texts: Blender 2.8 cannot save document, or cannot re-open a document (sculpting) and crashes my whole computer

texts:
I run Mojave 10.14.6, 8 GB
My downloaded Blender 2.8 from the blender 's website two weeks ago.

It seems rather random. In sculpting mode, some files suddenly won't save. Instead the program freezes and crashes my computer. So turn off my computer and reopen it. When I try to re-open the problem file, the program freezes again and crashes my computer again. I keep loosing my work.

Do you know what is going on?
Thanks.


texts: I'm writing a python file exporter for Blender 2.91. How can I make temporary duplicate objects/meshes and apply all modifiers to them for export?

texts:
I had an existing python exporter for Blender 2.7 which iterated through all the visible objects in the scene, grabbed any child meshes and duplicated them, applied modifiers, triangulated the duplicate and exported it, leaving the original untouched.
This worked like so:
processedMesh = mesh.to_mesh( bpy.context.scene, True, 'PREVIEW' )

bm = bmesh.new()
bm.from_mesh( processedMesh )
bmesh.ops.triangulate( bm, faces=bm.faces )
bm.to_mesh( processedMesh )
bm.free()
del bm

# translate processedMesh data for export

In this example, to_mesh() was responsible for applying the modifiers. However, according to the 2.91 documentation, to_mesh() no longer takes these parameters and it appears to work differently.
Is there another way to accomplish this goal? I had thought after some research that I might have to duplicate the parent objects (rather than the meshes) but it's all a bit too opaque to know for sure.


texts: How to get the camera pose(4x4) matrix in blender python?

texts:
I am rendering a multiple-views of an object in blender-python API. I am able to render multiple views by moving the camera in a circular path. I would like to know how to get the camera poses for the rendered multiple views. I would want to save the camera pose information for each rendered view.
I am new to blender and blender-python. Any quick help is appreciated?
Thank you!


texts: Drivers breaking down after model transformation

texts:
I am currently modelling a complicated gearbox and I am using drivers to model the relations between the parts. There are multiple gears turning in different ratios and to each gear, a few parts are attached. I used drivers to couple the rotation ratios of the gears and then parented all parts that turn with the gears to those respective gears. The rotational axis of all gears are in the y-direction. This all works completely and looks great. However, if I rotate the model around the z axis for 90 degrees, all rotations glitch at a certain point and jump for a few degrees.
The really weird thing is, if I rotate the model 90 degrees in 5 degree increments at a time, everything is back to normal again and the model works in every direction.
Is this some kind of weird glitch? Is this a known bug?
Is there anything I can do to fix it?
Minimal example


texts:
Continuing on my previous question.  Here below is the result of my first try at joining 2 objects in one.  A sword hand grip and a pommel.

I wanted a smooth seamless result as in my reference so I decided to join the objects and then merge the vertices between the two objects together.

All went well except for the small dents you see where the joint lines where.  I know there is something wrong with the mesh.  In the examples below I joined one side where I even subdivided the Handel mesh adding a vertice to have a vertice merging point.  This produced the following result.

The second pic is the result where I have not yet joined the vertices.

I have uploaded a file as well if you could help in removing those 2 final dents.

I think I may have solved the problem by connecting the vertices you marked below to the middle one.  Here is the result. A smooth surface.


texts: How to fill up space with the new grease pencil tool blender 2.78 (early version)

texts:
just as the title says how do i fill up the area i want to ?

because the only way i could get a bigger brush (the only way with grease pencil is by making the pixel bigger (it could only get up to 10 pixel) and it would certainly be a repetitive and not so effective way to do it) sorry if the question is not too clear, i've just get back from work and i'm not at the brightest of time :]

EDIT :

as per suggestion i am editing the question to how can i fill up the space with texture or any other shape that will be able to fill the spaces + on how can i specify where will i fill it up :D


texts:
I want create simple button.
class Interactive_mask(bpy.types.Operator):
    def execute(self, context):
        bpy.ops.object.mode_set(mode='SCULPT')
        bpy.ops.sculpt.sculptmode_toggle()
        bpy.ops.sculpt.mask_expand(invert=True, smooth_iterations=2, use_normals=False, keep_previous_mask=False,)

        return {'FINISHED'}

And I have problem with bpy.ops.sculpt.mask_expand When I press my button i have such a error
RuntimeError: Operator bpy.ops.sculpt.mask_expand()failed, context is incorrect
What I should change or add to code ?


texts: How to align local coordinate with object?

texts:
I created hundreds of cylinders, joined them into a single object, then splitted back by mesh -> separate -> by loose parts in Edit mode. The splitted-back objects' local coordinates are not on their direction before join, especially they do not have an axis pointing to the cap. As a result I cannot move the cylinders easily in their local coordinates.
So is there any automatic way to rotate each coordinate (not rotate the object) to make them align with each cylinders' caps?


texts: Build modifier animation starting from wrong starting point

texts:
I have selected the starting point on my Boolean object to reveal the sphere animation. But the animation wont start from that selected point where the cursor is, I have also specified: sort Elements> Cursor  Distance (faces), but still wont start from the selected point.
https://streamable.com/rt0gqa


texts: Move vertices to center of mirror modifier to join with other side

texts:
I have this model and I would like to join the 3 vertices selected by moving them to the center of the mirror modifier.

How can I join up vertices with the other side of the mirror modifier?


texts: How to distort still image or gif animation

texts:
I found this gif animation in Twitter as shown below. Now I want to know how that is done. I wish to put flickering effect on any still image. I'd like to use that technique on not just still images, also image sequences.
Thanks in advance.

Twitter link: https://twitter.com/mertakbal3/status/1197494768399527936


texts:
I'm doing a bit of archviz for a buddy's bathroom remodel, and I want the windows and reflective surfaces to show a background without it darkening the scene. I think in 2.79 you could set the object to not cast shadows, but that seems to have been removed. I know I could use view layers, but A. I'm very confused by them, despite them ironically being made to supposedly be easier than the old method, and B. Next to a window is a glass plane that reflects the environment, and I don't know how I'd composite that in. I've also added in an external ground plane to get some ground color bounces.

Of note is the image with the background is blocking a lot of sun and sky light, so it's darker overall.


texts: How to select scale x,y,z keyframes all at once in graph editor

texts:
For a simple scaling animation, I am trying to change the bezier curve for all three dimensions at the same time. I know that I can box select the keyframe itself and move it with g, but I cannot figure out how to grab the handles for all three dimensions at the same time.

Thanks for the help :)


texts: How to create and bake animations in Blender (when you already have created the Rig Skeleton)

texts:
I've created a little blocky character in Blender, with a rigged skeleton. I've tested the joints out in Pose Mode and they seem ok. (the character is for a 3rd person 2.5D side-scrolling platform game, I need idle, run, skid animations for now)

From the instructions ive been following and several tutorials, I believe I need to bake each keyframe. Now I'm not fully sure what that is, but I understand it basically means taking position details etc for every frame so that the rig doesnt need to be manipulated in my code in unity.

I am going for very simple approach here, I dont mind things like foot sliding and stiff like that. Its going to only be a few keyframes per animation.

I have to make it into FBX file i believe, however I've downloaded a few OBJ before off the net and they worked with animation in unity (if i recall correctly).

Here is the screenshot for what I've done so far showing the model and the rig skeleton. What screen do i need to go to in order to start making keyframes, and saving animations for unity?

(Sorry if this is quite a dumb/broad question, im just stuck again :\ )

Thanks for reading


texts:
I'm writing a script that imports an FBX with an animation, and exports frames of the animation as OBJ files. However, I noticed that regardless of how I delete my objects, Blender's memory usage increases every time I run the script. I looked at the memory statistics and this is what I got:

total memory len: 299.712 MB
peak memory len: 301.169 MB
slop memory len: 11.298 MB
ITEMS TOTAL-MiB AVERAGE-KiB TYPE
1203 ( 146.366   124.588) Chunk buffer
45252 ( 145.037     3.282) Data from AC
1109 (   2.189     2.022) BLI_Mempool Chunk
4633 (   1.128     0.249) PropertyRNA
3151 (   0.601     0.195) StructRNA
 1 (   0.532   544.750) TaskScheduler task threads
3417 (   0.417     0.125) IDProperty array dup
2542 (   0.371     0.149) dupli_mapalloc
1987 (   0.349     0.180) keymap entry
1888 (   0.346     0.188) operatortype
2017 (   0.246     0.125) IDProperty group

I understand that "Chunk buffer" refers to the memory used by the Undo function, but what is "Data from AC"? This is the memory usage just after opening the file, and there are currently no objects in the scene.

EDIT: Here is my delete function:

def clearScene():
for i in range(20):
    bpy.data.scenes['Scene'].layers[i] = True
print("All layers selected")
bpy.ops.object.select_all(action='SELECT')
print("All objects selected")

bpy.ops.object.delete(use_global=True)
print("All objects deleted")
bpy_data = [bpy.data.actions,
         bpy.data.armatures,
         bpy.data.brushes,
         bpy.data.cache_files,
         bpy.data.cameras,
         bpy.data.curves,
         bpy.data.fonts,
         bpy.data.grease_pencil,
         bpy.data.groups,
         bpy.data.images,
         bpy.data.lamps,
         bpy.data.lattices,
         bpy.data.libraries,
         bpy.data.linestyles,
         bpy.data.masks,
         bpy.data.materials,
         bpy.data.meshes,
         bpy.data.metaballs,
         bpy.data.movieclips,
         bpy.data.node_groups,
         bpy.data.objects,
         bpy.data.paint_curves,
         bpy.data.palettes,
         bpy.data.particles,
         bpy.data.rna_type,
         bpy.data.scenes,
         bpy.data.screens,
         bpy.data.shape_keys,
         bpy.data.sounds,
         bpy.data.speakers,
         bpy.data.texts,
         bpy.data.textures,
         bpy.data.worlds]

for bpy_data_iter in bpy_data:
    for data in bpy_data_iter:
        bpy_data_iter.remove(data)

I realized an error in my delete function, but now with these last three lines, I get an error saying the BlendData data type is not iterable. Is there a better way to remove all data?


texts: Bump node seems inverted on one side of the object

texts:
First of all, I'm quite new to Blender and 3D graphics in general, so this problem might be trivial, but I can't seem to figure out what is going wrong here.
I decided to put a bump node on a metallic texture to simulate scratches. At first, I was getting "bumps", and also they were way too defined, so I ran the image through a math node set to -0.0005 which solved the problem and I was quite happy with the result (as you can see on the right side of the image).
But then I noticed that the texture was "inverted" on one side of the cylinder, thus showing "bumps" again, so now there are ridges on one side of the cylinder, but bumps on the other. Obviously, though, I want there to only be ridges on the whole object.
At first, I thought it might be caused by the negative value on the math node, but when I put in a positive value, the problem is identical but inverted (ridges are replaced with bumps and vice versa).
So my question is - why? What is causing this and how can I fix it?
The scene is lit with a single point light. Below I've included images of several views of the problem as well as the node setup I am using for the metallic texture.

