texts: Which is the best way to generate 2D mathematical surfaces with a different color each side

texts:
Here is a handy mobius strip. Mathematically it has one surface, but in Blender it's just a twisted flat mesh stitched together carefully. I added some icospheres as breadcrumbs to guide the eye. I am going to try to add some patterning to the "surface", either a color gradient or a UV-map in the future.

But, right now, I am wondering if using backfacing in nodes as @BenSimonds shows in the second answer here is going to be robust, or if I should just get used to making my 2D surfaces as really thin 3D double-surfaces (e.g. a flattened tube in this case) and avoid any potential future problems. There may be some experience out there about things that can go wrong here that I can't find with google.

Note: surfaces will be pretty complicated, and making them thin 3D shapes will be tricky - this is a simple example for discussion.

import numpy as np
import bpy

R,   W  = 2.0, 1.0
nth, nw = 120, 9

th = np.linspace(-0.5*np.pi, 1.5*np.pi, nth+1)[:-1][:,None]

w = np.linspace(-0.5*W, 0.5*W, nw)[None,:]

phi = 0.5*np.pi*np.cos(th.clip(0.0, np.pi))

x = (R + w*np.cos(phi)) * np.cos(th)
y = (R + w*np.cos(phi)) * np.sin(th)
z = (0 + w*np.sin(phi))

nx = np.cos(th)*np.sin(phi)
ny = np.sin(th)*np.sin(phi)
nz = -np.cos(phi)

verts0 = [tuple(thing) for thing in zip(x.flatten(), y.flatten(), z.flatten())]
faces0 = []

for ith in range(nth-1):
    for iw in range(nw-1):
        v1 = nw*ith + iw
        v2 = v1 + 1
        v3 = v2 + nw
        v4 = v3 - 1
        faces0.append((v1, v2, v3, v4))

for iw in range(nw-1):
    v1 = nw*(ith-2) + iw
    v2 = v1 + 1
    v3 = nw*0 + nw-2 - iw # last one is sideways 'cause it's a mobius!
    v4 = v3 + 1
    faces0.append((v1, v2, v3, v4))

blueish = bpy.data.materials.new("BLUEISH")
blueish.diffuse_color = (0.1, 0.3, 1.0)
blueish.specular_color = (200, 1.0, 100) # CHANGE THIS!

mobi_mesh_0 = bpy.data.meshes.new('mobi0')
mobi_obj_0 = bpy.data.objects.new('mobi0', mobi_mesh_0)

bpy.context.scene.objects.link(mobi_obj_0)
mobi_mesh_0.from_pydata(verts0, [], faces0)

mobi_obj_0.active_material = blueish

bpy.data.objects['mobi0'].select = False
bpy.data.objects['mobi0'].select = True

bpy.ops.object.shade_smooth()

d = 0.11
for i in range(0, nth, 5):
    xp = x[i,4] + d*nx[i]
    yp = y[i,4] + d*ny[i]
    zp = z[i,4] + d*nz[i]
    q = bpy.ops.mesh.primitive_ico_sphere_add(size=0.1, location=(xp, yp, zp))


texts: Normals flipped while importing from .obj

texts:
I'm a software developer, I have a external application that generates .obj files. After importing the generated model I see, only when the view is set to "Render" or to "Material", or when I disable auto smooth, that a lot of normal directions are flipped.

It's strange because they are perfect when auto-smooth is enabled. The model contain some hard edges, to avoid normal interpolation/smoothing in those I generate multiple vertices when they are in a hard-edge: each vertex will have the same position, but different normals.

I think that the normals are fine because I see their directions on my app and they are fine there, but Blender flips some of them. Why? Is the order of each vertex in each face important? Should I avoid having more than one vertex defined with the same position (having more vertex normals than vertex positions)?

EDIT: I changed my program to avoid repeating vertex positions, now it contains more vertex normals than vertex positions.

EDIT 2: Changed my program to delete duplicated normals, problem persists.

EDIT 3: Changed my program to order the vertices in each face. It seams that Blender overrides the normals written in the .obj file... This solves the problem for the cube model below, but it doesn't solve it when the model is smooth but have some hard edges... Blender keeps changing the normals, overriding the imported ones >:

.obj file that I imported on Blender. Seems good to me.

    o Robot
v 0.100000 -0.100000 -0.100000
v 0.100000 0.100000 -0.100000
v 0.100000 0.100000 0.100000
v 0.100000 -0.100000 0.100000
v -0.100000 0.100000 -0.100000
v -0.100000 -0.100000 0.100000
v -0.100000 0.100000 0.100000
v -0.100000 -0.100000 -0.100000
vn 1.000000 0.000000 0.000000
vn 0.000000 1.000000 0.000000
vn 0.000000 0.000000 1.000000
vn 0.000000 0.000000 -1.000000
vn -1.000000 0.000000 0.000000
vn 0.000000 -1.000000 0.000000

f 1//1 2//1 3//1
f 4//1 1//1 3//1
f 5//2 2//2 3//2
f 6//3 3//3 7//3
f 4//3 3//3 6//3
f 8//4 1//4 5//4
f 7//2 3//2 5//2
f 2//4 5//4 1//4
f 8//5 5//5 7//5
f 6//5 8//5 7//5
f 6//6 8//6 4//6
f 8//6 1//6 4//6


texts: Disable collision dynamics from a spacific axis?

texts: I honestly don't think there is a way to do this, but I am curious. Is there anyway within the collision physics to allow one specific axis to be animated while the other 2 are not animated and dynamic? What I mean is, say I wanted to animate an object to move on a specific path on the X-Axis, but I still want the Y and the Z axis to change according to the physics simulations. Any ideas?


texts:
According to this post:
voronoi cracks fac

Is it possible to refactor the texture and use it from outside the node group?
So it would be possible to have an Convolution Matrix Node.

P.S. Why are the 2 nodes muted?:


texts: Simulating a hand based on python conditions

texts:
I am trying to showcase a EMG signal simulator on a hand represented by an armature. Trying to simulate a hand prosthetic.
I have looked everywhere but couldn't find an answers to my question.
Let's say I have a simple array: [1, 0, 1, 0, 1, 1, 1, 0, 0 ,0 , 1]
The hand should close from a transition from 0->1, open from a transition from 1->0, remain closed on repeating 1s and remain open on repeating 0s.
The project is a bit more complicated but if knew that I would know how to do the rest.
Any pointers on how to control an armature via python and make it do different animations depending on a condition like the one described above?
https://youtu.be/nmP8iGaPbeI?list=PLCtC-wuFk2xmUf_pX_mPAw0tnJclVWHEk&t=206
Similar to how it's done in here.


texts: Why is the scale of the model I try to 3D print so small?

texts: I'm trying to do 3D printing with Blender. When I import the object to the printer, it appears very small, I don't understand why... I tried scaling it to the maximum allowed by the printer software, but it is still too small. How can I make sure it's the right size?


texts: I was trying to render my scene, and the render turned out very blurred. (It is not supposed to be blurred). Is there a setting that I am missing somewhere which is making it look like this?


texts: When I apply glossy material in Cycles to a simple setup, the blender bakes it same as a diffuse material, I want the light and reflections so that i can import them to game engine. How to Bake glossy material so that I can use one diffuse texture and another Specular Texture and get real time effect?


texts: How can I make the decoration to take the shape of any object

texts:
I'm trying to make a design of decoration to be like the shape of " sphere, car, body ... etc "  for example I convert an image of decoration to be SVG then I make it like sphere shape .

as I used "simple deform" modifier to make it, but I can't use same modifier to make the decoration like the "heart, car, building, face ... etc ", for example can I replace the wires in the below heart with shown decoration in the beginning ? or make the decoration like shape of the car "if I have a car shape" ... then I can print it using 3D printer .

I hope my idea is clear for you .


texts: texture coordinate node in blender - how to control textures with it

texts:
Can simple textures be controlled using just texture coordinate node?
I'm using a simple texture for this experiment:

which I'd like to place at the side of an experimental sphere(with the texture as it is), the first result that I would get is:

the texture is distorted and so I would have to scale it down using the mapping node and the texture looks fine from top view:

However, if we look at the bottom the texture appears reflected:

after a long time, I figured out that the texture is split into equal sizes and are mirrored as can be seen below:

I'd only like to keep one but I don't know how.
There could be work arounds using an empty or partly uv unwrapping the mesh, But I'd like to know if there is a solution for this particular sort of problem using only the mapping node.


texts: I have an Object that is using a Curve Modifier to be mapped down the length of a curve. Is there a way to make the object stretch to fit the length of the curve, even if the curve changes sizes?


texts: How to control a bezier curve using an armature?

texts:
Can you explain me how to control a bezier curve using an armature?
The objective would be to be able to bent a cylinder while keeping its initial length and its diameter in order to be able to animate something like this:

A solution has already been made on this link: How to effectively animate a "lasso"?
But I think an armature would be more suitable.

The animation should give the following result:
Initially, the macrocycle (torus) is located around the first station (green sphere). After a stimulus, the macrocycle moves along the axis (gray tube) and positions itself around the second station (pink sphere, fixed on the axis). Moving the macrocyle causes a tightningof the loop. Thanks to an armature on the axis, I would like to move only the macrocycle according to x (which will follow the axis thanks to a curve modifier according to x) which will cause a tightning of the loop.
Moreover, as this image shows:
a peptide (blue tube) is placed on the axis just next to the macrocycle. Initially, it is almost linear, and after the macrocycle has moved around the second station, the tightning of the loop induces a curvature of the peptide. The image shows it well, but in this the shape of the axis does not natural, hence the choice of use an armature...

Thank you for your answers,
Rota.


texts: Is there a way to rotate view by 180 or 90 degrees with 1 command?

texts:
Most of the time I use the "hold alt + drag middle mouse button in a direction" to rotate the view. There are often times when I want to see the top or bottom view and then rotate the top/bottom view by 180 degrees along the Z axis.

