried everything that I can think of to reduce the wobble. I have tried weight painting. I brought down the bones for legs to match with legs. Body looks kind of like a balloon, (that is the way I want it). Some wobble would be good but looks ridicules. I have tried constraints but end up with other problems. I been at blender for a while but haven't done a lot of characters as of yet. I am really desperate to finish this character and start on others for my cartoon I am working on. I would be really grateful for any help or suggestions, good tutorials etc. Thank you!


texts:
How do I blur a video track in video editor? I want to animate a video track from sharp to blurred.

I already solved the problem in an inelegant way (by blurring the source video track in VirtualDub and then crossfading it with the sharp video track), but it would be nice to know how I can do it in Blender for future reference.


texts: Hey so I have a problem where at first I could move around my mesh easily and then suddenly it clips to max zooming or something and it becomes very hard to move around and control zooming in and out on mesh.


texts: Exporting model with hand painted textures

texts:
Hi im new to blender and I been trying to find help how to export my model I made with texture I hand painted myself, when I export model I get materials but when i put the model to unity I don't get textures.

Thanks!


texts: Have it so animation has transparent background to overlay stuff in video editor (transparency)

texts: I was wondering if anyone knows how to make it so the animation renders with a transparent background so in the video editor, I can overlay "Scene" and it will have a transparent background, thanks.


texts: How to only texture paint one side of mesh?

texts:
I created a model of a mask by modifying a cube. (So it is not a plane.)

It's basically half of an ellipsoid. I did some texture painting. The texture shows up on the front of the mask as well as the back. I do not want it to show up on the back. How do I remove it?


texts: What setting do I need to be in to see colour?

texts:
I am new to Blender, been following Blender Guru videos... suddenly I can't see colour and I am really struggling with controlling the camera. I must have hit the wrong button...
He moves too fast for me to follow what he is clicking on often.
I guess my question is really... is it normal to watch videos 8-10 times and still be lost?


texts: Material not assigning in cycles render, works in blender renderer

texts: I am trying to assign a material to a mesh I have. Whenever I assign a material to my mesh in blender render, and then change the diffuse colour, it works, though when I try the same thing in cycles render, nothing happens. I have to change the viewport colour in order for me to see an effect. How do I get the materials to work in cycles render? What are the exact steps?


texts: Liquid not showing after the domain is resized 2.91.0

texts:
Every time I try to create smoke or liquid simulation the smoke or liquid dissapears permanently after I resize the domain.
I have tried:
Applying scale to inflow, domain, inflow and domain;
Using replay, replay (resumable), modular, modular (resumable), all;
Starting the same thing over in new .blend multiple times;
Using quick smoke/quick liquid (this shows the liquid/smoke but it dissapears the second I resize the domain)
Here are an example settings and scene where the liquid isn't showing:

I can only create simulations if I use quick smoke/liquid effects and don't resize the domain at all witch is very limiting since the domain that gets created automatically is usually pretty tightly wrapped around the inflow objects.


texts: Creating objects with a 'for loop' and setting each new one a keyframe within the 'for loop'

texts:
So I wish to have a script which creates an object then set's it keyframe at a frame, 'f', before creating another object and setting a keyframe at a new frame, say f+1. However it always sets the keyframe to the first object created and not to the newer ones and using bpy.ops.data.object['Wave'].select = True doesn't work as it just selects the first plane created and not the others (due to the fact the others are named Wave.001 for example. I thought about turning the name into a string but that seemed like an improbable solution. When I ran this script with a more simple example of a plane it seemed to work... Here's the script I'm using for the wave:

import bpy
import math
scn = bpy.context.scene

numY = 10
freq = 1
amp = 1
scale = 1

for numX in range (2, 20):
    scn.frame_current = numX - 2
    verts = []
    faces = []

    for i in range (0, numX):
        for j in range (0, numY):
            x = scale * i
            y = scale * j
            z = scale*((amp*math.cos(i*freq))+(amp*math.sin(j*freq)))

            vert = (x,y,z)
            verts.append(vert)

    count = 0
    for i in range (0, numY*(numX-1)):
        if count < numY-1:
            A = i
            B = i+1
            C = (i+numY)+1
            D = (i+numY)

            face = (A,B,C,D)
            faces.append(face)
            count = count + 1
        else:
            count = 0

    mesh = bpy.data.meshes.new("Wave")
    object = bpy.data.objects.new("Wave",mesh)

    object.location = (0,0,0)
    bpy.context.scene.objects.link(object)

    mesh.from_pydata(verts, [],faces)
    mesh.update(calc_edges=True)
    bpy.ops.data.object['Wave'].select = True
    bpy.ops.anim.keyframe_insert_menu(type='Location')

The strange thing was that without the bpy.ops.data.object['Wave'].select = True the script fails with it outlining bpy.ops.anim.keyframe_insert_menu(type='Location') as the issue. I don't see a difference between this and the simpler cube example though - which works fine without the need of selecting the Plane. Here's the code for the plane example :

import bpy
from mathutils import Vector

scn = bpy.context.scene
scn.frame_start = 0
scn.frame_end = 20
scn.frame_current = 0
for f in range (0, 20):
    bpy.ops.object.add(type='MESH')
    Plane = bpy.context.object
    Plane.name = "Plane"
    PlaneMesh = Plane.data

    verts = [(0,0,0), (0,5,0), (0,5,5), (0,0,5)]
    faces = [(0,1,2,3)]

