texts: How to run blender 2.77 on a virtual network render machine with no Opengl support on windows?

texts:
I have a server that runs multiple instances of virtual machines and is running windows 10... there is a cinema 4d farm clients running there...and I need to run blender 2.77 slave mode ...but the problem is that blender 2.77 is not starting due to no video hardware acceleration on the virtual machine... Is there a way to
run blender skipping the video HW check?


texts: Speed Up for generating large amounts of unique objects

texts:
I am generating objects, which have various properties randomized (size, rotation etc). I am then using this objects in a rigid body simulation. I am running this process at various scales, where larger scales mean more objects. At smaller scales the object generation is acceptable, however as I increase the object count the time taken for each object to generate increases leading to very long (several day) completion times.
My python code for this is in the following format
def rockgenerator(particles,minsize,maxsize,cords,Xmax,Ymax,dampingfactor=0.8,angular_damping=0.8):
    for i in range(particles):

    subdivisions=random.randint(4,6)
    radius=random.uniform(minsize,maxsize)
    xskew=random.uniform(0.8,1)
    yskew=random.uniform(0.8,1)
    zskew= 1
    sharpness=random.uniform(0.2,0.5)
    maxangle=random.uniform(90,180)
    Dispstrength=random.uniform(0.25,1.5)

bpy.ops.mesh.add_low_poly_rock(subdivisions_prop=subdivisions,radius_prop=radius,x_scale_prop=xskew,y_scale_prop=yskew,z_scale_prop=zskew,decimate_sharpness_prop=sharpness,decimate_planar_angle_prop=maxangle,displace_strength_prop=Dispstrength)
    bpy.ops.rigidbody.object_add()
    bpy.context.object.rigid_body.collision_shape = 'CONVEX_HULL'
    bpy.context.object.rigid_body.mesh_source = 'FINAL'
    bpy.context.object.rigid_body.use_margin = True
    bpy.context.object.rigid_body.collision_margin=0
    bpy.context.object.rigid_body.linear_damping = dampingfactor
    bpy.context.object.rotation_euler[0] = random.uniform(0,6.265732)
    bpy.context.object.rotation_euler[1] = random.uniform(0,6.265732)
    bpy.context.object.rotation_euler[2] = random.uniform(0,6.265732)
    loc=random.choice(cords)
    bpy.context.object.location[0] = float(loc[0])
    bpy.context.object.location[1] = float(loc[1])
    bpy.context.object.location[2] = float(loc[2])
    cords.remove(loc)
return cords

Note: something odd is happening when adding code to this, the line starting bpy.ops.mesh is indented correctly. Some parameters are predefined
Is there a methodology to help speed up this process, I have been looking at multiprocessing, and I also have looked at dupliverts (which would speed up the creation process, but I think that would not allow for rigidbodyphysics on individual objects)


texts: How does a texture image file get mapped on an OBJ model?

texts:
I am trying to understand how a texture image is mapped on an OBJ file. For example, if you map below color grid image (texture) on the capsule obj model (screenshot #1), it looks like the screenshot #2.

QUESTION:
How do we know where the first pixel on the top left corner of the texture file will stay on the OBJ model surface? Does the OBJ file carry such a data? Or are there certain rules/protocols about texture mapping? Or does Blender have internal logic? I'd like to know the fundamental principle of texture mapping. Any help would be appreciated.

Grid Image (texture)

Screenshot #1

Screenshot #2

Model source: http://paulbourke.net/dataformats/obj/minobj.html


texts:
I am trying to connect 1 with2, I deleted some faces as it was overlapping with other faces " this is a knitted structure). I tried to select vertices and fill as you can see the resulting figure below, there is an inverted normal in black, if I select all faces you can see this the results at 1,2, just fill each surface, is it possible to fill it once a time?

========= Update======


texts: Adding picture to moving 3D Viewport environment

texts:
I'm very new to blender so just trying to find my way around. I'm looking to be able to add a .png image to a moving 3D environment. I've run a short video sequence (which consists of a walk down a short corridor then turning a corner into another room) through Voodoo Camera Tracker Program then opened the sequence and python tracker script in Blender. I can now play the sequence and see the camera move through the corridor and view the trackers move with the tracking points. My goal is to be able to add a 2D .png image of someone sitting on a chair at the end of the sequence. I've got so far as importing the image as a plane and I've moved the plane to the coordinates on the chair however when I play the sequence and view through the viewport I cannot see the image that I've uploaded.

Sorry I know my lingo must sound very basic.

Any help would be greatly appreciated.

Cheers
Andy


texts: Blender texture video running faster in standalone

texts:
I am trying to fix errors in the standalone I produced and I came along a strange one.

Although the video of the video texture is 1 minute and 40 seconds, in the standalone it completes (with lag spikes) in 30 seconds!!

What could be wrong?

Edit:  No errors in the console. The logic is an always sensor for the python controller that runs the script here. The video looks distorted, but it looks distorted both in blender where it runs the correct length and in the standalone. It's only a video in a plane, and the video is of .avi format.


texts:
I am fairly new to Blender. I downloaded that file:
[https://free3d.com/3d-model/salmon-44387.html]

and tried to import it in Blender. It works great but I am losing all the textures. I googled around
https://blenderartists.org/forum/showthread.php?220278-Imported-OBJ-file-no-textures

FBX import not rendering textures, though look linked properly

but could not find a satisfying answer.


texts: On the physics tab when I switch to fire from smoke, and click back on domain it switches back to smoke?

texts:
So I added a circle than went to "Object" than added the quick smoke effect, and then pressed "ALT+A" to start the animation at which point I do see smoke. This is where it gets weird.

I click on the domain than click on flow to adjust from smoke to fire. After that I click ALT+A and nothing happens. I than checked the other tabs "None" "Domain" etc, and when I went back to check "Flow" it switched the type back to smoke. I tried this a few different times, and restarted Blender 2.76. For some reason it won't switch to anything besides smoke... well it will, but it won't show anything and switches back once I'm on a different tab under physics.

Any insight into why this is happening would be great.

In summary: When I switch from smoke to fire or from smoke to fire+smoke nothing happens, and the value of smoke switches back to fire when I select a different tab besides "Flow".


texts: How can I inprove my render image quality, even used denoiser too

texts: I have used denoiser, resoluton 1080x1080 px, render300, but still image looks blury when I zoomed it in.


texts: Animation with cloth modifier renders as a static element

texts:
I'm new. I created this simple scene, but I can not render it. Rendering happens, but the flag stands still. What am I doing wrong?
P.S. I`m trying to use Cycles Render.
Here is link to my "project":
https://www.dropbox.com/s/svxa7va3dd54s74/untitled.blend?dl=0


texts:
I have a file that I have made a significant amount of changes to. When I try to render it now, it shows an old image from a few weeks ago that I rendered and no file is saved. Does this sound familiar at all? I'm kind of going crazy.

I'm not sure if there are any settings I need to show, but if there are, I would be glad to post them. I'm using Version 2.70.


texts:
So I want to make this dynamic slingshot. I currently have 2 pin points and one hook in my scene. I now want to arm the slingshot and fire it. I thought I could just animate the Strength value of the Hook. Unfortunately, as you can see, the vertex just jumps back to its original position.
Any idea how I can somehow let go of the hook and it looks like its firing? Thanks in advance.


texts: How do I animate a hose along a path without deforming the lead it is attached to?

texts:
I followed this tutorial:
http://www.rab3d.com/tut_blen_2-63_hooks.php 2
And got a nice hose and fitting with a tangent connection.
For an animation I’d like to move the whole thing along (inside) another, bigger hose.
The bigger hose is open on one side to show how the fitting plus small hose move along inside)
Like a camera mounted at the front of a long lead (camera should not deform...), inside some flexible tubing.
But I can’t seem to animate an empty along a path (‘follow path’ constraint works, but gives weird effects for the rest of the curve)…
Any ideas?
An example file here: https://mediviz.nl/tijdelijk/TubeTest.blend
Erik


texts:
I would like to cast shadows on a camera background image sequence but without any shadow catcher primitives. Instead there are z-buffer, normal map and some others (like specular map etc) available for the background images which hopefully can be used to tell blender how and where to cast the shadows.
The scene consists of a pre-rendered image sequence (having the image channels mentioned above for each frame) with a moving camera. I have the camera path in my blender scene so the camera is moving analogous to the pre-rendered movie. Now adding objects in blender and using the combined z-buffers from the image sequence already works pretty good despite the missing shadows.


texts: Is it possible to warp time (slow time down, speed time up) with rigid body physics?


texts: Rendered image in eevee is not displaying shadows

texts:
I am not sure where to look.
Both renderings are done with the exact same operating system environment settings yet one of them is not displaying shadows. What is the difference here and how do I fix it?
I have tried shutting down and restarting the computer numerous times with no changes to either file.
Thanks in advance.


texts: Any simple way to merge two cube objects together?

texts:
I've just started using Blender to try to make some basic 3d models for games. I must admit I'm finding it very difficult to get to grips with, but AFAIK it's the best 3d software to use with Unity for animations etc. so I am going to keep at it (unless anyone can recommend using alternatives, which will import easily into Unity).

Basically like the title says, i want to merge cubes. Im making some block artwork and its done with layers of cubes.

I've spent ages try to link them, tried CTRL-J and lots of stuff on 'W' menu. And some other things, I can't believe its not just a case of dragging mouse over everything and selecting merge tbh.

Here is the picture to illustrate what I mean:

So my end result I need is for this shown above to be a 'seen' as a single piece.

EDIT: So thanks for the answers, I've tried to follow along but I find the UI very hard to understand still. I'm looking for this View Header so I can change my merge settings as described:

and

Thanks to advice from these helpful fellows, here is the finished article :)


texts: Motion blur doesnt work for specific cases

texts: How do i get motion blur for case, when geometry is controlled by procedural texture (voronoy noise). Texture tells what vertecies to remove from selection, and its coordinates is controlled by moving object.


texts: Reverse pose bone inherit scale via python

texts:
I have some animation fcurve data provided for the case of inherit scale unchecked for pose bones.
Example: Bone03 is a child of Bone02. Inherit scale is unchecked for Bone03. At frame 1, Bone02 is not scaled (i.e. Sx, Sy, Sz = 1.0000). At frame 30, Bone02 is scaled on Y with a factor of 2 (Sy = 2.0000; Sx, Sz = 1.0000).
Since inherit scale is not checked for Bone03, it is not affected by it's parent scaling at frame 30. This is the intended result.
Problem: I need to import the blend file in Jmonkey which scales the child regardless of it's setting in Blender. The animation hence appears scaled wrongly in Jmonkey. Basically, I need to check inherit scale on the child bone and then reverse the inherit scale operation on the child bone via a python script in Blender before loading it in Jmonkey.