Node setup:

Thanks for any help.


texts: How to use image as plane with matcap turned on

texts:
I'm moddeling some structures and added a picture of a person as a plane in order to keep the scale right. It look like this on solid mode:

But when I turn on mat-cap, the person suddenly goes blank, like this:

Is there a way I can keep the guy visible with mat-cap turned on?


texts: Why do my .fbx exports have deformed bones?

texts:
I'm trying to export this rigged character in .fbx format.

However, when I do so, the bones are always deformed or displaced.

I've tried exporting the character model with "Add leaf bones" disabled, which looks slightly better, only the pelvis bones are absurdly huge.

I've applied all transforms on both the character model and the armature, but that didn't seem to do anything.
What could be causing this?


texts: Can't zoom after pressing Numpad (.) on object - Blender 2.8

texts:
I have had this problem previously and have spent hours on google trying to figure it out. Unfortunately most problems don't seem to match mine exactly.

So I'm doing a udemy course and the instructor tells us to center our view to the big toe of the model by pressing Numpad (.)(/Del). I understand this concept to mean that the viewport uses whatever you selected as a pivot point. Unfortunately the instructor fails to mention how to escape this mode, instead moving into the next video having done it himself but not explaining to the students. I am pissed to say the least

So I tried pressing Numpad (.) on the whole object, in object mode. This helped a little, but I still can't zoom into the feet properly. Before doing all of this, I could zoom into any part of the model just fine. I get that I could change the origin of the model and it would help, but I find it ridiculous that blender wouldn't be able to zoom the length of a human model - I hope that isn't the case and I'm just missing something.

Another article online mentioned that Numpad (/) fixes the issue, it does give the illusion of it being fixed but also hides all of the other objects

Shift (C) is another suggested solution, nope.

Orthographic view seems to help, but I can't use it for many of my projects as I can't see things properly.

https://youtu.be/FxFmeW6HjBo

This link is to a video example of my issue. When the camera slows, I am still rolling the mousewheel as fast as I can. I also try zooming back out, but am just as stuck.


texts:
Just to be clear I'm total new and I'm using Blender.
In my first attempt I made a stable image and now i want my sea moving and a stable object to spin at the same time making a loop. If anyone could explain to me how I could do this I would be grateful!


texts: Any way to temporary hide wire frame in edit mode (2.80)?

texts:
I would like to be able to toggle wire frame visibility off and on without exiting edit mode, to be able to see the surface better, but without changing the camera's rotation origin (using rotate around selected option). When I exit edit mode, the camera rotates around the object's origin, which makes it a pain to check out small areas on large objects.

Thanks for any advice,
Robert


texts: iteratively key shape keys only on active object

texts:
I need to keyframe shape keys and have a script that's nicely working -
import bpy

frames = bpy.context.scene.frame_end + 1

for frame in range(frames):
    for shapekey in bpy.data.shape_keys:
        for i, keyblock in enumerate(shapekey.key_blocks):
            if keyblock.name != 'Basis':
               curr = i - 1
               if curr != frame:
                   keyblock.value = 0
                   keyblock.keyframe_insert("value", frame=frame)
               else:
                   keyblock.value = 1
                   keyblock.keyframe_insert("value", frame=frame)

The issue is, I need it to work only on the active object, not every object in the scene.
Anyone any pointers?


texts:
I cannot seem to render the world background even though I have set the transparency and the alpha channel.

How can I solve this?

I have uploaded a blend file:


texts: Using geometry nodes, how can I toggle between different geometries, similar to shader editor?

texts:
One feature that I use frequently in shader editor, is an option to toggle between different shaders or textures. It can look like this:

Changing the value node on the left within the interval of 0.0 to 0.3 allows me to quickly change the used diffuse shader. This setup can be used for a lots of stuff.
How can I replicate this setup in geometry nodes with the intention of changing different geometries?
Let's say I have a cube, sphere and a monkey in my scene and I add a geometry nodes to the cube. The other two objects are loaded using object info nodes. Since Join Geometry node doesn't have a factor, I can't really switch between used geometry.


texts:
For clarification, I am trying to create a Supergrid:

Put a 2m x 2m grid texture on a mesh.
When I move or scale the mesh, the grid will increase as the mesh does
(the 2m x 2m does not stretch or distort, but instead increases the number of lines which represent the 2m grid)
The grid is shown equally on XYZ faces of a mesh.

A bonus would be changing colors, as boxing out a whole level in one color could be confusing.

Details:
I was trying to set up a grid material(s) for blocking out game levels.
A short effort to make a simple material seems to have drained my day without a solution,
if anyone could help I would greatly appreciate it.
Something similar or exactly like Supergrid for UE4.
Skip to 1:10 for basic function.
https://m.youtube.com/watch?v=NxUq_rD8PVM#
I was trying to use a grid node created by Anton Nevesolv.
https://m.youtube.com/watch?v=gsZoJBeAWGc
Though, this might not be ideal for creating the desired results?
If we take the above grid and use it in a cube material node,

then attach the Object socket of a Texture Coordinate node to the vector of the Grid node,
then use the eye dropper on the Texture Coordinate to assign a plane as the mesh that will represent the ground of a level,

This seems to work similarly to what is happening in Supergrid for UE4.
However, the sides of the cube becomes lines instead of a grid.
The same things happens if you use an image of the grid.
However, if you change the texture coordinate from Object to UV, we get a nice grid on all sides of the mesh, but now it wont slide in relation to the ground plane, and it also distorts when scaling the mesh.
Any help would be greatly appreciated. I have been trying for hours and I don't see a solution in sight.


texts: How do I get the Screw modifier to generate a face at the end?

texts:
[Example (old link)]1
^ Desired result on the left

Here the end faces are missing. Is it possible to get them there or to generate them at every step?


texts: make the scene look like an old television

texts: How do you change what the camera sees in blender cycles. For example how do you make the camera make the scene look fuzzy like an old television. Here is an example image for fuzzy old television camera effect:


texts: Why is the first particle numbered as zero?


texts:
Soo I was modeling when I came across a face that a loop cut didn't work on. I googled it and everyone was saying it would be like an interior face behind the normal face but it was the only face.

Here are some pics

https://snag.gy/OQ5zjF.jpg

https://snag.gy/6m0E4N.jpg


texts: Sending data to Blender Script and displaying them

texts:
I want to send the changing outputs of a python script to Blender and display the results (moving Handjoints). Via Socket i achieved to send the data to blender, but i want to send it continuously. However Blender freezes, because of the infinite loop.

How can i bypass the infinite loop and send the data continuously?

Server.py

from socket import *
from time import ctime
from threading import Thread
import random
import pickle

class ClientHandler(Thread):
   """Handles a client request."""
   def __init__(self, client):
       Thread.__init__(self)
       self._client = client

   def run(self):

       rand = random.uniform(1.0,5.0)
       d = {1: rand, 2: 3.0}
       msg = pickle.dumps(d)

       self._client.send(msg)
       self._client.close()

HOST = "localhost"
PORT = 15200 # Port number was changed here
BUFSIZE = 1024
ADDRESS = ('', PORT)

server = socket(AF_INET, SOCK_STREAM)
server.bind(ADDRESS)
server.listen(5)

# The server now just waits for connections from clients
# and hands sockets off to client handlers
while True:
   print('Waiting for connection')
   client, address = server.accept()
   print('...connected from:', address)
   handler = ClientHandler(client)
   handler.start()

Client.py

import bpy
import time
import socket
import pickle

class ModalOperator(bpy.types.Operator):
    bl_idname = "object.modal_operator"
    bl_label = "Simple Modal Operator"

    timer = None

    def modal(self, context, event):
        print("HELP")
        if event.type == "TIMER":
            msg = self.s.recv(1024)
            try:
                d = pickle.loads(msg)
                print(d)
            except EOFError:
                print("Raising Error")
            #print(pickle.loads(msg))

        return {'PASS_THROUGH'}

    def invoke(self, context, event):
        self.timer = context.window_manager.event_timer_add(0.1, window=context.window)
        self.s = socket.socket(socket.AF_INET, socket.SOCK_STREAM)
        self.s.connect(('localhost', 15200))
        context.window_manager.modal_handler_add(self)
        print("INVOKE")
        return {'RUNNING_MODAL'}

if __name__ == "__main__":
    bpy.utils.register_class(ModalOperator)
    bpy.ops.object.modal_operator('INVOKE_DEFAULT')


texts: How to write a small program to use the Crayola Easy Animation Studio with Blender?

texts:
Link to more info: https://www.youtube.com/watch?v=MnX6pHC9VwE

I saw the Crayola Easy Animation Studio for about $17. It would be cool to hack this to drive Blender animations. It looks to have about 16 potentiometers or the equivalent packed onto a manikin that you can position.

I can see that this would make a great, widely useful hack. Either by writing a (presumably small program) to get the values off of all those potentiometers, or by linking it directly into Blender, which would be a much, much bigger job.


texts: What's the correct way to import animations with node bones

texts:
I am coding a Blender Ogre importer for Ogre 1.10. I want to import the animations from the .skeleton but ogre and Blender bones are different:

Ogre:

A bone is a Node
Have an offset from parent (translation)
Have a rotation (quaternion)
Have a scale

Blender:

Bones are a pair of 3D points: head and tail
Can be connected/disconnected from the parent tail
The offset is relative to parent tail.
The head-tail length can't be 0

Blender bones cause 2 issues:

I can't create bones if ogre bone is just a rotation relative to it's parent (because blender will delete the bone automatically)
I can't just create only "disconnected" bones because the offset is relative to the tail and the head tail length can't be 0...