    PlaneMesh.from_pydata(verts, [], faces)
    PlaneMesh.update()
    scn.frame_current = f
    bpy.ops.anim.keyframe_insert_menu(type='Location')

scn.frame_current = 0

Can anyone please help me understand what's going on...?


texts: How can I fill the circle when pressing on F in blender 2.83?

texts:
The tutorial is using blender 2.82
I added a circle and when I change it to edit mode and press on the F key instead filling the circle it's giving me this error :
This is the circle in object mode :

Then changing to edit mode and pressing F :

Following a tutorial when he press on F the result is :

I didn't see in the tutorial that he selected any points or how to do it.


texts:
I was just checking out a tutorial made on 3dsmax and i saw something really nice.Ill post pics

The guy inset this rectangular shape face,and makes it square with some hotkey(i dont speak good english but he calls it something like "regularize")

Is there some way to do that in Blender too ?


texts: Hi, When I press 'generate rig' the bones I subdivided separate. Why is this?


texts: I created a 1.5-minute-long animation of a 3D model that rotates it to various orientations. The animation was rendered to .png image files using 24 fps. The animation runs as expected in the 3D view port. When I add the images into the VSE the animation runs much slower, around 9-10 fps. Render setting are shown the screen capture image. Any suggestions about how to work through this would be greatly appreciated.


texts: Does anyone have any experience in causing metal deformation on cars? (Beginner)

texts:
I am creating an animation of a car crash. So far, I have the cars placed as rigid bodies which their wheels/tires as separate parts that are rigged to the body via rigid body constraints.  I have parented cubes to the bodies, and added motor constraints which drive the vehicles.  I have all the motion and collisions working correctly.
My next task is the add in damage to the vehicles at their collision points, hence, metal deformation.  I can't seem to figure out the best way to do so.  Every time I go to add a cloth physics parameter for  a vehicle, blender stops responding (I assume this is because the bodies already have rigid body physics in place, and the models are fairly complex.).
I am wondering if I should create a "proxy" shape around each car and attach either soft body or cloth parameters to those, but I don't know how the parenting would work.  If I parent - keep transform the proxy shape to the car body (which is a rigid body), will the deformation that the proxy shape endures be transferred to the actual vehicle?
If it isn't already apparent, I am somewhat of a beginner.


texts: Why can I not see the rest of the lamp panel and/or how can I find it?

texts:
I was looking to make lightbeams using volumetric lighting. I used a sphere for the "dust" instead of the environment because I am using an HDRI. I looked up how to increase the intensity, and I found a link on something that turned up the brightness on volumetric scattering, but I could not find it on my computer. I looked for it on my computer and found that the setup looks different.
Basically, For the lamp tab in the manual, there are several more options than those that I have
Here is the manual's:

Here is mine:

Does anyone know why I might not be seeing this part of the interface?
My plan is to use this to add intensity to the volumetrics of my spotlights so that it does not have to appear so grainy but can keep the beams of light clear
Thank you!


texts: How can i print out the maximum,minimum and average valence for all the vertices in the selected mesh?

texts: i wanna calculate the valence for each vertex of this cube.


texts: Point and Edges based on Armature Hierarchy

texts:
Someone asked me if we can do what the Skin Modifier does, but in reverse. For example, you started with some Edges and then create an Armature based on those Edges.

If I started with Human Meta Rig or my own bone hierarchy, I would like to be able to traverse down using Python script and draw edges.

I am trying to write script that does this. Can someone point out a way to get me started? Cheers.


texts: Why is the base of the object fading in and out during rendering?

texts:
When I render an animation of my object (from motion tracking data) I am seeing the base fade in and out as shown in the two images below.

Does anyone know why this is happening? Here is the .blend file if that helps.


texts: What does ples mean? The editors section, on the picture attached, has an arrow that points to the word ples. I would like to know what it means.


texts: I'm trying to figure out how to create a filtered field like the ones found in the modifier and constraints panels that only allow you to select from a list of Armatures in the scene. Couldn't find where this type of property is defined for the existing UI panels.


texts: Rig with sticky feet and hands, how do I create arm swings? (ex: playing tennis)

texts:
I've been using this tutorial ( https://www.youtube.com/watch?v=Q9f-WVs3ghI ) to create sticky feet and hands for my character rig. Sticky feet I've noticed is pretty standard for character rigging but I also need sticky hands for climbing animations so the hands don't move from their position when the rest of the body is being pulled up on the side of a cliff for example.

The issue I'm having is creating an animation for the arms similar to swinging a tennis racket so the hand basically moves from point A to point B following a path that's similar to half a circle. Simply putting the hand control bone at point A and then a few frames later at point B, makes the bone move in a straight line and not the circular motion that I need. So I've found 2 options that sort of work, but they don't look very clean and I was wondering if I have the right approach and if there's something that I can do to improve the solutions that I've found.