I've tried to copy the matrix of the child pose bone (before setting use_inherit_scale to True on the child edit bone) and then reassign it to the child pose bone. The result looks like it ignores the reassign of the original matrix and scales the child anyway. Here's the code:

import bpy

obj = bpy.context.object
scene = bpy.context.scene
bpy.ops.object.mode_set(mode='POSE')
scene.frame_set(30.0)

pb = obj.pose.bones['Bone03']
start_matrix = pb.matrix.copy()  #copy the initial pose bone matrix
print(start_matrix)

bpy.ops.object.mode_set(mode='EDIT')
eb = obj.data.edit_bones['Bone03']
eb.use_inherit_scale = True

bpy.ops.object.mode_set(mode='POSE')
print(pb.matrix)
pb.matrix = start_matrix  #try to force reassign the start matrix

print(pb.matrix)

Here is a file with the problem demonstrated (I hope much clearer). When you open it the animation is correct (but with inherit scale unchecked). As soon as you run the script, Bone03 get's scaled wrongly.
The question: how can I force reassign the initial matrix to the pose bone, after programmatically setting use_inherit_scale = True on the edit bone?


texts: How can I move the whole leg in Pose Mode?

texts:
I'm here:

I would like to move the whole leg. My version in 2.74. I follow a tutorial: https://www.youtube.com/watch?v=kPYbdnPwHuQ.

It's a v2.71 and it's different version than mine. I tried to do it with different options:

Blend File:


texts: Associating photos to the faces of a cube

texts:
So... I am a beginner in blender and I want to associate those pictures to the faces of the cube, just that they won't show up when I am in the render view. I've watched a few tutorials but still can't make it... Can anybody help me? I want to export the cube in unity.

Edit: On a second try... the cube looks perfect blender just how i want it... but on render mode it looks like this https://imgur.com/a/SdC4S and if I import it to unity it is just a blue cube... Help?


texts: Black blotches appear and quickly grow in camera view

texts:
When in camera view a little blotch appears to the right of the render frame, and as soon as anything is done - selecting, moving, adjusting - it quickly grows and blots out the screen. Leaving camera view resets it.

What causes that and how do I fix it?

Screencast of how it behaves

A benchmark test with Unigine of the graphics card on my system, which is a Geforce GTX 960, went fine. My OS is Ubuntu 16.04.


texts: Why does shading mode show world view? I want to take it off to normal view

texts: My object is fine and I can render fine but in shading mode it opens up in world view mode. Why is this?


texts: How do I change the default blender controls to allow for left click drag/box select? Like in the maya preset controls

texts: When you use the maya preset controls scheme left click and dragging allows you to use a drag/box select but in the default blender control scheme left click and dragging edits the geometry of the mesh. How would I change the blender controls to allow for left click to be drag/box select?


texts:
So, I've created a simple fluid scene in blender (Domain, Inflow object etc.) but, nothing happens.  I could do fluid with Mantaflow 2.81 Mantaflow branch back when I had it but, they've changed some things around in 2.81 beta which is the version I have. (two different versions of the beta haven't worked) Is this a bug or am I doing something wrong?

Pls. download my .blend file for furthur reference. Thanks!


texts: How to control materials falloff type from perpendicular/parallel to fresnel using nodes?

texts:
I used to create falloff maps in 3dsmax quickly and easy. Now I would like to be able to do the same thing in blender.

Currently I am using Toggle diffuse ramp operation in blender, but it only allows the most simple falloff type. I need more control over specific falloff parameters like Mix Curve and Falloff Type (e.g. perpendicular/parallel or fresnel) from 3dsmax.

Any ideas how to achieve the result with nodes or without?


texts: Custom shader script in compositor (de-linearize depth buffer)

texts:
Some months ago I wrote a minimal opengl 2.5d game engine with pre-rendered backgrounds (such old Resident evil, Alone in the dark and Final fantasy games). Depth is managed through a grayscale image rendered in blender with the same camera settings of pre-rendered background, with this compositor settings:

In pratical I take depth value, subtract NEAR distance, divide by FAR-NEAR and render with Raw color space settings.
In this way I got a linear depth buffer snapshot, but when I upload in opengl I have to make it non linear in the fragment shader, in this way:
in vec2 uvTex;

uniform mat4 projectionMatrix;
uniform sampler2D textureSampler;
uniform float zNear;
uniform float zFar;

void main()
{
   float imageDepth = texture2D(textureSampler, uvTex).b;
   imageDepth = -imageDepth;
   vec4 temp = vec4(0.0, 0.0, (imageDepth * (zFar - zNear) - zNear), 1.0);
   vec4 clipSpace = projectionMatrix * temp;
   clipSpace.z /= clipSpace.w;
   clipSpace.z = 0.5 * (clipSpace.z + 1.0);
   float depth = clipSpace.z;
   gl_FragDepth = depth;
}

This way works quite well (buffer is not very precise on far distance but this is another problem, I will solve I this using openEXR format for depth texture)
My question is: it's possible to "migrate" the buffer "de-linearization" done in the fragment shader and do it directly in the compositor and obtain directly the logarithmic z-buffer image? I saw that there's no matrix manupulation on Math node, and even not possible to create custom node with python (all this process is part of an automatic blender-batch I wrote in python) but you can create only node groups.
If previous options are not possible it's possible to add in the compositor a custom shader (for doing the same job of my opengl fragment)?
Thanks a lot
Ray


texts: Planar clipping/merge with Mirror modifier

texts:
I am looking at work-flows for building roofs.  Below was promising until I hit a snag...

Setup

Rotated Plane + Mirror modifier.
Alt+Space (Transform Orientation) > Normal
Ctrl+Alt+Space > Create Orientation for sloped plane
G, X ...
When the two planes meet, they 'climb' up the global Z-axis, which I don't want (below)

Question
How do I constrain the merged verts to the selected Orientation (i.e. staying in line with the roof?


texts: I need to make a little spiral for a model I'm making you know those little things on the handle of a furnace


texts: How to bake a fake SSS map (thickness map)

texts: I am creating a character and I want to bake a fake SSS map that I can combine with my albedo map for my character and save resources instead of calculating the SSS in real time.


texts: Is Blender 2.8 Cryptomatte samples dependent?

texts:
In other words, while rendering a single 2000 sample OpenEXR Multilayer image, I open another instance of Blender, with no scene and a clean compositor. After that I drag and drop a low sample image previously done of the same render, with the same Cryptomatte pass in it.

Possibly I can start compositing and export the crypto-matte from here, applying it to the 2000 sample image after it finishes. Is it right? I see the edge of the matte untouched, as Cryptomatte works with object mesh, maintaining the luma black and white matte clean (as an object buffer, I think).

I don't know if I'm explaining it right, but I think that the title is quite clear.


texts: Blender rendering: output to unexpected frame numbers

texts:
I'm correcting some frames in my Cycles render by having them re-rendered correctly and overwriting the originals from frame 135 to frame 144. But when I click animate the render starts at 269 and renders long over the last frame.
Even after I delete the previous incorrect frames and render again and disabling the overwrite option it still starts at frame 269.


texts:
I'm still a beginner and decided to model a lightsaber from a CG GEEK tutorial linked here.

I've been having some trouble joining two faces after running into trouble from double vertices in my mesh. I noticed it when I applied a subdivision surface and I've been having trouble solving it. The biggest detail that I've noticed is that the new vertices that were created when I tried to fill in the gap with the fill tool, aren't recognized as a face by Blender. Thank you for your advice.


texts: Edge selection does not result in highlighted edge for one object in scene

texts:
I have an object in my scene where selecting an edge does not display the edge with a different color.

Why?

Here is an object, in the same scene, where edge selection highlights as expected.


texts: Rendering Smoke on GPU causes: CUDA error cuCtxCreate: Launch failed

texts:
So whenever I try to render a smoke simulation on my GPU I'm presented with this error:

After receiving this error message I can no longer render anything on this file. I ran a test with only a small amount of smoke in my scene and still received the same rendering error, I have tried turning on experimental and still didn't resolve my issue. Any help on resolving this issue would be greatly appreciated.

Graphics card:
NVIDIA GeForce GTX 960M


texts:
So I scaled the top part like so.

Now all of the sudden whenever I try to scale it does this.

It seems like scaling it is just moving it now, also when I hit "S" to scale and then type in 0 it just shoots to the bottom of the mesh.

Please help me brothers.


texts: I made a sonic model and am now into the rigging process.I separated the mouth eyes, nose, and mouth from the main mesh and planned on parenting all three of them to the head bone so that they would follow the head. For some reason the mouth isn't following the head correctly and whenever I rotate the head bone. There's always a break. You should be able to see the blend file, and if you rotate the head you'll see it doesn't follow the right way.


texts: Controlling weight paint and particles: Make them more constrained to the weights?

texts:
I have a weighpaint on an object and I now want to control which weight gets how many particles. It always paints some of them randomly into the blue (zero weight) area. How can I make it so that blue has exactly zero particles, green a few and red highest possible density so that I get exact "islands" on the mesh where particles can exist and only there?