I know I can rotate the view 180 degrees by pressing the Numpad_4 or Numpad_6 keys twelve times but I rather have a shortcut I can press once or ideally, a way to do it with the middle mouse drag gestures since using the numpad is a bit cumbersome when my right hand mostly sits on the mouse.


texts: Wrong model appearing in UV editing mode

texts: In modelling mode, have no problems - object selected, UV unwraps, ok let me see this in UV editing mode - correct texture on UV window, entirely different object in the 3d window, - have looked/clicked everywhere to fix this, makes no sense


texts:
I'm rigging a model manually because I don't like Rigify. I forgot to enable X-Axis Mirror at the start, and clicking it now does nothing at all for some reason, so I did it the manual way that everyone reading this probably already knows (by default Numpad5, Numpad1, Shift+C, ., Shift+D, S, X, -1). This looks fine in edit mode, but when I go to object or pose mode the hand is twisted the wrong way, the arm IK works strangely, and the pole target (the sphere) is in the wrong place. As well as this, some bones are mispositioned slightly, but this is not a big problem. Anyone able to help?

UPDATE: Interestingly, when I parented the armature to the mesh with automatic weights, the mesh snapped into place exactly around the bones. Picture at the very bottom.

(Above) The entire armature as seen in edit mode.

(Above) The problems as seen in pose mode.

(Above) The mesh snapping into place when parented.


texts: Remove intersections between many objects

texts:
I have a bunch of objects in my scene that are intersecting each other. Is there any way, without creating a million boolean modifiers on each, to remove all mesh intersections in my scene?

Maybe there's a script to apply a bunch of booleans to every object?


texts:
I've read that the Edge post processing effect from Blender Internal is Z based, and something similar can be done in the compositor. Can anyone suggest a setup for this, or have any ideas on how it would be done?

I'm looking for something other than Freestyle or BlenderNPR edge nodes. Scripting is fine.


texts:
I have been using blender for a few years and this is the first time I have come across this problem. I am running 2.79 on Ubuntu. I was trying render a short test video for a new project and I came across this error on the top of my blender feed.

"Could not open file for writing"

And occasionally I get the error "Python: RENDER_MT_presets"

There is a triangle caution sign on the left of it. I am trying to write to the same folder of my last 6 videos. I found several videos just saying that I need to change the output source, but that didn't work. I also found this post on the forum.
Deleted .dvd file, and "Could not open file for writing."
I tried changing the permission for the folder, but again it had no effect. I am now confused by this and am hoping that someone could help.


texts:
I'm working on a project importing motion capture from physical therapy patients.  What I have been trying to do is import the .c3d data, creating an armature and parenting it to the .c3d, and exporting it as a .bvh.  My next step was to create a model via MakeHuman and map the .bvh to the model, but I am running into some issues here saying that some bones have multiple children.

Does anyone know of a different way to go about mapping the .c3d data to a model?  Is there an easier way to build the armature - I know the .bvh from the Carnegie Melon University works with Make human, should I try to build an armature that matches it exactly?

Open to any suggestions, thanks!


texts: Cycles either not rendering, or giving warped result

texts:
I was working on simple low-poly starship, and one moment I decided to get a rendered view, but something went wrong. When I entered rendered view, it was stuck at initializing. Funny enough, render through F12 still worked, but provided warped results. The rendered view started working when I imported the model into another blend file, but it still provided warped result (some of the faces were missing):

But solid view (and any view besides rendered) still showed the model as it should look like:

I am really confused, I tried recalculating normals, removed bevel, tried changing render settings, applied all transforms, and still no change at all. Here is blend that can't even initialize cycles:

Upd: After saving the file without texturing and uploading it, i noticed that there are no more missing faces (i don't know why), but rendered view is still not working.


texts:
Read through a lot of questions but I didn't find a simple answer.

How do I move an object on it's local axis using a vector? I don't want to use bpy.ops.transform.translate, because it's slow.

Given an object that is rotated and an example vector (1,2,3). How can I do a translation on the local axis, so the object is moved 1 on it's local x-axis, 2 on the local y-axis, 3 on the local z-axis. Just like in the viewport, when you move an object pressing "g" and then pressing the x-axis key (or y / z) twice.

EDIT:
So from a C++ post I understand the math behind it, still I'm unable to reproduce it in Blender.
For the local translation T you have to do the translation first, then multiply it with the rotation matrix R.
So (pseudocode)

myobject.location = T(1,2,3) * R

Problems:
1.) How do I get R of the object that is already rotated.
2.) Can I just multiply a vector with that matrix?
3.) What about the location that the object had before? Just add it?


texts:
At the moment I am trying to make a mustache because I thought a hairy ball was to simple. I created a model in a "mustache shape" and added the hair. Now I have the problem that I can't add any hair by using the "Add" brush. I tied to change different values a bit but nothing seams to make it work.

Because I probably explained it poorly here is a video of the problem: https://youtu.be/1DHYQZPMXbc

I hope I made the problem I am having clear and that someone can help me with it.


texts: Mirror modifier not showing other half of mesh

texts: I always have the same problem when I try to use my mirror modifier: nothing happens. It's very frustrating, and simply can't find how to fix this. Any ideas?


texts:
I have been trying to render a gun in blender. It has a plain sign on its body saying "Made in Austria...".
Even though it is a plain object, there is a shadow between the gun and the sign only in cycles. I tried to remove it by using light path in the shading tab, turning off Ray visibility and setting shadow mode None. But nothing has changed. There is no space between the objects. Does anyone have a clue on how to fix this issue?


texts:
I am just trying to start painting on my Characters Texture, but when I try to paint, nothing ever happens.

See the image below for my Set Up:

When I draw on either the left or right hand side, it should add color to the texture, but it won't.

Any Ideas why?


texts: List of material previews in template_preview

texts:
I am working on an add-on that lists the materials.
We are looking for a way to display a large material preview using template_preview.

Although it was possible to display it, only the material drawn for the first time is displayed repeatedly.
Even if only the material index number 3 is displayed, it seems to be affected by the first template_preview used.

template_preview should have been able to obtain the names of all material lists by mat.name.

How can I get a proper listing in template_preview?
Also, can I view larger material previews in a better way?

''' python

def draw(self, context):
    layout = self.layout
    materials = [mat for mat in bpy.data.materials]
    col = layout.column(align=True)

    if materials:
        for mat in materials:

            row = col.row()
            rowc = row.column(align=True)
            rowc.scale_y = .5

            # Material Preview
            rowc.template_preview(bpy.data.materials[mat.name], show_buttons=False)

            # Material Name
            rowc.label(text=mat.name)

            # Material Index "3" Preview
            rowc = row.column(align=True)
            rowc.scale_y = .5
            rowc.template_preview(bpy.data.materials[3], show_buttons=False)
            rowc.label(text="Material Index 3 Preview")

'''


texts: So the bevel appears to only be applying to the x-axis, when I also need it on the y axis. Any solutions and thoughts would be much appreciated. I have tried with the modelling bevel and the modifier, it may be a settings issue or preferences I am not sure.


texts:
I have noticed that if blender is launched in background with a python script and arguments via a subprocess, it seems not to work...

For example, with a script to rename a material in a blend file called ren.py :

import os
import sys
import subprocess
#sub = subprocess.Popen(['blender', '/home/pegasi/green.blend', '--python', '/home/pegasi/change_material_name.py', 'green', 'plip'])
sub = subprocess.Popen(['blender', '--background', '/home/pegasi/green.blend', '--python', '/home/pegasi/change_material_name.py', 'green', 'plip'])
sub.wait()

with change_material_name.py :

import bpy
import sys
import os
from os.path import join

library_path = os.path.dirname(__file__)

if __name__ == '__main__':

    #target = sys.argv[4]
    #new_name = sys.argv[5]

    target = sys.argv[5]
    new_name = sys.argv[6]

    bpy.data.materials[target].name = new_name
    bpy.ops.wm.save_mainfile()
    bpy.ops.wm.quit_blender()

when I launch python ren.py, it only output an empty blender.crash.txt while it works like a charm if I remove the --background option.

I am running blender 2.77a and archlinux.


texts: How can I control the viewport without a mouse?

texts: Is there a way to specify the coordinates of the viewport and direction that the viewport faces without using a mouse or pointing device, in other words, by entering numbers somewhere.


texts: Import 3D XML in Blender or convert it with another tool

texts:
I would like to find a way to import 3D XML (zipped file with XML Data and textures) files into Blender or find a workaround without using 3dvia, or AutoDesk to convert it.

I know there is a python script for Blender 2.49. But I can't get it to work (http://kiwi6.com/file/6u3rxha3zw).

Free 3D XML files of Rotterdam are available here: http://rotterdamopendata.nl/dataset/rotterdam-3d-bestanden

It's cool that they have put these models online, but to work with them...

PS: I know XML isn't a 3D format, but a Markup Language.


texts: Checking if boolean true or false not working

texts:
I'm trying to make my character jump using python script. And the character jumps but I want to check if the character is already jumping, and if he is, then not be able to jump again. But for some reason this code doesn't work.

# this triggers when I press space.
if isJump.positive:       #<-- this one doesnt work. but it still prints 'jumped'
   if jumping == False
       cont.activate(j)
       jumping = True
       print("Jumped")
       cont.deactivate(j)

# this triggers when I collide with an object with a property 'ground'
if collide.positive: #<-- This whole block works fine
   jumping = False
   num = 0
   print(num)
   cont.deactivate(j)


texts: possible to export FBX with texture paths?

texts:
I switch between Modo and Blender in my pipeline and exporting from Modo FBX to Blender is no problem. Exporting from Blender as FBX and importing back into Modo however loses all the texture assignments. The materials are all present but the association with any textures is lost. Is there a way to retain this information using FBX from Blender?

I don't want to embed the textures in the blend file as that will lead to duplicate textures. The textures sit in a repository separate from the Modo,Blend and FBX files.

Any help would be greatly appreciated.

cheers


texts: I heard about this thing called ngons, and adding ngons to your mesh.  I am wondering about how to add an ngon to my mesh, and what it looks like.  There are no obvious tools for adding an ngon.  How do I add an ngon?


texts:
I'm still quite new to Blender and video editing but I'll do my best to provide as detailed of info as I can.

The issue I'm dealing with is I used a screen recorder to record audio for the voiceover for a video I'm making. I then went to edit out the cuts and add in still images I'd created for this video. As soon as I start adding in any images and making any cuts in the audio, the audio gets very random and will sometimes play back faster then normal, and when I pause and hit play, it will start playing several frames back, causing the audio to go out of sync with the current frame. Let's say I'm on frame 580 when I pause. When I hit play again, the sound will start playing from, say, frame 560. Another time it may start playing from frame 555 when I pause on the exact same frame, so it's very inconsistent.