My question is: How blender import node-based bones usually (in other formats) ?


texts: How to control Play/stop video texture in Blend4web?

texts:
I want to control play/stop behavior of a video texture applied over a 'Plane' mesh.

I searched for it on the Blend4web forum but unfortunately did not find any easy solution. However, there are some solutions, which directs towards some projects, but these projects use a lot of javascript code and are non-understandable to me.

By default, we can apply a video texture to a mesh and it will loop infinitely. We cannot stop/pause or replay it.

Does anyone has idea how to do it?


texts: Knife cut with closed sides like boolean difference does

texts:
I am using knife project to cut holes into an object. Is there a way to close the sides of the cut so I cannot see the hollow inside of the remaining part?

I created the second picture using boolean difference, but it would be very convenient to use the knife tool.

thank you!


texts: Black spots in render view, while material view shows correctly

texts:
This is my model in material view:

This is how it looks like in render view:

As you can see, there are alot of black spots.

Why is this the case?


texts: From blender to unreal smoothgroup and shading

texts:
I have an issue with building a low poly model for Unreal.
There is the picture of the model in Substance Designer

The same model in Marmoset

You can see there are some weird crosses all over the model.
The same crosses are in Unreal

The model very simple and I'll be happy to keep it simple. Here is a Blender view

What do you think how can I fix those issues? It is obviously because of smoothgrouping but why then it works in Substance?


texts: Can I Automate Converting Groups of Triangles to Quads?

texts:
This mesh is exported from a game, and everything is triangulated. The way the mesh is set up is 256 (16x16) squares like the one on the right in the picture below. I want to make it look like the square on the left, which I did manually, but doing them all manually would be about 16,000 faces.

The problem with using things like Tris to Quads is that each square I want to make is 4 triangles, while blender tries to make the diagonal faces which leaves triangles at the edges.

Also, the mesh is a landscape so using grid fill will get rid of the shape as far as I know. I'm not that advanced in Blender so I might be missing something, but I really need to automate this.

Edit: Just a side note, I have never seen them before, but when I import the game models they have blue lines. What are these?


texts: Is (or will there be) there a Blender-based GUI library, like GTK (based on GIMP)?

texts:
Since Blender's GUI has so different approach to the whole area You see on the screen, I'm wondering about programming software that has a GUI based on that of Blender.

For many applications (where You have to keep an eye on many aspect at the same time) this would offer a much better approach than conventional GUI libraries.

Obviously there isn't such a project. Why?


texts: I am making videos on Youtube about products I made by Blender. I don't know that is it ok if I put the Blender logo on my video's cover image. Is it copyright?


texts: How can I best combine different objects in a way that reduces vertices and edges?

texts:
New to Blender. Let's say I have a cylinder and rectangular prism that intersect each other along their long sides, like so:

I want to merge these shapes in a way that eliminates the intersecting edges but preserves their external geometry, something like this:

What is the best way to do this?


texts: How to recover -z axis of camera from Rotation Translation Matrix

texts:
Say I have a Rotation Translation Matrix RT which describes the rigid body motion of the camera.

The camera frame is defined as:

-z is the pointing axis
y is "up"
x just othogonal to y, z

How can I recover z from the RT matrix?


texts: Combining an image seqence into a single image

texts:
I would like to combine an image sequence into a single image in a quick way.

I tried adding all the images into the compositor manually:

But it will take a long time to add each node one by one.

This is what type of result I want.


texts: Make manifold button (from 3d print addon) delets the whole mesh

texts: I retopologized a model! I exported and imported the retopology mesh into blender for double checking the whole mesh for any kind of wholes or over lapping geometry I used the add on 3D print and clicked the Make manifold button!  But it delets all the verts and I'm left with a blank viewport! What could be wrong!?


texts: Texture not properly applying, weight paint not subtracting

texts:
I'm modeling a tree at the moment and I've followed everything the tutorial is saying, but the leaf texture on my leaves is still keeping the white edges. Along with that, I didn't use (or accidentally did) weight paint on the bottom of the twig, yet it is still putting leaves there. In some red spots, it's not really putting any leaves at all!

I've included the blender file as well as a picture.


texts: How to make custom 2D shapes to be extruded later?

texts:
I'm coming from AutoDesk Inventor, and so far I like Blender a good amount. But one question is, can you make custom shapes with lines like you would in a 2D sketch in Inventor?

Edit: Sorry, I wasn't specific enough about making a 2D sketch in Inventor.

So basically a 2D sketch can be placed on an xy,xz,yz plane or on a solid plane from another shape. In this instance, I'm looking for a way to make it on a plane.

When you make a 2D sketch, you are -like implied- locked to creating onto a 2D plane, while you are in that mode you are able to use lines, arcs, points, rectangles, etc to create a 2D shape which then after you are done with that, can make a 3d shape by either extruding, revolving, etc.

I was asking if there is a way to do something like that in Blender


texts: My computer won't let me render with eevee?

texts:
Why does eevee insta crash Blender whenever I render anything on my Mac mini?
I have 8GB RAM and I am using 3 GHz Dual-Core Intel Core i7, is my RAM just too dinky to be able to render using eevee??


texts: I Want To Observe X Y Z Di̇splacement Graph

texts:
I want to see path transform graph. For example: I want to observe displacement in X Y and Z direction in the graph.

I want to display for example graph of path which is in the image.


texts:
I am trying to create a very simple product mockup using blender. I want to be able to save the actual product (cards) and the shadows as separate png files. I know this is possible, but I am just learning blender. Here is a link to the file I am working with: http://www.bestideabox.com/test.blend

Can anyone tell me why this is not working the way I am expecting?

EDIT:

OK; I have changed the blender file to represent the chosen answer and it does work. The shadows are saved to a separate layer. However they are different than when rendered altogether. I have placed the revised blender file here: Blender File Here is all layers rendered together: All Layers. Here is each individual layer: Cards and Shadows and here is the two individual layers laid on top of each other using photoshop: Merged Layers. As you can see the shadows layer does not line up at all. Infact they are a different shape all together. I also am having trouble exporting the plane texture by itself if anyone can help with that.


texts: how to add thinckness to complex geometry

texts: Iam modeling a top for a 3D printed toy car. I started from a mirrored plane, so it now has no thickness. If I use solidify modifier it makes a lot of bad geometry and intersecting faces. Making it manually seems like to much work. Is there a right or balanced way to add thickness to this model so it can be 3D printed?


texts: Access Audio Strips Sample data in Python for a Cross-Correlation

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I want to perform an Audio Cross-Correlation in Blender (like with numpy.correlate) to align two Audio Strips. But I can't figure out how to access the Sample Data of an Audio Strip inside Blenders Python Console. How can I access the samples via Python? The Developers access these samples in the sequencer_draw.c. But with a Python Sound Object like bpy.data.scenes['Scene'].sequence_editor.sequences[0].sound I cannot access the waveform data.

I cannot use an external program like the syncaudio Add-on does as only one of my Audio Strips is based on a WAV-file, the other one is from a MTS-file and is already properly imported into an Audio Strip by Blender. And the Audaspace API as well doesn't allow me to access it.


texts: Midway through rendering my animation, the color management seems to have changed. How did this happen, what should I do?

texts:
The first image is what I had been rendering (it's frame 36/255) and the second is what it changed to on frame 37/255. I have no idea how this happened and I can't find a way to fix it. (Cycles render btw)
Extra clarification:
The colors aren't the 'texture not found' colors, they are just different, again it changed midway through the rendering process. The textures used are principle BSDF nodes with a change in the base color.


texts: Short animated film in Blender in single room environment with several acts - single scene or multiple scene setup?

texts:
I'm animating a short animated film that takes place in a single room.
There are 3 acts, with multiple characters, with the room in different states between each act (objects moved/added/removed, different characters, different lighting, camera positions, etc).

I've finished the first act. For consistency I started the second act in the same scene instance... however, it immediately became apparent that this would be an absolute mess in the NLA and Dope Sheet, not to mention all the different camera setups, follow paths + constraints, etc. still visible from the first scene.
It felt completely wrong.

So then I tried starting a new scene based upon my single scene with bpy.ops.scene.new(type='LINK_OBJECTS'), but  all the object animation data was still linked, which didn't help matters regarding the cluttered dopesheet/NLA problem.

Alternatively, using bpy.ops.scene.new(type='LINK_OBJECT_DATA') is also very problematic. It creates duplicate objects, while object animation data are no longer linked between scenes (good), object properties, transforms, collections and hierarchies aren't linked (bad).
And While I want some object data linked across multiple scenes (eg, materials & armatures), I don't want shader tree and armature pose animations to be linked (for obvious reasons).

And if I want to change/add/remove anything to the room (besides object-data like materials which remain consistent) it requires going into each scene and making the same changes repeatedly.

It feels like there's something I'm failing to notice, because all of this feels very very wrong.

I'm guessing most lengthy & complex blender animations are sequenced together from multiple blend files / scenes, and the issue of duplication / loss of consistency is something we just have to live with.

Any helpful advice / ideas to get round these issues?


texts: Blender modeling don’ts and things to avoid?

texts: Hi i’d really appreciate if someone could give me the “10 commandments” so to speak of blender modeling. A lot of the resources out there discuss what you CAN do in blender but sparingly what you CANT or SHOULDNT do. Like I randomly stumble upon tips like- don’t have faces on top of faces or  make sure your normals point outward. I was hoping someone could list some things to look out for. I’m planning to render pictures using objects made in blender on other programs such as SFM or Daz. I was hoping there would be some universal modeling rules to keep in mind. Thanks!!


texts: How do I manage parenting to an armature with a large number of bones?