Picture: Remove the particles completely from the pink marked areas.


texts: Keeping armature still when animating object it is constrained to

texts: As an animation for a gun model I have been working on, I have two arms which are constrained to the body of a pistol. When I animate the pistol racking, I need to be able to move the body of the pistol without one of the hands moving, but I can't figure out how to do it since the transform of the hand seems to be tied to the transform of the pistol.


texts: How to unwrap a cylinder to rectangles instead of a circle?

texts: I currently made a Model of a Can and wanted to Unwrap the Body, but it always shows up Round. The Model I made earlier though, shows the Unwrap as rectangles, and I would like to do that in my latest Model too. I hope someone can help me, thanks in advance!


texts: Vertex Parented empties become offset after Set Origin to 3D cursor?

texts:
As you can see on this gif, I have a mesh composed of a bunch of vertices (divided in ~15 parts). Each vertex as an empty parented to it.
It's only when I finished the parenting part that I realised that the origin of the parent mesh was not on the 3D cursor anymore (yeah, stupid I know).
Know, when I move the origin to the 3D cursor, the empties wont follow the parent mesh, as if the vertex parenting acted as a "keep offset" parenting.
In the parent tab of an empty, I can't locate any "Connected" checkbox (which I could have checked for all empties at once, then move the origin to the 3D cursor...)
Any idea ? :x


texts: How do I get rid of the tear in the middle of my object after using the mirror modifier?

texts:
I'm sorry if this question has already been asked, but I was following a tutorial and after sculpting, I reapplied the mirror modifier but my mesh looks like this:

Is there is any way to fix this without applying or deleting the mirror modifier.
Thank you, a blender novice


texts: This part of the rig doesn't stay the same scale

texts:
The Part shown here is Not the Same Scale In Blender Then In Unity Here it is
Is Not the Same Scale as This

Is it Blender Or Unity If So any Fixes?


texts: Graphics problem when viewing in user perspective

texts:
When I view my scene in "User Perspective" mode, my graphics are glitched out (both solid and texture modes).

When I switch to ortho everything looks fine, so does the final render.

On the left is a plain old vanilla sphere (no modifications) - on the right is a cylinder with holes cut out.

I'm using 2x GTX-770 graphics cards (CUDA) in preferences.

Any Ideas?

Cheers.


texts:
I've been learning Blender for a while now, and there's this problem I couldn't figure out the answer, even after searching for it.

There's this edge I want to move, on the same z axis :

And when I want to move this edge like this :

There's still this face existing even if I moved the vertices and the edge. How could I remove this overflow ? Why does it even exist ? I'm using Blender 2.79. Thanks in advance for your time.


texts: My rig is not bending the meshes legs correctly and stretches the leg and arm weirdly


texts: Rendered image only black and white noise

texts:
I am new to Blender and try to reproduce a YouTube TutorialBlender Tutorial: Splash Effect. Everything works fine, up until I try to render the image. What I get then is nothing but black and white noise, also known as salt-and-pepper noise:

I re-checked that the three light sources are set to Emission. The number of render samples is set to 10, but also increasing it to 100 doesn't change anything.

Here is the blend file

I'm sure I made a stupid noob mistake, but which?
Thanks a lot,
Polis


texts:
i have old coin pictures as pngs or jpegs i want to turn them in to a displacement map that i can get good height to get a good rendering result.
how can i do that?
i have tryied these steps but it did not help.
How do I make a normal/displacement map when all I have is a photo?


texts: Topology question (square hole in cylinder)

texts:
I have a cylindric shaped mesh with two faces that has been extruded into the cylinder. I am using subsurf and the extruded part is naturally curved due to the subsurf.
I need the extruded part to be almost 100% cubic and not curved. I know i am probably doing this wrong but right now i dont know any other way.
Creasing doesnt give a decent result so that is out of the question. Model it another way? Interesting but how?
Or maybe there is a solution to my problem?

I have added a screenshot to ilustrate.


texts: Does smooth and flat shading only effect view-port look or render too?

texts: I need to know before I render project and I am not sure about this!


texts: How to wrap on the sphere like ornamental design

texts:
I have a default sphere and created ornamental design. I want to coil or wrap on the sphere. I tried shrinkwrap modifier but it did not work. Is there any other i can coil or wrap the design on the sphere.

Similar to like this

Below Aladdin lamp is my model and i want to wrap on that lamp.

Any suggestion or help. Thanks


texts: No non-manifold geometry but Boolean needed for 3d printing still not working

texts:
I have been making a figure to be 3d printed. I need to combine it with booleans for the printing software.
I have combined all of the model into 2 parts but for some reason I get the error message below on the last modifier. There is no non-manifold geometry in either object. The model has loads of vertices so my computer runs too slow in edit mode to manually edit the boundary and since I can't see it I'd have no idea where to start. I have attached images of the model with both objects and with only one. Thankyou :)


texts:
I’d like to dimension and measure corner angles of objects with MeasureIt and then access them with a script so I can output a list of the objects with their specs. At this point I'd just like to know if it's possible before I go down that road. Is it possible?

Thanks!


texts:
I am 3D modelling a museum for a game, and I wanted to give every painting a unique texture. On each painting there are 2 different materials: the frame and the painting. I selected each individual painting and assigned it a different painting material, leaving the frame material as the same.
However after changing every single painting material to an individual material, I realized that the parts of the mesh that the painting material and the frame material are assigned on were swapped (each is assigned to the other's). I can't do ctrl + l because all of the individual paintings are going to change. I really do not want to delete them all and then re-add them.
I tried in a duplicate of the project and I couldn't fully delete the 70 materials I made. Is there a way to change the assignment of each painting, while keeping them assigned to their different materials? I also added material utilities, and couldn't find a way, but there might be one.
Some screenshots:


texts: Hair Dynamics do not work on a object that has been parented

texts:
I currently have a sphere parented to a key chain. This sphere has hair particles. Basically, I'm trying to make a pom pom -esq key chain, similar to what Fendi makes. However, when I apply the hair particle effect and turn on hair dynamics, the hair doesn't move in the animation. I have key framed the gold chain [see image] to move, and the ball moves with the gold chain but the hair does not. Any recommendations?

Here is the blender file


texts: too many groups have influence in weight painting

texts:
Hi guys,
I am new to weight painting in Blender and I need your help.
Here are 2 images that show the problem I am currently encountering.
When I smooth weight between 2 bones, some low value weights are scattering into many other vertex groups causing unwanted influence when posing character.
So is there any way of preventing weights going into other groups?
I tried to use subtract brush to remove some of the weight but removing them causing those weights appear in other unwanted vertex groups.
Also, my mesh is pretty dense and I have a lot of vertex groups so removing vertices from many groups takes too long to complete.
Any advice? and thank you in advance :)


texts: What settings influence Z-Fighting in files with identical geometry?

texts:
I've 2 sample files: good.blend and bad.blend.
Both have 2 parallel rectangles rotated along z axis and separated by same distance. In fact they're almost the same. However, both were created via different steps.
Why is it that only bad.blend shows z-fighting kind of effect. good.blend doesn't have any such effect.
I tried rotating both in many ways, but only bad.blend shows the z-fighting.
good

bad


texts: How to connect ambient occlusion texture with principled BSDF?


texts: Modelling with Curves using a bevel object

texts: I am trying to model this long stone bench in blender using curves. I have a made a path and the cross-section of the bench. When I select bevel object of the path as the bench's cross-section, the resulting mesh is completely flat or cubic. Can someone please let me know where am I going wrong?


texts:
I'm trying to apply a variable blur on my composition in Blender 2.9.
However, there is aliasing visible around the edges of my object, and I can't figure out why.
It appears to have something to do with the mask, because without it the problem seems to disappear.

You can see the issue clearly on the right edge.
I have included a test file as well.

Any ideas?
Thanks!


texts: Creating a Whole Cermaic Pot from Potsherds - Archaeology

texts: I am an archaeology student tasked with creating a complete pot from just a few potsherds (broken pieces of pottery). I am new to Blender but was told that this program could help me. Is there any way to use my .stl file of one half of a ceramic pot and create the other half?


texts: How to use the Blender ID in a third-party add-on?

texts:
Blender 2.78 came with a perhaps overlooked feature with the Blender ID authentication add-on. It's very strait-forward to use as long as you have registered a Blender ID, but I don't see how it can be very useful to third-party developers like the release notes claim.

  Blender 2.78 features the official Blender ID add-on, which allows you
  to be logged-in within Blender so that other (3rd party) add-ons can
  provide you with a more tailored experience.

I can't find any material about how to incorporate this into a third-party add-on (except for the Blender Cloud add-on which really isn't even third-party).


texts: How can i install Blender 2.8 in ubuntu 18.4 with only console?

texts:
today i use

apt-get install blender

in my Linux server (which has no screen or any display service but pure SSH remote connection)

,but the installed blender version is not 2.8 ,it is old version

and i tried

apt-get install blender=2.8

But end with not found 2.8

i google for a while but find nothing about install  blender 2.8 in Linux without screen device ,mainly of them are referred to install with display device like use snap software (a software shop mall in Linux)

is there any solution to apply?
Thanks if you have any ideas!!!


texts: Add-On Dev: Is there a way to detect when my panel is open?

texts:
Is there a way to execute code when the side panel of my add-on is expanded and collapsed? Or any way to detect changes in visibility of the body of the side panel?

I would like to use a modal operator to catch user events, but I don't want it to run continuously unless the user is actively managing the scene with my add-on. Would there be a way to only run a modal operator while my side panel is visible?


texts:
How to stretch one object along multiple curves at once?
I want to make hair cards. If I extrude the curves using geometry tab and then convert the curves to objects, I get hair cards and can unwrap them. However, I will lose the ability to edit them using bezier curves (I can just move the vertices).
I have a tape with UV, and I want to stretch it along all the curves at once (without creating a million copies of the tape and applying modifiers to each tape for a each curve). How to solve this problem?


texts:
I have an .obj model from a game, and its .dds texture map. I simply want to make some adjustments to the texture. Normally I can do this just using Photoshop, but this particular texture map is really confusing and I can't figure out which part of the body I'm painting. How can I view the textured model while editing the textures?

Edit: Still trying to figure this out... these are the steps I followed:

I imported the .obj file
I opened the .dds file in UV/Image Editor
I selected the model, switched to Edit Mode, then did Mesh > UV Unwrap > Unwrap
In UV/Image Editor, I did UVs > Unwrap

Now I have this:

 http://puu.sh/kt7PA/79f4596875.jpg

This isn't right, is it? Besides the fact that it doesn't look like it's mapped right at all, I tried painting on it and couldn't see any difference on the model.


texts: How do I scale a rigged character without making it move randomly?

texts:
I've been trying to scale a rigged character. I applied a new animation to it from Mixamo which works well, but I am unable to scale it. I've literally been trying to scale a character up for two hours but every time I do, it goes back to being small. I've done Ctrl + A > Apply Scale but then it just causes my character to roam around randomly in space. I'm selecting the armature for scaling. Does anyone know a workaround for this? I've also uploaded a video to demonstrate what is going wrong.
Please see the video here


texts: Decimate Planar Blender Not Responding on Big Mesh

texts:
Currently trying to apply the Decimate Planar modifier to a big mesh (400 000 faces) with angle=30 and Blender just stays stuck on it when I try to apply it (I removed the preview). I tried letting it run overnight but even that doesn't do anything.