I have had video-audio sync issues in the past but that was when using both the video and audio from a screen recording, and I was able to find a solution to that issue, but this time, what's baffling is that this is so inconsistent, other then that I can guarantee the sync issue will eventually start happening as soon as I start doing any edits. It does not seem to happen as long as I leave the video+audio in a single, raw, unedited cut. This also does not seem to be quite the same issue as I ran into before as the fix for that is not possible for this issue, the option for fixing that other sync issue was a setting in the video strip, which I'm not even using for this video, I just delete that part, and that setting isn't even an option in the audio properties.

I'm using Blender 2.8a and I know there is a 2.8c out now, but am not sure if this is a known bug or if it's been fixed or not, couldn't find any dev notes on the Bender.org site to see what bugs have been fixed or are waiting to be fixed.

If anyone has any ideas or suggestions I'd love to hear them.


texts:
I would like to use new denoising feature for cycles in blender. I downloaded latest build for blender (blender-2.78-81d7ff8-win64). When I open my project the option is present but grayed out, I can check it but it doesn't have any effect.
Any idea which setting blocks this feature, where to look? I have quite complex scene and it is hard to find what is wrong. When I create new project the option is not grayed out and works.


texts:
Im working on a predator-prey model, and to get some useful information I want to extract the number of Alive particles at any given frame. However, I got the blender file sent from another person working on this. And the number of Alive boids is stuck on whatever value he had when sending the file. So for a 1000 boids 933 is Alive and whatever I do this does not change.

import bpy

obj  = bpy.context.object     # Active object
p_s = obj.particle_systems.active # Active particle system
print(p_s.settings.count)

AliveP = len([
    p for p in p_s.particles if p.alive_state == 'ALIVE'
])