The first solution is to create a couple of empty bones at the shoulder and elbow and parent the hand control bone to the elbow and elbow to the shoulder, both with an offset. When I rotate these new empty bones, they works great, the entire arm swings nicely in a circular motion. The problem I'm having is that if I move the torso, then the elbow and shoulder bones are no longer sticking to those joints, they're now just floating in the air. They still work (sort of) but they don't look right. I can't parent them to the torso either, as that would prevent the hand from being sticky, as the torso would move the shoulder, the shoulder the elbow and the elbow the hand and in a climbing animation, the torso needs to move with the hand being sticky to whatever it's holding onto. If I try this same procedure with the legs, and create a knee bone and a hip bone, it's even messier as during most animations such as walking the torso constantly moves up and down. So this as a solution makes it so for most animations I have 8 bones (4 on each side) floating randomly and it just looks messy. Is this a good approach and am I just missing a constraint of some sort? Constraining any of these 8 bones to copy rotation or location from one of the arm or leg bones doesn't seem to work either, it makes it really hard to control those bones as they start rotating fast in random directions when I try using them.
So next I thought about using paths and when I move the hand control bone from point A to B, put it on a nice round path to get the motion that I need. I
can use the Follow Path constraint and with the Influence level I can turn on and off various paths whenever I need them. The problem I'm having is that whenever I create a path, regardless of where its pivot point is or how I position it, the moment I add the Follow Path constraint the hand bone just moves a certain distance away, usually up and left/right away from the character. Is there a way to fix this issue without manually moving and rotating the bone so it's back to where it was initially? This is a bit of an issue because I can't always get it 100% so it makes some animations have small jitters. Animating  with bones vs paths also seems more intuitive and easier to use, so I'd rather do it that way if possible.

So my questions are, am I on the right track with any of these solutions to creating a rig with sticky hands and feet? Is there anything that I can do to any of my solutions to improve them?
Thanks!


texts: how to change origin to export a animation

texts:
I play on second life, a game where people can use avastar to make poses,animations ect. I opened blender yesterday to find when i went to export my animation that it was a red box with this

This works with [reference links][blog] I've tried changing origin of the armature, factory reset of Blender, reapplying the avastar addon but to no luck!

Any help would be appreciated!


texts:
is there any possible way to achieve a similar result like here: https://www.youtube.com/watch?v=Tbp95snCPr4 with grease pencil?

Or is there somewhere shape keys for the internal grease pencil tool?

It would be awesome for an animation to have that - you know, custom strokes, but with rigged shapes whole new dimension in the speed of rigging 2D puppets.


texts: Whenever I extrude cloth and plays the animation , it mixed up with another side of mesh , How can I overcome from It ?


texts: None of my dimensions never come out the same size? (Units-Inches)

texts:
I have certain dimensions and measurements that need to be applied to an object. The height is 79 inches.

Whenever I add a cube and go S-Z-79-ENTER, the sizes are never correct.

As you can see in the screenshots, I have one modeled cube that was entered as 79, then once I added another it's so much smaller.

What am I doing wrong?


texts: Blender 2.8 (python) - how do I get the vector of the direction the camera points

texts:
In python, how do I calculate/find/retrieve the XYZ vector from the location of the camera and through the midpoint of the camera view?

In the example below the camera is at location (7.4, -6.9, 5.0) and points at the origin (0,0,0); therefore the vector should be (-7.4, +6.9, -5.0)

I suspect the camera's location and rotation parameters hold the answer, but the I can't figure out the calculations.  For example, in moving the origin there is clearly movement along the Y axis, but the rotation on the Y-axis is zero so I don't know how to do it.


texts:
How to achieve dusty looking on a surface, making a particle system was my first opinion but then I changed my mind!

It would've cost too much and now I'm stuck.


texts: Is it possible to push an object when I touch it by moving another object in Object Mode?

texts:
I have created 2 cubes and I want to know how to consider each cube, in Object Mode, as a real solid (without gravity) and so:

when I move one cube to another cube this second cube moves too when the first cube touch one of its faces.
and this second cube stop to move as soon as the first object no longer touches the second object.


texts: When adding a material, I'd like to add a shader. Not sure why it's not showing up. Am I missing something? I'm using Blender 2.78


texts:
Im very new to modeling, and have what i hope will be a quick question.
I have been putting together a basic outdoor scene.
I changed the background colour to a sky blue colour as this seemed most appropriate.
The colour is fine, but the world background emits a glow which is somewhat out of place.

Is there a way to eliminate the glow from the background so as to just keep the colour?

Thanks for your time guys, it is very much appreciated.


texts: Cell Fracture Add-On Automatically Decimates Base Mesh

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Wondering if anyone here can offer some advice on the Cell Fracture add-on.
I am trying to fracture some very high-poly triangulated 3D scans but it seems that the Cell Fracture add-on takes it upon itself to simplify the base mesh on it's own and the resulting fractured objects are very low res.
I looked into this and I see that about 2 years ago, the bundled Cell Fracture add-on had a lot more options than what are available now in 2.91. Specially, it appears that there was once a 'Simplify Base Mesh' option in the Cell Fracture setup (along with numerous other options) but they are no longer present in the add-on.
Even though it would appear that the 'Simplify Base Mesh" option has been removed, is it plausible that the add-on is applying this feature during the fracture process?
I would like to avoid Cell Fracture from simplifying my mesh.  I am also curious about why the current version of Cell Fracture has fewer options available than it appears to have in previous versions.
Example:
My original mesh before fracturing:

The result. A decimated/simplified low-poly mesh:

Current Cell Fracture options (v 2.91):

Previous Cell Fracture options (v 2.8 - notice the 'simplify base mesh option, and others):

(as seen in this youtube vid: https://www.youtube.com/watch?v=5guh5naT-XM)
Any advice would be greatly appreciated!
Thanks


texts: Create a compositing node 2D Vector from individual x & y components

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A node I want to use requires it's inputs to be Vectors. However, video tracking nodes output separate x & y components, not a Vector. I can't seem to find any node that allows me to create a Vector from these components within the node editor.

Am I missing something?
What would you recommend as a method of generating the vector input?


texts: How can I scale an object incrementally with Animation Nodes?