Is there any alternative I can use? Any solution I might be missing? I'm open to code/script solutions if there's some savvy people willing to help!

Thanks


texts: Where does a .blend file store its user preferences?

texts:
Last night windows updated and restarted computer while blender was rendering. Today that file will not run - freezes blender if I try to load it and so does the immediately previous .blend file.  If I could find the place where the preferences file is kept maybe I could fix this.

New information:
Strangely I ran the .blend1  version of the file and it works.  (I have lost some work because the .blend1 was an hour or two earlier and I can't remember how I did stuff)

In a previous 'freeze' problem I solved it by changing the names of the preferences.blend files in the  Appdata location, so I thought this time it was the same kind of problem and that there must be yet another place where the data is stored, but maybe same symptom but different cause.  Don't know what messed those files up (for both versions of blender 2.72b and 2.73)

Thank you very much for the effort you went to to explain.

PS- have changed windows setting to ask me before installing updates.


texts:
I'm totally a rigging noob, so I followed this quick and easy tutorial to rig my cartoony 3D model, and it was all peaches and cream for now, until i parented the model with the armature. The feet twist unnaturally just by connecting the armature, without even moving the mesh. Everything else seems just fine, as far as movement and weighting goes, but the feet! I took a few screenshots before and after connecting the armatures together, and I really want to get this fixed. I tried adding loop edges, resizing, adjusting the position of the foot armatures, nothing is working. I also read about Ctrl+a -> Scale, which I tried, and its not fixing the problem either. I don't know what else to do. I don't want to be a rigging nooblet forever!

Will I have to remake the mesh or the armature at all?[![][1]Before rigging][1]

After rigging


texts: Material that is not affected by the color reflected from other objects?

texts: I used blender cycles to render it. There is color reflection on the cloud from the ground. i want to make the cloud full white. could someone help me?


texts:
When I open the Shader Editor window, purple and green grid noise appear. Also the color of therendered object becames odd. Do you know what causes?
I'm using Blender 2.91.0 on Mac OS High Sierra 10.13.6


texts:
Apparently they decided to change all the pole toggle functions.
They seem to work / require a different signature then previous version - this has broken many plugins - (Why on earth would you ever change the order of a function signature on something that you need to be backwards compatible?)

Is there any way to track down these source changes to identify the new function signature requirements?
Basically, any test I throw into the console shoots out a JSONDecodeError because of one of the values either being empty.

No, the function described within Autocomplete is either Not complete, or inaccurate and produces errors.
Also note that it is Instanced on a per-rig basis through the rig_ui.py
However it doesn't appear (at a cursory overlook) to contain the specific function itself.


texts: set the context to run dissolve_degenerate from the python shell

texts:
I've downloaded some 3d models of a city with a ton of topologic errors. I am trying to fix some iterating through the objects and running dissolve_degenerate. But when calling the function I get a Runtime error : RuntimeError: Operator bpy.ops.mesh.dissolve_degenerate.poll() failed, context is incorrect. I see this a fairly common problem for Blender neophites like me, but despite looking to several examples of "context incorrect" I can't figure out how fix this problem. Can somebody tell me how to set the right context to call dissolve_degenerate from the python shell?
# deselect all objects
bpy.ops.object.select_all(action='DESELECT')

for i,o in enumerate(bpy.data.objects):

    if o.type == 'MESH':

        o.select_set(True)
        bpy.ops.object.editmode_toggle()

        dim_min = min(o.dimensions)
        # the following line throws an error
        bpy.ops.mesh.dissolve_degenerate(threshold=dim_min/100)
        o.select_set(False)
        print(o.name)
    if i>10:
        break


texts: What are these gear and arrow icons on this rig? How are they used?

texts: I stumbled upon a model with a rig with some icons I have never seen before. There are these gear and arrow icons on the shoulders and hips. I select one and try to grab or rotate it and nothing appears to change. I tried googling "Blender rig with gears and arrows" and got back nothing like I am looking for. Can anyone tell me what these are and how they are used?


texts:
One of my students has designed a light saber and I can't figure out why the lightsaber is not showing up in the cycle render.  Could someone help me out?

https://drive.google.com/file/d/0B6CUhZCXLU7nUHNWUHdNb1R4OVE/view?usp=sharing

Thank you


texts:
Recently, I used mesh deform modifier with armature to animate a character, but after clicking on the "bind" button, I saw that not all the mesh was deformed by the cage, so I clicked "unbind."
I've repeated this action about 7 times and finally I got the results that I want. BUT the problem is after saving my project, my blend file became very very large: about 800Mb.

Why does it happen? How to reduce my blend file size?


texts: simple UV map on a cube gets rendering artifacts near edges

texts:
I'm using 2.69. I have a simple cube object, and have set up UV mapping for the face and sides, and added an image as texture via this UV mapping.
The UV map is simple, just a cross, and I've welded the points together rather that having separate rectangles for the front face and each side.
All normals are facing outwards.
When rendering, I get artifacts near the edges, that show part of the hidden sides through the front face (bottom and right of the front face).
The cube is a simple cube, no subsurf or anything fancy.
What is wrong here ?
(the artifacts show here as black, if I disable shadows I see the hidden faces instead.)


texts: Mesh faces that are behind other faces appearing in front in game engine

texts: I have a texture mapped mesh, which looks normal in the 3D view, but when I run it in the blender game engine, something strange happens. Whenever there are two faces and one should be occluding the other, the furthest back face appears to be in front. Any ideas why this is happening? I've tried playing with backface culling settings and flipping mesh normals but none of that solves the problem.


texts: Why is my model distorting when I weight paint?

texts: After importing a .OBG file and rigging it, when I weight paint, my model deforms. I use Blender v2.77 .


texts: How do a transform simple object to have a concave shape

texts:
I am new to blender and wondering what is the most common approach used to model curved surfaces.
I created this simple object (A bed).

I am trying to change the top surface (shown on the left) to a concave (arch like) shape (shown on the right)

I tried sub dividing and smothing the edges but with no success. Any suggestions on how I might achieve this?


texts: I want draw Roughness map. It may be in BW mode, but I use color stencil. It is possible draw in BW mode (not color)


texts:
So I have generated this simple height map to test my add on:

That's the node setup and the result that I am having in Blender:

What is happening here (basically, that's a theory, I did not analyze the actual pixel values programmatically): Blender Bump node is interpreting each slightest variation in the pixel value (say, 0.985 white and 0.99 white) as variation in height. What you have as a result are the ugly cutoffs. By the way, a similar question with the same problem, unsolved: height map brings weird result

Now, if I do converting in CrazyBump, I have the opportunity to ignore small details, and, if I convert with CrazyBump, the map is displayed correctly in blender. By their nature, any height map, even 16K will not be absolutely smooth because the set of possible heights is a set of discrete values, it will never be smooth. The task of an algo would be to produce smooth normals from this. And this is what Bump node obviously does not do. Any suggestions? (using other software does not work, I want to achieve it specifically in the node editor of Blender, for any BW map)

and just to prove the point: if I twick the small details all the way up in CrazyBump, I will get essentially what the BumpNode in Blender is doing: overexaggerating non-significant value variations:


texts:
For some reason, objects appear to be floating in cycles, but not in eevee, I'm sure the object is aligned with the flood because the base is clipping through the ground in viewport mode.
Cycles

Eevee

In VPM with overlays on


texts: Creating a smooth surface from huge number of vertices

texts:
I have a .ply file which contains coordinates of vertices. I've been trying to create a smooth surface which should look something like this.

How can I create such a surface? Is there a efficient way to make it fast and automatized? I have lot of .ply which I need model and I wasn't able to create a single one on my own.


texts: Any way to use procedural material/textures for painting?

texts:
I am quite familiar with Blender (V2.81) and now I am starting to experiment with procedural material, made in the material node editor.

Now, I know that I can assign different materials to single faces of my object.
So a cube, up to 6 different materials (one for each surface).

But, is there any way to reuse that procedural material to paint on an object?
I really would like to use different procedural materials to blend together without using Image Textures (pixel graphics).


texts: Object median doesn't zero out in edit mode?

texts: Is there a reason an object won't "perfectly" zero out in edit mode? I have a sphere in my scene and when I go into edit mode and zero all of the transforms it'll go to like, .0000001. I figure that ultimately this won't even be  noticeable but still want to know why and how I can get around it.


texts: Can I use something similar to the ParticleInfo Node but for meta objects?

texts:
In cycles you can control the color of a Particle-(dupli)Object with the ParticleInfo Node. You can, for example, divide Particle Age by Lifetime and use the result as factor for a mix shader.

I wonder if and how it is possible to do the same with a metaball (instead of a cube)?

I have a particle system and i'm using a object (in this case a sphere) as dupli object.

In the picture you can see that the material color is affected by the age of the particle. If i change the dupli object from the sphere to a meatball the age of the particle has no influence. The material is same material that i used for the sphere

My example Material
Sphere as dupli object
Metaball as dupli object


texts: Curves and curve modifier is a nightmare

texts:
I try to learn the basics about curves and curve modifiers. To do this, I tried to make a zipper. It was a catastrophe. Doesn't matter what tutorial i follow, the following things (one, more, or all) happening to me:

The mesh and the curve is fram from each other
The mesh not following the paths shape
The mesh turning to different directions
applying the same origin destroys everything
Apply all transform sets the origin to the pivot of the coordinate system
Twist
Strange shapes

So can anybody tell wich is caused by what? I'm near to breakdown. Thanks


texts: What are the pros and cons with using the Blender installed Python or the system Python?

texts:
I'm on an iMac using 10.14.3 (will be upgrading soon) and using Python 3.7.3. I'm using Blender 2.91.2 and the installed Python with Blender is 3.7.7. I have concerns about Blender installed Python (that I've asked about here) and am wondering if I'd be better off just using my system version of Python. I understand all I need to do to make that work is to rename the Python directory in my Blender folder.
My concern is what that changes. Is there anything special about the version of Python that comes with Blender? I know it's a newer version than on my system, but I would think, since they're both 3.7.x, that shouldn't be a big issue.
What kind of consequences will I have to deal with if I use the system install vs. the Blender install? Are there disadvantages to using the system install? My main reason for doing this is because I am adding modules to use in Blender scripting and I know that when I install PIP and other modules in the Blender Python, I'll have to redo those every time I install a new version of Blender.
I'd rather just use the system Python, since that involves less work when I upgrade Blender (just changing the Python directory in the Blender folder), but I want to know what consequences to expect before making that change.


texts: how can I get the value of this value as in printable form.


texts: How can I remove part of a mesh without distorting a rigged character?

texts:
I am trying to remove the tail from Rinky the red squirrel's mesh. I used the bisect tool to trim it off. But when I switch back to object mode, his face is bizarrely warped:

How can I chop off his tail, while leaving his rest pose intact? (I need the rest pose to remain the same because the next step is exporting to FBX, which seems to only recognise the rest pose.)