print(AliveP)
```


texts: How to adjust pen sensitivity for brush size and not shade pressure?

texts:
I need to change the pen pressure in texture painting from opacity of the brush to the size of it.

Is it accomplishable in blender?


texts: How can I invert any key frames to start the animation from the last key frame?

texts:
So recently I've found a cool tutorial on youtube about disintegrating a text. The text gets vanished over time. I want the same effect but I want to reveal the text out of nothing. My question is how can I make the last key frame to be the first key frame?
In case anyone want to see the video here is the link.
https://youtu.be/wm4rDDRcbDQ


texts: When calling a Pie is it possible to do multiple LMB licks before it goes away?

texts: for example when you include a menu with multiple options in a pie and you want to click two. After each LMB click the pie goes away, so you have to call the pie menu twice.


texts: how to put 5 texture pictures into one single texture of a model?

texts:
I've met a problem while performing your steps I have a model with several materials and textures

Thus I have had this picture before my steps

Then I selected all vertexes in edit mode
Made UV-unwrap
In UV Editor made :Pack Islands
Baked using default settings: Properties-Render-Render Engine (Cycles)-Bske type (Normal)
Baked...

And after this consequence I got this:

Could you tell me the steps I made wrong?  How to put single texture on a model?


texts:
is there a way to render multiple regions at the same time by selecting different points of the camera view?

I know render region function, but it allows to define only one portion at same time.


texts:
So from the previous posts regarding the same I've learnt how to loop the keyframes. But when I do loop it by selecting all points (A) on the F-graph curve and then (Shift+E) on the graph and choosing the option, it doesn't loop the whole tail.

The first cycle is perfect. The tail has 5 bones and they all move.
But after the first cycle only the first bone moves.

What am I doing wrong?


texts: two meshes with bump maps wont show up together in Material Preview?

texts:
soo i have this weird problem where i cant get two meshes to show their bump maps at the same time?
if i hide one, the bump map magically appears on the other one.
Look at this example with two planes and each one has almost the same bump map added to them. Only one is showing its bumpiness:

BUT when i hide the first plane, the other plane's bump map shows up...

Any idea what is going on here?

heres the blend file:


texts: Shrinkwrap projection seems to ignore part of target mesh

texts:
I'm trying to use the Shrinkwrap modifier to project a flat mesh onto this object:

I select Mode: Project, On Surface, and set it to Direction: Negative, Axis: Z. The result is this:

Which is a little confusing to me. It has no trouble applying the outer parts of the mesh to the curved portion of the object at the base, but the middle ends up inside. It seems to be ignoring the bulk of the target object.
I've tried increasing the geometry in both meshes by subdividing several times, which at best made the flat mesh partially acknowledge the top of the object, resulting in a horrible strained-looking fibrous network.
I also tried placing the flat mesh inside the object, then projecting it outwards. This created a few different things depending on the settings, one of which was identical to the result above, the rest even worse.
Any help is appreciated, even suggesting a different approach entirely.
Thank you.
Here is a link to the .blend file


texts: Iterate through objects then parent and add material based on string search in names

texts:
I've imported a model from the BodyParts3D database (http://lifesciencedb.jp/bp3d/)
It's made up of a huge number of .obj files. These have a name based on the anatomical structure/organ:

My question is whether it's possible to use a Python script to go through the objects in the scene and;

parent them together under an empty transform, according to a text string search
add a material based on that text string

e.g. FJ2574_BP48954_FMA14964_Proximal part of ileum.obj

so any object with 'FMA14964' in its name would be parented under a transform named 'FMA14964', and be given the same material ('FMA14964_mat', or whatever).

For #2, I've found this 'How to assign a new material to an object in the scene from Python?' which I could probably work out how to tweak to do what I need, but I don't know how to iterate through the objects in the scene and do a a search based on a text string

I'm new to Python, but ok in C# and other programming languages. Fairly new to Blender (mostly I work in Unity) Any help would be very much appreciated!


texts: GameEngine: KX_BlenderMaterial vs KX_PolygonMaterial

texts:
I have a question about the material types in the game-engine.

e.g.:

2.66 Blender API - KX_PolyProxy(SCA_IObject)

2.66 Blender API - name ~ The material of the polygon.

When is the material a BlenderMaterial object ?
and
when a PoylgonMaterial object?
What are the internal differences?

Thank you.


texts: How come this loop won't connect all the way around? The direction and topology seems to be correct. There are 6 vertices selected here with a box select, and I've done "Merge by distance" to make sure there are no odd vertices


texts: How do I connect the vertical part of my railing to the angled part?  I was wondering if there was a way to do this without just eyeballing it.  They are both part of the same object.


texts: How to Create a Vinyl Plastic Toy Shader?

texts:
How can I make one of the vinyl toy plastic material like this?

Video: https://www.youtube.com/watch?v=8Njl5hLmGs0


texts:
I have a python script that (amongst other things) is supposed to delete objects.
Currently I am unlinking the object but when I want to create objects later in the script with the same name as the deleted it is automatically named name.001 and so on.
Is there a way to completely delete objects using a script?


texts:
Blender always crashes when I start working in sculpting mode, it works good in other modes like object and edit mode but it crashes in sculpting mode, and my laptop does not have any issue related to storage. What do I do?
It only crashes after I use the brushes, on the object, if I do not do anything on the object while in sculpting nothing goes wrong.


texts:
I just downloaded blender and I'm starting with this whole world. The thing is I have a little project for college where basically I'm doing a box with courtains inside, a back door and a water container on the side. Whenever I press the play button below the scene is really lagging, the fps are in red and display 6~7 fps. Like I said, I'm new so is this an error due to a missconfiguration from my part? Is my graphics card not enough or not properly configured? Are my onjects too many for the scene? Because with one cube moving around it seems to be just fine. Is this preview how my actual project is going to be? I would really appreciate some help :)
I have an Intel core i7-6700 CPU @ 3.40GHz 3.40 GHz, 8GB of RAM, NVIDIA GeForce GT 730 and Blender v2.83.0


texts: I rendered a 2000+ frame AVI movie with Blender Render and it corrupted, why?

texts:
I wanted to make a movie showing of a 3d model, 2250 frames long, Blender Render, AVI, but after I rendered it it won't open, and when I open it in After Effects only 7 seconds is available. Why is this? Is there some setting that one can change to render it without it getting corrupted. There was nothing happening, it was running alone, no errors.

Don't really know what screenshots I could add, it just won't open any media player and is always just 7 seconds long in editing programs. If there's a question that needs to be answered to solve this, I'll try my best to answer it. I'm sorry if it's anything obvious, but I've never done a render as long as this so I'm maybe doing something wrong, I don't know..

EDIT: Tried the video editor in Blender. File still corrupted


texts: How could i make a cartoon flower type of shape

texts: Almost like a star shape but with the points rounded off. I used this node setup to make a star like this, but I can't figure out how to round off the edges. I would like to be able to customize the number of bumps.


texts: Compute device list not showing card name when using OpenCL

texts:
I have an AMD Radeon R7 M265, and when I force OPENCL with the batch file it only shows Iceland, Intel HD and the CPU.

I followed this instructions:

R, type CMD, press ⏎ Enter, go to your blender folder. ex:

cd C:\Program Files\Blender Foundation\Blender

Press ⏎ Enter and then type: set CYCLES_OPENCL_TEST=all
Start Blender with blender.exe
Inside blender go to File -> User preferences -> System
Under compute device select OpenCL and then your card
Close the preferences and go to the render panel and select
device: GPU Compute.

I have the latest beta driver from AMD, but when I try to change the compute device it only shows this list:

Am I doing something wrong? Is my GPU is not supported? Or is it because it's in development and not every card is supported yet?

I've tried blender v2.74.5, v2.62, and v2.63. Every one gives the same list.


texts: Deleting temporary mesh after extracting data

texts:
When extracting data via temporary mesh, like this:

mesh = object.to_mesh(bpy.context.scene, apply_modifiers=True, settings='RENDER')

Do I need to delete this mesh, after I'm done extracting data? Will it stay in memory after running the script?


texts: Modeling a cylindrical object to resemble an image reference

texts: I'm trying un-successfuly to model the cylinderical shape in the reference image. I tried simple deform, But that results in pinching artifacts. unlike basic circle model. Please how can I make it the right way? With right workflow. Thanks


texts: How to partially blur an image in the compositor?

texts:
I want to blur an image I used as a background in the compositor but have it blurred more towards the top and in focus in the foreground.  Is this possible to do with nodes?

Thanks

This is the node setup:


texts: How can I make my render looks like the one in viewport shading where I have scene light and world on?

texts: In my viewport shading I have scene lighting and scene world on, it looks great but when I render it out, it looks so dark like the scenes doesn't apply to the render.  Is there any way to make the render looks exactly the same as the viewport one ?


texts: How to make local objects link mantain their hierachy in Blender 2.8 python? (SOLVED)

texts:
Is there a way to maintain hierarchy objects after we Make Local several linked objects the scene ?

I notice that if we try Make Local the parent object, the child will be put outside the parent, in my code example below, the last for loop was to make every objects that start with prefix "C_" will be made local, but I can't find a way how to order the loop so it would start from child to parent, instead of randomly pick the object.

import bpy

context = bpy.context
scene = context.scene

filepath = "C:/Char/C_Character.blend"

# append all objects starting with 'C_'
with bpy.data.libraries.load(filepath, link=True) as (data_from, data_to):
    data_to.objects = [name for name in data_from.objects if name.startswith("C_")]

# link them to scene
for obj in data_to.objects:
    if obj is not None:
        scene.collection.objects.link(obj)

# make them local
for obj in scene.objects:
    if obj.name.startswith("C_"):
        obj.make_local()

Thanks a lot !


texts: How do I animate vertices of a spiral? I can animate location and rotation of the object, but not the movement of individual vertices.


texts: How can I register the same keymap item for different space types?

texts:
I have for example:

bpy.utils.register_class(RENDER_OT_set_fps_increase)

    kc = bpy.context.window_manager.keyconfigs.addon
    if kc:
        km = kc.keymaps.new(name="Timeline", space_type="TIMELINE")
        kmi = km.keymap_items.new('render.set_fps_increase', 'W', 'PRESS')

And I want to register the same key for GRAPH_EDITOR and DOPESHEET_EDITOR.
But I couldn't find a way to do it. The only thing left to try was to create two extra classes, but I want to believe there is a simpler way to do this.


texts: How to stabilise the camera when it follows a curve path ? It is shaking when it follows the curve path

texts: How to stabilise the camera when it follows a curve path ? Camera is shaking when it follows the curve path


texts: Reverse armature deformation on vertex in python

texts:
I have a mesh with armature modifier (active+posed) and wish to do some modifications with vert coords (after armature deformations) saved in shape key on that mesh. But currently it seems not possible - shape key contain coords before modifiers and armature can change each vertex in unpredictable manner. So to save final coord back into original mesh coord (on each vertex) - i have to revert armature deformations some how… and this seems to be generally impossible //

In other words - for every given vertex coord, after all deformations (armature) and after applying some custom movements i need (i can calculate them only on final mesh) that i need - i need to calculate ORIGINAL coords (that can be saved in shape key) so they will give me my final position after applying armature.

Interestingly enough, Sculpt mode manages to do this somehow - you can sculpt posed mesh with active shapekey and it will put into shapekey proper position related to undeformed mesh. Not the coords that can be seen on screen.

Is it possible to do the same in Python? May be there is a way to do “sculpted translate” for vertex, that will do all the revert magic? any suggestions welcome


texts:
I want to import STL files which I know to be in mm, but blender displays it in meters. I know that I can change the units in properties->scene, but this converts the the units (1m->1000mm), so it's no good.
There is a scale option when I import and I can rescale post import, but I am relectant to do this, since I don't want to multiply and divide large factors on stl files, as this tends to degrade precision from rounding errors.
I actually just want to change unit symbol with no change in the underlying numbers.


texts: I want to write a python script that will allow for a CDJ's Pro Link midi file to get converted into animation modifiers. The goal is to have the midi data's key and tempo to effect some variables, where the intensity or loudness affect the others. I have been searching all over online for how to do something like this, but no luck. If anyone has any idea how to do this, please let me know.