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I'm making a low-poly model with arms that are a separate object from the actual body. That's fine with me, I'm okay with some of the clipping that occurs, but what I'm not fine with is how long it takes to redo vertex groups for bones, especially if I later decide I want to add a new bone or remove one.
The Mirror X feature means I don't have to worry about mirroring bones on both sides, but if I wanted to edit something on both arms that's bothering me, I have to work on one arm, delete the other arm, duplicate the modified arm, scale it by -1, and move it, then (worst of all) I have to rename a bunch of "L"s to "R"s or vice versa.
I've considered instead trying to split my armature into multiple armatures that are nested in each other, but this messes up poses. This is especially annoying since I was hoping this solution would allow me to make parenting things like hair far easier since I can avoid sorting through eighteen vertex groups to find the four relevant ones.
My main question is, is there a way I can parent objects to my armature and selectively choose which bones get vertex groups without having to manually sort through a long list?


texts: Blender tends to crash while using sockets?

texts:
I run the following in Blender to recieve coordinates over sockets, but the system hangs (the server is created, meaning the script runs, but then blender application tends to stop showing any output).

import socket,json,bpy

host = "127.0.0.1"
port = 1234
buffer_size = 1024

my_socket = socket.socket()
my_socket.bind( (host, port) )

my_socket.listen(1);        # listen indefinately
conn, addr = my_socket.accept()
print("Connected to client at :"+str(addr))

while True:
    data = conn.recv(buffer_size).decode()
    if not data:
        break
    data = json.loads(data)
    conn.send("ACK".encode())       # for synchronization
    bpy.data.objects['Sphere.005'].location = (data['x1_coord'],data['y1_coord'],0)

conn.close()


texts: How to use a green texture map from a game character?

texts: I extracted a game character and along with it came this green texture map with the filename postfix Exp. is this engine specific or is can it be used somewhere in blender?


texts: how to simulate cloth dragging on collision surface in blender 2.8

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I am new to blender (in fact, I am new to the whole 3D rendering), I was watching a tutorial on youtube ([2.8] Blender Tutorial: Cloth Animation in EEVEE) on how to simulate a cloth and tried following along. everything worked out fine as  I followed along.
the animation is something like this:
1- cloth is initially hovering as a plane in the z-axis
2- it will start to fall and collide with a plane
3- pin groups are moving along the x-axix
4- cloth is colliding with a bowl

however, when I watched the rendered images, I noticed that there is a crease/wrinkle that is formed when the cloth falls to the plane and that crease/wrinkle remain unchanged as the cloth is dragged on the surface.

how can I smooth out the crease/wrinkle as the cloth getting dragged?
I tried adding stickiness and friction on the plane but it remained the same.


texts: Large object texturing with multiple camera angles

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Working on a film which requires a scene to be shot from three angles involving a theater ticket booth (shown below circled in red).  The first angle would be up-close outside the booth looking in (circled in green), the other would be inside the booth looking out, and the last would be a sort of medium close-up in which the entire booth would be visible.

I could easily divide the structure into different meshes but the whole thing is painted.  I want to preserve the natural intersections between surfaces where one color would be brushed over into the neighboring color as if it were hand-painted.  A test with just the lower section of the booth (circled in yellow) and an 8k texture worked out really well and I'm afraid that if I add the remainder of the structure to the same UV map, it won't be detailed enough for the up-close shots.  Substance Painter will only allow up to 8k textures (which isn't necessarily a SP problem as a bunch of > 8k textures would probably choke the renderer anyway) so that's the maximum area I have to work with.

My current solution is to simply make three textures - one for each shot.  The first would be the entire structure (circled in red) where the tiny color/brush overlap wouldn't be perceptible.  The second would cover only the area circled in green for the close-up shots and would have an entire 8k texture to itself in order to preserve detail.  The final texture would be the inside of the booth in the green circle.

Is this a common approach?  Wondering if there are any known issues from anyone's past attempts at a similar strategy?

Using:

Blender 2.79
Substance Painter 2018.1.0
Cycles

Reference Image:


texts: I used Rigify to create a rig for a character that I want to animate. I added in a human meta-rig and formed it to fit the human model. The problem occurs when I click generate under the Rigify buttons category. It does not create points for me to manipulate for the fingers, elbows or knees or a full skeleton for the character. Any ideas why?


texts: How to remove the effect of current rotation while rotating a bone (Python)?

texts:
The answer in this question is great : How to rotate a bone using python

I use it to rotate bones in Pose mode but it adds the current angle to the new angle instead of setting the new angle regardless of what the current angle is.

Example:

I run the code to set the rotation of a bone to be 10 deg.

I run it again to set a new rotation of 20 deg. But I get 30 deg instead. I get the summation or the effect of the two codes. I need to get the last code's effect only. How can I do that?


texts: my blender camera position changes when i render the image, i don't know how to fix it, can someone please help?

texts: i have a scene in blender with a tracked camera and in the 3 D view port the camera is right where i want it(showing my subject center in frame), but when i render it, the render shows my subject in the bottom right of the render i don't know what the problem is or what to do if there is something you think i'm doing wrong please tell me.my question is what am i doing wrong and how can i fix it? i can upload the blender file if needed, thanks.


texts:
I made a car using the Vehicle Controller (demo file at the end/bottom of the page) concept.

It's a "rigid body" chassis, that attaches four "no collision" wheels at run-time. It works pretty good, except for this :

I modeled a "car body" and parented it to the chassis, but no matter what settings (mass/radius/form factor) I try (for both the chassis and the body) I cannot seem to make the car body a "rigid body" (or anything else than "no collision") : When I press "p" my car flies frantically up like a balloon...?

Exactly what is the force that makes my car fly up like this ?
The child's mass, radius and form factor values should generally be smaller than those of the parent's, right?
Do I have to make sure the parent and the child don't intersect?
Are there other variables that I should look for?


texts: Blender 2.8 with egpu on macbook pro 2013?

texts:
I am a newby considering setting up the following system, but I am concerned whether or not it will work. Can anyone give me some insight?

Macbook pro late 2013 (supports metal 2) with dedicated nvidia GPU. Currently running 10.14. Note that I have thunderbolt 2, and that egpu support is not "officially" supported. You have to enable it like in the following:

https://egpu.io/forums/mac-setup/potentially-accelerate-all-applications-on-egpu-macos-10-13-4/

To make my system more blender friendly, I was considering something like a RX 580, or maybe vega 56-64 egpu in a thunderbolt 3 chassis.

I would use the following equipment:

Apple Thunderbolt Cable (2.0 m) - White - Apple

Thunderbolt 3 (USB-C) to Thunderbolt 2 Adapter - Apple

https://www.amazon.com/dp/B07Q78VMPW/ref=twister_B07GSDLQ1D?_encoding=UTF8&psc=1

Thanks! I'm excited to maybe join the community!


texts: How do you move he head of a bone with respect to the parent's head location and not the global coordinate system?

texts:
(Blender 2.90) I am connecting bones together from a specifications sheet and I need to specify dimensions between bones. I know that you can exactly translate bones with respect to the global coordinate system, but I have not been able to figure out how to do it in the local coordinate system of the parent bone. In other words, the head of the parent should be used as the origin of the head of the child bone.
The orange-ish square button with orange corner outline moves all bones while the little green bone button adjusts just the currently selected bone, but both are with respect to the global coordinate system. I thought there was a way to move the bone in the local system, like an imported mesh, in Blender. How do you do this?
I found this link, but I am not doing python programming, just trying to type in the translation components manually.
Maybe there is a way to use the 3d cursor to move in the local coordinate system? I am not sure...


texts: Is there another way besides particles to make fire in the game engine?

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I would like to make high pressure jets of flame for a character in the game engine.

Here is my question:
What would be/is the most time efficient manner to do this in since particles aren't available in 'Blender Game'.

computer resources are no problem; I'd just like a good looking, timely way for flames.


texts: How to select one (or multi) particular particle hair?

texts: As you can see,I am in particle edit point mode. If I use select box tool on the left,I can left click drag my mouse creating a rectangle,when I leave my mouse,the points in the rectangle is selected. However,if there is many hair in the mesh,it will be very difficult to select one (or multi) particular complete hair in this way.


texts:
When I use Hemi light to do rendering I got white dots on hair particles, but when I use sun light it shows no such issue, what am I doing wrong? Cuz the issue goes away when I do not use the glossy shader for making my hair more gloss like.

When with hemi light rendered:

When with sun light rendered:

Shader nodes I used to create the shiny hair effect:


texts:
In the examples I have attached. I am merging at centre those 3 vertices, and when I try to do a loop cut it stops at the loop cut, and does not go to the tip of my mesh. But If I grab the same vertices and scale to 0, they merge, at centre of the middle vertex, and when I perform loop cut it does indeed go all around. So I'd like to understand what does it have a different result, scaling to 0, and merging to centre.

Thank you.


texts:
I am currently writing a script that should render out each render layer via:

bpy.ops.render.render(layer=“InsertRenderLayerNameHere”)

and then save the resulting image. The problem is that when I do:

bpy.data.images[“Render Result”].save_render(“InsertFilePathHere”,scene=bpy.data.scene[0])

and I have the scene file format set to OpenExr Multilayer, the image still only gets saved as a normal/flat openexr file. This is probably a bug right?

The even weirder thing is that then I open a OpenExr Multilayer file in Blender and then go:

bpy.data.images[“OpenExr_Test_File.exr”].file_format

python outputs : “’PNG”

Thanks in advance for any answers


texts:
I have a problem trying to "merge" two proxied armatures.
I have an object A, with its own armature and animations.
I have an object B, with its own armature and animations.
I plan to use both A and B as basic blocks in many other objects.
In another file, i want to combine an A and a B. In order to stay modular, I make a proxy of A, and a proxy of B.
As far as I understood, to "merge" two armatures, you have to join them (using Ctrl J), then go to edit mode and make one the parent of the other.
But I don't manage to do this with proxied armatures (since you cannot go to edit mode on proxies).
I saw lots of people joining the objects before proxying the whole thing, but I would like to stay modular as much as possible.
I guess there is a way of doing that ?
Thank you


texts: Is there a way to make a given value relative to another piece of value?

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I'm trying to animate several objects along a curve with the Follow Path constraint. If I adjust the Offset of one object, I must adjust all the ones behind it. This is tedious. Is there a way for me make the Offsets relative to one another?
For example,  is equal to (  + 10). If Suzanne has an offset of 24, then cube's offset is 34, ect.
Thanks.


texts: Scaling Texture based on distance to camera

texts: Is it possible to make a node setup to where if a camera is close to an object, the texture gets bigger, but far away it decreases in size?


texts: is there a way how to find out to which objets a material is assigned

texts: I have a bunch of materials in one file (made by appending objects from multiple files) and I don't know, to which objects they are assigned, but I know, that they are all same. How can I find out, to which objects the material is assigned?


texts:
We are a high school broadcasting team looking to up our productions for all of our shows. We are looking to specifically improve our american football productions, as those are some of our big shows. One common element in an American football game is the yellow first down marker. As you can imagine, this is an extremely difficult thing to accomplish for two main reasons:

Keeping the line in the same place as the camera moves is difficult to achieve.
Getting the line to go under the players and not on top of them is difficult.