Rinky is from Big Buck Bunny (c) copyright 2008, Blender Foundation / www.bigbuckbunny.org

Shared under CC-BY 3.0


texts: Blender 2.8 "Shadeless" material setup not shadeless

texts:
The following node setup is not functioning as a shadeless material.

When the input is set to white, the material renders as grey. You can turn up the emission value, but that does not guarantee that the material colour will render as the same as the input RGB.

Can true shadeless material be created in Cycles/Eevee?


texts: How to extrude (revolve) 2D shapes axisymmetrically?

texts:
I would like to draw a 2D shape and extrude it axisymmetrically (rotational symmetry). Is it possible?

(source)


texts:
In a previous question it was shown that a mesh that was duplicated and deformed separately can be used to define a shape key in the original mesh. If the vertex count doesn't match then you get an error message saying "Selected meshes must have equal number of vertices".

As a test I subdivided a cube and merged some vertices to get a vertex count of 507 to match the count in a default suzanne mesh. After joining as a shape key I see a small resemblance to the suzanne shape but really have nothing more than a collection of randomly joined vertices.

So what defines a matching topology in the context of using a mesh to generate a shape key?


texts: What would be a good amount of tris for a character that will be used in a mobile game? So you have an idea lets say a mobile game like Clash Royale, I'm of course trying to keep it low but I just wanted to know what is actually a good amount.


texts: Replicate zirconia material in blender-cycles (tooth material)

texts:
I"m trying to replicate the material in the shown image. Can anyone help me, please?
It's called zirconia and used in dental crowns.


texts: Can i used fluid control with particles in blender

texts:
I was wondering if it is possible to use an fluid simulator control as a particle.
The isosphere on the side is a cotnrol while the circle is an emitter that using it as a dupli. Could this work?


texts: I'd like to add an edge loop around not connected faces

texts:
So, I'd like to add something like edge loop around these faces to manipulate them (e.g. change size in the middle of each. I'm making a broom, by the way.
).


texts:
I am a newbie in Blender. This is my second project. I thought of trying out Andrew Price's famous glass shatter tutorial from BlenderGuru.

At this stage I thought of rendering and seeing how my images look. However, the material look was not very good. Firstly, the shattered glass pieces look nothing like in the video. Second, the glass shard particles seem to have too much grain (is that same as fireflies) and don't even look similar to what the video has.

I tried increasing compression factor and increasing samples, but neither helped much. I have been using the usual glass BSDF shader. I am not sure what I am doing wrong. How do I get image quality without grains like in the video. Would I need to use mix shaders with alpha to create glass material from scratch? Is it the lighting (I tried putting a screen behind my glass and that made things look a bit better, but still nowhere close)? Is it some rendering configuration?

Updates: I used the suggestions below from the link by Ray Mairlot (all of them: increased samples to 3000, tried progressive refine, tried the de-noise option from v2.79, made no of light bounces equal, added filter glossy, increased light sources, checked no caustics). I also changed by background to black. You can find all these changes in the updated blender file attached. Things improved a bit, but its still not close to Andrew's render (Updated image attached). I think I am missing something basic about the glass material or lighting.

Maybe having a look at the blender file might help ?

[Updated Blender File: https://drive.google.com/file/d/0B81puWwIdvStNjN0VmxYYmk1eWc/view?usp=sharing ]

Updated Image:


texts: To improve runtime, which operators to avoid?

texts:
To improve runtimes, I am trying to avoid using operators that lead to scene updates.
See here for the background:
Python performance with Blender operators
Why avoid bpy.ops?
Finding vertices in a Vertex Group using Blender's Python API
When I know more, I will find a low-level way to avoid the use of the relevant operators.
Do I need to avoid all uses of bpy.ops... or is it only operators that add something new to the scene?
Are there any operators to avoid that are not bpy.ops...
Are there other ways to avoid scene updates, such as using bmesh, other libraries, or explicitly stopping the updates? I would then just have the one scene update when I need it.
Can I avoid scene updates by hiding objects from view? I do not need to see objects being used in Rigid Body physics for collision detection, but perhaps the physics world needs a scene update in every frame!


texts: Is it possible to get this glossy shiny texture?

texts:
I'm still learning to use blender 2.8 during my internship. My supervisor have give me a task to make intro video and ask me to get this kind of texture. I have follow many tutorial on youtube but I still can't get this texture. I'm still wondering what did I wrong?

This is the image what my supervisor ask for

This is the result

These two are my work


texts: Adding a knee bone for better definition to Rigify metarig

texts:
So i'm getting into some 3d modeling and learning to rig characters. Using rigify is pretty easy, but I'm trying to figure out how to add additional bones. I noticed by default the rig seems to lose volume in quite a few places so wanted to add some more bones for better control around some of those important areas.
This short video shows an interesting idea for preventing knee or elbow volume loss.
https://www.youtube.com/watch?v=JbQX8C3lrHE
My deal is when I try this I get the following rigify error.
Blender File: https://drive.google.com/file/d/1rLOcRHm5gFsLCtbnDMAHBSxwnsvvgoZs/view?usp=sharing
RIGIFY ERROR: Bone 'thigh.L': Heel bone not found.
Incorrect armature for type 'leg'
Is there a way to make this concept play nicely with Rigify? Seems like it would be easier in the long than floating bones to add volume or manually painting a bunch of weights.


texts: Check if bone is manipulated by constraints

texts:
My question is following.
Is it possible to see if a pose bone is manipulated/influenced by any constraint.

Python offers the function in_ik_chain for bones. Is something similar possible for other constraints? If so, how? :-)

And as small addition. Is it also possible to get the bone that is used as target?


texts: Why is automatic weights missing from ctrl+p?

texts: I tried it on a fresh project and there I was able to successfully apply automatic weights. Here if I try to do it with empty weights I can't select bones in weight paint mode, so that's not an option. I tried searching for answer but couldn't find any. Any help is greatly appreciated :)


texts:
Hi I am a complete newcomer to blender and am following this tutorial, where he says to alt+click to select an entire row or "edge loop". I have followed all instructions exactly up to this point (3 times to make sure!). Alt-click does nothing. Thank you for your help. p.s. If possible, please keep answers in simple layman's language. I see some similar posts about alt click and loop select but had trouble following since the explanations were too advanced. Thank you!
Video starts where he demonstrates alt+click: https://youtu.be/qqeNA_4O0Qg?t=369


texts: When i make an action, push it, then make a new one, the keyframes from the other actions are still playing, and blending with the new one, how could i play only the new one?


texts: How to game-render a mesh through/behind other?

texts:
I was making a character with a manga like style, and It got to show the meshes of eye balls, eyebrow and eyelashes through the hair, but not throug the face skin or ny other parts of the mesh. Making an efect like in Zelda Wind Waker:

As a eyebrow and eyelashes are part of the mesh of hole body, because i need to make shapekeys on it. I tough this can be maked by adding diferent materials to this parts, Hair, Eyes and the rest of body
NOTE: The eye balls are separate objects, but I think I can join it on the main mesh if require it.

I searched, and got similar efects. but in case of Wind Waker the Link's eyes are just flat decals, in mine, eyeballs are 3D mesh.
Can someone show me a way to make this?


texts: double instance of sound when using VSE-scene strip in another scenes VSE

texts:
This is really strange - but perhaps it's just a setting somewhere.

I'm using Blender 2.78c

I've created a scene with video+sound (let's call it sourcescene)

I'm using this scene as a scene-strip in another scene (let's call it targetscene).

Now when I start playback - an extra instance of the sound from sourcescene is started.

If I start playback from targetscene - the audio is played from whereever the playhead is in target AND from the beginning of source. If I stop playback, the part that played from the playhead-position stops (as expected) - but the extra part played from the beginning of source continues - and there is no way (that I can find) to stop it.

If I start playback from the sourcescene, the audio is doubled. When I stop playback, the double continues playing w. no apparent way of ending it until I restart playback in the sourcescene. When I restart playback the current "ghost"-audio stops, but the playback get's a new and playing "ghost"-audio

Recap:

Play from target-scene:

Audio from sourcescene is played from frame 0 together with audio from target-scene - no apparent way to stop it

Play from source-scene:

Audio is doubled. No way to stop the doubling. When stopping playback - the double contintues. When restarting playback, the double stops, but another starts (from the same spot as the playback was started) and the audio is again doubled.

What is up here - is this a bug, or did I miss some setting somewhere?


texts:
So I am doing a thumbnail for my team, and when I load my project, I can zoom and move around for about 20 seconds before it's not working, I can now do anything, but zoom in or out and movie my camera so I can't see the back, and it's really annoying. It's like my screen freeze, but I can look around. It does that to all of my project. I am on Macbook Air on Blender 2.8.

I found out it is when I am at like 2m from my 3D skin it starts to slow down and stop. Does any one know how to fix it?


texts:
can you please address my query.

I want to smoothly deform a plane such that the distance between the 2 points on the plane are preserved(Isometric deformation).

For example

1) In the 1stfigure, you can see in the flat mesh grid(undeformed) the distance between the vertices are constant (.222 blender units).
2) In the 2ndrd figure, i apply the wave modifier to deform the mesh. As you can see, the distance between the 2 vertices is not the same anymore.

I want to achieve the smooth, isometric deformation. Where the distance between the vertices remain constant after deformation.

How can i achieve this isometric deformation in blender?(using any of the available modifiers such as wave, wrap, deform, cloth etc etc).