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I need to scale the object along Z-axis several times to different values continuously.
Example: start value "0.01" -> second value "10" -> third value "5" -> end value "15".
I managed to make animation nodes only for the first step scale.
Please help me to make nodes for the remaining scale steps.


texts: Why does Blender use so much memory for large textures?

texts:
Using a single 6K texture at only 227kb in size, spikes the memory usage to a crazy 144mb of memory in Blender.

It was brought up in this bug report, but closed.

Why can image editors (Photoshop/Gimp/Krita) handle such large images but not Blender?

Whats going on, and more importantly, what can be done to improve it?


texts:
i can barely find any tutorials or guides on how to do this exactly. how can i apply an alpha with enough detail without having to subdivide my mesh to hell. i cant seem to get enough detail from the alpha to go onto the mesh. would appreciate a step by step guide on the whole process but my main issue is that i cant get enough detail without having to subdivide the mesh a million times. dyntopo doesnt seem to help unless ive missed a setting or something.

Any help much appreciated :)


texts: Boolean glitch on object - Creates duplicate rather than subtracts

texts: I have a cube (on the right side of image) I wanted to slice out an oval from. No matter how I try it will NOT subtract. It actually creates a duplicate object (that what I wanted sliced) and JOINS that duplicate to the object it should have been sliced from. Annoying! So I created the same objects all over again and it worked just fine as you can see with the rectangular object on the left. So NBD. I just want some resolution as to WHY it won't work on the first dang object. Try it yourself. Blend file attached. (disregard the image behind the cube on the right side)


texts:
Everytime I import MXH2 to Blender, I find there are some meshes in the last layer. They are named "GZM....". What are they?

I find some WGT in a file from blendercloud. I don't understand what they are either. I fail to find some tutorials about them.


texts: How to reload ocean bake from the cache folder

texts: I had baked an ocean and thought that it would stay baked while I worked on the other parts of my project.  Last night I tried to save blender and close it but it froze and stopped responding but I saved it just before that so I thought nothing of it.  Today I opened the project and the ocean bake was completely different.  This happened to me one time before and thought it was a one-time thing but it now has happened twice.  I don't want to start from scratch again.  I still have the ocean cache with all of the exr files.  I tried setting this folder in the cache path box but it did nothing.  I tried baking it but it just wrote over the files.  Luckily I made a copy.  How can I use the cache folder to reload the ocean bake.  Thank you for any responses.


texts:
Hi all, I'm super new to Blendr (as in, day one) and I'm trying to edit a pre-existing mesh. I've managed to get through quite a bit of the learning curve but I can not seem to get rid of the two black triangles pictured here. I've tried going through so much of the forum for similar issues but so much terminology is brand new as well --

Long story short, can anyone give me a tip on what I'm looking at and how to fix it? Thanks in advance.


texts:
Bones to mesh ISN'T what I'm hoping for. I thought this would be easy but I have Objects that follow simple rigid body physics and the lame fish shape. Can't I deform the fish using those box shapes as Bones?

The goal, perhaps you see, is ragdoll-like meshes, not just ragdoll boxes.


texts: Using an mxf file but transparency won't appear

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I am fairly new to blender. I have an mxf file that I exported out of davinci resolve with the alpha data enabled. When bringing the mxf file back into resolve. The Transparency works but in blender the black will not go away. I am in cycles and I will attach a screenshot any info on this would help immensely.
Thanks


texts: Blender 2.79. Not anymore possible to switch between “ View Shading” mode from task bar

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It is not anymore possible to change View Shading (all modes) from the task bar.
It was possible until very recently. Using the keyboard shortcuts ‘Z’, ‘Alt Z’, …  works.
What I have tried:

remove all objects one by one until they are all gone. No change.
I have added a new cube and still does not work.
Without closing Blender, I have started a new project and then it works.
Opening a previous version of my project it also works.
To me it looks like I have change something like a key sequence which disables this function and it is saved in the project.
Any ideas what I did wrong?

Best regards,
Daniel.


texts: how to make star-shaped circle into a regular circle plane

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So i have this model

As you can see there is a rust texture on top of it, but it is messed up because the circle (after subsurf) that is on top of it is being inverted by some sort of star shape, after removing the face and adding a circular plane, i discovered that there are a bunch of triangles inside the outline of the shape. I would like the texture to be properly shown on top of the barrel and for there to not be a bunch of triangles around the circle


texts:
Currently using location_3d_to_region_2d within a script to get the screen-space coordinates of each vertex.
I need to do the reverse -- given a Cam and X/Y/depth get X,Y,Z world space.
I've encountered quite a few functions that do it with a view, but I'm working from a script_view/CLI.
How can I find WORLD xyz from a script?


texts: I'm asking if there is anyway in blender to make more than vertex groups assigned to only one bone? lets say I have a only one bone in cube and I want to assign four different groups representing the four corners of the cube. If anyone could please advise how to do that as from what I know that to link vertex groups with bones the names needs to be the same, but in my case there will be only one bone name and four different vertex groups names, so then how I'm gonna link those four vertex groups with this one bone if they have different names?


texts: set a property via its data path stored in a string

texts:
I have a property called A

I have another property called ADP that stores the data path of A as a string

How can I use the string data path to set property A?

I could add "= myvar" to the end of the string and use exec on the new string but that's overkill I think.


texts: Render without a display adapter (XEN virtual machine)

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I'm trying to have my server render out an animation, but it fails.
When I run blender -E help, I get "unable to open a display" (it's a headless server).