We have figured out how to place the line under the players using chroma keying on our switcher, so no problem there. There problem is keeping the line in place. We are looking into motion tracking to achieve this, and stumbled upon something called OpenCV. It is essentially an open source video tracking/interpretation software. It has enough power and acceleration to run in real time.

We are looking to do something like this:

Take live video feed from a Decklink card into Blender
Place a 3D model of the football field over it, and use OpenCV to track it to the field.
In the 3D model layer, or with a layer parented to it, have our graphics play.
Send ONLY these graphics back out to our switcher for use in broadcast.

Everything having an SDK (The video card) or being open source (Blender, OpenCV), does this sound like something that could happen? What issues could arise with it?

Thank you


texts: Can't select Edge loop (Alt + RMB is failing )

texts: On my Mac I am used to select an edge loop with Alt RMB. Suddenly it does not work in the blender file I am working on. If I open a new file, create some loops in a cube and ... I can select an edge loop with ALT RMB. Why is ALT RMB not working in this one blender file here


texts: Motion Tracking Invisible Object Not Doing Its work properly

texts: Okay, I am not very good in the motion tracking sector, but basically, the shadows are very weak and I have no idea on how to change that, they are so weak to the point of being invisible at some parts when I render it. I am using 2.8 version. Any suggestions?


texts:
First, this is not a duplicate of questions asking what are normals or why do we use them. I understand that they indicate the angle a surface or point is "facing" and we use this for shading and calculation of reflectivity. What I do not understand is why both sides of a surface have normals and why flipping them around can make a difference on the object.

If normals are perpendicular to a surface (or a vertex, though I'm not entirely certain how that could be calculated even when the point is on its own), by rights, wouldn't the other side be going the same direction except backwards? You could have just one normal piercing through the object to function as two.


texts: I have a tube that has too many edge rings. I would like to reduce them with a 10:1 ratio or something similar. When I try and use a decimate modifier I get bad topology. Is there a non-manual way to do this?


texts:
I've used a plane to model this:

I want it to bend but when I add a "Simple Deform" modifier and I select "bend", here's what I get:

As you can see only some of the faces are going to be bend.

Q: What can I do to bend the geometry as a whole?


texts: How can I use Mesh as a Tile on Geometry?

texts:
I am currently developing a scene and some assets to work with.

I'm not using any UV mapping or texturing as I'm going for an old polygonal 90's look.

I have a 'Grass' mesh that I want to use as a tile on the faces of a simple plane geometry and I was wondering if there is a way to have the 'Grass' mesh scale to the faces appropriately.

I was thinking of just simply Shift-D to duplicate the grass and then place it on the mesh manually, but I would like to know if there is a better way.

Would be nice if there was a way to just extrude or scale the 'Grass' mesh and have it simply divide its appearance as it scales.


texts: How can I realize "sticky" collision, i.e. that objects connect as soon as they touch?

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I'm fairly new to Blender (great piece of software btw), so please bare with me.

I'd like to have multiple spheres (up to 50), which move randomly in space and as soon as two spheres collide they should stick to each other and move on together.

How would you approach that problem? I already tried to make the spheres rigid bodies and set the friction parameters insanely high, but it did not work. I also tried to use lennard-jones force fields (I also cranked up the strength fairly high), but that did not work either.


texts:
I am using mask for motion tracking scene, and I want use blur for mask in compositing. what is problem: blender node is bluring mask and make it larger, that causes problem for me, is it possible to make blur inside region of mask? ( blured mask, but in mask area, not outside) Last image has red area, that shows how blur node make mask larger
Thanks


texts: Problem with real-time multiple renders and sending them to an app

texts:
The problem:
In my application I have a simple Blender scene consisting of:

4 cameras (all parented to a single object)
some lights
a couple of meshes.

As a rendering engine I use EEVEE and custom materials.
The user of my application needs to move the cameras, change the lights power and record the list of travelled positions while looking at a sufficiently photorealistic real-time rendering of the scene as seen from the 4 cameras.
I created an addon for this, and it kind of works but the Blender interface is too cumbersome to be given to non-expert users.
Therefore I decided to move all the user iteraction to a more intuitive external UI application (written in Python) that communicates to a Blender instance running in background without UI. The communication is already set-up, the only doubt is how to render the 4 viewports in real-time and send the renders to my application.
In other words: if in Blender I move a camera or change a light's power the rendered viewport is updated in real-time. I want to achieve the same feeling, giving some commands from my Python application to the background renderer and receiving back the rendered images within tolerable delay.
My solution so far:
For the communication infrastructure I use GRPC, so no particular delay/overhead should come from this.
At the moment, whenever the user performs any action in the UI an update message is sent to Blender, that triggers a render() command in Blender (actually, 4 render(), one for each camera present in the scene) thus saving the 4 renders in a folder. Once rendering is completed, Blender sends a finished command to the external application that picks up the rendered image files and displays them in the UI
The results:
The proposed architecture works but is too slow to be usable. Even lowering down the resolution of the renderings it takes 3-4 seconds to complete the renderings, so for every update the user has to wait that much time to see the updated rendering, therefore killing the real-time requirement.


texts:
I am trying to make a ponytail, particularly one that is fastened high up on the back of the head. I want it to look realistic, but attempting to animate a "hairbob" sliding over it and moving into position has only worked until it was getting close to the right size, when half the hair popped through it. Is there any particular way to fix this besides jacking up the basic particle settings? Some kind of hair particle constraint?
Edit: This is what I want it to be shaped like, though I want movable hair. I would prefer something that looks realistic (why do women in space wear shiny leotards?):


texts: text already baked before fluid simulation

texts:
I have been working with the ICE tutorial for awhile now. The issue is when I change the box to a domain the text already appears to be baked even after I create a new project.

I'm sure I've screwed something up and I've been trying to come up with a fix for days now. I've tried to delete the baked text, undo my last few actions, create a new project and nothing is working.

The tutorial is on youtube that was done by www.littlewebhut.com

I have followed the tutorial to the letter literally. I have even written down the instructions but can't seem to figure out what I am doing wrong.

Sorry I seem to be assuming too much.   When I right click on the text I go to the physics tab to change to fluid - fluid then I change the box in the physics tab fliud - domain but I like I said it appears that I have already baked the text. The very first time I tried the tutorial it didn't do that, but has since then.

I hope this helps.


texts:
I would like to texture a window frame that is part of a wall. Whenever I try texturing the window frame the wall gets textured with it. I want to texture the window frame without texturing the wall. I tried:

Selecting the window frame.
Clicking the + icon at the right side of the material properties.
Here is where I get stuck: I cannot give the new material a color. I would have to click the New button to do that but that is not mentioned in the solution.

I am using Blender version 2.82a. Any help would be appreciated. Thanks.


texts:
I am trying to follow this tutorial.
crushing-metal-tutorial
I'm wanting to simulating two metal doors being smashed in.
Following along the tutorial, I make a low poly cage mesh for each door and configure the collison objects and the soft body modifier to each door.
The simulation perfoms as instructed. However I'm unable to complete the tutorial and get the desired effect that I want as the mesh deform modifier isn't bending the high-poly doors to the shape of the cage meshes.

Add the “Mesh Deform” modifier.
Now that we have the physics all set up, we want to make it affect our hi-poly object. Unhide it by pressing Alt+H and move it to match up with the cage mesh’s new position. To make it get affected by the cage mesh, you need to add a “Mesh Deform” modifier.
A “Mesh Deform” modifier allows a certain mesh to control how an object deforms. For the “Object”, choose your cage mesh. The “Precision” amount is how accurate the binding is. The higher it is, the more accurate, but it also takes longer to calculate. I usually just put it at “4”. Now just press “Bind”.

My intact doors do not follow the cage mesh shape when I bind them.

parts of the original doors are welded to the floor plain when I run the simulation with the binded mesh.

With the modifier applied the 'high'-poly mesh has strecthed vertices from the start to end of the simulation. The final frames of the simulation also doesn't apply the deformation to the doors.
What is the correct steps to apply the deformation of the cage to the high-poly doors?


texts: Is there a "Clone Stencil" for Sculpting a Surface from a Target Area Onto a Destination Area?

texts:
As you can see in the screenshot there is a rough surface on the left side. My goal is to apply a similar surface to the right side, where the mesh is smooth.

How can this be achieved? Is it possible to create a brush from a given area and use it to apply the same "texture" to another area?


texts: Blender Tangent Not working well (Blender 2.78c)

texts:
I am having trouble with my normal maps. I have doing the same baking process since 2.77 but now when I bake my normal maps, the shading ends of looking like this:

I don't know why it is doing this, I never had this problem until recently. It is UV mapped, sRGB color space, Normal Map is tangent but it's not showing how it is meant to show in the normal map. I know it's nothing to do with texture resolution because I used higher resolutions before and they worked. I would appreciate it if someone can help.


texts: Very bad performance on Cycles OpenCL using Ubuntu 18.04 and Radeon VII

texts:
We've got a new render machine for our Company. Threadripper 1950x + dual Radeon VII + 64 gb of ddr4-3200 RAM. (Only one Radeon installed now for testing)

Our CPU testing went flawless. With great results that easily surpassed any of our (older) Xeon based systems.

For our GPU testing I installed the latest amdgpu-pro driver using --opencl=rocm but the performance was really bad. I'm talking minutes to render the default cube after kernel compilation was finished.

I also tried the non pro driver and tried to use --opencl=legacy to no avail.

I had more success on another system (ryzen 1500x) and a Radeon VII. My next step is to swap haddrives and rule out any kind of hardware problem.

All in all I found about 8 of so useful resources about enabling Vega on Ubuntu 18.04 for Blender. But non of them were complete or completely up to date.

Are there any pointers to a definitive guide to set this up? Or any idea why current performance is so bad?

EDIT:

Back at the office so here it goes. I put on the Barcelona demo with standard settings and it finished in 24 minutes and 10 seconds.