Thanks
Demon


texts: Spiral rotation falloff within a particles system

texts:
I am trying to model arrows arranged in spiral manner. The effect I want to achieve is similar to the one in the picture:

Essentially, I want to have the arrows rotate and tilt inwards in a radial fashion.
I have tried to recreate this using a curve spiral and create a particle system consisting of the arrows, but I can't control the rotations as I want within the particle system. What would be the best method to achieve this?
Thanks.


texts:
Basically, I want to have a quick way of simulating snow. My plan was to use particles to simulate where snow would fall, but I can't figure out a workflow. The only tutorial/article that I could find was one for 3DSMax. How can I do the same in Blender? The 3DSMax tutorial is 100% what i was looking for, but I can't seem to figure out how to do it in Blender.

Link to tutorial.

Hope you guys can point me to any plugins or ways of achieving that tutorial's results.

Thanks for your help!


texts: How to Properly Unwrap Metaball, Metaball animation

texts:
I have a Metaball animation running with animation node. I want to project the UVs from the surrounding sphere to the metaballs so I can have the textures applied without artifacts (you can se in the gif). The only problem is that I don’t really know hot to do it. If it was a normal mesh I would go for the uv projection modifier, but since is a metaball I can’t apply modifiers.

Does anyone know how to solve this problem?
Thanks a lot


texts: When using Dyntopo, is there a way to adjust how far each vertex is pushed or pulled?

texts: I am using dyntopo, and when I try to shape a square down into another shape that I want (torso, arm, etc.) it pushes some vertices too far down. Can I adjust that somehow?


texts: Problem with points or geometry in a model (noob question)

texts:
I have a model of a car, and there are a couple of broken bits.  Just these two near each other.  But I have no idea where t start looking to fix this distortion. It seems to be just in the rendering, the model shape seems fine, the second picture shows a different angle.

How can I fix this blemish?

EDIT:  After some advice from below I was missing around and merged some vertices, and that solved one problem (and it will fix the other too), but now I wonder will that cause issues with anything else? UV's etc?


texts: Fast streaming camera view to video for linux (v4l) system device

texts:
What i'm trying to achieve is to stream an arbitrary camera view in blender to a v4l device.
What i've done so far
After reading the community post about streaming the Eevee view on Windows and linux, I adapted the spout addon for blender in order to work with the virtualvideo package.
In short, I use a draw handler in Blender to read the pixels the 3D view  and send it to the virtual v4l device:
scene = context.scene
dWIDTH = camera.texshare.capture_width
dHEIGHT = camera.texshare.capture_height

view_matrix = context.scene.camera.matrix_world.inverted()

projection_matrix = context.scene.camera.calc_matrix_camera(
    context.evaluated_depsgraph_get(), x=dWIDTH, y=dHEIGHT)

# Defined somewhere else, just here for complete example
offscreen = gpu.types.GPUOffScreen(dWIDTH, dHEIGHT)

offscreen.draw_view3d(
    scene,
    context.view_layer,
    context.space_data,
    context.region,
    view_matrix,
    projection_matrix)

bgl.glDisable(bgl.GL_DEPTH_TEST)
draw_texture_2d(offscreen.color_texture, (0, 0), dWIDTH, dHEIGHT)

# Read pixels and store them in the buffer
bgl.glReadPixels(0, 0, dWIDTH, dHEIGHT, bgl.GL_RGB, bgl.GL_UNSIGNED_BYTE, buffer)

# Send next frame
fvd.send_next_frame(buffer)

What is working
When streaming is enabled, the virtualvideo streams the pixel buffer to the v4l device and i can watch the "stream" with ffplay (or something else):

What isn't working

The bgl.glReadPixels function takes about 300 to 400 ms to render one frame which results in a slow frame rate.

By using the view and projection matrices, the output is not exactly the "camera view", even the camera mesh gets rendered into the view

The rendered image somehow gets displayed in my blender viewport (See image below).

I somehow managed to flip the image upside down, but that's the least of my problems :D

What i'm asking

Is there a way to grab and redirect the already created (and very performant) camera view from blender? This does not even necessarily have to be done via the Python interface of Blender, if there is a good solution in C++ or similar I would be very grateful!

If not, is there an alternative for the bgl.glReadPixels function that works faster?

Why does the rendered image show up in the viewport and how can i disable this behavior?


texts: After using "Import Images as Planes", texture doesn't show up

texts: After importing an image as a plane, with the corresponding addon, I switch the view shading mode to texture but the object is just white. If I change the view to render I see the image. How can I work in texture mode and see the image?


texts: Cannot Transform (Scale Rotate etc) Keyframes in Graph Editor

texts:
I am using NLA and graph editor to edit an armasture (bvh). I AM able to edit individual keyframes, and yesterday I was happily editing and transforming the keyframes on another limb, but today, the keyframes won't budge when trying to use scale along either axis. It's as if the keyframe channels were locked - but they aren't...I have carefully checked.
The NLA strip is green (open stash for tweaks). SOMETHING must be preventing me from editing the keyframes in this way (I want to do a simple scale along Y-axis to tone down some movements), but I am missing what it could be. If it is not channel locks, and the NLA is open for editing, what else could there be?
NB...the armature has bone constraints on them but they are turned off. And the transforms were working on another part of the armature yesterday. I'm stumped. Anything I might have missed?


texts: how to create a flat glowing eyes in blender

texts:
Can anyone please help me to create eyes for my model and i didn't  need a normal human eye,like i wanted  a type of wizard eyes.for ex-

And this is my model.


texts:
I'm new to Blender and currently following a tutorial.  I am using v2.71, the tutorial was filmed on 2.66.1.

On the tutorial in the properties menu there is a tab called "Mesh Display". But on my version this option is not there and I can't find it! So, where is it???


texts:
I have created a long cylinder with lots of loop cuts:

When I apply this to a curve, the result is still very 'chunky':

My curve modifier is like this:

Is there a way to get a smoother curve?


texts: One Particle System is working, the other comes out the underside of the Emitter object?

texts: I’m making a flower. I have the petals weight-painted around the bulb which are working just fine. I made a second vertex group but the smaller central petals are coming out of the bottom of the mesh. Is it not a Normals problem? How could that be?


texts: Blender physics not interacting properly

texts:
I'm trying to create a conveyer belt like scene in blender using ecospheres. In the scene, icospheres are dropped onto the conveyer belt and carried out of scene, however the 3rd icospheres will not move with the conveyer belt properly.
File:
https://blend-exchange.com/b/Ps0q04s6/


texts: How to change all the location,rotation and scale values of a keyframed camera

texts:
I have this scenario : I have separated a scene from a full lenght movie and with the voodoo camera tracker I have extracted the camera movements following this tutorial :

and then I have imported them into blender :

right now everything is ok. But I want to do something different. As you can see,on the first stage of the project I've used an image sequence to track the movements of the camera of the original movie. BUT I have also recreated in 3D the original house where the camera was located :

Now you can easily understand what I want to do : I want to take the camera movements that are saved in the timeline of the blender file where I used the image sequence and save them in the timeline of the blender file where I have recreated the house. The goal is to make move the fake camera in the same way as the original one.

I think also that you need to give a look at the python script that the voodoo camera tracker uses to save the camera movements in the timeline. I have attached it with the other relevant blender files.

voodoo files

I ran the script directly inside the 3D house that I have recreated,but this is what happens :

the movements have been added to a new camera placed in the wrong way.


texts: Subdivisions View parameter using Multires or Subsurf modifiers no longer increases object resolution

texts: I can no longer augment the SUBDIVISIONS> VIEW parameter, to increase how the mesh looks on-screen, using the subsurf or multires modifiers beyond "2". Raising the parameter above 2 has no the object's representation. I do remember being able to raise this parameter to obtain perfectly smooth objects. What am I missing here? Is there a setting that's off? See the images below:


texts: All of the sudden my grease pencil image turned green

texts: I was working on making a character outline and suddenly the outline turns green. None of my materials are green. I noticed that there is one black line and the display is on viewport shading. Here is a picture below. If you need more info please respond.


texts: Is it possible to change the brush on the vertex paint option?

texts:
I want to paint snow on top of a material and I found that vertex paint combined with an attribute node and a mix shader will allow me to mix two materials with what I paint in the vertex paint mode. Is there any way to change the brush type, something other than a circle?

Or, is there a way to mix materials, or even just paint white over another material, with the texture paint tool? I tried a mixing the material with a transparent texture and painting on top from there, but no luck.

Any help would be great,
Alan


texts: UVUnwrap splitting other edges besides seams

texts: I'm coming from 3DS Max and I am having issues unwrapping my model. I marked the seams, as I would have in 3DS Max but when I go to unwrap, the edges that I want to keep together split. I've tried all the unwrap options but all seem to do the same thing. How do I go about just unwrapping faces but keeping all edges that aren't marked as seams together?


texts:
Good Morning

I need to decrease an object on edit mode so it gets to 60cm height, but when I use the scale tool, it is proportionally decreased. How can I solve this?

Thank you.


texts: How to create road intersections with curves?

texts:
I'd like to create a "curve" at the place where 2 roads intersect, instead of just having unrealistic blocky intersections, so how could I do that the easiest way?

Basically, instead of this

...I want something like this, that is not blocky

Also, is there a way to snap nurbs paths to this intersection somehow or would I just have to move it here and there until the road (nurbs) fits the intersection model?


texts: How could I select one vertex from my mesh if I know ID of that vertex? I enabled bpy.app.debug = True and I can see all IDs but cant find a specific one.


texts: How do I stretch a strip to work with the speed control effect without loosing footage?

texts:
I have a video clip and I made two cuts (I can choose between soft- and hardcuts, but I do not know the difference). I would like to play the part of the clip between the two cuts in slow motion, so I added an effect strip on it called speed control and changed the speed to .25 of the original speed.

It works in so far, that the speed is indeed slower, but there is a problem:

Since this part is playing only .25 of the speed of the original, the part should be expanded to 4 times its original lenght, but the length stays the same and so when I play the clip, the part with the applied effect shows only the first quarter of the original part without the effects.


texts: Is it possible to deselect vertices in Python?

texts:
I have an existing selection which I'd like to further isolate using Python scripting. In this instance the math is simply that if the X coordinate is greater than zero, it should be deselected.