texts:
I am new to using blender and I am working on rendering a scene that uses portal lighting, but I am having some render issues and I don't know why. Is there anything I can try to fix this issue?

Denoising didn't seem to make a difference on the picture cloudiness one way or another. Adding more samples helped a lot, but I still have that issue some.

Here's a link to my blender file https://drive.google.com/file/d/1uNfl7msr-o_v0AR5WSfbMFfdvP_zo2Ly/view?usp=sharing

Thanks everyone, the advice was very helpful! For anyone else having this problem, try the advice below and primarily lower the number of your light sources in the scene.


texts: Headless rendering on remote Ubuntu server results in blank render

texts:
If I try and render this .blend on my Windows machine, using this command, I get the correct output:

.\blender.exe -b testrender.blend -f 0 -F PNG -o frame_0.png

The correct render:

If I try to do the same on my remote Ubuntu 16.04 server, with this command, I just get a blank, grey .png file outputted:

blender -b testrender.blend -f 0 -F PNG -o frame_0.png

The incorrect render:


texts: sound_bake by script : unsupported audio format error

texts:
I can't get the sound_bake function to work by script while it works fine from the menu (Unsupported audio format). Any idea ?

I have no backslashes in the path and my blender build includes ffmpeg... so I am out of idea... ?

Especially since it works when I bake manually from the menu with the same file !

Here's the piece of code :

# get the path from the sequencer
bpy.context.area.type = "SEQUENCE_EDITOR"
for s in bpy.context.scene.sequence_editor.sequences:
    if s.type == 'SOUND':
        file_path = s.filepath

# insert keyframe to the VU of the 3d object
bpy.context.area.type = "VIEW_3D"
bpy.context.scene.objects.active = bpy.data.objects['vu']

bpy.ops.anim.keyframe_insert_menu(type = "Scaling")
bpy.context.active_object.animation_data.action.fcurves[0].lock = True
bpy.context.active_object.animation_data.action.fcurves[1].lock = True

# bake
bpy.context.area.type = "GRAPH_EDITOR"
bpy.ops.graph.sound_bake(filepath=file_path, low=(0), high=(2000))

Thanks for reading !


texts:
I want to make the curtain looks like its giving the cube a way to pass through the curtain i made from a plane
My question is, how and what step should i take to make the curtain that way?


texts:
I'm using bpy to control a blender armature using Python. I am able to get the armature to rotate properly, but it is a very jumpy rotation, there is no smooth animation of any sort. Is there anyways to create a smooth animation in bpy? This is my code:

 poseTable = [
        ('finger1joint1', 'X', -5),
        ('finger1joint1', 'X', -5),
        ('finger1joint1', 'X', -5),
        ('finger1joint1', 'X', -5),
    ]

for (bname, axis, angle) in poseTable:
    pbone = ob.pose.bones[bname]
    # Set rotation mode to Euler XYZ, easier to understand
    # than default quaternions
    pbone.rotation_mode = 'XYZ'
    # Documentation bug: Euler.rotate(angle,axis):
    # axis in ['x','y','z'] and not ['X','Y','Z']
    pbone.rotation_euler.rotate_axis(axis, math.radians(angle))
bpy.ops.object.mode_set(mode='OBJECT')


texts: Imported Blender Texture doesn't look the same as in the original blend file

texts:
So I downloaded a bunch of Cycles materials to use in Blender. However when I append them to the .blend file I want to use them in they don't look the same as in the original file.

For example here's one for water, in the original .blend file rendered it looks like this:

But in a new .blend file with the material appended it looks like this:

Can someone tell me what I'm doing wrong? I've been searching the internet for answers for a long time but I just can't find any!

EDIT: It was probably unclear but yes the lighting is different in the second picture how the second picture is also opaque and has no roughness on it while the original is somewhat transparent and has bumps over the surface.


texts: I have a hdri, and a cube around my model for a flat background. But the shadow catcher under the model shows the hdri through it. Any way to stop this?


texts:
i found amature-global x mirror in edit-mode. but it is not X-axis mirror.
where is it?


texts:
I've got an armature with a collision-mesh hooked up to it. The idea is now that by only using animations the character would move around in the world. For example pushing off a wall in Zero-G would propel the character in the opposite direction.

I haven't figured it out yet so I'm hoping that I've explained it good enough.


texts: New objects keep get selected with older one

texts: I created a cube and at some point added a new one. Now every time I select the new one in Object mode, the old cube gets selected with it. I thought it was because I had proportional editing toggled by accident but that doesn't seem to be the issue here. Any suggestions as to why in object mode they get selected together?


texts: See render preview in a second monitor while modelling

texts: I have two monitors and I want the preview render to be on one screen and modelling it on the other. I can't do this because I can split the render and preview but they are in the same window.


texts: Solidify a complex hollow object in Blender

texts:
I am trying to solidify this object from the inside in Blender which was created using the Boolean modifier on a cylinder applied with five smaller radii and slightly longer cylinders. Using the solidify modifier doesn't work simply on this object as the holes begin to close after a certain thickness, nor does solidifying the cylinders before applying the Boolean modifier. I need to do this before I can duplicate particles having similar geometry and fill them into a container to simulate a packed bed packing.
As a second and maybe more important part to this question, does not solidifying this particle from the inside even matter from a physics/simulation perspective with regards to how the particles fall and interact with each other in the container?


texts: Lagging IK joints in Playback and Exports

texts:
I'm having this issue with this rig I worked on.

https://media.giphy.com/media/3o6nV1hsQYg2ID2ANO/giphy.gif

If you notice, the legs and arms are delayed from the rest of the body in the viewport. I thought it would be ok once I exported this as fbx, but apparently this lag gets baked into my exports and I end up having to import my fbx file, and cleaning up the raw Deform joints to make the animation passable.

This rig has an IK/FK slider along with the ability to match FK controls to the IK controls and vice versa. So I figured all of that would be an issue, so I've tried a version where I delete all the set driven keys, but it still lags.

I read on a few posts that suggest a rebuild of the IK constraint fixes it. So I did that too, but once I close Blender and open the file up again, the issue comes back.

I've tried opening this file in Windows 7, Linux Mint and Fedora 26 and the issues is still there.
My specs are:
AMD FX-8320
16GiB RAM
NVIDIA GeForce GTX 950

Original scene with all constraints on rig:

Deleted all constraints except for IK:


texts: Can't find much information on this but I have tried using the Depth > Normalize > ColorRamp to control depth pass for particles but doesnt seem to work. Any ideas?


texts: What does abbreviations like DEF, MCH, CTRL, WGT stands for in rigging?

texts: I often download the .blend files with the rigged characters. There are some abbreviations like DEF, MCH, CTRL, WGT in front of the bone's names (like e.g. MCH-counter_spin). I guess what all of them stand for, but is there any rigging expert here, who'll explain exactly what do they mean? Also, are there any other abbreviations I haven't shown above? Thanks in advance.


texts: How to read vertex_indices of a hookmodifier in python

texts:
I have a BezierCurve with the handles hooked to two Empty's. After modifying the shape of the curve with the hooks, I want to apply the shape of the curve without removing the hooks from the modifierstack. So I can reshape the curve with the same hooks over and over again.

Before applying shape in HookModifiers:

After appplying shape in HookModifiers:

For each HookModifier I want to apply the shape of the curve and rehook the Empty via python. Therefore I need to know which vertices (control points and handles) were assigned to that hook.

With python, how can i get the vertices (control points and handles) that are attached to an object in the Hookmodifier?

In the blender API i found "bpy.types.HookModifier > vertex_indices" but I don't know how to use it.


texts:
I have created a tail light. With the material and texture i have setup.

What is missing in the nodes. Im not getting glow from the emission nodes. I have increase the strength of the emission but cant see  the texture from it.

How can i get a bike head light glow and emission from the above nodes. Any suggestion or help. Thanks

More emission


texts: Is there a way to add a color legend in the mesh analysis?

texts:
I'm doing a medical research in which it is necessary to analyse the wall thickness of this Object. I used the mesh analysis which automatically colorized the meshes. Unfortunately I can't find a way to add a color legend in order to indicate the wall thickness of the colors. I'm looking for something like that:
https://www.researchgate.net/figure/Three-dimensional-3D-atrial-wall-thickness-variation-across-the-whole-human-atria-Top_fig2_319241926
Is there a way to solve this problem?
I watched for something like this.

The objekt remains blue with this settings.

As I'm quite new to Blender it was not that easy for me to figure out the shading editor and using scripts but slowly I get comportable with it. When I tried to rebuild the settings in the shading editor I could not connect the script to the group ,,MaptThickness". I copied the NormalDepth text from your test_Thickness from volume projekt @vklidu and saved it as (.py) in order to install it as an add on but it didn't work out. When I save it as (.osl) Blender don't even show it to me. I guess it is quite easy but how do I actually implement the script?


texts: smoke+fire simulation fine in viewport but jittery in render

texts:
Here's my blend file. The camera shake is intended.

Here's what it looks like in the viewport:

(source: gfycat.com)

When I render, however, even after the camera shakes, the fire clearly jitters a little bit:

http://zippy.gfycat.com/WeepyAnchoredJanenschia.gif


texts: Animation between different poses with the help of PoseLib

texts:
I apologize for the incredibly basic question but I've been at this problem for quite some time now and it may be so basic no-one has felt the need to ask it because I couldn't find a similar question or guide/tutorial covering this.
I am basically trying to create animations between different facial expressions and poses. I used the rain character from the blender foundations and created a small library of poses and expressions using the PoseLib that I'm happy with.
I thought this would ease with animating as I could quickly compose the character how I wanted, with the idea of adding keyframes between these major poses to smooth the transitions. However it seems that when I create keyframes using the different poses and play the animations nothing happens, essentially the character is just stuck at the last pose I entered. I'm perplexed because I managed to create animations in the same manner I generated the poses and facial expressions, and the Dope Sheet looks similar as far as I can tell so I must be doing something wrong.
Am I mistaken in what the PoseLib should be used for or am I missing some crucial step in the process?
Thanks for any help.


texts: "Drawing" single vertices obstructed by coordinate axes

texts:
I cannot "draw" single vertices because that coordinate system Axes (Green, Red) are in my way. How can I draw vertices in straight lines instead?

Every time I want to draw a path which overlaps with the green and red thing it's not possible to do so. I'm not able to click there.


texts: Are there such things as "root objects"?

texts: For some reason, Shywu's model has what I can only assume is a "root object". After I exported her model as an FBX and imported her into Blender, the last object I placed/edited (an eye) was thought to be the main thing that moves everything.


texts: How to animate a plane along a spherical area

texts:
I've been using blender for a few months now and am looking to create a character similiar to the one in this video https://www.youtube.com/watch?v=El2lXEz36oQ. So basically, I want a sphereshaped character that can be squashed and stretched and still be able to give me proper control of the eyes. I was thinking a shape key might work, but that it would likely mess with the squash and stretch. And i would believe the topology would be compromised with shapekeys if I want to control the eyes freely. If I could, I'd like to be able to place the eyes on the back of the character.

I also thought about animating the eyes separately with "snap to face" enabled, although i realized there would be a lot of tweaking rotations of the eyes in that case.

My question is therefore: What would be the best way to animate eyes onto a sphere without losing the ability to squash and stretch the sphere and move the eyes freely.

Here is a screenshot of the problem I ran into with the "snap to face" method:

This is my first post, please let me know if I failed to inform any important information on the problem and if I haven't followed proper format of the post. Thank you!


texts: Sequentially rotate object along two arbitrary axes

texts:
I'm trying to rotate an object around one (arbitrary) axis using a child of constraint. Next, I want to 'let go' (i.e. set influence to zero), rotate the object along the global Z axis then 'grab' (i.e. set influence to 1), and rotate the object a second time along the same axis used in the first rotation. I've tried adding empties and also experimented with visual transform, but can't seem to get it sorted out.

What am I missing?

Best regards,
Andrew


texts:
I am having a lot of trouble starting with blender. I am trying to make a train track to start but I am having a lot of trouble creating the shapes. When I click on Add → Mesh → Cube, it gives be a cube that I do not know how to resize.

What are some general ways that I can resize, modify and go about transforming the default primitive objects in Blender?