For my installation I used this as my primary resource:
https://linuxconfig.org/how-to-install-the-latest-amd-radeon-drivers-on-ubuntu-18-04-bionic-beaver-linux

Installing both the iobaf/graphics-drivers PPA and the official AMD GPU driver. I stayed clear from including DRI 3 for Xorg as that made my system unresponsive on my first attempt.

Afterwards I read that VEGA II should use the openCL rocm so I tried to install that. Using instructions from the amd website (https://www.amd.com/en/support/kb/faq/gpu-643) I tried to sudo apt install -y rocm-amdgpu-pro but there was no installation candidate. So I grabbed the latest rocm version from github.

I also found that I'm using AMDs driver version 19.10 on the threadripper build. But iirc the Ryzen build used the 18.50 install. I'll try to install that one next and report back with my findings.

EDIT2:

So I installed the same kernel & amdgpu driver version as on the Ryzen build, but performance is not impacted.

3 sidenotes:
 - the Radeon VII shows up in Blender on Ryzen as, Radeon Vega II while the other one, Threadripper, shows up as Vega II. Which is somewhat odd since they are the exact same cards from the exact same brand ordered within a week from each other.
 - in the ~/.AMD folder on Ryzen I only have a GLCache folder. On Threadripper there also is the CLCache_rocm folder.
 - I suspected that I'm not running as OpenCL=legacy as on the Ryzen build, so I commented the line in /etc/profile.d/rocm.sh that I set as part of the AMD install instructions. Now OpenCL is missing from Blender.

EDIT 3:
Installed AMDGPU-18.50 using --opencl=pal as said in the amd documentation for systems of Vega 10 and newer. I get the same glitches as on the Ryzen build: crashing Gnome shell, being forced to use Wayland and some weird artefacts. Performance however is still not impacted.

For now I' will revert to the newest kernel with the latest AMD driver, but any help is really, really appreciated!

Edit 4:
Swapped the harddrive, and got instant performance boost. I'm dd'ing the disk now. Does bug me that I'm not able to pinpoint where the root cause lies.


texts:
Basically i have one mesh (my character) and armature for that mesh full setup. A whole control rig and bunch of corrective shapekeys on my mesh which are driven by bones rotation (its daz3d mesh/armature).
Now i want to add 2nd mesh (clothes) which is rigged to the same armature and have the same number of corrective shapekeys, named the same as in my first mesh.
To make it more clear i just want to add clothes to my character and i have managed to do everything without much issues except drivers.
There is really lot of shapekeys and the way its build to stop clipping, clothes have the same shapekeys as character mesh.
I have searched around but couldn't find easy way to copy/link/transfer drivers from shapekeys of one mesh to other, atleast not fast.
I'd be glad even if i could drop copy driver/paste driver to some keyboard shortcut as right cliking menu gets tedious really fast.


texts: Is there a way of "bevelling" a single vertex?

texts: I want to take a single vertex and replace it with a face like this:


texts: Object in camera view not responding to mix shader input of transparent and emission

texts:
Not finding quite what I need in questions previously asked. I'm trying to do the nebula cloud flythrough described in tutorial at in discussion at 5:17.

I thought my problem was Node Wrangler but am having same problem if I try to bring up material and mix shader boxes manually. Am plugging in emission and transparent shaders to mix shader and mix shader to material output.

At this point, when I change factor/value in mix shader from 0 to 1 (or at any point in between), nothing is happening to my plane image, or at least it is not appearing in camera view.

Any ideas? Is it possible I've got some corrupted files and need to reinstall? I was working in 2.76 and now have updated to 2.78 (so I have something to play with while awaiting answers). Thanks!


texts: How can I split a large face into nice even triangles?

texts:
I have a simple 2D shape outline imported from a .svg file and converted to a mesh.

This shape has been populated with loads of very elongated triangles, which are not very practical for future editing. Instead, I would like to populate it with nice evenly-sized and not excessively elongated triangles.
I have been able to remove the existing subdivisions with a limited dissolve:

I have then tried a couple of options. "Fill" is a slight improvement but still not great:

The best I have managed is using the "Simplify" brush in Sculpt mode. With Dyntopo selected, constant detail, I do a flood fill and get this:

This is getting closer to what I am after, but note that the outline has now been distorted. If I apply the brush manually, I can avoid the edges but then only partially solve the problem. I could use a higher level of detail for the "simplify" but then end up with a lot of excess triangles.
I would like a way to produce something like the bottom image, but keeping the outline as unaltered as possible from the original. Is there a simple way to do this? There is probably a simple answer, I am quite new to Blender.


texts: I have a model edited with blender. I selected all my meshes and made CTRL-A to reset scale and location. Since then, 8 of my meshes have some akward kind ob cube around them. What is it and how can I hide these cubes? I must have done a bad manipulation here but I don't know when and how I made it. Google is not helping me there neither.


texts: Does (display) mean that the card is not fully utilized for Cycles rendering?

texts:
My GTX 1070 card shows as (display) in Preferences>System even though I use the integrated video for the monitor.

Does the (display) designation mean that the card is not fully utilized for Cycles rendering? How can I make it not "display" and is it even worth it?


texts: How to make the arms of a rigged character slide on the surface of the body

texts:
So I saw a pretty good rig the other day of an egg shaped character, but what caught my interest was that when you move the arms around the body (from the shoulder), it seemed that the arms where attached using a boolean modifier, so you could have the arms move to the front of the character and the mesh still looked great. I don't have access to this rig and it was made using maya (I think) but I wanna try making the arms effect on blender on another round shaped character. I tried using booleans but it always created some artifacts, that makes me think that the original rig wasn't made using booleans. Any ideas how to recreate this?
Here goes an image of how the arms moved. Even when moved, the arms still looked like they are coming out of the body, not like it was just another object.

And here is the model that I want to use to recreate that effect.


texts: How to get rotation of constrained object?

texts:
So let's imagine I have a gun pointing at a target. Gun has copy location constraint to locate to another object that rotates around the same axis as the gun. Gun has track to constraint to keep it pointing towards the target (just up/down movement, rotation around its y axis which is x axis in world space). On it's 0-position there is an initial angle of about 10 degrees of up (measured by hand).
How do you actually get the gun rotation so I can set its allowed range to -55 to +55 deg? How do I even get the gun rotation value at all? The gun object rotation in the n.menu transform panel is 0 and never changes no matter how I move the target. I've tried using limit rotation constraint but it is totally broken and just set's the object rotation to its max value
Here is a sample file:
http://www.mediafire.com/file/c4x62lx6kmil7nu/constraints.zip/file
The rotation of the rectangle object causes the "gun" to go outside of its rotation limits. The cylinder should point towards the target as long as its angle is inside its local rotation limits. These rotation limits come from the rectangle object.
In other words the angle limit is for the angle between the rectangle and the cylinder. Cylinder moves with the rectangle (rectangle just rotates) and cylinder points at the target as long as its angles are inside its limits.


texts:
I've been given a logo graphic that is solid black, in 2D.  The best way to describe is to visualize a musical treble clef drawn with a wide-tip pen slanted. There are two important characteristics that I'm trying to figure out how to model using Blender (2.69): 1) The wide-tip pen (calligraphy style) causes the width of the stroke to change continuously, and 2) the stroke crosses over itself twice.  The 3D request is to have the stroke be "raised" in the middle.

I have the outline of the logo traced perfectly with a bezier curve, but I can't figure out how to give it a smooth contour that changes height to match the width of the stroke.

Conceptually I'd like to extrude a bezier circle along the outline, scaling each extrusion to match the width of the stroke.  When done I'd bring a plane in and have it bisect the model between a lower or back half and the upper or front half.

But every way I've tried to extrude a bezier curve results in the curve just moving along with my cursor.  I was hoping to use bezier curves to keep the quality of the curve high until I was done shaping the entire model, then convert the curve to mesh and clean up where the stroke overlaps.

Perhaps a workable approach is to create a circle mesh, extrude it, rotate as needed, and scale it, then repeat all along the outline. However, I absolutely have to avoid faceted curves as the "skin" flows around the stroke.

I am hoping someone more experienced with Blender would have a helpful suggestion or two.


texts:
I recently purchased a gaming laptop (Lenovo Ideapad Y700) with a quad-core 64-bit i5 6300HQ CPU (2.2-3.2 GHz, 6MB cache) with an integrated Intel HD Graphics 530 GPU, 8GB 2133MHz DDR4 RAM, and a discrete nVidia Geforce GTX 680M GPU with 4GB DDR5 VRAM.

But whenever I start blender it's ridiculously sluggish... both UI responsiveness and rotating the camera in the viewport (even though it's just a non-shaded cube). I've tried starting Blender by right-clicking it and picking "Run with graphics processor > nVidia high performance graphics", I've tried going to "Preference > System" and changing it from CPU to CUDA (GTX 680M), I've tried changing the draw to full, overlap, overlap flip, triple buffer, etc... but all to no avail.

Has anyone here had similar problems? If so, how did you overcome it?

And does anyone have any suggestions as to what to try next? All my drivers are up to date.

Thank you in advance for any replies.


texts:
I am testing texture painting, I was working fine with TextDraw paint

I tried to test/try Mask brush but now TextDraw isn't working anymore

I think I am missing something obvious here

any help


texts: Normal Maps seem to be baked with Low Poly Details

texts:
UPDATE:

Tried my best to retopo the thing a bit more clean and twist the Y for DirectX.
Maybe I have to practice topology, because the result seems still underwhelming, it doesn't look like the sculpt by any means. :/

OLD:

I am trying to get a normal map from a high poly torso and get it on the low poly model in Unreal. I checked the Bake Settings, tried different solutions for the base mesh, the end result always looks like this:

It seems to be a combination between the low and the high poly model.

But the idea is to get only the surface of the high poly model, right? Or am I completely wrong and I simply can't hide the low poly surface?
On top of the above, I've tried numerous things. Subdivision helps, but it only looks good if I set it to 6+ and then every performance + for games is gone and the whole normal map thing is redundant.

The red circles show a few edges that are slightly "off", but they don't seem to be responsible for the overall bad quality of the map.

The lines that I marked in the purple normal map image are exactly those from the low poly object. What are they doing there?

PS: Maybe the problem is that the low poly mesh is wrapped around the high poly? I thought it is good this way but maybe it has to be the other way around?


texts: Make animated particle object start animation from the beginning when emitted?

texts:
So I made a sphere which rotates and scales and changes color.
I wanna use it as a particle, which I can do.