I already have this code, which successfully selects half of the object:

import bpy

obj = bpy.context.active_object
bpy.ops.object.mode_set(mode = 'EDIT')
bpy.ops.mesh.select_mode(type="VERT")
bpy.ops.object.mode_set(mode = 'OBJECT')

for i in range(len(obj.data.vertices)):
    if obj.data.vertices[i].co.x > 0:
        obj.data.vertices[i].select = True

bpy.ops.object.mode_set(mode = 'EDIT')

If I change the > to a < and run the script, then it selects the rest of the object, so it does seem that selections are able to build upon each other.

If I change True to False,  I would expect selected areas matching the logic (co.x > 0) to be deselected, since it is setting the select property to false. However, this doesn't actually work. Running the script with False instead of True results in the selection being unchanged regardless of any conditions I set. It seems that nothing happens when I use .select = False. There are no errors printed to the console or anything.

After finding this question, it seems that I'm not the only one with the problem, but the answers simply seem to indicate that this is impossible due to the way Blender works with selecting faces and edges. So, is it possible? Can we deselect all connected faces and edges of a vertex in a Python script so that we can deselect the vertex?


texts: Is there an easier way to create an inset extrude along a model?

texts: Wanted to create an extrude inward along this model, to make a path where it could be split into two halves later on for 3d printing. After fumbling with my horrible topology, the only way I could figure out how to make it look nice was to split the model along the edge, move the top half straight up a bit, and use Bridge Edge Loops to rejoin the halves. Is there an easier way to do this? First model I've made in Blender. I usually use a mix of Fusion360 and MeshMixer.


texts: AN - Change Color and Text on Empty Location

texts:
Let say i have a grid 3 x 3 of plane objects.
And when I move Empty object into center of the first Plane (upper-left), the blue color changes to pink and Text object (on side) change number to "4".

Note: The numbers displayed on planes are not gone be displayed in animation. I put them only on to show you order of planes (and numbering).

If I separate to steps:

First

I want to let planes to come from out of screen to grid position (in ascendent order-see screen). Like 4,5,6 one by one and then continue 7, 8, 9 and so on ... but with this node tree (Directional) in comes all row at once.

Second

I want to control color of plane by position of another object.
Like Empty object in plane location change color from blue tu pink.

Third

I have text object next to planes that I want to let display a specific number from text editor list.
(or in specific range like 4-12). Controled by the same object that controls color of plane.
Ideally something like empty object howering over plane.

Thank you for help.
I really try to get in, but it seems it takes ages to dive into this system.


texts: Python code, copy dimension from one object to another

texts:
I require some help please. I select one object (A), then shift to select another (B). Then I require some python code to copy the X dimension from (A) to (B).
The X dimensions for both objects are the same after the script is run.


texts: "Add Action Strip" in NL animation panel is introducing mystery motion

texts:
I have some unwanted foot movement in a standing character. I have looked for ages for the keyframes to adjust but can't find them. I then tried to add a "Copy Location" bone constraint to pin the foot to an empty but it still moves. I then thought of using the nonlinear editor to copy the action. Weirdly the unwanted foot motion comes back.
https://youtu.be/NEViNE4JLNE
Any ideas?


texts: I've seen similar questions on how to take pictures, but those questions are for the render engine, cycles, and others. I have a set of weapons, and want to take a picture from the side view. When you swap to your weapon, your newly selected weapon will show its picture on the right side of your screen, like other FPS games. In other words, I am looking for a way to take a screenshot in the GE; if you can, then can I also change the resolution? Any help is appreciated, thanks!


texts: I am trying to depict the story of the thirsty crow using crow, pebbles and waterpitcher with different water levels in it. I have created a objects using blender. When i export these models and use them in my python script, i just get the solid outer layer of the pebble or the water pitcher. I am not able to get the textures or show different water layers in it. I have followed i video tutorial, according to which i have carried out all the steps perfectly. Can anyone help me with this? I need to apply texture on the pebble and show water level on the pitcher.


texts:
I tried to learn flow simulation with smoke but the scale of the smoke are not the same as the emmitter.
You can see in capture1, the smoke is way bigger than the defalut cube.
And if scale down the cube it the same problem.
This is default setting when you created a scene with quick smoke.
Blender 2.90
thanks for the help


texts: "Show Overlays" turn off when switching to Rendered, Anyway to change that?

texts:
I think I somehow turned it off (was it ever on though?)

I want the Show overlays to stay on when im switching between views. (Rendered\Preview\Solid)

Anyway I can do that?

Thanks in advance!


texts: its possible to use surface subdivision with vertex groups?

texts: there isnt a feature yet in the surfsub modifier to make its funtion in a vertex group instead of all the hole mesh. that would be very usefull for modelling a small part of a mesh that you want to detail or smooth instead of all the mesh, simply assigning the faces that you want to a group and then you would go to the modifier and set it up to affect only that vertex group.


texts: Objects invisible in the rendered viewport and render

texts:
I'm using blender 2.81 and I'm reasonably new to blender so I was following CG Geek's forest tutorial. Anyways, eventually I noticed that some of my objects weren't appearing in the rendered viewport so I rendered the whole thing and they didn't appear in the render either. I checked object properties and I have all the visibility and ray visibility settings enabled. The objects to catch and cast shadows, they just don't appear. I've done some research (for anyone else with similar problems this might help: Why does my object not show up?) on why this might be the case and here is the things I've checked so they're probably not the issue, and also some things to note.

The material alpha is 1 (maximum)
The objects that were invisible are visible in Eevee
The node connection in the compositor is connected (number two on the list in the link above)
I'm not on the wrong scene/layer (I only have one of each)
I'm not too close for the objects to be clipping
The camera icon that allow rendering is enabled
I don't have a material that disables camera visibility
It's not something to do with depth of field in the camera
The camera, not another object is the active camera
The objects do have faces
I did save my file as a .blend and that didn't work (I think that maybe thats what caused it to break)
The objects don't have a particle system with emitter visibility disabled
I am not using local view
The object is not hidden
The objects appear every other mode of the 3D viewport

Here is a screenshot of one of the invisible objects (a tree) you can see it's outline here but not in the render. The trees in the background are part of the HDR


texts: How do i show the whole object in the camera view before i render?

texts:
I am trying to render an animation, I have set up the camera in the right position but not all of the object is showing in the camera view, like its in shadow. how can i fix this?

Thanks


texts: Texture painting using Stencil is blurry on some models (Blender 2.82)

texts:
I know I'm probably doing something wrong or not understanding something but when I try to texture paint using Stencil on 3 objects, 1 flat circle, 1 plane, and 1 long rectangle (long cube), the texture is appearing blurry on the rectangle. The details:

All of them are unwrapped using Smart UV Project
All of them uses the same Texture and settings upon painting
All the texture they use (Base Color) are 2048x2048 (I also tried 4096x4096, it seemed to improved but still blurry for the rectangle)

Here are some screenshots:

As you can see in the screenshots, the last one (rectanlge) is blurry. The image texture is 3264x2448 if that helps.


texts:
I want to array this object on Y-axis only.

I make Y offset 1.00 and both X,Z are Zero.
But when I do that it shows an offset in x-axis so both end circle are not match each other like the one in the image above.

I also apply scale and rotation but it still the same.


texts: Better way for stopping simulations on timeline?

texts:
I have been working on a lot of fire and water sims for a project.

The problem I am having is after baking the sims and then playing them back to see how it looks, the timeline gets "frozen" while it's loading the next frame.

Example: I have a fire sim that was baked out, then I hit play to see it in the viewport and after halfway through I realize I want to change some settings. However, when I hit Pause/Stop on the timeline it doesn't always register that I want to stop it because it is preparing the next frame. So it leads me in an endless loop not recognizing that I hit pause. I have to time it perfect when a frame is about to end, but this is frustrating because if I don't do it at the right time it hits play again.

Although ALT+A works a little better it still gives me a similar problem.

Anyone have a better way to cancel the timeline animation (like you can hit escape to cancel a render) and actually have it register the 1st time?


texts: Why light distribution for smooth and flat shading is so different in Blender Render?

texts:
Here is a quick comparison test in both Blender and Cycles. Mesh is default cube with one deleted vertex and Point lamp in the center.

Generally speaking, smooth or flat shading regardless of subsurf level doesn't affect Cycles so much in this case. Maybe a bit brighter or darker for different combination, but equal overall. Light is concentrated more in the center of polygons.

But in Blender Render only unsubdivided smooth mesh can be a little closer to Cycles, other combinations are totaly different. Moreover, higly subdivided smooth mesh looks pretty much the same as unsubdivided flat.

Are there any animation-friendly ways to transform light distribution for Blender Render?

Blender Smooth Unsubdivided

Cycles Smooth Unsubdivided

Blender Smooth Subdivided

Cycles Smooth Subdivided

Blender Flat

Cycles Flat


texts:
since you did a fantastic job last time I thought I'd bug you all again. After a grand total of a day and a half total experience I was able to make this horribly optimized monstrosity.

What I'd like to do, is join all of these together and then create a texture for it, so it's not grey, faceless and ugly, it'll just be ugly.
Is there anything I need to do or will pushing A and then Ctrl J be fine? :/

When I tried this last time and went over to make the new texture and link everything together so I could paint it the blank texture started like this? I seem to remember it being blank before? Now it has lines?

If I try and use it, it's a single mesh as intended, and I can add the texture file in but it only affects half the model? So, I'm most likely horribly screwing this up, which is par for the course. How can I get it combined into a single mesh and get some textures going that, if possible, will paint the whole thing? :)
Thanks so much, as always! :)


texts:
I'm trying to match Cycles to a Blender-Internal material setup and I didn't see a way for cycles to have an image reference more then one UV map.

Is it possible to have a node setup with 2 image textures, each using a different mesh UVLayer?


texts: Why does a bezier curve twist when rotated?

texts:
If I create a bezier curve and rotate it in edit mode it does not accordingly rotate the tilt of the handles which creates an undesirable twisting along the curve.

Here is an example using a bezier circle with a square used for a bevel object:

Here it is after being rotated 90° about the y-axis:

How do I prevent/fix this?


texts:
I've made a simple animation in blender 2.81a and am now trying to render it.