Can Blender render without a GPU?


texts: Removing objects from collection with script works but gives an error

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I'm sorry in advance if my script looks really messy and not optimised, it's my first time using python or a dev language for that matters.
I've tried to setup a script that, among other things, create and assign objects to a LP collection by checking their names.
When I'm trying to unlink the object from the HP collection they were taken from, the script successfully does the task, but still return an error, here's the script :
#List all object in scene that ends with remeshed and select them
for obj in bpy.context.scene.objects:
    if obj.name.endswith("remeshed"):
        obj.select_set(True)

#Create collection with selected objects
bpy.ops.collection.create(name='LP')

#Link collection to Scene Collection
bpy.context.scene.collection.children.link(bpy.data.collections["LP"])

#Remove low poly objects from HP Collection
for obj in bpy.context.scene.objects:
    if obj.name.endswith("remeshed"):
        bpy.context.view_layer.objects.active = obj
        bpy.ops.collection.objects_remove(collection = 'HP')

I've also tried to use
bpy.context.scene.collection.objects.unlink(obj) withtout success even with the HP collection selected and active.
Here's the error message :
Traceback (most recent call last):
  File "<blender_console>", line 4, in <module>
  File "C:\Program Files\Blender Foundation\Blender 2.91\2.91\scripts\modules\bpy\ops.py", line 132, in __call__
    ret = _op_call(self.idname_py(), None, kw)
TypeError: Converting py args to operator properties:  enum "HP" not found in ('LP')

And as I was saying the script does what I want and unlink the object from the HP collection, but since it returns an error, it stop when running it.
Thanks in advance for all the help and advise you could give me.


texts:
I'm very new to blender.
I've a video of length 11:05 consisting 11082 frames in total. It has video and audio files of same length.
The screenshot of settings is:

and that of encoding and output setting is:

when I navigate to the frame 9854 the video is fine as shown below:

But just after the that frame i.e. frame 9855 the output is as follows:

I can hear the audio but instead of video that pattern is shown upto the end.
I even checked the output by animating, the end result was same.
How can I get rid of this problem? Where have I missed?


texts:
This is my first query on this site. I am very new to Blender. Just done with basics. I have purchased one blender character online. it is completely rigged. I have inserted the keyframes as desired but character is not animating. Neither in the timeline (by holding the cursor and move) nor by Alt + A.
Please suggest.


texts: I have 8 Tesla K80 GPUs that I want to use! I do not want to use cpu it would be slower right?


texts: How not to render objects when they are out of the frame?

texts:
I understand i want too much,
but is it possible to disable object when it's not in the frame.
It's just for rendering time reduce.
I see that it's unable to set keyframe on the render icon, but may be there is another way to do it?
Thank for your attention!


texts: Baking normal from high poly to low poly

texts:
I sculpted a high res model, and retopologized a low res model. I want to bake the normal from the high res to the low res, so i use smart UV project to unwrap the high res and the retopologized low res > placed them at the same position > created an image texture > ticked selected to active and then bake. After baking, i plug the normal into the principled BSDF's normal input, but the result seems weird.

Firstly, is the my flow correct? I am following the steps from the video :

https://www.youtube.com/watch?v=0r-cGjVKvGw&t=5s

But since it is a character, i not sure is the same flow can be applied.

Besides, the normal map is having some parts shows as green and orange. I tried to increase the ray distance but it does not work also. May i know any possible fixes?

Thank you so much for helping :D


texts:
I am trying for the first time to have a look at some python API.

So my goal would be to create a bevel modifier with the custom curve that I create:

  point_init(&profile->path[0], 1.0f, 0.0f, 0, HD_VECT, HD_VECT);
  point_init(&profile->path[1], 1.0f, 0.25f, 0, HD_VECT, HD_VECT);
  point_init(&profile->path[2], 0.75f, 0.25f, 0, HD_VECT, HD_VECT);
  point_init(&profile->path[10], 0.0f, 1.0f, 0, HD_VECT, HD_VECT);

So I can use use_custom_profile

The API doc:
https://docs.blender.org/api/current/bpy.types.BevelModifier.html?highlight=b

I don't understand is this:

  custom_profile
  The path for the custom profile

  Type: CurveProfile, (readonly)

Does this mean that it's not possible to give CurveProfile the points I want?

Thanks :)


texts: Export constraints and inverse kinematics

texts:
Is it possible to export constraints (for example limit rotation constrains) and inverse kinematics from blender? These exports would be imported into WorldViz to interact with the object in virtual reality(No fixed animations).

Which file-format would I need to use?

Optional:

Is there a way to export to cmfx? (This file-format is used by WorldViz)


texts: Transparent textured planes produce black artifacts

texts:
Having problems with hair transparency using cycles. I ported over a model from daz studio (have done this a few times before with no issues).

Using a simple mix shader, transparent top, diffuse bottom, black/white texture in the fac.

Heres the blend http://www.pasteall.org/blend/39347 with images packed.


texts: Slit Scan/Time Displacement in Blender's Compositor

texts:
How could I make this slit scanning method used in this article?

https://nofilmschool.com/2016/11/how-to-create-2001-slit-scanning-effect


texts: An object wouldn't render in cycles (all solutions on the topic I found don't work)

texts:
So I ran into a peculiar problem while rendering my scene in cycles. I am creating an animation demonstrating what a mental object cut is (when an object is cut by a plane). The pictures below show the sequence of my animation.