So now I have a stream of spheres which rotate and scale in perfect sync.
What I want is each sphere to begin rotating and scaling (from its own frame 1) at the moment it's duplicated.

A stream of spheres each growing and scaling sequentially.

How do I get an object to wait until the particle system duplicates it before animating?


texts: Python to insert diffuse color keyframes

texts:
I'm trying to write a script to change the diffuse color of selected items and then insert keyframes for them.
import bpy
import bmesh

bpyscene = bpy.context.scene

import bpy

r,g,b = (0, 1, 0) # Set color RGB value

# Iterate over all the selected objects
for o in bpy.context.selected_objects:
    # Set the active materials diffuse color to the specified RGB
    o.active_material.diffuse_color = (r,g,b,1)
    o.keyframe_insert("diffuse_color", frame=bpyscene.frame_current)

Comes up with an error:
TypeError: bpy_struct.keyframe_insert() property "diffuse_color" not found
Does anyone know what I'm doing wrong?
Thanks
Mat


texts: Washed out texture in render compared to tutorial

texts:
Still very new to Blender. I am trying to follow one of the old Andrew Price's tutorials about loaf modeling.
Well, long story short, while I am using a texture provided for the tutorial it looks a little washed out while to my understanding I followed all steps correctly (more or less).
For example, here is my render and the render from the video:

I also have the impression that small details generated by the normal map are also less visible (probably because of the same higher total brightness of the image).
I am using v2.91 of Blender while the tutorial was made 8 years ago, so of course, there could be some differences, but in both cases the render engine is Cycles.
Nodes structure is quite basic:

Light is "sun" as in tutorial (+ Ambient Occlusion is off):

Decreasing the light's strength somewhat helps, but the problem here is more about saturation than brightness.
I've also tried re-saving the provided texture to sRGB png as suggested in this post, which gave no result.
I've checked out other posts about "washed out texture" here but they seem to be irrelevant.
Do you have any ideas in which direction to search?


texts: Why does the lighting on this object not work properly? Imported obj

texts:
As you can see, the sun is pointing at it from a direction, and the light is on the other side?
I exported an OBJ from Daz3d and then imported it into blender. Even when I remove the material, the pink, it still doesn't work. Other objects in the scene receive light properly. What is going on and how do I fix it?


texts:
OK, so I am rendering a rigged hand model for a project.
I need to create a constraint that will stop any model self-intersections. I've looked everywhere and can't find a solution.

I need to stop situations where: Fingers go inside of fingers/ fingers go inside of the palm.

**Is there a solution that will move the armature to similar a non-intersecting pose? Or a constraint that will not allow for intersections?

Thanks for the help!


texts:
Why does my AO bake look like this and how can I fix it? Im pretty new to this still.

Thanks!


texts:
I am animating a logo.it looks that is hot as a melted iron and gets cold and a blue light turns over that and again turned to red to complete the loop.
In the first frame it should be completely red emmision.then the red get decreased by color ramp until it completely turned off.and then we have blue light and again some spots get red and again turn completely to red.
I wanted to set keyframes to the color ramp but I couldn't.how can I set keyframes for the color ramp?


texts: How to spread/Scale Vertexes by world constant range?

texts:
For example i have a tube with 2m diameter, if i select Vertexes of one end, and Scale them using Snapping \ Increment \ Absolute Grid Snap, I get 2.6m diameter on that end, but if I then scale them down, I get 2.08m, because the second scale was in % of 2.6m .
Snapping to grid get's messed up after scaling down vertexes
And another related issue, the 10% Scaling steps can't be changed by scaling the model Space (to achieve the steps that you need) .
Does anyone know how to perform such operations, such so the applied value would stay constant to world? (getting 2m after decreasing the diameter)
For example, programmatically the Absolute Grid Snap could be achieved by Snapping the closest to grid-step vertex, and range snap by auto/manually selecting a Vertex to translate it's world space modification to the scale space ("%") .


texts: I have made the mesh and added solidify modifier and applied. But later i thought to increase the thickness. So now i want to remove thickness so that i can added the solidify modifier again. I want to know is there any quick remove thicknes. When i select the edge then ctrl+ the selection goes downward not to single face. So i want to know a quick way to decrease thickness. Any suggestion or help.


texts:
I've been trying to use smoke as a way to show simple steam for some hot coffee, generally looks good except the steam has a huge shadow, not something I really see in real life, so I'm trying to disable it's shadow. I've read these posts:

Totally white shadeless material in Cycles?

Where Is Shadeless Material Option For Blender 2.8?

Which generally suggest this node setup (what I'm currently using):

But my final render still has a shadow (notice the black shadow off to the right of the coffee cup):

I've applied this node setup on the "smoke" material generated when I add "quick smoke" --  not to the smoke domain, doing that results in a big white box, which makes sense. I don't really know where else I can setup this shader so I'm assuming I'm doing it right, but maybe not, a little unclear to me.

Any help greatly appreciated!!!


texts: Why is proportional editing only effecting one side of my mesh?

texts:
I'm currently working on facial expressions and using Shape Keys and I've just run into this weird problem...

Whenever I manipulate one side using Proportional Editing, the other side won't follow or match, no matter the size of the fall-off. It's like the other side just stays where it is. I'm not sure what's happened. There are no modifiers active or waiting to be applied, such as the Mirror.

I can't figure out what's wrong. Any ideas?


texts: Mesh goes dark blue after applying auto smooth, happens when i flip normals

texts:
Basically i need to flip normals to add solidify modifier(or else it solidifies outside when I need it to solidify inside of the mesh(car fender panel).
But when I do, the mesh of the fender panel changes color to darker blue when I apply or keep autosmooth enabled....
I have gotten this usually bypassed by unenabling autosmooth, doing what I need and reapplying autosmooth when I am done, but this tactic dosent work whit Flip normals....

Will this affect my model when I am done whit it and exported to .dae?


texts: Rotating a bone along one of its local axes

texts: I am doing a complex mechanical hand rig and i want to rotate one of the bones along its x axis but Blender doesnt allow me to do that. Is there a way to do that or this type of rotation isnt supported by the program?


texts:
I have recently updated to Blender 2.8. Now, when I bake an ambient occlusion map of this model it looks like this:

This is odd, as it worked fine with two of my other models in 2.8.
I use Smart UV Project for unwrapping, I've got an unapplied Mirror modifier, and I've tried using Merge by Distance, it did nothing.
Does anyone know how I can fix this? Thanks!


texts:
How to use it? Checkbox in compositor's N-key panel is enabled, but I see no difference in behaviour.

My PC is Win7 64 bit, 4gb RAM, card ATI HD4670 500mb.

Anyway, assuming it is working, what information can I get from it? Collateral indication of nodes' memory consumption? For example, nodes which will be firstly highlighted are less memory consumption and so on.


texts: When I bake a specular map out from Blender they always contain the glossy colors?

texts: So a specular map should be black and white correct? I don't understand how to bake specular maps using cycles that are in the proper black and white form.


texts: How to set frame range independently for each camera

texts: blend file which contains multiple camera. Each of this camera will render its own specific frame range. How can i do this without each time have to edit the global frame range ?


texts: Can't find how to animate hair particles growing. For some reason keyframes don't work on the hair length parameter.


texts: What are the technical differences between F12 render and viewport preview?

texts:
What are the technical differences between F12 render and viewport preview render, if any?

This is all the documentation I could find about Cycles viewport rendering:

  interactive rendering can be started by setting a 3D view editor to draw mode Rendered. The render will keep updating as material and object modifications are done.


texts: creating more than 20 render layers and connect them to different scenes

texts:
I'm trying to render an animation simultaneously from 32 points of view and integrate the result in a composed animation.

I followed this answer:
How to create a render layer in blender python

and this one:
How to combine renders from multiple cameras

However using:

basescene=bpy.context.screen.scene
for i in Hs:
 for j in Ws:
   bpy.context.screen.scene=basescene
   bpy.ops.scene.new(type='LINK_OBJECTS')
   newscene=bpy.context.screen.scene
   newscene.name='scene_h_'+ str(i)+'_w_'+str(j)
   new_render_layer =  scene.render.layers.new('rl_h_'+ str(i)+'_w_'+str(j))
   newscene.render.layers.active=new_render_layer

Each scene render.layers.active is equal to:

 bpy.data.scenes['scene_h_0_w_4'].render.layers["RenderLayer"]

Or in other words, whatever scene is selected the following is true:

bpy.context.scene.render.layers.active.name == "RenderLayer"

Also the scenes would always miss only the last render layer created

 e.g.   rl_h_0_w_4 not in scene_h_0_w_4 but scene_h_0_w_4 in scene_h_0_w_5

How can I associate each scene to a different render layer and compose them in the final scene?


texts:
I have a spiral and I am unable to select a face at one part then click ctrl another face and have them join up. Now the selection just goes across the spiral which it didn't do before.
p.s. I've every single option in the selection dropdown list and none of them work at all as well as fiddling with the options in the 'pick shortest path' popup box again to no avail.
The picture shows how the selection crosses over the spiral instead of linking the faces around that side of the spiral
Cheers, Dan


texts: How Do I Texture Curves Using Generated Textures?

texts:
So I've been trying to texture this thing for the past month or so and I've made no progress at all. I'm trying to keep the bezier curve because it makes animating it much easier but I'm trying to add a texture. I tried using generated textures but it ended up looking like a weird and badly warped image of the texture I was trying to use. I want the image to display as if it were lain on top of the image and not stretched around. I was considering exporting a texture map but that seems to require a UV which requires it be a mesh, which is not what I want to use. And I don't know why but it started rendering wrong

As you can see, in the render it has a much less curved object rendered. I've really no idea what I'm doing wrong; help?


texts:
I added a few support edges to get sharp edges and then merged some vertices, so the edge loops don't spread on my whole model. Now I have all quads, but the corners don't look right.

I know that I could get away with triangles on the bottom part, because it is a flat surface, but what about the pointy star trek polygon in the back?


texts: Use a mesh as a path with correct tilt information for use with "duplicate frames"

texts:
The first picture shows the mesh, I'm looking for a way use the duplicate frames feature to make the object follow that "path" as it is shown in the second picture with an actual path.