My system specs: CPU i7-6500U; GPU Nvidia Geforce GTX 950M; RAM 16gb DDR4
So far, I've done two test renders (both in cycles):

8 samples, 8 light bounces, denoising on, 60fps (240 frames). Total render time was about 3 hours. Looking at single frames, they were flawless, but if you play the animation, you see that the denoiser is producing some kind of jitter (like in this video).
256 samples, 4 light bounces, denoising on. I set the framerate to 24fps and used time remapping to maintain animation speed (96 frames). The jitter has become far less, but is still there. However, the time remapping made the animation look kind of not-fluent.
So I figured that I probably need 512 samples to reduce the jitter and render at 60fps. However, this will probably take about 16 hours to render.
Are there any other ways to
change the framerate without changing the animation speed? (except for manually repositioning keyframes)
decrease general render time/reduce the jitter (aka denoising for animations)
Thanks in advance!

Edit: I heard that Blender 2.83 and 2.90 (which is not yet oficially released) have improved the denoising system, e.g. AI-accellerated denoise, adaptive sampling and optix viewport denoising. Do any of these also apply to video or is there now any option for better denoising for animations?


texts: Why do CG artists often sculpt the head first?

texts:
I would like to know why many CG artist sculpt the head and then the body?

I suppose many of them make the head first to then joint to the body or clothing?


texts:
Is it possible to edit multiple lights?

For example I have 8 lights. 4 of them need to be red and the others green. Now when I change settings of one of the lamp's color or strength value, the others of the same group should also change and copy the values I have set for the one lamp.

Greetings and Thanks


texts: Make a curve be exactly a perfect slice of a circle

texts:
I've a curve which is part of a train track. I would like to make this piece a perfect "slice" of a circle. Is this possible?

I'm really new to Blender and modelling (in general), so I'm sorry if this is an easy task.

Here's the code:

  http://pastebin.com/p0cKF7ED

Note the object should still be a mesh of triangles (triangulated).

As you can see from the following picture:

the curve is not totally and exactly in the circle.

Any help is appreciated.


texts: How to create curved edges (something I thought was impossible) like this internet example?

texts:
I have always believed that edges are always straight in Blender, that that is just how it works.  then I ran across topologyguides.com.
Their tutorials are terse, but take a look at this one and in each picture the final step has curved edges.
https://topologyguides.com/bevel-width-transitions
I don't know if they are using an add-in, or what.  I haven't been able to find an answer for this.


texts: Packing Linked Blend Files with textures?

texts:
I'm struggling to get a file packed so that I can set up a render farm at my work, the problem I'm having is that the textures are not packing from the Linked files, everything else is working fine from Particle Systems to Actions to rigs everything except the textures.

I found this video by AgenZasBrothers youtube channel

https://www.youtube.com/watch?v=8I81FohzSjo&t=366s

It outlines the process from ensuring you pack the individual library blends first, so I've done that and those files are indeed packed, the file size increases and if I go to unpack them there are files to unpack.  I then go into the main file and hit space bar select 'Pack Blender Libraries' I then pack the main file again and save as a new file but it still has no textures.

I got nothing, please help.

Tom


texts: Can I render an image along the X axis - so it's completely flat? or not

texts:
I'm an interior design student and wanted a section of what my room would look like from the side image, and was wondering if I could get a rendered section from completely the side (x-axis) or do I have to use the camera function and not get it completely to the side? ]1

Many thanks!


texts: How do I "unlink" or "make local" a created proxy?

texts:
How can I remove a linked library that pertains to a created proxy without deleting or altering the proxy or proxy's data?

Using the "make local" function,L in object mode, simply unselects the selected proxy without making any changes.


texts:
can someone explain to me how i got these weird shadows and how to get rid of them?

And another problem, when I use a normal map in the princepled shader it's not working and affecting the color, why is that?

Thanks!

i already tried to recalculate the normals it didnt change anything


texts:
My question is a variation of one posed in July 2014 using this blender file:
https://dl.dropboxusercontent.com/u/95913396/extendedgauntlet1longer.blend

Instead of flattening the top as originally requested, I want to flatten the object by spreading the wings.  The very top can not be deformed at all as it has interlocking parts.  Basically the lower 3 mm or so, i.e. the thickness of the wings, is what I'd like to deform and flatten.  I've tried the suggestion for the July post and looked at several softbody tutorials and I'm not getting it.

Thanks.

Hertfordkc


texts: I am working on my animated short, in its first scene I want to make a flickering light(like horror movies) What should I do.


texts: Rigid Body animation just falling (not colliding)

texts:
I have followed this tutorial at the end of the video to a T and when I play the animation, the bullets just fall straight to the ground and land with literally no change. In the tutorial they start to "float" in different directions as they fall which makes them scatter once hitting the ground. I have all the settings exactly the same so no idea where I went wrong. Any ideas??? See photo of after I play the animation.
This is the tutorial. Fast forward to about 2 hours.
https://www.youtube.com/watch?v=g2U0MiZSV9A


texts: I am trying to get a waving effect for a flag in my animation I am working on. However when I click alt a the cloth fabric just hangs there not being affected at all by the wind. I have wind power at 163 and it is aimed right at the flag yet it still does not work. http://www.pasteall.org/blend/27552 is the link to the file.


texts:
I am working on a scene, and using CrazyBump to export Displacement and Normal maps; I want to tweak the textures, but currently I need to restart Blender before they update.

Is it possible to refresh them, without restarting Blender?


texts: FBX Blender Export to Unity - Textures will not stay with model (using blender render or cycles render)

texts:
I've seen this issue come up several times in multiple forums and there doesn't appear to be a clear way to resolve (for my situation).

My Goal: Export the model (above) I created in blender with material to Unity for testing. Once the model is in Unity, I should be able to 'Extract Textures' on the model so Unity automatically maps the textures. Note: I'm very much a beginner, especially when it comes to this exporting exercise.
Summary of General Issues: I've attempted many FBX exports, tweaking properties each time and using both the cycles render and blender render. For some reason the model doesn't appear to be able to bake the textures correctly, so that when I import to unity I can simply 'Extract Textures...'
Other Background detail: Running Blender 2.79b (haven't learned 2.8 well enough yet :)), I have my model with one mesh and one material. I've already UV unwrapped the mesh, and the model looks great in the 3D view.
1st attempt to resolve - I've clicked 'File -> Export -> FBX' from blender, and I've switch the 'Path mode' to 'Copy' and select the 'Embed Textures in FBX binary file...' I've attempted this a few times and this seems to do nothing. I also did attempt this in 2.8, and no effect.
2nd attempt - I then read in a separate article that texture data does not simply stay with your model (despite the above which appeared to work for other users), and you need to be able to 'Bake' your textures. I started with cycles render, and every time I clicked 'Bake', my UV image disappeared and I saw a black silhouette replace the original image. I then had to reload the image and tweak some of the settings. The image appears to bake. However, after attempting to import to unity, no texture appears to have come with the object (as the option is still greyed out to 'Extract Textures' in Unity).

3rd attempt - Reading a separate thread, cycles render may not be the way to go. I read that baking only really succeeds with blender render, however after ensuring I had my UV Image, having only 1 model, maintaining only 1 material, and attempting to tweak the baking settings, the UV image disappears, and the material doesn't appear to bake.

4th attempt - I also read that ticking the 'selected to active' box was important, however when I check that box, the UV image disappears again, and this time I have a 'No Object or images found to bake to' error.

Several attempts later - I've attempted tweaking nodes and ensuring the diffuse shader is enabled. I added a bright light into blender to ensure the baking could occur as I've read that could cause the silhouette.
Does anyone know and can clearly explain to me how to proceed accomplishing the goal above? I feel close, just banging my head up against blender and reading the documentation, and I feel like I must be missing something silly.


texts: Animation with an Object appearing and Disappearing using Boolean Modifier

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I'm working on creating an animation involving the boolean modifier in Blender as show below. I'm happy with how the animation looks in Blender, but when I try to export the animation to Unity, it doesn't work the way I intended.

I created the animation by moving the arrow's location on the x axis, using an array modifier to create a total of 3 arrows, and using a boolean modifier set to intersect to only display the arrows between two planes.

I've determined that the problem is that the boolean modifier is applied at frame 1 in the exported animation, which means that the two visible arrows just move as shown in the second gif.

Does anyone have advice on how to handle this situation?


texts: Why doesn't Volumetric follow the shape of Mesh in Eevee?

texts: So I was in the middle of making a ball-shaped smoke, but the volumetric effect didn't work following the basic shape. It remains cube in Eevee Blender 2.8; while in Cycle it works, but in Cycle it takes thousands of years for Render.


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I want to make my camera to act like my illustration below with just some python scripting, because I want this to be changed during runtime. This is for a school project.

I'm very sceptic if this is possible, but I hope so.

The orhtographic illustration is from the back of two cameras with images below, where the left is regular and the other one is modified. The two images on the bottom is the desired result.

This is for a kind of "point of view" tweaking. Like if you were looking on the image from the side, it would still appear as it was facing you.

If this does not work, then maybe my next idea is possible.

This is two cameras from the top view where the right one is modified.

Thanks!


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Im a beginner to blender, so some settings are a bit confusing to me, please be kind enough to guide me to sort out this issue.

In this animation, I cannot generate a water flow which looks realistic. It always falls down as drops. (velocity is not an issue, they are flowing fast) but the water flowing falling down as big droplets. How can i change this ?

Your support is highly appreciated :) Cheers


texts: Blender 2.77 Cycles: branched path tracing AA samples missing

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I'm using Blender 2.77 to render using Cycles.
I wish to render some SSS on a candle and read that branched path tracing can help a lot with the quality. The thing is, I can't increase my sample count more than 4. The samples do not do anything and I don't have the AA samples there. Where is that setting?


texts: Return the current release of blender on command line

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Is there a way to poll the blender download website to return the current release candidates paths for blender.

At the time of this writing there is a release for both 2.79 and 2.80 so i would like a way to, from command line, find out that the downloads currently available are:

https://builder.blender.org/download/blender-2.79-e6acb4fba094-linux-glibc224-x86_64.tar.bz2
https://builder.blender.org/download/blender-2.80-430cf7e15eef-linux-glibc224-x86_64.tar.bz2

without having to scrape the download html page to extract the full names


texts: Unwanted edge around image used in a plane

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I have a problem with the imported image. as you can see the left picture is transparent and looks ok, but when I import it as image as Plane it gets an orange edge and I want to fix it but I don't even know why its there?

these are the nodes of the image as plane