The setup is as follows:

(1) The initial object in picture 1 is the object I cut with an ambient occlusion material. The cross-section is a separate object hidden from scene view and render (same material applied). The cutting plane has a transparency node mixed with the diffuse node, and I regulate the level of transparency in Mix Shaders node.

(2) I gradually change the transparency level of the cutting plane to make it appear (by keyframing the Mix shaders node).

(3) At a certain point, I make the initial object invisible for the scene and render and toggle on the visibility of a pre-modeled cross-section object place right where the plane would actually cut the object.

(4) Finally, I toggle the visibility of the text object.

Now, in render mode my animation looks good. But when I actually render it, it the first frame looks like this (compare it to the first picture in my post):

The same thing actually happens in Blender Internal (which I desperately turned to having tries other things).

What I've tried so far:

Render visibility is keyframed on/off correctly for all objects(not only viewport visibility)
Duplication is set to none
Normals are set correctly on the initial object
changing normals on the cutting plane did not help
Blender Internal yields the same result
Starting a project from scratch did not help
After some manipulations with toggling the visibility on/off, I came
to the conclusion that the what happens is that the plane actually
visually cuts part of the initial object and what is shown in the
render is the second part behind the plane.

So what's happening here? I'd be very grateful if anyone could offer some insights into this situation. I am attaching the link to my blend file.

Thanks!


texts: Hair particle guides remain the same after simulation

texts:
This is the hair guide I begin with.After simulation,it looks like this in object mode.

But when I switch back to particle edit mode,it is still picture one.
What should I do to get simulated hair guides ?
I accidentally saw the hair guides after the simulation a few times.What I want to achieve is to convert certain frame to hair guides in particle edit mode and make that frame 0.


texts: Object / Edge Bevel with angle other than 45 degrees

texts:
Discovered blender 2 weeks ago, so < Noob.  Loving it so far!!  I'm looking for a way to create an effect similar to the bevel modifier, but which produces an angle other than 45 degrees.  For example, I'd like to create a cube object that has a draft angle on the left, right, front, and back faces (not top, and bottom) of 80 degrees instead of 90 degrees.  The resulting top square face would be slightly smaller than the bottom square face, with the edge faces sloping slightly.  A sort of standard trapezoidal shape.  Any advice on how to create this geometry?

Edit: I misused the term "bevel" I think.  What I'm looking to do is create a consistent angle between faces.  In the 2nd picture I'm attempting to create a 10 degree angle (100 - 90 = 10).  One issue is I don't know how to enter values (e.g. 80 degrees, 110 degrees) into the protractor.  I'm attempting to move the edges and "snap to" the protractor in this case, which is probably not a good way to do this.  I can move, or scale the edges to create the desired angle, but it is time consuming to calculate the desired coordinates of the vertices, etc.  Just looking for suggestions.  Thanks!

This is essentially what I'm going for, which isn't a "bevel."  Although I may only want to modify 1, 2, or 3 of the side faces, and exclude the other faces.

Note: in the second picture it would be undesirable to move all 4 bottom edges of the "rectangle" because it intersects another piece of the object.  So I would want to move only 3 of the 4 bottom edges in that case.  Maybe this should be a separate object?  I don't know, like I said imanoob.


texts: Performance Tips for working with Large numbers of Objects

texts:
Question:
What strategies exist for managing large numbers of distinct items/objects in Blender?
Context:
It seems like working with large numbers of objects (even simple/low poly objects) takes a toll for many operations.  For example I have a scene with 10,000+ objects and simple tasks like deleting medium sized groups (30-100 at a time) goes very slowly (I feel like it will take an hour to manually delete these, or crash the app if I select and delete everything I need to remove in one go).  My original strategy was to use distinct objects because there would be distinct shapes, positions, and object-attribute driven shaders so the feature set seemed rich.  I also have intent to make use of hook modifiers that I assume only work with objects.
Note: I'm generating these scenes via python and that moves fast enough but my preference is a "hybrid method" so use python for tasks that are easy to automate (algorithmically defined locations, shapes, attributes) and blender's GUI for things that are better interactive (camera views, scene settings, tweaking shared shaders, etc).  I had hoped that using collections to select objects and then deleting them would be faster than writing code - I seem to be wrong though.
Potential Strategies:
I can think of the following strategies but am curious if any are better/worse or if there are other options out there:

Break the one scene into multiple independent scenes and try and use creative editing to accomplish similar results
Investigate options using particle systems (would work for  small numbers of shapes, I feel like key-frame animating particles is a fools errand but I'm scripting in python anyway, maybe its doable?).  One constraint is I had planned to create even more objects, and using hooks modifiers to constrain their location to existing objects - I doubt that would work with individual particle instances?
CPU/Memory don't seem to be taking terrible hits, though I may be limited by per-core performance?  Blender shows ~47 threads active under load using 5/12 logical cores according to windows resource manager (would Linux fair better?  not totally above dual booting for edge cases).  Might there be a system/preference setting that could help?
I wonder if this is similar to the blender python advice of using [low-level?] operations instead of UI operations?  I can write scripts to remove objects based on collection and play around with the low-level unlinking, etc but am still learning that stuff if there is an easier way.  Also preliminary testing seems to take a bit of time, but at least i can see progress on the console and have an idea when to worry.  Would it make a difference doing this in the blender application vs outside (i have bpy compiled for annaconda).  Is it possible to multithread a bpy task in a single scene?  I'd assume a file lock would rule this out.


texts:
I mirrored my bones so i can have a simetric skeleton, problem is when i enter Pose mode, the bones are all messed up
What im doing wrong?


texts: How would I get this 3 tone lighting effect for edges?

texts: I want to get this effect that defines the edges and then colors them with 3 tone coloring, I've tried with freestyle but I want to get the same effect, I think this wad one is workbench


texts: Blender 2.8 Multires Sculpt with texture on

texts:
In the newest build of 2.8 as of today (June 8th 2019).
I am trying to sculpt an object while also having a specific texture show on the same object. I cannot find any way to do that. As soon as I switch to sculpt mode I get some sort of matcap material and I cannot get a texture to show up in any renderer under any settings I tried. Is there I solution?