texts: I've been using Musgrave textures for years, but in 2.79, I am getting some ugly artifacts along the edges of the object. It doesn't happen in the preview render, only in the final render. Is anyone else getting this? It can easily be recreated by simply connecting a Musgrave texture straight into a diffuse shader and rendering with Cycles.


texts:
Help a noob! I am hacking my way up the steep learning curve that is the Blender interface.

I'm using ver 2.75 on Mac.

I am trying to install an add-on called "Copy-And-Paste-UV-3.2"

I downloaded the .zip and went to the user settings panel/add-ons and clicked "install from file", and it put the .py file in the proper place under user/application support/Blender/scripts/addons. Went back to the add-ons panel and looked under "UV", but the new add-on wasn't there. Looked under the other tabs, but not there either. Hit refresh with no result. Restarted Blender with no result.

Can anyone tell me what I am doing wrong to install this add-on script?
(my end goal is to transfer UV layouts across multiple identically shaped objects with different diffuse maps)

Thanx!


texts: Is the Orange Peel transparency effect impossible in Eevee?

texts:
I have a motorcycle windshield with transparency in the alpha channel of the texture. I need the texture to be double-sided and transparent, but apparently Eevee can't handle this.

It seems to me, that if I were to take a sphere, and paint a transparent hole in it, I should be able to make it double sided and be able to look inside of the hole to see the inside.

Hence the "Orange Peel" effect I'm trying to create here. Is this not possible?

Here is the effect I'm trying to achieve. this is a screenshot from Substance Painter:

The Orange peel effect, where you can see both sides of a single solid object that has a transparency channel. Seems to me like any 3D application that supports transparency should be able to do this.

Here is what I get inside Eevee, with "show backface" checked:

And here is with "show backface" unchecked:

So my question is this: are orange peel transparency effects possible in Eevee?


texts: Automatically "routing" a tube through a confined space

texts:
I have an irregular curved funnel-like 3D space and I need to "lay" a "tube" in it so it is goes through the "middle" of the funnel.

The sketch below shows a 2D section of a possible scene (the "tube" is shown in red, black represents "walls" of the space, blue is just a place where the "tube" is attached.):

Is there a way to get Blender "route" the tube through the space (semi)automatically?
By semi-automatically I mean manually selecting possible additional constraints (objects/points/...) or entering some parameter values and then letting the automated process do the rest.

I know I can use Curves to draw a path and manually adjust it so it fits, however, I would like to automate it as much as possible because the process will have to be done many times in different spaces (but generally similar in shape).
(I also know how to make a "tube" by adding a bevel to the curve as well as how to use hooks to modify it.)

Could this be done by first creating a curve (with high enough resolution) and then making it "snap" to the "average" of the enclosing space ...?

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


texts: So i have a disk to make for my dad. He wants to buy a 3d printer and i need to make this shape. I have looked every where over the internet and couldn't find a tutorial to make a shape like this one. Can anyone help me?


texts:
How do you do a basic image mask in the Video Sequence editor?

I have two images that I want to mix together using a third image, where the black pixels will mean showing the first image, and the white pixels showing the second. Like so:

(First and second images mixed using the third image, the mask, resulting in the bottom image)

This is trivial in the compositor, but I have several dozen shots to do this for so I'd rather not make a mess of scenes and compositing. How can achieve this same result inside the VSE alone?


texts: how to make everything be turned off for Cycles Ray Visibility?

texts:
The UI from UI.py generates all those check boxes

class ObjectModifier(bpy.types.Panel):
bl_label = "ObjectModifier"
bl_idname = "ObjectModifier"
bl_space_type = 'VIEW_3D'
bl_region_type = 'TOOLS'
bl_category = "Claas"

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

    scene = context.scene
    cscene = scene.cycles
    ob = context.object
    cob = ob.cycles
    visibility = ob.cycles_visibility

    layout.label(text="Ray Visibility:")
    flow = layout.column_flow()

    flow.prop(visibility, "camera")
    flow.prop(visibility, "diffuse")
    flow.prop(visibility, "glossy")
    flow.prop(visibility, "transmission")
    flow.prop(visibility, "scatter")

When I click camera I get this in the console read out:

bpy.context.object.cycles_visibility.camera = False

What would be a code to make all boxes be checked off or on.

The main function would be for making a light invisible or object invisible
during render time


texts:
So I'm working on a character I want to animate, and the eyes and hair are being manipulated by my arm bones. I have gone into weight paint mode and tried to erase the weights on the eyes. This did not seem to fix it. I tried again in wireframe mode to make sure I didn't miss any of the geography, and that still didn't work. Is there a way to see which vertex groups are affecting the area in question?

Here is the character both before and after posing:

its more noticeable with the hair, but its essentially the same issue.


texts: I tried to import a DAE file but THIS happened. WHY...?


texts: How to set backround image in Blender 2.8

texts:
I am trying to set a background image in Blender 2.8 Beta.

The image is what I have right now for nodes. I set it to world node and it has a background when I render it but it is all mixed up.Do you know what I am doing wrong? (I am a beginner with Blender).

Thanks for your help.


texts: OSL: How does Cycles implement derivatives?

texts:
The OSL language specification contains the following functions:

  float Dx (float a), Dy (float a), Dz (float a) vector
  Dx (point a), Dy (point a), Dz (point a) vector Dx (vector a), Dy (vector a), Dz (vector a) color Dx
  (color a), Dy (color a), Dz (color a)

which:

  Compute an approximation to the partial derivatives of a with respect
  to each of two principal directions, ∂a/∂x and ∂a/∂y. Depending on the
  renderer implementation, those directions may be aligned to the image
  plane, on the surface of the object, or something else.

Does anybody know if Cycles implements these functions, and if so, in which space?


texts:
I want to make a mobile game with Unity.
My project would be an space game so for that I need a sphere to make the sky.
Can someone explain what I have to do, to have a sphere with an hdri picture mapped to it?
I watched dozen of tutorial to do that but either it is on the previous version of Blender or not the tutorial don't show what I want.


texts: Specific addons not showing in addons menu when installed

texts:
I know this has been asked over and over, but I'll try myself because my case is a bit different.
Only some addons don't show up, for this example I tried to install the new Mixer addon from Ubisoft. I click on the .zip file, and it shows that it has been installed, but when trying to search for it to activate it in the addons menu, the addon doesn't show up, not even in the experimental section.


texts: Bevel modifier not working on certain sharpened edges. (Hard-ops/Box cutter) 2.93

texts: I've tried merging verts that were too close to each other and using a weld modifier but it didn't solve my issue. It works when I bevel ctrl+b instead of using the modifier.I have tried reseting scale. The edges attached to the cylinder shape just wont bevel with the modifier. This is all one merged object originally 2 seperate objects before I merged them for the bevel.


texts:
Just curious, is it possible to make a proper rotation without tweaking after?

From

Too


texts: How to set up Vector for a radial Voronoi Texture without a Texture Seam

texts:
does anybody know of a way to make a similar looking texture that scales from the centre outwards without having a seam (see picture)?

anything that produces a texture of some kind of cones that originate from the centre would work in my case.
any help or Ideas would be greatly appreciated
thanks in advance


texts: Adding more than one character using ManuelBastioniLab

texts:
is there a way to create more than one character in the same scene by using MBLab? When I create the first one I do not not have the "Create Character " available anymore. I need to add more than one character and they need to have active pose as they need to be set accordingly.
Thanks for any help


texts:
here i try to unwrap this face and i get faces unwraped randomly.
tried to search for solution but all i found was for versions earlier than 2.77 and as you can see im using 2.77, where some options are in different places and some are not there!


texts:
I made an edge map using the pointiness node and some musgrave noise texture.

When I try to bake this "edge map" (baking using "emit" option), however, the thin edges of the object show stretching in the baked image, unlike what the edge map looks like in rendered mode (fine dots of noise).

My screen shot shows the rendered result on the left and the baked result on the right.  Notice the stretching at the edges of the UVs.

Thanks for any help in understanding this!


texts: How to twist particle hair guide along a curve?

texts:
First I have an emitter and one curve,then I use bevel to create the shape and convert it to mesh.Using the hair guide addon I convert the mesh volume to particle hair guide.

How can I twist the whole bunch of hair guides along a curve ?
Edit:Just find out that setting curve guide for force field works for me.But can we use a map for a particle system telling it which part should be affected by the force field like density?


texts:
How do we control particles to have a certain amount of textures; consider a blade of grass:

Suppose we wanted to add bumps with parallel lines to give them a vein kind of effect like so:

How do we achieve this? If we apply an image texture, the particle being emitted from that portion takes only that color from the part being emitted but it doesn't apply for the particle itself.
Furthermore, if detail of smaller fuzzy particles were to be given to provide it a more natural rim, how do we do it with particles?
We could model some objects and add them to particle system but if we wanted to add the simulation of grass with the wind, that would not be very realistic. So, how do we add textures to individual particles?


texts: Shatter a object then transform pieces to new object

texts:
I’m currently working on an animation project and I’ve been asked to make a solid block fall from the sky, hit the ground, shatter and then have those pieces come together to form a logo.

I’ve tried googling this but I haven’t found any videos that really touch on this (probably not wording it correctly). Does anyone have any information as to how this could work? I know I could have the block transform into the logo but I’m wanting to shatter those pieces and then get those pieces to come together to form this logo. Keep in mind I already have modeled out the logo and already have each piece as an object inside blender.

Thanks for any help!


texts: Baking normal maps in blender: "Error: No objects or images found to bake to"

texts:
This happens pretty much every time I try to bake normal maps. It's quite a broad error message and I still don't know exactly what the problems I'm having are, only that if I keep clicking things for half an hour eventually it sometimes just works.

My understanding of the things needed:

A "Generated" blender Image that the normals are written to (In UV/Image Editor, click Image->New)

Tell blender that this is the bake output, below (this is the really confusing bit which blender seems to try to guess and fails)

A UV Map for the low poly model (you only need the geometry of the high poly and it doesn't need a UV map)
Under Bake, in the rendering tab:

Bake Mode = Normals
Normal Space = Tangent
Selected to Active = ✓ (for the next bit)

Select the high rez object first, then the low poly object
With the two objects selected, click Bake (you may have to move the mouse to see the error pops up)

Now, from what I can tell the only difference between cycles and blender render (with regard to the setup and apart from the internals of baking) is how blender finds the output image:

Cycles

Have a material using an ImageTexture node which points to your normal map output. Then this answer says the node must be selected, but this doesn't mention selecting.
Blender Render

Have a texture attached to the material that uses the image. This tutorial is pretty vague on assigning the output image. Sometimes I've found hitting tab to go to edit mode and selecting the normal map image in the UV editor to help, or at least it seemed to.

I would like to know the exact details of what blender goes looking for when you hit Bake, rather than have to guess by following tutorials. For example, it seems to look for the high and low poly objects in your selection and based off the order you select them. How does it find the normal map/image to write to for both cycles and blender render? Does the Texture need to Influence Normals or does it just need to reference the Image? etc...


texts:
What I'm trying to accomplish is to create a animated ivy/vine growth animation. The catch is however, I plan to implement it in 8th Wall, Web AR.
As far as I know, 8th wall doesn't accept curves and hence I can't just export a curve with keyframes on the curve bevel start or end.
8th Wall does however accept Shapekeys. So currently the only way to create vine growth that I know of would be to manually animate the vertex by shapekeys.
Is there a better way to do this?


texts:
I am writing an addon that uses linked libraries. In order to refresh the linked node groups you need to close and reopen blender. I am using some code from the Amaranth addon that I modified. Normally Amaranth prompts the user to save if they haven't yet. I would rather the the file be auto saved in a temp file, closed, then reopened. I have all of this functionality done.

My problem lies with the fact that now when the user goes to save it will save the temp file. I want to know if there is a way to clear the location it will save in?

I found bpy.data.filepath but it is read-only. I need a way to clear this so when a user presses CTRL + S it doesn't save in a weird location.

My operator is here:

class NGLRefresh(Operator):
    bl_label = "Refresh"
    bl_idname = "ngl.refresh"
    bl_description = "Relinks the nodes from the library file (saves and reloads)"

    temp_path = bpy.utils.script_path_user() + os.sep + "NGL_TEMP_FILE.blend"

    # A huge thanks to Pablo Vazquez
    # for the code from Amaranth (https://github.com/venomgfx/amaranth)

    def save_reload(self, context, path):
        if not path:
            bpy.ops.wm.save_as_mainfile(filepath=self.temp_path)
            bpy.ops.wm.open_mainfile(filepath=self.temp_path)
            return
        bpy.ops.wm.save_mainfile()
        self.report({"INFO"}, "Saved & Reloaded")
        bpy.ops.wm.open_mainfile("EXEC_DEFAULT", filepath=path)

    def execute(self, context):
        path = bpy.data.filepath
        self.save_reload(context, path)

        # Remove temp file if necessary
        if os.path.exists(self.temp_path):
            os.remove(self.temp_path)

        return {"FINISHED"}


texts: Trying to retrieve current frame number for use in Cycles particle age material

texts:
I'm trying to create a cycles material to make a particle flare out when it dies in a collision with another particle using Blender 2.72a.
I've managed to get particles to attack and kill other particles using Boid physics, but getting the dead particles to do anything besides disappear or sit there is proving to be a prickly problem.
I'm spit-balling several approaches.  My current attempt is to drive emission strength and transparency based on how untimely a particles death is.  A particle that dies in a collision will have a velocity of zero and an age less than it's lifetime.  However, since dead particles report 0 for their age, you can't use that to determine if a particle just died unnaturally, or if it expired a hundred frames ago.
I can get around this if I can retrieve the current frame number for the scene and I've even got the code snippet:
bpy.data.scenes['CYCLES'].frame_current
I saved it as a script and referenced it in a Script Node that I was able to add to my particle seed, but I can't access the retrieved value.
I was thinking of modifying the scriptlet to populate a global variable or attribute with the frame number and then access it with the Attribute node.
So how can I store the current frame number in a way accessible to the material editor?
I've included a link to my blend file.  The correct answer doesn't have to implement my code.  If you've got an idea that has nothing to do with python, I still want to hear it.


texts: I'm confused about how Animation Node's spline from Points node works

texts:
I'm experimenting with animation nodes and I want to try generating splines from particles. So I have three particle systems and I'm using them as the points, left handles and right handles for a spline from points node. The spline the goes to a curve object ouptut.

I was thinking this would generate a mess of spaghetti, but I don't see anything. Here's the node setup:

and this is the (lack of) result:

Any ideas on what I'm doing wrong?


texts: I accidentally deleted all of the faces at some point and i can't bring them back, it looks like wire-frame mode but is not


texts:
I've created a simple model with animation following this tuto: https://www.youtube.com/watch?v=hqJK4JxOZJs
but when I exported this into gltf + bin + texture, I can't find the animations field in the .gltf file.
when I exported the model the animations is already checked and i checked the Apply Modifiers.
am I missing something?
I want a gltf file that contains something like that but generated with blender
"animations": [
    {
      "channels": [
        {
          "sampler": 0,
          "target": {
            "node": 0,
            "path": "weights"
          }
        }
      ],
      "samplers": [
        {
          "input": 10,
          "interpolation": "LINEAR",
          "output": 11
        }
      ],
      "name": "Square"
    }
  ]

thank you


texts: Paint setup for uncombined Cycles passes

texts:
I am trying to make a painting setup to paint over already rendered Cycles passes and combine them. Specifically, Diffuse and Gloss Direct, Indirect, and Color. This cannot easily be done in other programs like photoshop due to them not having proper linear color 32bit support, and i'd rather work with blender's UI anyway. All of Blender's painting setup seems to be aimed at Textures on a model, so this is not intuitive to setup.

What I've figured out so far is that if I load my images (.exr) into a Cycles material, I can set up the combining with Mix Nodes. If that material is then on a flat plane of the same aspect ratio as my rendered image, then it all works fine. I can use the material nodes as if it was the compositor. In texture paint mode, I can use the new Slots set to Material to paint on each pass.

If I set a window to the 3D viewport on Material view mode (my material being textures+emission shader), then I can see the combined image. This seems to work fine in real time as I paint in the texture paint window, even with 4k images.

Overall it works very nicely, except for one small problem: The viewport Material view isn't quite accurate. My Gloss pass doesn't seem to have full strength, which is basically the same problem you have if you do this in photoshop. I know the images have the right data as when I live render it looks fine. But for whatever reason, the viewport Material view isn't handling this all correctly.

Does anyone know a way to fix this, or can you suggest another method of doing all this?

UPDATE:
Looks like Krita handles it all pretty well. I'd still be interested to know why the cycles material view doesn't handle it correctly, and if it's possible to fix.


texts:
I've searched the internet, and have seen the code which generates this error.  While I've been a programmer for more years than I can remember, I'm still quite new to Blender (and I have a feeling, this can go on for quite a while in spite of handling a massive learning curve. ;-))

Anyway, I am making a model of my home, and I decided I wanted to separate the inner walls from the outer walls to place them in separate layers.  Everything was going fairly well using rip.  I would run across some duplicates, or the occasional mismatch in closeness which weren't merged.  I handled by either merging, then ripping, or removing duplicates.  However, I came across one wall section which just won't rip not matter what.

To me, I'm thinking that somehow Blender thinks one or more of the vertices belong to one piece, like the inner, and the other one or more of 4 belong to the other side, like the outer wall.  And I'm getting the error message "Cannot rip multiple disconnected vertices", which according to the code, could be fixed, but apparently has yet to be done.

Details are included in the code as follows: "When calling edge split we operate on tagged edges rather then selected, this is important because the edges to operate on are extended by one."

So, this appears to be a problem with referencing the edges and what face they belong to, or some such thing.  In a couple of cases, I deleted the faces, leaving only edges and vertices, and the rip worked, in another I had to excise a piece of the inner wall, and then grab and move the edge close, without merging the vertices, to keep the concept of separating the join, or basically unwelding (as I've heard some say).

But, this problem seems to show up a bit, now that it's reared its ugly head, and I'm hoping someone can tell me how to fix the problem mentioned in the code, or explain the difference between a "tagged" edge, vs a "selected" edge.

I have a feeling if this was an easy fix, it would have been fixed in code at creation; so, I'm presuming it's not an easy fix.  This really impairs the Rip function, which is a very nice feature, from my understanding this is a new feature, and I feel fortunate that it exists at a time I'm just starting out in Blender.

So, is there any help out there on either fixing the specific problem regarding why there is a 'tagging' vs 'selected' problem.  I do have a lengthy workaround; but, it would be nice to either see this fixed, or I could report it as a bug, or maybe something totally different?


texts: Selecting parts of mesh for UV with mirror modifier?

texts: I'm trying to get a uv map for this shirt by selecting it (it uses EA's template for Sims 4). I have the mirror modifier on and I can't seem to select these parts. They also don't show up selected in the UV (modifier doesn't apply to it). How can I select these parts?


texts:
I am new to python and blender and I need to increment a variable value in blender but I can't! When I run this code, my cube is translated but I can't add another translation, so I can't increment a value of my variable bpy.context.object.location[0].
import bpy

bpy.context.object.location[0] = 1

if bpy.context.object.location[0] > 0:
    # I corrected the formatting
    # and assumed the indentation is correct - MvB
    bpy.context.object.location[0] += 1

print(bpy.context.object.location[0])


texts: How can i give my 3d ring a design with waves and other lines?

texts: for example i want to give my ring a better look by putting waves and lines on it, but i don't know how to do it. I'd be glad if someone can help me. Thank you


texts: I don't know when I should use texture properties tab

texts:
All of a sudden, I wondered when I should use texture properties tab.
If I want wrap a object with a texture, I can achieve purpose in shade editor or material properties tab.

In other words, the texture properties tab is unnecessary when texturing  a object.
So I wondered why it is there.
I search in blender manual about 'texture properties' and found nothing.
I looked it up on YouTube, but the results were the same.
I just want to know the example it's actually used.
I need your help.


texts:
I try to use points from an import as a spline to make curves as paths to follow for an animation.

These curves share some points at the ends and beginning when I import them via Python.

For example
s1: A-a-b-B
s2: C--D
s3: B-c-C
s4: D-d-E

which in the viewport look like
A-a-b-B-c-C--D-d-E

I want to join them together, so that I'll have one single spline
s5: A-a-b-B-c-C--D-d-E

I could use CtrlJ to join them, but they are still not merged at their shared points, which makes the rest of the spline not used for the following.
If I join them it looks like:
s1: A-a-b-BB-c-CC--DD-d-E

Also, another part of the problem is that the order of the splines from the import is not given, that s1 and s2 may not have shared nodes, and are only connected to each other via others like s3 and s4.

Is there a way to merge them? via commands or scripting


texts: Question on How to Separate Meshes Into Multiple, Disconnected Meshes

texts:
So I'm very new to Blender and was looking to use it to create some sword fight/lightsaber fight actions scenes. However, I'm running into issues with separating body parts for models.

For example, let's say Luke's hand gets cut off by Darth Vader. How do I go about detaching his hand from the rest of his body so that it can be lying on the ground, separate from the rest of his model? I believe that essentially I'd be creating a new model or mesh, but I'm not certain how to do this from an existing mesh.

Any help or links to tutorials would be appreciated. Thanks!


texts: riggify face rig makes the eyes so error

texts:
I use riggify to rig my character.
and his eyelids look so bad.

I used MAYA for years. There is a function on MAYA is I can choose an individual point to control its weight.
I don't know if blender has the same function.
or someone can help with riggify rigs?
Thanks a lot.


texts: Is there a fast way to render an obj+mtl file to PNG

texts:
I'm using command line blendering an obj+mtl file to PNG this question. However, it takes 2 seconds to render a scene.

Is there a faster way to do so? Because, I need to render hundreds of output with the same scene, different texture?

Generally, my task is to render hundred of output every time user put a new logo on a t-shirt model on web interface, so I need a quick rendering method.

Here is my updated blender file .blend and with_texture.blend

Follow @edna suggestion, I have turned off anti-aliasing. It still takes ~2s to render.

bpy.context.scene.render.use_antialiasing = False

Here is my output for rendering


texts: Can you edit a instancing collection in Blender 2.8?

texts:
I want to instance a collection a few times.
But when I want to change something I have to go back to the original collection which is not visible if i want to also see the instanced collection so editing the original collection works really slow.

So I was wondering if there is a way to instance a collection (or group of objects if those still exist) where you could edit every instance and it changes every instance and original collection.


texts:
So, I'm working on a kinda "complex" anthro-character for a 3D Gam im making.
The character itself is finished - but I'm tweaking it a bit to make it look more real in different poses.
So tis character is a fox, who's snout is a little bit longer.
I've noticed that, if I rotate the head bone, everything works fine - except the snout.
The gums and teeth of the model are rotating a bit too far, so they get out of the jaw.
I've rigged the model from scratch and parented it with automatic weights and adjusted the weights after that.
There are only two shape key including the lower gums and teeth - but even if those are on 0, they're still glitched.
I've made a few screenshots to show what I actually mean - of course:
This is how the mouth usually looks:

This is how it looks after I rotate the head bone:

And this is the weight paint:

I would be very glad, if someone out there could help me...
I'm kind of an "advanced beginner" in Blender and I tried everything I could think of...


texts: IES Lighting on Transparent Alpha Background

texts:
I've been looking for this question and answer but have only come across a similar one in regards to shadow, I was unable to find an answer.

I'm creating assets for a project and am using IES lighting for certain light models (These are built into the models as flat planes, if you can imagine transparent textures around the edges of the model with "Bloom" effects)

I use a generator to create different styles of IES and can import them into Blender as lights, but the problem is capturing the lighting itself with a completely transparent background, so the image can be used as an "Overlay" on textures, such as Brick, Stucco, Wood etc.

I was thinking I could have the light casting the effect on a wall, somehow change the wall and background to be transparent and be exportable with an transparent/alpha layer.

Any ideas on how to do this?


texts: UV map's vertexes projects one on another

texts:
I sculpted the mesh, added a Subdivision Surface modifier and then an Image Texture.
The problem is that most of the UV maps vertexes are projected one on another.

Is there a way to make the UV map project on the mesh properly, So that the picture is not a long stretch from one line of the picture?
Just to let you know, this is my second week with the Blender.


texts: anime slashes and hard impact effects in blender 2.9 eevee

texts:
In blender 2.91 I'm using the eevee render engine. I want to know if it's possible to make anime style slashes, not sword trails, and impact like effects.
What I mean by slash, is when they typically do a major cut or kill their target. Whether this be through the particle system, texture, or a mesh. What I have tried doesn't look to good so can someone tell me a better way of making them?

my impact

my slash

if anyone needs them
https://pasteall.org/blend/12a3558b5f15429db885133cc5adbdc4
https://pasteall.org/blend/970b6fb2901a487aae3b3633236f0817


texts: Making a object with soft and rigid body physics

texts:
I'm a bit stumped on how I can do something like this. I'm making a whip from Steven Universe and I want to know if I can somehow designate parts of the object as vertex groups that are rigid bodies, and other parts that are soft bodies.

What I basically mean, is that I want to know if I can use vertex groups to separate parts of my whip into being soft bodied (the whip section) or rigid bodied (handle, tip and such)

Here's a very quickly done render of my object for reference.


texts: Modal Operator to Keep UI Active while Listening to Network Traffic and Updating Display

texts:
I am working on a Blender plugin that updates light fixtures in response to network data. I have the main aspect of the program completed (parsing the network packages into instructions for how exactly a certain light should be changed), and now I am trying to address lingering issues, the most critical of which is the UI locking up while the program runs. My understanding is that a modal operator would allow my program to essentially run in the background, which would let packages be processed and lights be updated without restricting the user's ability to interact with the 3D view (for example, lights could be pulsing while the user rotates their view).

Current State: Right now, I have a version of my code that is essentially spliced into the Blender template modal operator (timer version). Here is an outline of what I have:

/* import statements and initial setup here */

class ModalTimerOperator(bpy.types.Operator):
    """Operator which runs its self from a timer"""
    bl_idname = "wm.modal_timer_operator"
    bl_label = "Modal Timer Operator"

    _timer = None

    def modal(self, context, event):
        if event.type in {'RIGHTMOUSE', 'ESC'}:
            self.cancel(context)
            return {'CANCELLED'}

        if event.type == 'TIMER':
            /*code that process a network packet into an array called dmx here*/
            #now change the lights based on the dmx data
            objects = bpy.data.scenes
            scene = objects[0]
            #if this packet is different than the last one we applied
            if(dmxOLD != dmx):
                for light in scene.objects:
                    if "prop" in light:
                        chan = math.floor(light["prop"]+17)
                        /*code that updates the light here*/
                        #now update the display
                        bpy.ops.wm.redraw_timer(type='DRAW_WIN_SWAP', iterations=1)
            dmxOLD = copy.deepcopy(dmx)
            #END CONTROL OF LIGHTS
        return {'PASS_THROUGH'}

    def execute(self, context):
        wm = context.window_manager
        self._timer = wm.event_timer_add(0.1, context.window)
        wm.modal_handler_add(self)
        return {'RUNNING_MODAL'}

    def cancel(self, context):
        wm = context.window_manager
        wm.event_timer_remove(self._timer)

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

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

if __name__ == "__main__":
    register()

    # test call
    bpy.ops.wm.modal_timer_operator()

So when I run the full version of this, it basically runs as though the code was inside of an infinite loop and not in a modal operator. In other words, the packets are processed and the display is updated but the user is locked out.

Am I using a modal operator incorrectly? Is this the wrong template to be using?


texts: How to create a peppermint candy swirl material?

texts:
What I want:

What I achieved so far:

The tutorial I'm following:
https://youtu.be/dDXw28BHkv4?t=286
Where I'm stuck:
Adding the tangent node doesn't result in the spiral effect as shown in the Tutorial here

What I'd expect:
Adding the tangent node results in spiral effect


texts: Different output image when I set "use_borders = True" - in python script

texts:
I try to split render process (by python script) to several tiles and after finishing render process, join sub-results into one image. I set use_borders to True and I set min_x, min_y, max_x, max_y:

bpy.context.scene.render.use_border = True
bpy.context.scene.render.use_crop_to_border = True
bpy.context.scene.image_settings.file_format = 'PNG'
bpy.context.scene.image_settings.color_mode ='RGBA'

bpy.context.scene.border_min_x = computed_min_x_for_tile
bpy.context.scene.border_min_y = computed_min_y_for_tile
bpy.context.scene.border_max_x = computed_max_x_for_tile
bpy.context.scene.border_max_y = computed_max_y_for_tile

But ... I get slightly different image than I expected.
I rendered the same scene in Blender GUI and via python script (splitting into tiles). Outputs are different.
You can see tiles borders - in image generated by python script.

I tried to set another properties (before render process), for example:

bpy.context.scene.render.use_compositing = True
bpy.context.scene.render.use_save_buffers = True
bpy.context.scene.render.use_full_sample = True
bpy.context.scene.render.use_render_cache = True
bpy.context.scene.render.dither_intensity = 1.5

No one helped.

Do you have any idea how to reach the same outputs ?
What property should I set or what sequence of steps should I do ?

Image rendered in Blender GUI:

Image rendered by python script (split, render, join):


texts: Blender 2.78c adds an object custom property hops{} which is labeled "API Defin" - can't be edited, won't stay deleted, can't find docs on it. Anyone know what it is and if it's documented somewhere?


texts:
I have a project with plate, pattern and brown cube and I am trying to make the bottom of the plate as the pattern an the top will be the cube color.
images:

Sorry about my English.
Thanks.

this is the file:
https://ufile.io/14990


texts: Unable to select the right frame on 2d Blender

texts: I'm working on a short animation, and I have every key frame loaded up at the bottom of my screen. The only problem is, when I go to try to select a specific frame in order to do things like duplicate it, I'm unable to click the right frame. It always clicks one several frames to the left. It's nothing wrong with my laptop (to my knowledge), so is there a way to zoom into the frames on 2d blender? If not, can I highlight a single frame in some way that I don't already know? Thanks!


texts: Non-destructive design around a circle/cylinder

texts:
I want to create a ring with smooth custom details around its rim. Basically a Blender alternative to SolidWorks wrap function.

Does anyone know how to create a ring like the one in the picture?

Ideally I want to make it non-destructively using curves.

Thanks in advanced


texts: Is the Sequence/Clip Editor's Memory Cache Limit higher than 32GB possible?

texts:
Is it possible to increase the memory cache limit higher than 32gb?
Does anyone know how to override this in Windows 10?
My desktop has 128GB of RAM and I wanted to see if I can push it to more than 32GB.
I tried overriding the 32GB and it automatically resets to  32GB.
-o


texts: Is there any way to group meshes in a single model to make animating parts of that model easier?

texts:
so I have 2 large parts of a single model and lots of smaller parts that I want to eventually animate using keyframes and I would like to put each part in it's own group to control them easier.

I know ctr + G makes a group which looks like this:

But I can't do anything with it... when I right clock on it and hit "select" it says "not implemented yet"

Do I have do install something to get this feature to work?

Are there any other ways to group parts of a model for easy selection?

Also on a side note I'd love to be able to "isolate" these groups so they don't accidentally combine or attach to other parts of the model.


texts: Moving bone without affecting skinned Mesh

texts:
I use blenrig 5..

when I skinning I realize that the bone isn't in correct position, i need to fix my bone position without affecting any weighted mesh (skinned mesh)


texts: Best way to achieve floaty bouncy physics?

texts:
I'm trying to achieve non-realistic bouncy physics, specifically for ears and tails like the physics shown in these example Example 1 Example 2
I've tried with the spring bones addon and blender's default soft body & clothes but I haven't been able to achieve something close to that bouncy-floating style of physics. Any help or suggestions with this are highly appreciated!


texts:
I'm trying to write a small script that helps me automate the creation of walls and any other wall-like segment in Blender. I wanted to use a profile curve or mesh as a base and then extrude it by X amount, adding edge loops if necessary. I find it really hard to explain what exactly I'm looking for, so I found some pictures online:

https://us.v-cdn.net/5021068/uploads/editor/sh/qkit5a52k0dx.gif

https://static.schoolofmotion.com/dfdbbe22-cebf-41c4-898d-177e86f200ad/extrude_object_hierarchical.gif

How can I select a curve, or profile mesh, and then extrude it via Python?


texts: so I'm working on a little bathroom scene and wanted to make a clay render. I started looking for the material override which I kinda knew where it was and on the way I switched my render engine accidently to workbench instead of cycles. Switched to cycles all my seetings on the render tab are missing except color management and free style. Hows that? I restarted blender multiple times and tried some other stuff but nothing changed a thing, and I'd rather avoid a new installation


texts: Blender Grease Pencil is rendering all black

texts: I'm completely stumped as to what's going on here but for whatever reason when I render this scene in blender it just shows up all black. It does not show up like this in any other of the render modes only when I render it for export. Also another weird thing, I was able to render the scene before just fine. I've included some pictures. I would include the file but I'm not entirely sure how.


texts: Baking combined vs baking individual map

texts: I am confused with the combined baking mode, the combined mode has every map combined together let's say normal map, usually, I bake single normal map from high poly to low poly by creating low poly in advance, but when I want to bake texture, I do not have the low poly created then my question is, what is the difference between the combined mode normal information and a single normal map?


texts: How to use the transparency of the image used in a texture

texts:
While following along I was able to use UV mapping for the eyes but once it came to the eyebrows something seems wrong. The example shows eyebrows that look like hair because they have transparency to them. When I mapped the eyebrows, I can see the texture on them but it seems almost as if there's something wrong with the transparency because it's as if they have a black background.

I've watched many many videos about UV mapping and they all seem to show the way that I am doing it and I've retried with a new project and it does the same thing no matter what I do.

If you would like to see the project I have uploaded it here: https://drive.google.com/open?id=1qOJI7o9q1W1HOTnEInrbbkJfRjgWF8id

I appreciate any suggestions or help.

Thank you!


texts: Control a ColorRamp node from outside a node group

texts: I have a ColorRamp node inside of a node group and I would like to have a group input which controls the "Pos" value of the white colour, but there doesn't seem to be a good way to do it. Since I'm only using two colours, is there a different way to do it?


texts:
I dunno what the issue is here.
Graphics card? Bug? Am I just missing something?
I find it hard to believe it's a graphics card issue considering I am able to use render mode in the viewport with relative ease.
Any clues on what's going on?


texts: Is there a way to flip a UV without flipping the normals?

texts: I have a UV unwrapped object that I want one part of to show its texture flipped horizontally, but I can't seem to find a way to do this other than flipping the normals, but I'd prefer not to do that as it seems to mess up other things. Any ideas?


texts: How, pray tell, are you able to get to POSE MODE in Blender version 2.77a? I've imported a free, rigged model I downloaded to practice animating, but cannot get to this mode. CTRL + TAB does not work. Help please!


texts: How to reset the axis of mesh rotated in edit mode?

texts:
I did a lot of looking around and I cannot seem to find a simple method to reset to default rotation the axis of a mesh that got rotated while in edit mode. Clearing rotation in object mode no problem with Alt+R. But how to do that in edit mode? I want the cube to stay as it is in object mode where it's location and rotation is kind of randomized, just so it's perhaps not as easy to align anything to global orientation. So with the cube remaining in it's object mode location and rotation, how can I reset it's local axis back to it's default rotation as in picture 1 below? Picture 2 below is the cube having been rotated in edit mode. Is there a simple method I'm overlooking, or does it involve a bit of a step by step longer process to "reset" the mesh axis in edit mode? I would like to to know how to realign the axis back to it's "default" state in this cube mesh. Thanks for any ideas.
Blender 2.80
Windows 10

Blender_2.80_edit_mode_before_changing_default_rotation_of_cube

Blender_2.80_edit_mode_after_changing_default_rotation_of_cube