I guess the task is mainly to convert the mesh into a path with the correct tilt information but I'm open for every solution.


texts: Grease Pencil (2.8) How to draw with custom line types (updated)

texts:
Is it possible in Blender 2.8 to create (or maybe import from vector files or something like that) other types of strokes than the three proposed by default in the software (line, dots and boxes).

The idea would be to be able to draw with ready-made types of lines of different kinds (like those here https://i.stack.imgur.com/JZP4v.png)

If this is not possible, is it at least possible to draw lines with evenly spaced dots and boxes?

Small update (I'm still trying to figure out how to do it)

It is possible to create a texture and apply it to the line. So I tested by creating an image with a transparent background, drew a point on it and imported it into Grease Pencil in order to generate a dotted line.

But I still have many problems with it: the line is irregular, especially when I draw slowly or according to the stroke angle:

In addition, the pattern is often crushed. I discovered that this issue could be fixed using the "UV Factor" option. But as soon as I change the brush size, the problem comes back:

I'm looking for a way to draw a line that stays regular by adapting to the size of the brush, the angle of the stroke etc.

while doing some research, I came across this:  https://code.blender.org/2018/07/grease-pencil-status-update/     The "Drawing brushes with assigned Material" section seems to correspond to what I am looking for, but I don't know how to configure the feature to get a good result


texts: Possible to move an object from one .blend to another one?

texts:
Is it possible to have an object in one .blend file, and move it to a different .blend file?

Example: Say I have a tree I made in one .blend file, and I want to move that tree to a landscape I have saved in a different .blend file.

EDIT: You can also go to File > Export > Wavefront (OBJ) and save it. Then go to original project and go to File > Import > Wavefront (OBJ).


texts: How to I cut a specific part of an object in order to have 2 separate objects?

texts:
I'm completely green to Blender.  Whilst I've used 3DS Max in the past, I haven't got a clue how to use Blender and it isn't striking me as very comprehensive, so I thought I'd reach out.  I've downloaded a public domain telephone box through STLFinder which someone expertly made but as one solid object. I've successfully finally managed to rescale it to the size I wanted and cut a hole in the base, but that's as far as I could figure out.
 I'd really like for the door to open then 3D Print the 2 sections and assemble it.  In edit mode there are countless thousands of edges and I'm feeling overwhelmed.  I've looked at various forum posts and youtube videos which talk about cutting an object clean in half, but I don't want half, I only want to cut out the door as an entirely separate object so I can design some sort of hinge for it ... but that would require cutting 3 dimensionally.  I wondered if a modifier like Boolean would achieve this and if so, how do I go about it?

Big thanks to all who responds!


texts: Can someone give me a roadmap or a routine to help me learn Blender?

texts: I have been studying Blender on and off for a couple of months but I feel like I always hit a roadblock. I wanna start from the beginning(kind of). Can someone give me a routine they used to study or a roadmap which I can follow or just which concepts I should first(again)?


texts: Is it possible to do only a part of make-instances real?

texts:
instancing is a very good function to reduce memory. But there is a limit to making it.
It's hard to change some directions.
The right side is made of alt + D.
Can I change the direction like on the right? Can I change some parts to real?


texts:
I'm playing around with applying texture diffuse, normal maps and speculars to 3d models. So I have downloaded a premade one and tried to play around with it. However i can't seem to apply the textures properly to the model.

I found it here http://tf3dm.com/3d-model/katarina-70638.html

Everything is in the zip file, just need some help with applying the texture, normal & specular in blender. Thanks.


texts:
How do I toggle in and out of wireframe mode with my keyboard? Is there a hotkey for this?

I'm a beginner (obviously). I thought I could find this in the "view" menu, but it either doesn't exist or I have horrendous eyesight. Thanks!


texts: Lattice Modifier not listing available objects

texts:
I am just trying to use a lattice deformer but somehow I can't see any available objects in the objects property.

Using Blender 2.79b under macOS High Sierra.


texts: How to show Blender thumbnails in Linux (Ubuntu)

texts:
I have installed the 2.8 version of blender through steam Ubuntu. Location in /home/myusername/games/SteamLibrary/steamapps/common/Blender. I can not understand where to copy blender-thumbnailer.py.

What's the "PATH" directory? In General I have a lot of projects associated with the work and with no preview I can find something).

Asking on behalf of a user who emailed me.


texts:
Does anybody know how to achieve a "simple" opacity material in cycles? I'm fully aware of transparent node and mixing it with different shaders, but that's not what I'm looking for, for various reasons.

I'm looking for a diffuse material that treats all the faces it's applied to as a whole, and just simply reduces their opacity like in Photoshop. Below is a rough example of what I'm talking about:

So what's the main difference here is that with transparency node you can see through the faces and also see all the underlying geometry, and I don't want that. (for aesthetic reasons) What I want is a material like on the right, but without the hassle of different renderlayers and compositing.

I guess this might be too much to ask, but I just feel like maybe it could be done with some crazy node setup in cycles?


texts: How to highligth faces in object mode with python

texts:
I want to highlight certain faces via script while in object mode (I am running a modal operator to get the face index of the face under the cursor via raycast, now i want to highlight it).

Are there other ways than using bgl?
If not, does someone know a good tutorial to bring me on course with this task (never done something with OpenGL before)?


texts: Python- problem with "bpy.data.objects['anyobject'].select=True "

texts:
what happens exactly, is that after duplicating an object, then deselecting all selected objects, using:

bpy.ops.object.duplicate()
bpy.ops.object.select_all(action='DESELECT')

then running:

bpy.data.objects['anyobject'].select=True

object is selected in red outline, not orange as usual, as a result, when editing object in edit mode, also in python, it doesn't work either
HOWEVER, before running bpy.ops.object.duplicate(), everything works properly!
i stumbled at this weird problem for a long while, i wonder how to fix it


texts: Blender Python: Where do I get an Image with all the indices for the edges and faces of a cube?

texts:
I just need to know the index numbers of certain edges and faces in a cube in blender.
Is there anywhere a diagram of that? Or can this be shown in blender as e.g. the length of an edge.


texts: Changing a dimension always immediately resets to 0

texts:
I have an object that was originally imported as an .svg, but I converted it to a mesh. However, blender still will not allow me to give it a size for the third dimension. The file can be downloaded from here.
What is it about this object that prevents me from setting a non-zero value for its Y dimension (in the 'n' dialog)?


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Is it possible to find the width of the T panel when this one is displayed ?
For an addon, i display some text whith blf module on the bottom left side of the 3d view.
If i activate the overlap of the T panel, the text go behind the panel, so i have to know the panel width to put the text correctly.
Does anyone have a solution please ?


texts: Limit selection to visible not working in orthographic perspective

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I am using blender 2.73 and I want the model to be opaque/solid in the viewport instead of this.

I know I can do this by using limit selection to visible but it doesn't work in orthographic perspective. It works in user perspective however. Is there something I can do?

I also tried moving the object into a new blend file but the problem persisted.


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Some yesterday I accidentally clicked/used a keyboard shortut that screwed up my item movement. Previously, when I used the arrows to move an object, the object would follow along in real time, now, the object seems to move on a tiled grid. It jumps around following my cursor instead of moving fluently.

I'm relatively new to blender, and I can't find an answer to my question anywhere :)

Thanks!


texts: Boolean modifier applying, making holes in one object to connect it later to another /3d printing/

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I have a problem with a Boolean modifier. I’m making a board game asset – stables in Blender v.2.82.

The building is made by two parts – fundament

And roof

Initially there was one only one object. I found a company to print it, but there were some problems and they suggested me to separate it and print two objects which can be connect after that.
I did’t comply that the object enter into each other.

I made some projects so far and when I wanted to connect some objects /or made holes/ used Boolean modifier.
After made the fundament object active went to modifiers chose Boolean.

On operation menu choose “Diffrence”, on object menu choose the other element /roof/, hit the apply button and then everything brokes.

Don’t know how to fix it.  I just want to make holes in the roof, so when the two parts are printed I can connect them and make one building. Before using the Boolean modifier recalculated normals, scaled the object. I don’t know what to do. Please help.


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I was working on my model when blue 'sharp' lines appeared. I didn't understand these at first and closed out and reopened to see if that would fix the problem. I then did some research and found out how to get rid of the lines, but now everything looks very strange. Help?
Edit: It looks fine in Sculpt Mode. I've tried adding and removing the sharp edges and nothing has changed.

Thanks in advance.


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im having a new problem today, because blender never ceases to surprise me.
im tryingo to do a texture painting, on a model that i created previously, but when i try to paint the color that the painting is showing, and the color shown in the model are different. REALLY different.
i have tried changing materials, and removing materials, and textures, but it seems to keep happening, and it is impossible for me to work this way, having to chagne from paint mode to edit mode in order for the color changes to be reflected. In the UV editor, in the image  i can see the color it paints, and it is not the color im seeing iin the texture paint, its the extremely whiteish im getting.
i also turned off the lights, and no change at all, switched to cycles and set a material and a node to the texture, and the same things happens, im gonna put some screenshots under this to show whats going on.  unfortunatelly, in this particular case, i would preffer to not upload the file to the internet, because it is too big and contains the whole design.

Any ideas how to fix this? i really need to fix this to be able to keep doing things. any help would de really appretiated.

EDIT: Added brusehs image.


texts: So I'm trying to make a simple car with rigid body constraints, but when the wheels spin they rapidly twitch around. Any help? Everything else works but I can't figure out this.


texts: I've made an animated model with cloth animation. I parent the cloth and the body automatic weight. The animation of both going well but when I export to gltf, it animates the model only, cloth remain static. Can someone explain what problem is it?


texts: How can I procedurally narrow the pupil of an eye?

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I made eyes and need them for different animals.

How can I make the pupil narrow?


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I wanted to re-sculpt my (mhx2) mesh from Makehuman. After that, I noticed that some faces haven't texture. It could be logical I guess.

But I can't bring back or paint these faces parts with texture.

I've tried to unwrap, re-load the image texture or paint but that doesn't work. Where is my mistake and how can I do ?
Thanks for help !


texts: Why a scene render might have many very dark triangle artifacts?

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It was imported from obj and the scene has some environment light and a lot of sun light (the only way to make shadows more contrast I found).

.blend file: https://yadi.sk/d/UEUud0Y93HWBUH

Thank you!