EDIT if you want to take a stab at solving this please make sure you have an object with Multires modifier applied to it.

EDIT 2 Looks like it's a bug that's been reported already
https://developer.blender.org/T63581


texts:
I'm trying to achieve a similar mechanical ring component (the basis here in the photo below, surrounded in red), and I don't clearly understand how to model the central circular part, the ring where the screw's head are.

Any ideas on how to do this kind of topology ?
Thx in advance !


texts: The faces of my model.blend are invisible

texts:
The faces of my.blend model are transparent, rather invisible ?, I am struggling with this for several days and I hope that there is a solution, I will leave an image below where I will select a face and other problems that may be affecting.

I deleted something, some folders of mine with some textures, which are also in other folders which is as if I had not completely deleted them, maybe that affected, my file was fine before that, I opened my file and this problem appeared. Then I take everything out of the recycle bin,but the problem persists.

Another thing I downloaded Wondershare Recuba to find a file, the address file that blender gives me when I put find missing textures (loca bea .... 4.2.fbm - it is rare that it was saved as fbm when it was fbx, no I can't even find it in Recuba).

Perhaps that is also the problem, is that all my files that by the way I keep several copies are the same, some worse than others.

When I open one of my copies or the original, a loading bar appears at the bottom that says loading shading or something.

I tried using mesh / normals / flip, but nothing. Thank you for reading - i don´t speak english, i used google translator

This is opaque? o where

An update of my problem:
I decided to install a new version of blender, version 2.82, it did not solve anything, but when I started using it there were some different things and I decided to use the old version 2.81 (a different version 2.81 than the one I had, it was 2.81 and something, but it was older), I installed it and when I opened my file everything was fine, I was happy, I used blender for more than two hours, I was modifying my file that I had recovered, but suddenly blender closed and my screen blinked (something fast) and it appeared a box at the bottom right on the desktop, said there was a problem with the screen but it was already solved, when I opened blender it said that "OpenLg3" or something like that is missing, that box had already appeared with the first blender, so that I solved that problem with this version of blender and copied that extension and pasted it where it should have been. I opened my blender and again this problem. I add this because it may be useful information.


texts:
New to blender, coming from engineering discipline and want to learn more about rendering CFD/model results in Blender.

Right now I'm struggling with generating a coloramp for a 3d surface. What I've done is made a random 3d surface to test with, and developed a shading node setup to achieve a coloramp based on the geometry of each vertex. My current shading node setup and render looks like this:

Right now it looks fine and what I think it's doing is scaling the min/max z-values of the geometry to cover the entire coloramp.

What I would like to do is clip the colorramp. For example, to have a min value of -5 and a max value of 5. Anything below -5 will be red, anything above 5 green, anything in between interpolated.

I want to achieve this so I can have a constant coloramp/values between frames if my z-values change.

How can I go about doing this?


texts: How to Fade Transparency in Animation, and hence record in frames, frame by frame?

texts:
I have rendered this no loop GIF using Blender Render.

I want to:

1) Make the envelope invisible at the first frame.

2) Make it fade in so that it's transparency is at zero when it reaches the center.

3) Make it fade out when is goes back up.

Lets consider. I have placed a Plane1 in front of all objects, and I want to animate the plane to be...

1) Opaque to translucent. (say 0-20 frames)

2) Translucent to transparent. (say 20-40 frames)

3) Transparent to translucent. (say 100-120 frames)

4) Translucent to opaque. (say 120-140 frames)


texts:
I am importing an SVG shape and rotating it using the screw modifier.

I have applied the Shade Smooth on the two examples below.

On the left, the object is still a curve with the screw modifier, and on the right, it is converted to mesh.

On the mesh, I have checked that I have "Clear Seams" and "Clear Sharp" edges on edit mode, but I still have flat reflections.

The specific problem appears when I activate the Auto Smooth checkbox, so I get rid of the ridges of geometry on the left, regardless of the Auto Smooth angle (right).

Can you please tell me how to smooth this?

Here is the file: http://otake.com.mx/Foros/Blender/Bottle.blend


texts: Applying Array Modifier - Still instance?

texts: I got a short question: If I apply the array modifier, are the objects still instances or are they converted to real objects? I also don't want to change these objects.


texts:
This is my problem. The normals look too sharpwhere the carrot gets thinner and it just destroys any maps i put on it. If I add a lot more geometry the problem smoothes itself out. But I can't afford that much geometry as this is meant for a mobile game. Does anyone know of another way to deal with this?
Thanks in advance!


texts: Baked procedural normal map reflect light only some sides

texts:
I have baked my Nodes procedural normal texture via cycle rendering and I get some of the results works.
However, It worked only for some sides. Not sure why? Does anyone have any clues? Pretty sure my normal map didn't bake correctly.
Blender 2.92
https://imgur.com/a/qiM2FGv (GIF HERE!)

This is my Normal map

Blend File is here: https://drive.google.com/file/d/1qIzquPNuWsEd8XQ29WJxgKZJhy4XVdRK/view?usp=sharing


texts: Mirrored object doesn't match it perfectly?

texts: Well I retopologized the object and now I am having trouble with the mirror of it. It keeps mirroring int he wrong area and is not matching up equally. Also my verticies at the end of my mesh that would connect the mirror are not alligned properly. Can someonehelp. I have pictures below.


texts: Can I render a MOV with Jpeg2000 Codec with Blender?

texts:
Apparently, Blender has support for this codec. But I can not get my way across it. On a Mac, there are no options to select JPEG 2000, neither for images nor movie. On Windows, I did render image sequence with JPEG 2000 with Blender 2.67, But quicktime container did not have the codec. I want to render mov files with Alpha channel - thus JPEG 2000 (Animation and PNG were giving very large file sizes, and these files are to be made available for download.

Any pointers would be very helpful - horribly stuck.


texts: Blender trim the rendered image to only visible objects

texts:
I am wondering if there is a way to trim the size of the rendered image to the edge of visible pixels for transparent PNGs. In Photoshop, I would go to Image -> Trim. I often render objects with transparent backgrounds that then need to be trimmed to the objects visible edge.

It would save a lot of time if I could skip editing the image in Photoshop.


texts: How do I "bake" the displacement of an procedural material (with the right orientation) to the mesh?

texts:
I have a question for you guys!
Recently I was searching for a way to better present my digital sketches and bought the realistic clay shaders by jama jurabaev. https://gumroad.com/l/KqHnv
Here are some of my first render tests. I was thinking about actually 3D printing this piece, do you know how to bake the displacement of this procedural clay shader to the mesh?


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I've been trying to animate the count of the particles in a Hair particle system. It is possible in the viewport display tab to animate the amount with the percent bar, but obviously this is not getting rendered.
Since you can not animate the number in the Emission tab im kind of clueless on how to animate such thing. There has to be a way to reduce the particles over time right?


texts: How to Change Keymap for Opening Nested Context Menu?

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When you RMB (or press W if you have right-click to select) on an object you get a context menu, then RMB again on certain commands (regardless of LMB or RMB to select) you get a nested context menu with commands like, E.g.:

Add to Quick Favorites
Assign Shortcut
Online Manual

My question is: how can the keymap for bringing up this nested context menu be set?
The reason I'm doing this is that I have modified all context menus to be Ctrl + LMB to match the default behavior for Mac/OS X context menus for use with a tablet and pen where the pen buttons are not being used.
I have not been able to find a way to change the keymap to open this secondary context menu.


texts: Squish Controller that Can Move up and down a Limb

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I have a rubber chicken character. Its neck is getting grabbed and stretched many times. What I would like to generate for this, is a Squish controller that allows me to set where Squishing on the neck starts and where it ends. Kind of like one of those two-way zippers that you can open and close towards the top and bottom. To see the principle in motion, this guy built a ribbon rig in blender 3 years ago.

Around 00:30 is what I am looking for.
https://vimeo.com/89682567

I have added a sketch of what that might work like.

My main idea is to use a gradient texture to displace a deform-cage that I have put around the neck. I have built a prototype that uses a Sphere object as a controller for a Vertex Weight Proximity Modifier. I then feed the modified Weights into a Displacement Modifier, whose influence is limited by them. This video shows what that looks like.

https://www.youtube.com/watch?v=3n-hSFSi-SU

If any of you have an idea how to control Gradients through object positions or maybe just a simpler solution to the whole thing, I would greatly appreciate hearing it.


texts: UV Sculpt tools not working at all in 2.82.7?

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I'm fairly new to Blender and this is my first unwrapping here.
I'd like to manually pull and pinch my UVs to reduce the stretch of the projected UVs, however, UV sculpt tools do absolutely nothing.

Here's a short clip illustrating my issue:
https://i.imgur.com/XQLBXBU.gifv

(i know those UVs aren't pretty, but hey, I'll get there)

What is preventing the tool from having any effect on the mesh? I remember trying it out in the beginning of the process and it seemed to work, but now it suddenly is defunct.

Thank you in advance.


texts:
I have an exported model from 3ds Max, it was rigged with CAT.
The main problem is that the CAT skeleton has lower arm roll bones that linked consistently (UpperArm -> LowerArm -> LowerArmRoll -> Hand).

So, i don't understand how to make IK rig properly, because that hierarchy obviously screws up IK solving.

Any thoughts? I'd appreciate any help.


texts: Where did the brush size lock go for sculpt mode in 2.8???


texts: My domain for water is just a giant bubble

texts: So I decided to wait a night before rendering the mantiflow tutorial done by CGGeek and when I opened the file today, my domain started showing up as like a weird bubble refraction type thing. I didnt change anything from the tutorial to my knowledge.


texts: i try to do an animal tail, and whatever i do on one side doesn't go to the other side as well. how can i fix this?


texts: how i disable this in dyntopo sculpting?

texts: i did a test showing you this as you can see, the polygons in the plane get more deep when i scroll in or out,i do not want that the brush detail increase or decrease when i scroll in or scroll out to a sculpted mesh , any solution for this?


texts: artefact in noise texture combined with vector-map

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I have some problem with a noise texture in my shader for anodised aluminium. I use the noise texture to get nice structure for the aluminium. Everything fine so far, excepting the plane parallel to XY.

This is my shader-setup we use:

I'm new to Blender so I have no idea how to solve the problem.
Can someone help me to get the structure also on the planes parallel to XY?

Here is a minimal example with the problem: