texts: Script to remove submesh in all objects by material name?

texts: I wonder if it would be possible to write a python script that could remove all vertices across all objects that are part of the same material. There are 250+ objects and I need to remove all mesh data from the body, leaving just the armour. I would then need to unlink this material from the object.


texts:
Hello guys I want to simulate a morning sun shining trough this stone gap like seen in the pictures below. It would help me extremely when you could explain it rough how i could achieve smth like on the first ref image.

Best regards Marc!


texts: Saving and loading object name location and rotation of a selection

texts:
I would like to know how I can save selected object names, location and rotation using Python in Blender 2.8 in a CSV.

And then using the same CSV apply this information to another blend file with the same objects in different locations in a new frame.

(it's not about bones it's about normal meshes).

Beeing new to Blender Python scripting, I hope for some coding hints here.

so far i got this (works in console but not in script file)

import bpy
import os
ob_active = bpy.context.selected_objects
for obj in ob_active:
    print(obj.name,obj.location,obj.rotation_euler)


texts: My objective is to have a room in which a person is doing some activities like bending, walking, etc. I am using MakeHuman to model the person. After that, in blender I import the model from make human. Now, I need some help on how to make an animation like walking. Does MakeHuman use armatures?


texts: does the armature_to_mesh add-on work in blender 2.8?

texts:
the add-on is discussed here
Is it possible to render an armature?

best,
Mathias


texts: Trying to understand how Blender works with Measurements

texts:
I have been told that in 3D Modeling there are 2 general methods Artistic and the Engineering.

The Artistic method is where the Modeler worries more about how the final project looks good.

The Engineering Modeler generally models real world objects & generally prefers to model the real world measurements.

I’m a self-taught Hobbyist and I know that I’m an Engineering Modeler, I’m trying to make an Old Sealed  Beam Light (using 3 Spheres) but I’m having trouble connecting the reflector to the housing, I can’t match the diameter reflector (6 inches) to housing (6.5 inches) I can’t scale down or extrude up & the edges meet the other.

How I can I ensure my measurements will match each other?

Thanks,


texts:
How would you simulate the paint sprayed by a spraypaint can? It should be animated as hitting a wall covered by a stencil, so it must have some kind of gas-dispersion effect when it collides against the stencil and the wall. I'm working in Cycles, and paint colour is black.

I mean not simulating the paint getting sticked to the wall (that can be made with dynamic paint) but the paint flying through the space in between the spraycan and the wall. That's why I ask about particles system and not dynamic paint.

Would a smoke simulation solve the issue?


texts: Viewport gizmo buttons not visible on Macbook pro (Blender 2.80)

texts: I downloaded the latest Blender (2.80) today for my Windows computer aswel as for my Macbook Pro. On the Macbook the Gizmo to rotate the viewport is visible but not the 4 buttons left to it (perspective, camera, move and zoom). If I toggle the "Navigate" checkbox in the viewport gizmos options from the menu above on my windows machine then all 5 buttons appear/disappear, but on the Macbook only the rotate button appears/disappears. Is there perhaps another setting iI have to check somewhere?


texts: Animation disappears from front view but not the side view

texts: for some reason this animation that I am working on seems to disappear when viewed from the front but not from the side. I’m not sure why. I have provided screen recordings of it from both the side and front views so you can see what I am talking about. If someone could please help me fix this problem I would really appreciate it.


texts:
I am encountering the following behavior. Steps to reproduce:
1. Open Blender 2.8.
2. Unwrap default cube.
3. Edit material nodes and add image texture in shading tab. You will see the image appear on the cube, as the 'material preview' option is selected.
4. Switch back to the uv editing tab, and observe how the image does not show, even with 'material preview' selected.
Material preview only shows images in the shading tab. All other properties of the material are noticeable in all tabs. I imagine this is some kind of setting, but I don't know how to turn it on or off. How do I enable images in all work spaces? I would really like to see the image on the model while editing the uvs.


texts: How can to link the colour of a point light to the RGB colour of another object in the same scene?

texts:
In my scene I would like to link the colour of the point light to be the same as the colour of another object, which is determined by the shader applied to that  object. The output of that shader is driven/dependent on the rotation of an empty. How would I go about doing that? Is it possible?

Thank you for your help!


texts: How to place cubes evenly around a hexagon?

texts: On a hexagon shape, I am trying to place all these cubes nice and evenly but I am having a very hard time in doing so. Can somebody please tell me how to place all the cubes evenly?


texts:
I need to create a scene where hundreds of detailed objects are cloned within the volume of another shape. Tutorials online showed me how to do this using the particle emitter (render type: group), which worked great. Here's my problem: I need to export my final scene to the web using Verge3D, which apparently does not support particles. Therefore, I would like to convert all the particles to duplicates. I do not want to convert them to actual geometry, because it is hundreds of shapes and it will run very slow. Is there a way to convert the particles, in the positions they are in now, to duplicates?

Thank you!


texts: Transparent image planes near each other are black

texts:
i am making a plant and i have run into some problems. I have here some grass blade texture:

And since i want the whole pot to be filled with grass blades, i duplicated them until it filled the whole pot:

but as you can see, some of the image planes look like they have a black background:

Here is my node setup:


texts: 2 = 1 Why are values I enter in Blender getting halved?

texts: After I enter a value of '1', it gets divided by '2'. Why does this happen, and how do I get rid of it? This happens everywhere where I enter a value. Enter '4' it becomes '2', enter '16', it becomes '8'. Are one of my settings wrong or something?


texts: Modifier: Remeshing with blocks. What's the algorithm?

texts:
In Blender there is a function representing your object with cubes (where you can find it: see attachment). This makes the object look like Minecraft style (see attachment).

This "Minecraft style" is the topic of my bachelor thesis. More precisely I have to create an algorithm that voxels an object. So there is an object represented with surface elements like triangles and this has to be represented with these blocks. This process is called preprocessing and is part of a FEM software.

Now I found this function in Blender and thought: "Wow, this is exactly what you have to do and WOW... this is fast."

Does anyone have an idea how this function/algorithm works? Maybe there is a part of the documentation I have overseen. I would be very happy if you could give me a helping hand. This remeshing algorithm in Blender would provide another approach to my own algorithm.

Thanks in advance!


texts:
There is an unwanted keyframe in my dopesheet. I can't delete it, move it, unselect it, etc. It doesn't seem to be connected to any object/bone.

It's the keyframe you can see to the far right.

It's similar in behaviour to what this guy posted on youtube(jump to 00:15):
https://www.youtube.com/watch?v=9RSKKb5HcBI#t=15s

What is this?

Extra info:
I tried installing a different build. But both Blender 2.71 and 2.72b behave like this(same .blend though).

I have seen this behaviour before.


texts: Blender 2.74 Depth-of-field is okay at 3D-viewport, but not in Render

texts: Blender 2.74 has enabled one to add a depth-of-field effect in the 3D viewport. The problem is, when I hit F12 to render the camera-view, the depth-of-field doesn't show up. Any idea why?


texts: How to select Mesh from Armature collection with Python

texts:
Hi! Is it possible to select only the mesh? I can select m_avg with this:
bpy.data.objects['m_avg'].select_set(True)
activeObject = bpy.context.active_object


texts:
I'm new to blender scripting and I'm trying to make a little addon to swap areas, I know, ctrl+click on the editor's corner make this instead of spliting the editor, but the area is very small and sometimes end clicking anything else specially when using multiple monitors.

I'm new to python but learning, now this is the code that I have:

bl_info = {
    "name": "Simple area swapper",
    "category": "Window"
}

import bpy

class SwapArea(bpy.types.Operator):
    bl_idname   = "area.swaparea"
    bl_label    = "Swap Areas"

    def modal(self, context, event):
        bpy.context.window.cursor_set("HAND")

        if event.type == 'LEFTMOUSE':
            print('swaping areas')

            # bpy.ops.screen.area_split(direction='HORIZONTAL')
            bpy.ops.screen.area_swap('INVOKE_DEFAULT')

            bpy.context.window.cursor_set("DEFAULT")
            return{'FINISHED'}

        elif event.type == 'ESC':
            bpy.context.window.cursor_set("DEFAULT")
            return{'CANCELLED'}

        return {'RUNNING_MODAL'}

    def invoke(self, context, event):
        context.window_manager.modal_handler_add(self)
        return {'RUNNING_MODAL'}

addon_keymaps = []

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

    wm  = bpy.context.window_manager
    km  = wm.keyconfigs.addon.keymaps.new(name='Screen')
    kmi = km.keymap_items.new(SwapArea.bl_idname, 'SPACE', 'PRESS', shift=True)

    addon_keymaps.append(km)

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

    wm = bpy.context.window_manager

    if wm.keyconfigs.addon:
        for km in addon_keymaps:
            for kmi in km.keymap_items:
                km.keymap_items.remove(kmi)
                wm.keyconfigs.addon.keymaps.remove(km)

    addon_keymaps.clear()

if __name__ == "__main__":
    register()

If I run the code to split the area it runs fine, but when running bpy.ops.screen.area_swap('INVOKE_DEFAULT') nothing happens as far as I see in the API docs, this method doesn't take any param to indicate which areas will swap. I'm getting lost with it, so if someone can give some help.


texts:
my character is not following a limit of rotation. see

In the image i have a rotation constraint. its not working.

EDIT

I kind of got it working, but after adding the pole target, the knee doesnt bend.


texts: How would I be able to fill in the gap indicated by the arrow without filling in the middle portion?

texts:
Hello,

I am trying to fill the edge gap of this skull indicated by the red arrows to the right however, when i press F, it covers the whole area including the middle portion which i want to be hollow inside. Is there a way to only fill in the wanted gap? I appreciate the help

Thank you


texts:
I have a strange behavior with texture paint I cannot explain.
When I draw at the Mesh, the paint appears on the faces on the other side of the mesh... see the picture.
It's quite impossible to work with this. In the UV view, I am unable to draw at all the brush just not appears there. So has anyone an idea, what I could be doing wrong or how to fix this?

If not, is there a possibility I export the UV with the mesh lines on it? So I can use an external program to paint it?

Thanks very much in advance for any help!

This is the unwrap...
Nothing is dangled or overlapping I already tried to reset the normals... but this didn't work either...


texts: Compositor: movie file input doesn't work properly with Time Remapping

texts:
I've got a animation project where the final render of each frame uses a movie clip frame from an external .avi file as input in the Compositor, so I can merge the movie file and the Blender-rendered object.

Initially, my project was 24fps, but I decided to change it to 60fps using the time remapping functionality and I converted the external video file from 24fps to 60fps. However, Blender still uses the 'wrong' frames from the video file as input for each frame, it seems that it uses the frame from the timeline, and not the 'remapped' frame number.

How can I fix this problem?


texts: I am a Scenic/Set Designer and was wondering if there was a library that I can save a drawing of a 2x4 to so I can insert/add it to a drawing as many times as I want without redrawing it?


texts:
I'm looking for this colour management option:

However, I can't find it. Where is it? I am currently looking at this:

I cannot see anywhere how I can go into a "colour management" option like the one shown in the above screenshot.

I'm fairly new to blender, so screenshots would be appreciated.


texts:
tried to make a walk cycle animation to the character Rain following the animation course on blender cloud but the problem seem to be movement of the character is bit moving slowly at certain frames(timeline) it freezes here and there.
Does to animate an object or character in blender requires more space in CPU OR GPU...?


texts: Why am I getting artifacts around the edge of a mesh I'm texture baking?

texts: I’m trying to bake a high poly branch into a plane. I’m getting these weird artifacts around the edges of the mesh. Why am I getting this? Are there any ways to fix this?


texts: Weights are not able to be set correctly on the mesh and armature

texts:
The Character mesh and armature are working fine together but the clothes on top are not able to be set correctly with weights:
Attachment of Blender file: https://drive.google.com/file/d/1yMB15Y_RiNTub1-sLhGLyI_Usc8_074m/view?usp=sharing


texts: How do you create a Math Formula for a Model Object?

texts:
In Carrara 4.0 Pro, I am able to create various modeling objects using math.  The UI comes with 4 sliders (p1, p2, p3, p4), with values varying from -1 to +1 or -pi to +pi, and a text area for the logic loops that describe the formula, similar to the following:

r2=20*p1;
r1=10*p2;
t=2*PI*u;
p=PI*(v-0.5);
x=r1*cos(t)*cos(p);
y=r1*sin(t)*cos(p);
z=r1*sin(p);
x=x+r2*cos(t);
y=y+r2*sin(t);

So something like this would be nice to have, in Blender, as well.


texts: How to show different images based on Object ID

texts:
I got an image sequence for the poker faces (totally 54 images). And I want to find an effective way to place them on 54 objects. According to my knowledge, I just tried to use tricks like the Oject Info node, with concept like this:

It would also be great to be able to animate multiple frames per object - for example, something similar to this, with each cube showingn a short video clip :


texts:
I'm using blender 2.76 rc1 with an AMD Raedon HD 7900 series, I'd like to create a volumetric spot light with cycles render. I set the volume scatter (density 0.1) in volume and mist pass in world, and put the spot light slightly below the street light, but, there isn't a volumetric effect.

UPDATE 1: I tried to set volumetric light in a pc with an Nvidia graphic card and works, I think it's an incompatibility problem

UPDATE 2: I read the wiki blender of openCL status, and talks about the AMD limitations, including the volume:

  AMD

  Limitations

  Initial split kernel patch was done by AMD and was aimed to make Cycles render on Windows platform. This kernel works reasonably well with simple scenes, but has much harder time to work on a production files, it also lacks following features:

  Transparent shadows (they're disabled due to AMD compiler issues)
  Correlated multi jitter pattern, SSS and Volumes, which could be
  added to the split kernel, but prefer to focus on making existing
  feature set rock-solid first.
  Branched path tracing which is quite tricky to integrate into current
  implementation of split kernel and supporting it will mean we'll do
  split kernel once again

.


texts:
I have been trying to use my second monitor with blender without much success.

I have 2 windows and can move them around fine, but the moment i move any window off my main screen onto my second monitor the blender interface window on the second monitor lags like crazy. But on the main monitor it is fine. I can also have both windows on the main screen fine without and lag.

It is driving me mad and while not necessary for what i am doing it would make my life much easier if i could use both monitors.


texts: How can be mesh like cylinder curved like this with precise degrees not by hands?

texts: I've done this by hands. Can be this done otherwise easily?


texts: "No layers in render result" - please help :(

texts:
I'm at my wits' end. I did an animation which was quite a lot of work, then rendered it, disliked it repaired the mesh cause it was all out of shape. Next time I tried to render the animation, I got the "no layers in render result" message and Blender hasn't been able to render even a single frame ever since. First they were all black, now they're all empty. I checked other files which render without problem. I went back to factory settings but still no render so I guess the file bugged out. How can I rescue my mesh, rig and animation? Can I export them somehow?

I have v 2.76 and it never had a problem like this. When I rendered the animation, I followed this tip: How to save animation as a video format

Help please. :(

Ok, I uploaded the file. For some reason, the date doesn't get saved properly. I edited it yesterday and today but the date is still March 6.


texts: How to link functionality of external file to Dropdown list in Blender?

texts:
I am currently working on a project. I want to “teach” Blender 3D printing. And my approach was to take an existing slicer and run the executable in Blender. I wanted to keep it simple and just want the User to choose a printing Profile (which is already defined in the slicer) in a dropdown List which I wanted to implement in Blender. But the Problem is I do not know how to link the printing Profile from the executable of the 3D slicer to my dropdown List in Blender?
A huge thank you in Advance!!


texts: Smooth transition between 2 joined animations

texts:
First animation try.
I have finally managed to find a way to join 2 sperate animations taken from Miximo into Blender by copying the keyframes of the first one in the second one.
However, as you can see the transition between them is quite rough and visible.  Is there a  way to make the transition between one animation and another more smooth?
video of animation


texts: I added Subdivision Surface to my Model and It effect it The Bottom part of my Model

texts: I'm New to Modeling an I'm Trying to Make a Model and Using Subdivision Surface for the First Time But the Problem is the Model Looks Completely Fine But When I add Subdivision Surface to it everything's Fine except the Lower Region Any Fixes?


texts:
I'll be concise:

while I can get to motion tracking I don't have the same menus I see on specific tutorials that seem to be running 2.8.  odd.
I can Ctrl+A and place markers all over.
I cannot get them to track and show tracers when scrubbing left or right, regardless of which track button I'm using (command T, or Shift command T).

Everyone seems to have a menu next to "help" that shows motion tracking as an option.  I've got nothing but tabs up there (layout, modeling, sculpting, UV editing, etc).


texts: Properly export COLLADA for use in SceneKit

texts:
What is the correct way to export meshes including textures etc for use in SceneKit of iOS 8 or even OS X? By the default options I can only export meshes - somehow I don't get textures to work. Also Preview in OS X has trouble opening anything output from Blender/COLLADA so far. Running OS X Mavericks.

For instance, the ship.dae that is included in a template SceneKit project in Xcode 6 has Y for up, whereas stuff exported from Blender has Z up. Maybe this causes errors in the Apple world? Also importing ship.dae then exporting it with default options gives likewise "bad" COLLADA output. I was doing a diff in the input ship.dae and the output one and the differences were rather many so I don't know where to start.


texts: The Video I assigned to a Material is not running, where is the problem?

texts:
I rendered a shadeless version of the Animation i made and want to now set it into the TV in my animation so that there is a 2D version of the same scene running in the TV. You can already see the grey shape of the anglerfish in the square TV dummy thing but it isnt moving when i go along the timeline and render.
what i did was unwrap the UV map of the screen and assigned the video to the material that is the screen part. ive already tried "match movie length". Does anyone know where the problem could be?


texts: Sheep-It Render Farm doesn't support the bevel node (yet). Is it possible to construct a custom node setup that does the same thing as the bevel shader?


texts:
Still trying to model a wine glass. After applying the spin tool, removing the doubles I tried to close the holes in the stem of my wine glass. Result in the image below. After applying the subdivision surface modifier and solidify modifier the result in the other image. Somehow there is an issue in my mesh but what ? The blender file is here

I now posted two images of the wine glass after recalculating normals. Is this ok now ? Imho it still looks a bit weird ??


texts: Blender Boolean Export as .obj wired triangle glitch (And if I can bake 2 objects with modifier into 1)

texts:
I made simple 2 objects with Boolean Modifier and export them as .obj (I only selected object that has Modifier). When I open .obj file with any viewer it got wired glitch with triangles mashing up all around. I tried different methods but they all result same. I recorded short 3min video to explain my problem.
thank you for support!
https://youtu.be/PwWms-QI8Mc


texts:
Is there a way to define rendering in multiple ranges in the timeline?
For Example:

I like to render the scene from frame 0 to 191 and from 266 to 400.
(I don't want to render from 191 to 266, because therefor I have prepared a separate scene with less objects)
Is there a solution without scripting? Because I have no experience in python or any scripting language.


texts:
so i was working on an aircraft [ tejas mk2 ] i faced a problem while making the canopy , iwant it to be exactly like this
but i ended up like this well i know it looks funny but yah i am an intermediate blender user ,what i wanted is a glass material that has such type of coulourish reflection as well as clear at the same time. soo.... please help me out , picture of the node settings would be much appreciated . cheers!
edit : here is my current progress


texts:
This is a newbie question, but I want to do several scenes with the camera placed at a specific angle to the object (assuming the object is placed on the grid). I can't find any settings for the current angle of the camera. I need to know what position it is in for the next blender file I create.

So how can I position the camera at exact location for different blender projects / files?

Thanks!


texts: i am a newbie at the linux environment, please how can i install blender on Linux? what are the commands i type on the terminal window? i just download it from the website. thank you


texts: How do you add a video or film in the blender game engine before a level starts or something?


texts: How can I make a Driver expression access image RNA data through the image texture node?

texts:
So still trying to automate some processes.
I am trying to use drivers to access information about an image (pixel x/y size and DPI)
The location is simple
bpy.data.materials['Fabric'].node_tree.nodes['IMAGE01'].image.size[0]
But the driver cannot access it through a Texture node

As you can see, it works if I go through the image variable. But not useful when the user changes the texture.
What do I need to make it work?


texts:
I have been trying to create a realistic colored fur shader, but have not been having any real luck with it.  The colors come out either too dark, too saturated, or both.

The render below is the closest I've managed to get to what I want.  However, it is still too dark to my eyes, and trying to lighten it has the effect of making it more saturated.  As well, In the upper right of the sphere, where it is catching sunlight head-on, it just gets brightened without any highlights, while the "rim" along the left and bottom edges gets highlighted.

Any feedback on what I'm doing wrong or what I should be doing would be appreciated.

And I realize the patterns on the fur are unrealistic, though I'm trying to get realistic light first.  As well, increasing density or strand thickness has the effect of making things even darker.

Below is a download link for the blend file:

http://www.pasteall.org/blend/36073


texts: Blender does not scale or rotate in object mode?

texts: When I try to scale or rotate an object in object mode it doesnt work however it does in edit mode .


texts: Preview in Video Sequence Editor doesn't show render layers

texts:
I have a scene with two objects: the cube on layer 1 and a cone on layer 2.  Under the Layers tab, I have set just the first layer to be rendered.

In the Video Sequence Editor, I added added my scene.  However, the preview window shows both layers.

When I render, it works fine, just showing the layer 1.

Is there any way to have the preview take into account render layers?

(Blender 2.69)


texts: How to make cell fracture only fracture specific face?

texts: Alright so I'm trying to make a cover art for a song with this heart and so i want it to have a fracture in the center and kinda have some space in between the split. The issue is that every time I try to use the Cell Fracture feature, it simulates the entire boundary of the mesh and I only want it to fracture the front part of it. I`ve tried selecting the front face in Edit Mode and a few other things but I simply can't fix this and need some help.


texts: when i press the mirror modifer nothing happens to my shape im a noob at blender so could someone please help? i've tried all other solutions that related to my post but none of them worked.


texts: Assigning a probability to different particle objects using "Use Count" and "Pick Random"?

texts:
If you've associated a collection of objects with an item's particle properties, is Use Count the right thing to use if you want to assign probabilities for how often you want given objects to be used? Or is there something else that's a better match?
In this previous question, I discovered that the particle choosing algorithm works repeatedly through the collection list, laying down particles according to the count assigned to them.
So if you want anything like a random probability-based distribution, you first need to enable Pick Random. If I was assigning probabilities, I'd usually use decimal fractions that total up to 1.0:

Elves - 0.04
Men - 0.5
Dwarves - 0.15
Hobbits - 0.06
Orcs - 0.25

If I want to achieve the same with counts then the most obvious way is to apply a factor that eliminates all decimal places, e.g. 100 in this case:

Elves - 4
Men - 50
Dwarves - 15
Hobbits - 6
Orcs - 25

This isn't too bad but I was wondering if there was a more direct way of doing things (that e.g. enforced that the values add up to 1.0 or 100 as in the example above)?


texts: The Claw of my Mesh deforms when I bend the Armature

texts:
Any clue as to why this is happening?

The claws and the pads are all weight painted red. Here is my link Do you have any solutions

Here is a link if you need more info https://drive.google.com/open?id=1q45-Xk_Mt_fwbmZFbHyrrMJZLnvQDvcW


texts: Synchronize an object following a path and the appearance of the path

texts:
Using a Follow Path constraint as well as Cegaton's answer from this page, I am trying to make a path appear behind a car as it follows a path.

Unfortunately, the speed at which the car and the path animate is different (they have the same number of frames however)...

I'm not sure what exactly makes this, and I'm not sure I can afford the time to keyframe or start tweaking each object to perfection.

Is there a simple reason I am missing out?


texts: It seems that inherited attributes that can be overridden is needed in Blender for objects considering its complexity. In any event, I thought I read that linked objects only have location and rotations unique to each instance, which would accomplish the same thing for me. But when I change the dimensions of one, the others do not change. I also tried this after having made the two objects reference the same mesh. Is there a way to edit the dimensions of all the linked objects at the same time?


texts: Blender to Unreal. Parented mesh .fbx export breaking

texts: I have parented my objects in order to animate slight movement (ie. arm lifting up). Therefore there was no need to create an actually animation rigg for this.  Parenting just for rotation worked. I exported out as .FBX. However upon importing the .FBX my robots finger and/or shoulder piece imports in at a different translate point (Flyaway mesh pieces). I've checked the pivots and seems to be fine for the rest of the Robot mesh. I realized this error (broken finger mesh) was floating in the Viewport and .avi. So question is, how do I export a parented mesh from Blender? *I DID select all object/ mesh in Viewport in Blender and without using the outliner and this still gave the same results. I assume theres a hierarchy I would need to select but I don't know.


texts:
Trying to animate an object's material, by simply changing its opacity.

As there is no way to directly change the material properties in the AN node tree, I created a driver to change the value of Transparency's "Alpha".

So, the execution flow goes like:

"Object Attribute Output" creates/change a property named "alpha" within the object;
this property is used by the driver to...
set that object's material transparency.

In theory this should work, but:

it works with text objects;
it does not work with any other type of object.

Am I doing something wrong? Or is this supposed to be that way?


texts:
2.79 allowed you to set shading to flat, which would render the vertex color 1:1 on screen (assuming the entire normal had been solidly colored and noting else is being set to diffuse, of course excluding vertex color interpolation). This allowed you to retrieve the exact color assigned to any vertex on the normal. It wasn't ideal, but it worked if needed.

I'm still fumbling around with 2.8. So far it seems actual "flat" shading renders desaturated in Vertex Paint, so this method is gone - every rendering mode and its subsequent options apply some sort of saturation, shading, light dependency, or cubemap. It doesn't introduce the option to view colors per selection (still), doesn't offer alpha (still), and doesn't even offer color space selection (still).

Are either of the following even possible in 2.8?

just plainly view vertex colors on a mesh without any superfluous shading, rendering, or antialising from edges, without the need for additional light set up and material building
simply, plainly, retrieve color values as stored per normal

Really sad that it's still lacking so much functionality in vertex colors, it should at least have some option to view vertex colors plainly, regardless of angle or light, or at least view color values per selection. Vertex colors are a valuable asset in the world of rendering as it pertains to potential for blending, displacement, etc, but these features are still missing.

I'm already having to switch between color spaces at runtime in my rendering software. And I've had to use a variety of other works around to implement alpha and simply preview colors plainly.

How do you retrieve simple, plain, vertex color values in Blender 2.8? Is such a thing built in yet, or do you have to access it through Python or some other means?


texts:
Does anyone have an idea how to improve quality of this Cycles bake? Using image as source for material color, amount of samples has no effect on how accurately this image is reproduced on baked image, samples only make the lighting more smooth.

100 samples produce same quality image sampling as 1 sample. Also I've tried different image interpolation in the node, gaussian filter width, branched path tracing... nothing seems to work.

With procedural pattern the results are similar:

Internal renderer seems to do the job perfectly:


texts:
I'm trying to simulate laserbeams going through movable mirrors to see where they end up on some screen depending on the orientation of the mirrors. So I figured that I could use raycast from the laser source to the mirrors and from the location and normal vector of the mirror cast a new ray in the reflected direction an so on.
But I can't get the raycast to work. I have previously used the raycast from 3Dview to objects from the template with success. But I can't find any good explanation or documentation on the basic object.ray_cast() function.
import bpy
import mathutils

source = bpy.data.objects.get('Source')

location  = source.location
direction = mathutils.Vector([0 , -1 , 0])

ray_succes, ray_object, ray_normal = source.ray_cast(location, direction)

But I get this error:

So I lack the basic understanding of how the function works. Any explanation, good answered questions, tutorials, documentation would be really appreciated. I'm open to alternative ways to shine light beams through mirrors which I can then move and rotate with python code.


texts:
I want to display an image in the viewport. the image must always remain facing the In User (as a UI).
I thought to paste the image on a plane, but I know how to keep the plane facing the screen (the track "camera viewport" is possible?)


texts: What is this Shape Key Icon referencing?

texts: What is this Shape Key Icon referencing in the Outliner?  Is it the name for the Shape Key data set?


texts: How do I rig each blade to fan out like an aperture lens?

texts:
I'm new to blender so I've got loads to learn.
My problem at the moment is that I want to rig up each individual triangle, so that I can get it to fan out like a camera aperture. Can anyone help me achieve this?


texts: game-engine : error totblock : 1. Memory Leak?

texts:
I've got this error when running the blender game-engine:
Error Totblock: 1

(The scene is running, but very slow, and this message appears a the end)

Apparently, it is due to a memory leak.

I've got a quite big scene probably : it's a game level with 8 rooms, and a total of 1408 verts, 1066 faces, 2132 Tris, and Mem of 1882.78M.
(The size may be due to jpeg that I use in each room)

Is this message the way for Blender to tell me that this scene is too big for it... or has this scene some particular problems in memory management? If it is so, could anyone give me a clue how to search the memory leak?

EDIT:

I've made a test with another blend. This one has a size of 14M only and I still see the error message. Apparently, it's due to objects that I have linked to my current blend. Still don't know what the problem with the particular object linked


texts: The grid floor in blender is XY. Can this be changed to another combination of X, Y and Z, say to XZ, or something else? Note, that this does not impact what coordinate system is used at all.


texts: Can't make BGE to accept the string "\n" string in exptression to activate an actuator

texts:
I'm actually using Blender 2.77 while reading Game Development with Blender.

In an example it's being used the string "quit\n" in an expression controller
to make the user press the sequence of keys: q   u   i   t   ENTER to exit the game ones it's started.

I've tested the logic and everything seems fine, but the escape sequences, indeed as an example if I set the string to be "quit" only as I press the sequence q   u   i   t the game quits.

The book I'm reading is been written for use with Blender 2.66 so things may have changed since then.

What I'm asking is how do I make the BGE interpret "\n" as the in-game RETURN key pressure in my expression?

Link to the file:

https://1drv.ms/u/s!AtGBzQ7WE96SiQdyBaATCPbQfocY


texts: COLLADA export doesn't preserve animation for all bones

texts:
I'm trying to rig and animate a character for use in an OpenGL-based program. I found a simple character model on TF3DM and rigged him by following the excellent character rigging tutorial from BlenderGuru. I can export the animation to the COLLADA format and load that file into my software. Most of the animation comes through, except for a few small details like the bending of his toes. His toes seem to be stuck in their initial state, with his left foot flat and his right foot bent.

Here his right foot is bent properly while his left foot remains flat:

Here, his right foot is still bent. The leg has moved properly, but the foot hasn't bent like it should have:

This behavior happens in more than one program, including when I export as COLLADA then import it back into Blender. With a simpler model (an elongated cube with only two bones), it exports just fine.

UPDATE: Here's a screenshot of the model when I export from Blender, open a new scene, and import the model. Some of the bones are tiny. Not sure why:

Does this sound like a problem with the COLLADA exporter? Or is it more likely to be a problem with my rig? (Would it be helpful to upload my .blend/.dae file somehow?)


texts: I'm attempting to recreate a photoshop technique I learned in a video with blender's node system. (https://www.youtube.com/watch?v=YoeZzxm5W88) I of course searched  google and haven't been able to recreate the technique correctly. It always seems off. I don't have a great understanding of nodes/photoshop so it might be a really simple task but I've been stuck on it a while so any help would be appreciated.


texts: Why does my render look different when submitted from command line to a Linux cluster?

texts:
If I render this scene using Cycles from my personal computer I get the scene on the left and if I run it from the command line on my university supercomputer, I get the image on the right. Both machines are running Blender 2.82 and are using identical .blend files. I can't think of any reason that would cause them to differ. When I run the job from the command line, I use the command blender -b bust.blend -o bust -E CYCLES -F PNG -f 1, which has always worked for me in the past.
Here is a link to the blender file I am submitting:
https://drive.google.com/open?id=1ClZoyuQJwz9uob0ureN6rrZ6Sel688rC


texts: Quad faces along the curve or grease pencil

texts:
Is it possible to generate quad faces along the curve ?

Is it possible to generate quad faces along the grease pencil ?

For example, I set up some bezier curve and on this curve Blender generate connected quad faces uniformely.

I know that grease pencil can do that  for mesh reopology. Is is possible to do that without the mesh?

Black is curve or grease pencil, blue are faces only I want them to be regular (same size) and connected.


texts: How can I snap to the projection of a mesh element?

texts:
I am trying to model a car seat. I would like to be able to Grab the selected edge (marked with the red arrow) and translate it to an arbitrary location. However, I would like to constrain the median point of the edge to the plane that goes through the middle of the volume below it, on the Z axis, parallel to its (large) faces, i.e. not move the edge "outside" the volume.

Unfortunately I cannot use regular constraining, because the volume in question is rotated from both the Global and the object Local axes. Also, the normal space of the edge is not aligned to the normal space of the volume.

I am thinking I can do what I want either by (a) constraining the movement to the YZ plane, in the normal coordinates of one of the large faces of the volume below, or (b) by snapping the vertices of the edge being moved to the projection along the Z axis of the mesh geometry.

How can I do this? Is there any other (blender-preferred) way to achieve this?


texts: Automated UV unwraps... NOT Smart UV unwrap

texts: I was thinking, when do you guys suppose we'll get true and efficient automated uv unwrapping?. With A.I and machine learning i'm surprised a program hasn't surfaced that examines a model anything from fruit to vehicles, people etc. I mean think about it all someone has to do is feed a program various unwraps and let it learn from those correctly done, and i guess incorrectly done uv unwraps. I'm talking flawless unwraps of anything so people can speed up their workflow and just focus on the texturing. I mean because when you just enjoy modeling as a hobby there's so much to do after the modeling is done, You have retopologize, uv unwrap which can be so tricky that it takes you days just to get the unwrap right, bake high poly details into a lower poly model etc. Someone needs to create the end all solution to uv unwrapping.


texts: Creating blender objects with matrix of 3D coordinates?

texts:
I have a matrix of 3D coordinates for about 10,000 points. Is there a way to import this matrix into blender in such a way that it creates a simple sphere of the same size at each point in the matrix or can anyone point me in the right direction of some documentation on how to do this?

Example:

[1,]-2.0256547 -3.0332452 -1.596550 -1.662259 -1.633215
[2,]  2.4796049 2.4291108  3.102889  3.030494  3.049240
[3,]  0.5200771  0.8193005 -1.868664 -1.890152 -1.896593

Thanks!


texts: GPU Render slows when computer is inactive

texts:
I'm a newbie here and I coming with a strange problem (for me...).

Just to introduce my config: I use Blender with an i7 CPU (3930K 6-core), a GeForce GTX660Ti, 32Go RAM, and I work with Windows 10 Pro.

I made often simple scenes, the last one are a dozen of gears which turning and that's all, all frames have the same complexity level.

When I render animation with a render time about 2,5 minutes/frame in 4k resolution for example, as long as I used my computer (to surf on Internet or some little things) the render time is stable, BUT if I leave my computer, after some time, the render time slowing down! And the frame use even 5 minutes!!!
If I move the mouse, the next frames becomes normal with 2.5 minutes... Strange, no?

All right, all the time saver are off (screen, hd stop, etc...), please have you any idea about that problem?
Thanks a lot in advance!!


texts: Animation nodes - effector pushes and attracts with falloff on multiple objects

texts:
I know it's possible and have been trying to figure it out with animation nodes, but does anyone know how to take multiple objects at a starting point and have them translate away (rotate/location) from an effector object, such as an empty, as its passing through them. After the empty has passed through the group of objects I want there to be a falloff making the objects return back to its original position.

For example I am trying to take a group of objects close together and pass an empty through them. At the same time displacing each objects location and rotation away from the empty and as the empty gets farther away from each object they move back to their original form.

any help with this is greatly appreciated! And cheers in advance!


texts: Material emitting one way for interior scene?

texts:
I'm doing an interior scene seen from the outside through a big wall of glass. It's just after sunset, so there is still some light from the HDRI image. I want the light to flow to the outside.

I don't know how many solutions that I have tested with emitting materials. If I use a plane that are located close to the celing I get too much light upwards and to solve that I use another plane between the emitting material and the celing to stop the light. Both planes are invisible for the camera and casting no shadow, but still I get a dark och almost black celing. I guess it's because I stop the light from reaching the cealing. If I lower the emitting plane, I get shadows from the side of the plane. Nothing looks nice! :(

I have made some spotlights in the celing and given them some emitting light, but not to much, because if there are too much light, they look unreal. I have six spotlights and if I increase the value to light to interior, I get a lot of strange noise on the walls.

I have also used spheres and I have to use a plane above the sphere also to stop the light.

Any other solutions or tricks to light up an interior scene? Help is preciated? Most tutorials about interior lightning is about daylight.


texts:
I've noticed that when I stop/start blender all of my folders that are subfolders (of the following list) are getting wiped out, including contents I didn't want to lose.   Do these folders need to be exclusively assigned to blender?  Folders in Preferences:

Temporary Files

Render Output

Render Cache


texts: Adding text with default font is outline without face

texts:
In all the tutorials I've seen when adding text the default text has a shaded/solid face. My default is just an outline/'faceless'.
I'm using 2.80 beta
Thanks

Edit 1:
Right,the question is why. Thanks for the suggestion and feedback.

Edit 2:
Israel -The question is why. I haven't changed any defaults. If you can answer your second question; '../ turn it to solid face?' then that would be a helpful workaround.

Edit 3:
This can be closed.
I had this problem using Ubuntu (compiled from source)
When I installed and tried Blender in Windows it worked correctly.
I re-compiled (very easy just make update and make) and moved the userpref.blend. It works. I restored the userpref.blend and it still works. Thanks for the help


texts: Why isn't VSE dropping frames and giving me a correct frame rate?

texts:
I'm using the VSE (Video Sequence Editor) to set up the timing of my movie. I have 30 images from a storyboard, in rather low resolution (1000x1000 px or less, 100-200kb in size) in JPG format.

I've put them in a sequence, first by importing them all as an image strip, then separating them into images. I have no effects other than "Image offset" (not an effect?) in the right hand side toolset to center them on the screen.

When I play the video, render settings set at 30 fps, it plays back at 30 fps in the beginning, but after 5-6 images, it plays at 15-17 fps. I have Sync Mode set to Frame dropping, but apparently it's not dropping frames.

It's not like it's any heavy animation, linked scenes or anything, just still images, changing every 2-3 seconds.

Why isn't it dropping frames, and how can I improve playback speed? I have set the Sequencer/Clip editor > Memory cache limit setting to 2048 MB. Should I need more than that to cache 30 images?

I'm using a MacBook Pro Late 2016 2,7 GHz Intel Core i7 in Blender 2.78 and MacOS Sierra 10.12.3.

Here's a screenshot, if that helps in any way:


texts: How to space verts along an edge loop without moving specific vert?

texts:
I am trying to space a series of vertices in a continuous edge loop so that they are evenly spaced. I would like to avoid moving a specific vertex for reasons of symmetry. The problem I'm having is that when using LoopTools > Space, there doesn't seem to be a way to fix a specific point:
In the following example, I am trying to preserve symmetry about the y-axis. I first try LoopTools > Space on the whole loop, but while it spaces the verts, it doesn't preserve symmetry. I then select each half of the loop and perform the LoopTools > Space operation on each in turn. This works, but is tedious.

But what about cases with an odd number of vertices? Or what if only one point is on the symmetry line, not two? Spacing by halves doesn't work in these cases.
Is there any way to fix a particular vertex in place, so that all other vertices are spaced relative to that one vertex? I would have hoped that LoopTools would simply automatically fix the active element, but that isn't the case.
And while my example above is a simplified case, frequently I am working with edge loops that aren't planar, so running LoopTools Space and then rotating the edge loop isn't a viable solution for these cases.

How would I evenly space the above vertices, for example, without moving the active element?


texts: set temDir and outputpath via python script

texts:
I have to use blender 2.49 and I am trying to change a few settings via a python script like resolution etc. - everything is working but the tmpDir and the outputpath - which I want to change from /tmp/ to /local/ for example

I am using the blender 2.49 api and it should be:

bpy.config.tempDir = "/local/"
bpy.config.renderDir = "Path I want"

but this is not working so far.


texts: I can't get Pose X-fliped to work all of a sudden

texts:
So I have a problem where I changed the pose of the limbs ob one side of my rig, and then mistakenly made that the new rest pose. So I tried to copy the side that the limbs are still in the position I want and then X-flip them. But it either only moves a few of the bones or none.
I have tried looking for answers but all the ones I found mean I either have to delete one side of the rig and symmetrize or go into edit mode and use x mirror and translate without changing anything. But both methods at least from what I can tell mean I have to apply weight painting again and I just finished it and in blender 2.8 and above it takes forever because of how they change the functionality since 7.9. Well and rerolling but that just made things worse.
What do I do to make X-flip work again?


texts:
Not sure what I've done, but I am unable to undo it. When I extrude the curve, it summons a white dot instead of adding a joint curve.

I am not sure where I did wrong here.


texts: Creating a emission plane and hiding it in Blender 2.81

texts: How do I create emission material and then hide the plane that emits the light in Blender 2.81?


texts: File Output node ignores inputs and exports all render layers

texts:
For some reason whatever I add as input in the File output node is not exported in the output multilayer exr file, but rather all the render layers are exported.

This is the result exr file imported into blender, I was expecting 2 layers: output 1 and output 2 not all the render layers.


texts: copy linked materials nodes to local material

texts:
DISCLAIMER: I rewrite my post upon the latest success to not flood my own post with already solved parts so I left only the part that really is still not working...

PROBLEM:
I need to replace all nodes of one material with all nodes of another linked material from another external .blend file via script.

I ALREADY HAVE ALMOST COMPLETELY WORKING SCRIPT NOW ALL MADE BY MYSELF AT LEAST, except the last thing: copying links between nodes...

Does anyone know how exactly write those two parameters, please?

I am using Blender v2.70.5

P.S.: I need strictly SCRIPT BASED ANSWERS ONLY...I know how to do it manually, of course


texts:
Is it possible to get a vertex paint layer into a cycles hair material, when the hairs are emitted from vertices?

Here is a vertex paint layer working for the emitter, but the hair strands don't get the info:

Note that interpolated children strands do pick up the vertex paint info. This is also true for hair emitted from faces. These don't work for me, because I need the hair to be emitted from the vertices:

(I'm still trying to get this question working)


texts: Render Quality is amazing but video is poor quality and really grainy

texts: When I render my animation I can see each frame being constructed frame by frame and the quality is great, however, when I watch the video that is composed of these frames the video quality is really bad. What should I do?


texts: Is there away to click and drag an STL file from a folder or my desktop to Blender? or do I have to use the old fashion way file-import?


texts:
I have recently installed the Pbr shader. I have created a material for a landscape mesh. Later I created a rock. I tried to add a material to the rock but the screen freezes. Blender doesn't work, and the mouse doesn't move.

Now every time I open up Blender and try to add materials to anything the same thing happens, the screen freezes. I'm using cycles.


texts: InCompatible GPU on laptop: Can I make it work or should I get a new machine?

texts:
Disclaimer: You’ll have to explain things to me as if I were a 5 year old.

I have a Mid 2012 Macbook Pro (13 inch) and a Dell Inspiron 15 3521.

Both have graphics cards, none of them are recognized/compatible with blender. Also, both have sucked time and life out of me trying to find a solution to the problem below.

Is there a way to make blender use either of these GPUs, or should I get a new machine? If the latter, what should I get?

Bear in mind, if I were to get a new computer (laptop, ideally), I wouldn’t need a super-mega-awesome GPU that costs four or five digits. Something that will cut my CPU’s cycle render time in half would suffice.

Thanks


texts: Why does this cloth go down past the top surface of the cube?

texts:
I was following a tutorial on YouTube, and the presenter said that he did not change the default options other than enabling self-collision and increasing the collision object's friction from 5 to 10. His looks like the first image below, but when I tried that, the cloth goes down past the top surface and stops at the bottom surface (second and third images below). Why is it so?

I had a previous problem with cloth, and it was due to the objects' small size. This time, I made sure that both the cloth and the cube are large enough. (Cloth=7.68*8.22*1.99m, cube = 7.68*7.68*0.897m)

The project file can be downloaded from here.


texts: How do I use the Freestyle SVG Exporter to reproduce the examples in the documentation?

texts:
If I understand correctly from the severely short documentation page, the Freestyle SVG exporter can export a model to a SVG file using different styles:
-a series of volumetric lines, as seen here:

-outlines where the hidden edges are rendered as dotted lines, as seen here:

However, the documentation doesn't bother expanding on how these results were achieved. There are no modifiers in the Modifiers Panel, or in the Freestyle Export Panels, that seem to correspond to these examples (I looked in both 2.79 and 2.80).
How does one render 3D models into SVG, while applying the styles of these examples?


texts: Tracking camera movement using built-in accelerometer

texts: Are there any apps that allow recording smartphone motion while shooting in order to move camera without point tracking?  And then, how to link this data to camera in scene?


texts: What causes this difference in geometry for the same operation?

texts:
I'm trying to bevel a corner in an array of objects which I've welded and bend 360 degrees. The top part of the model works as expected, the geometry is nice and square and the bevel works for the full 1.5mm I've set it to.

However in the bottom part of the same model the bevel causes triangles instead of nice squares, which limits the amount of bevelling that can be done. What causes this and how can I fix it? :S


texts:
How can I bake such a large building, without loss of quality?
I want to bake textures of this building, but I do not like the result, because textures are very much smoothed out(i want to add this model to unity)

bad((


texts: Character's Underlying Mesh is showing through top mesh of Jeans

texts:
I downloaded a character model/rig and have been experiencing problems with the mesh of the jeans. When the character is facing forward, the jeans look fine. Once you rotate the character or move the legs, the underlying body mesh shows through the jeans. How can I fix this?
Rig facing forward:

Rig slightly rotated on Z axis:

As you can see the skin mesh is showing from underneath the jeans mesh. What could be going wrong here and how can it be fixed?


texts:
I have checked if there is an article on this subject and i found none, Unicode fonts support languages that have letter joint connections, like Arabic for example. While blender can support Unicode fonts only that it doesn't create the text shape 100% connected, it overlaps the letters to mimic joint letters just like illustrator or any vector based software, but in the end result you end up with overlapped vector creases and unwanted results. When rendering you get flickering shaders that gives you bad rap on your project especially when you deal with typography animations that has loads of text in it.

here is a representation of a Unicode in blender and its results.

this is the result after rendering text using Unicode font.


texts: Is it possible to vary material colour depending upon thickness of the underlying mesh?

texts:
Is there are way to create a material that will colour according to the thickness of the mesh it covers, based, perhaps, on length of edges at right angles to the mesh surface?

For example, white for a zero thickness plane, through a spectrum, to black at an arbitrary thickness beneath, that will change automatically if the mesh is manipulated.


texts: It is possible to mask a Image Texture with Emission?

texts:
It is possible to mask a Image Texture with Emission on Blender, like adding soft borders or something and being able to control them, without having the need or external softwares?

As you can see, i have an image on my Render (The Sun, middle one), and i need to control the borders since are too hard and i do need a mask.


texts:
I duplicated an object with ShiftD several times, then painted some vertex colors on one of the duplicates.

Unfortunately, I think I did this sort of backwards as I can't find a way to copy vertex colors from one object to another.

Is there any way to copy the vertex colors from one object to another identical object?


texts: Blender render very slow - use 40% cpu only

texts:
I found the following issue with Blender render.

When I render an image after a fresh restart, it uses 100% CPU and finish in about 5-7 minutes.

But after a few renders, the same image will render in 43 minutes and use only 40% CPU

I think it is caused if I open more than 1 blender instance.

The only solution I found is a restart.

I have win 10.

NOTE:

After much research I found this is a win 10 issue, that is happening not only when running blender, I install MAC and the problem is solved.


texts: I started using blender couple of days ago but i think i have come a long way. I finished my first project. I did all the coloring, camera angels etc. When i finished my project i rendered it. But when it comes to saving, saving options not working. I can only save it as a .blender. I cant change it to jpeg or png. When i save it as a .blender and i open it up i cant see the image i rendered. I can only see the tiles like pictures u can see in microsoft excel. When rendering ends i pressed f3 to save it but i can only save it as a .blender and cant change it to any other form. I downloaded the Blender couple of days ago i think its the latest version. How can i solve this issue. TLDR: I cant save the finished project as i wanted to be.


texts: BLAM add-on does not work with Blender 2.79

texts:
I tried installing both the latest version(v 0.6) and the original one. I downloaded the zip file and then clicked on the install addon from file button. Turns out it does not show in the addons list at all.
   I don't know whats the error. A few days ago there was some kind of numpy error in Animation nodes as well. To fix that, I uninstalled and then reinstalled Blender. When I tried installing BLAM, it still does not work.
Any help is appreciated.


texts: Why is my normalmap rippled and pixelated?

texts:
I've built a high-poly model and manually reduced it to low-poly, by applying the subsurface modifier and merging excess edge loops. I then imported copies of these in .obj format to XNormal, where I rendered a normal map. When applied to the low-poly model in Blender, it recieves these fine, rippling artifacts:

Where do these artifacts come from? How do I get rid of them?

Comment on answer by cmomoney: Thank you, this was exactly the problem. I applied the Mirror mod and remapped the UV. Now I've got problems with the high-poly poking through, so I'll have to remake the low-poly anyway... but that is beyond this question.


texts: Why is Blender's default cube 2 cubic meters instead of 1?

texts:
I had a very frustrating experience with Blender's UI. In the transform section there is location, rotation and scale and I thought scale would be dimensions, which I found out later it is not. Now I think a lot of people will confuse scale with dimensions (which is not even visible by default). Let's say I want to make a 0.1m cube; I tried to set the scale to 0.1 but since the default cube is 2m my new cube is now 0.2m.

Why is the default cube chosen like this and not the more natural and intuitive 1m3?

Wouldn't a default cube of 1m3 be better since then a naive user who confuses scale with dimensions would still get the desired result when trying to input a cube of length 0.1 and input that number into the scale?


texts: Scripts with sound path - Imported audio not working with Save Game as Runtime

texts:
I'm using a Blender 2.74 and am trying to pack external audio data into a .blend file. I am using Windows 7. If I try run my game on other another computer, everything but the audio seems okay.

Here is the audio script:

import aud

def main():

    cont = bge.logic.getCurrentController()
    own = cont.owner
    scene = bge.logic.getCurrentScene()
    gunspawn = scene.objects[own.name]

    # sensors
    Message = cont.sensors['Message']

    #sound of glock shoot
    sound = aud.Factory.file("C:/MakeHumanZip/project_last_back/sounds/glockshoot.ogg")

When I pack the external data into the .blend the audio only works on my machine. The audio doesn't work on other Windows 7 machines and the scripts eventually crash.

Can anyone help me with solution?


texts:
In would like to install an addon, but when I try to enable the addon I get an error message "Import error, no module named 'myname'.

In previous versions of Blender I had no problem in installation.


texts: How to cut these two objects where they meet?

texts: How can I remove the material where these two object meet? I'd like to keep the objects separate, but I imagine a vertical line right down the middle of these two objects.


texts: Can the areas of an object in shadow be accessed in Cycles

texts:
In Cycles can I use the amount of shadow cast onto an object as a Fac. input of a mix shader?

This would be useful for setting up a Frost / snow material that is visible in shadowed areas but has melted in lit areas.

I know I could do it by baking shadow maps for the various objects, but I wondered if there was a procedural way to do it.

Maybe if I could create a vertex paint layer using the shadow info this could be used and would save the texturing (my scene is already quite complex - several hours per frame)

Any thoughts?


texts: how to change the render image size without changing camera settings

texts:
I was trying to change the size of the rendering area, the original size of the image is (1300x800)px, I want change to (2000x800)px (the red box area), but the rendering area does not become wider.
Is there any way to change the size without changing the camera settings?


texts: Importing camera tracking data from external sources

texts:
I can currently export camera tracking information from my own program (outside of Blender).

I would like to import this information into Blender. How do I do this? I can export the tracking co-ordinates in ASCII format as text. Is there any plugin to import them even with changing to a different format (.fbx etc.,)

Any pointers to help me get going?


texts: How to connect end and beginning of a "ring" with a cutout?

texts:
I am an absolute beginner in blender and failing at a very simple thing. I have a line lying in a plane. I want this line to have an extension in that plane, i.e. I want to make it a two-dimensional object. I do so by increasing the extrude parameter in the section geometry of the menu to 0.1. What I then get is the following:

I now want to connect the end and the beginning of that object, i.e. to close the cutout of it. From other questions I know that I can achieve this by marking the field U in the section Active spline of the menu. The problem is that the shape of the whole object changes in a very undesired way...

How can I perform the aformentioned connection in a way that preserves the shape shown in the first picture, i.e. in a way in which the extension of the the object stays in the plane defined by the original line etc.?

I attached a blend-file of this minimal-example:


texts: 3D camera tracking and object tracking are not on right position

texts:
I'm sorry if this question as already been asked, but I couldn't find it anywhere so asking again. If someone knows please write in comments.
The story is, I've a video clip form (hollywoodcameraworks). Very common clip, where a women is holding a gun kind of object and walking on a street.
Please see the images.
I've tracked camera very nicely with 0.01px error. Very smooth camera tracking, this worked great.

and for object I tracking 0.25px error I don't think that is bad at all,

And in 3D space ... both things are tracked, 3D box-object has also applied constraints to the tracked OBJECT respected to the camera. that seems fine on the 3D space.

But the ISSUE is.. the 3D box-box object is too low to the surface... I won't be able to cast shadows since I want to change the road into cracks on concrete or anything in 3D as well... so don't want to do it separately ...   Can somebody give me some tip where I'm doing wrong.

Thank you.
one more small question: how to add file as attachment.?


texts: How do you calculate Array Modifier with Relative Offset?

texts:
The pillar at center's width is 0.2

So I added 0.2 to basic 1.0 value of Array Modifier offeset

but it didn't work as I expected.

How do you calculate this to close the gap?


texts: Moving a parent object is not influencing child objects at all

texts:
I have a large architecture project that I've been working on since before 2.79. At some point post-upgrade (to 2.8), parent objects (created with ctrl + p) stopped influencing their children. I can parent one cube to another but when I move the parent cube, the child does not move at all. The "child of" constraint works fine.

This problem only shows up in this blend project. If I create a new blend file, parenting works as expected. I found the blend file I was working on before I upgraded to 2.8, and when I bring it into Blender 2.9, parenting works fine. And when I delete all objects in my project except for 2 cubes, and parent one to the other, the child still does not move, which means other objects aren't causing the problem. This seems to indicate that a setting was changed that broke parenting influence but I haven't been able to find what could be causing it. The problem occurs in both MacOS and Windows 10.
I'm attaching a duplicate blend file with all original project objects removed.


texts: Simple way to create a curved tunnel between two planes

texts:
I'm a newbie in Blender and I was trying to model a tunnel representing a wormhole embedding as the one in the picture, with no success.

I tried to make a cilinder between to planes and subdivide it in sections but that made the tunnel look piece-wise and not smooth as I want. And I would like to know how to "erase" the sections of both planes corresponding to the throat.

Thank you!


texts: Texture Paint isn't saving. Cycles Render

texts: So... I have just started working with texture paint. I save and exit blender and I come back to see that what I painted is not there anymore. And while painting, when I check the render view, the changes I made in texture paint mode aren't showing up. Can someone help with this?


texts:
I am trying to model a dome tent with four sides for an outdoor night scene but I cannot figure out the modelling approach. I have seen this question and it helps to make the basic shape, but I want to make it as real as possible with big wrinkles and stuff. I have tried sculpting and cloth sim with pinning and stuff but it doesn't look good.
So if you can tell how would approach it, it would be really helpful.
Thanks.


texts:
I’ve been following a tutorial on YT, I've completed the base mesh for a character from a cube privative.
The next tutorial is setting up for sculpting. I'm in Sculpting > Sculpt Mode, I have Multi-Resolution Modifier and the Mirror Modifier, I'm ready to sculpt. Tutorials say click Subdivide, how do I know it has?
I read about Symmetrize and Mirror, what's the difference?


texts:
I've been using a sun lamp to light an outdoor environment in the Eevee engine. I've got a HDRI but only as an image (no lighting data) because I didn't enjoy how it lit up the environment and I couldn't tweak it to find a way I like. I'm using the lamp to create lighting I'm more or less happy with.

Problem is, I'm trying to create fog so that the background will fade away, instead of coming to a sudden halt. But as I have read, the sun lamp doesn't work with volumetric lighting, and volumetrics seems to be the only way I can find to create fog.

Is there another alternative to creating fog that works with the sun lamp? I'm looking to stick with the Eevee engine, as the task I am working on requires an environment suited for real time.


texts: How to add a single additional edge loop without a triangle

texts:
I'm trying to add some geometry so that there is an additional face loop/edge, such as the example on the right (6 edges on bottom, 7 on top).  However, this introduces a triangle.  Is there a way to do this with quads, or with a triangle that doesn't interfere somehow? The middle example adds two additional edges (6 on bottom, 8 on top), but keeps the face loops functional.

If it is only possible to do with a triangle, is there a better method to maintain better face/edge loops and subsurf?


texts: Odd normals/texture issue upon export from blender

texts:
Having an issue with an object upon export. Everything looks fine in blender:

But when I export it to another format, something is happening that displays textures on the incorrect side of faces (at least that's what I can tell is happening)

I then proceeded to double check that all of the normals are pointed in the correct locations (and that this object was manifold) and everything looks to be fine:

Not sure where to go from here? I was going to re-model the object, but if someone knows of something else to try, I'd rather know what is causing this in case I run into it again in the future.

EDIT

It might be helpful to mention that this is one object in a scene of multiple and it is the only one exhibiting this behavior, which is why I'm led to believe it's something to do with the object itself (all other objects render as expected when exported from the scene with same settings).

The format being exported is .obj. The .obj is being imported into a program which utilizes the irrlicht engine.

EDIT AGAIN

Remodeling the object in blender took care of the issue. Guessing it had to be something with either the model or the uv map.


texts: Rendering large image sizes in Eevee (Over 64k pixels)

texts: I am working on creating a wrap for several walls spanning 25 to 60 feet long. People are going to be looking at these fairly close so I don’t want to go below 200 dpi for my final print quality. That being said a 60 foot wall at 200 dpi would be over 100k pixels wide and from what I understand Blender has a 64k pixel maximum render size. I am also concerned I will run out of memory even in Eevee. Is there a way I can tell Blender to render this out in chunks but from a single camera so I can preserve the perspective? Any advise on this would be most helpful. Thank you!


texts:
Who knows what's the reason of such poor shading in x-ray mode?

I can't do sculpting because i simply cannot see the shape because of these artifacts
X-ray value - 0.877

Viewport settings


texts: How to unwrap model so its perfectly proportioned?

texts:
I can tell this is a simple question but all the tutorials have not worked for my particular task.

I have some walls that Id like to apply a seamless texture to. the walls go in the x and y, some taller than others.

I want the model to unwrap in a way so it looks like it was flattened, with every wall right after the next, so when I apply a texture in an outside program, the uv will be perfectly proportioned.
Iv'e tried marking seams but every way I try, it doesn't work right.

Is there something Im missing here?

My Model:

How Id like the Uv to look:

There must be an easy way to do this I just cant find anything or I dont know what to look for Thank you very much.


texts: How to colorize (tint) a texture on one side of an object

texts:
I want to do this effect, where one face of a column is colorized:

I have added a shader with texture to my object:

What should I do next?


texts: Extra Keyboard Shortcuts for Porportional Editing?

texts:
It's nice to enable/disable proportional editing with O, but I'd like to switch between falloff settings with a keyboard shortcut. If I open the the menu and right click on an option, the "Assign Shortcut" option is there, but blender doesn't seem to be able to differentiate between the different modes if I assign different shortcuts:

Is there any way to get it to work?


texts: Change modifier key from Alt to Super/windows key

texts: I'm running Blender on a fairly customized linux distribution and Alt is already taken by another program. I therefore wonder if there's an easy way to change to modifier key Alt to Super key globally?


texts: switching timeline frames in logic editor (help)

texts:
http://www.pasteall.org/blend/33571

I have setup 3 cubes and a camera ,the camera has 3 set frames on the timeline that move to each of the 3 cubes.

what i want is to be able to use the scroll wheel of the mouse in BGE and toggle between thoughs 3 frames.

how can this be done?


texts: UV coordinates scale with changes in object scale?

texts:
Right now, scaling a textured object like this one:

By a factor of 3 on the X axis, results in the following:

I would like the same scaling operation to produce these results:

In other words: I want the UV coordinates, not the texture mapping in existing UVs, to scale with the change in object scale. I tried the UVproject modifier, but has it to be applied manually. I want the UV rescaling be done in a fully automatic way.

Is there a way to do that in blender?


texts: tracking a bone to the average location of 2 bones

texts: I'm rigging a skeleton and i need the kneecap to be averaged between the rotation of the shin and the femur. I tried making two pull bones for the knee cap to track to hoping it would track to the average of the 2 pull bones but it will only track to the bone on the bottom of the modifier stack. Is there a way to do this?


texts:
How can I get more saturated colors when I render? An image comparison is worth about a thousand words.

Take this raw render as an example:

But then when I tweak it in photoshop I  can get this:

See how dull the render is? (looks really bad right on top of the edited one)

What do I have to do to get the render to look more like the edited image?

I have heard all the common knowledge about never using colors that are too saturated or have a pure value in materials or lights, but when I keep my values too low I end up with dull images (as seen above). For reference the two lamps in that image have a saturation of 0.2, and a value of 1. Their strength is 400, and 500 for the green one.

Here is the blend, so you can dissect all my settings.

I have read How to get accurate colors with Filmic Blender, but that question is different. I'm not asking why my renders look dull compared to a non filmic color transform, but rather what should I do to make my render look vibrant "out of the box."

Is there some sweet spot with the Exposure and Gamma controls in the Color Management section that will yield more vibrant colors? Or are renders always expected to need some tweaking?
Or should I simply use more saturated colors in my lights?


texts:
Is there a way to set the Maximum strength of a material using nodes?, I tried this thinking it would make any values higher than 10 to be set to 10

so, with my logic this would "work" because the maximum value possible is 10 but the value is 76.3, and because it's higher than 10, then 76.3 gets converted to 10.

but clearly I am doing something wrong because it doesn't work :/


texts:
I'm currently making a low poly desert island for college, which has a volcano and smoke that emits from the top. I've set up a cone at very top facing down, which works as a collider, so the smoke plumes outwards. Usually it works fine, and I've baked it, but occasionally I'll play the animation and it no longer works. Any idea why this is?

EDIT: Here are two images showing what I mean. The first is how the smoke plumes at the top and the second is where it doesn't.

Surely if the first one has been baked like that, it'll always be like that...? Unless I'm misunderstanding the purpose and function of baking... I only have to change something slightly and then it goes straight up like in image 2.

Also, when rendering out, or previewing the animation, is there a way of getting the smoke to play without having to see the Domain?


texts:
So I am making a cassette tape

the body of the cassette tape (yellow outlined in the picture) is a single object
I added boolean modifier to the body and set the white cylinders protruding in the middle in the picture as a subject.

Now when I hit apply, the hole appears only on the right side.

I checked the mesh in edit mode and the left hole is also there but its not showing up correctly/
How can I fix this issue?


texts: How can I use an object to mark on another object?

texts: So I'm making a lightsaber and I want to know how I can make it leave a trail of molten-metal type stuff on another object. Is there an easy way to do this?


texts: What would be the simplest way to create a vertical or horizontal cell fracture / realistic wood break?

texts:
I want to create a piece of cracking wood in blender for a project of mine, I made a blender-guru esque ball n' chain destruction setup, made a simple cell fracture wall, put a wood material on it, and that was it, but its pretty bad

This is NOT how wood should break.

What im trying to do is create that wood "sharding" effect. Is there a good method to do this in blender 2.8? I found a tutorial for an older version using cell fracture, and thats better, but its not what im going for, it still looks like a piece of metal or concrete: https://www.youtube.com/watch?v=w_m81zF9WtY


texts: Switching render engine in a script without using .context.scene

texts:
All the suggestions on switching or setting a render engine that I have found here and elsewhere involve using bpy.context.scene.etc except for this one, which doesn't provide a solution to the problem that the API is now designed to throw an error if your script uses that approach.

For example, I have an __init__.py acting as a panel: it imports the script that actually does the work. The package (3 files: __init__.py, test_Shaders.py and figure_Def.py) installs fine. When I try to initialise this, Blender Python throws an error:

  Traceback (most recent call last):
    File "/home/robyn/blender276/2.76/scripts/modules/addon_utils.py", line 324, in enable
      mod = __import__(module_name)
    File "/home/robyn/.config/blender/2.76/scripts/addons/make_Shaders/__init__.py", line 42, in
      from . import test_Shaders
    File "/home/robyn/.config/blender/2.76/scripts/addons/make_Shaders/test_Shaders.py", line 68, in
      for scene in bpy.data.scenes:
  AttributeError: '_RestrictData' object has no attribute 'scenes'

The offending code looks like this - this is the __init__.py:

# GPL LICENCE BLOCK
bl_info = {
    "name": "Shaders-Poser Figures",
    "author": "Robyn Hahn",
    "version": (0, 3, 5),
    "blender": (2, 76, 0),
    "category": "Pynode"}

# allows the [F8] to reload changed scripts, seems that it's within this 'if' statement that the add-on activation fails
if "bpy" in locals():
    import imp
    imp.reload(test_Shaders)
    print("Reloaded test_Shaders.py")
else:
    from . import test_Shaders
    print("Imported test_Shaders.py")

import sys
import os
import bpy

class MatShaderPanel(bpy.types.Panel):
    """Create shaders for your Poser figure: Panel"""
    bl_label = "Figure Files Util"
    bl_idname = "MATERIALS_PT_shaders"
    bl_space_type = 'VIEW_3D'
    bl_region_type = 'TOOLS'

    def draw(self, context):
        layout = self.layout
        obj = context.object
        row = layout.row()
        row.label(text='Figure Name')
        row = layout.row()
        row.label(text="Active object is: " + obj.name)
        row = layout.row()
        row.prop(obj, "name")
        row = layout.row()
        row.prop(context.scene, 'conf_path')
        row = layout.row()
        row.operator("object.run_script", text = 'Apply Shaders')

class runScript(bpy.types.Operator):
    """Runs the script"""
    bl_idname = "object.run_script"
    bl_label = "Invokes Shader Script"
    @classmethod
    def poll(cls, context):
        return context.active_object is not None

    def execute(self, context):
        filename = 'test_Shaders.py'
        exec(compile(open(filename).read(), filename, 'exec'))
        return {'FINISHED'}

def register():
    bpy.utils.register_module(__name__)
    bpy.types.Scene.conf_path = bpy.props.StringProperty \
      (
      name = "Images Path",
      default = "",
      description = "Define the path to your images",
      subtype = 'DIR_PATH'
      )

def unregister():
    del bpy.types.Scene.conf_path
    bpy.utils.unregister_module(__name__)

if __name__ == "__main__":
    register()

and test_Shader.py:

import sys
import os
import bpy
tPath = os.path.dirname(__file__)
sys.path.append(tPath)
from figure_Defs import *
"""
Will need to change this to not-hard-coded path.
"""
tPath = '/home/robyn/Documents/Blender/Projects/AllTextures/AllSkin/PS_Syri/'
sys.path.append(tPath)
from imageList import *

#print(tPath)

# sets renderer to Cycles - here's where the error happens
for scene in bpy.data.scenes:
    scene.render.engine = 'CYCLES'

Are there alternative methods to bpy.context.scene?


texts: It seems I'm still not doing things right for animating the physics properties. I have tried to Keyframe the "active" function on Rigid Body so that the object will begin its crumbling at that frame, but it still starts at the beginning frame. I have tried putting other properties on the first keyframe and then adding the active function on the keyframe I want it to start, but I haven't had any success. Still learning the ins and outs of animation details, and I'm not sure what I'm doing wrong. Thanks for any tips.


texts: How to automatically join stripped pieces of video?

texts:
I'm using Blender for non linear video editor, I'm simply removing dead times (times in which nothing happen) in my video using hard cut (Shift + k) after this process I've got something like this:
At the moment I'm using  g for moving the pieces of video one by one next to each other for removing the black scene interruption is there an automatic way to do the same thing?


texts: Baking light maps with or without textures?

texts:
I have just learned how to bake diffuse light.
A question that has come to my mind is whether you guys are baking light with or without diffuse, normal and displacement textures?
To give an example, i have included two lightmaps, the first being the lightmap containing no textures and the second containing textures.


texts:
This is a Cheetah mesh. I double checked that the seams were marked correctly and I don't think I'm missing anything. Should the seams be blue? Aren't they usually red?

Then when I unwrap, my UV map turns out like this.

It's as if the whole mesh is stretched out for some reason. Any ideas what's going on?


texts:
Is it possible to create an animation to switch between materials (material slots) in a mesh with multiple materials ?
Thanks


texts: Locked Y axis rotation is also rotating on Z

texts:
I'm new to blender

How can i get a Z axis only rotation?

I'm trying to make a mug with a handle and when I lock rotation on the y axis I get slight amounts of rotation on Z also; resulting in the handle spiraling as shown below.


texts: Merge two different planes / Fill (Solid - Wall) two different planes

texts:
Im having problem with a couple of models of mine that I bought from a seller. I'm using a fracturing system within unity which let me split up objects into a bunch of chunks (Works much better than Cell fracture).
For this to work tho I can't have walls that aren't solid since the backculling in unity will either make the inner or outer wall transparent.
So I thought I might be able to fill out these walls within blender. However, I've been stuck at this for a few days now. Even tried to create new walls with cubes which actually worked. But that led me down to a bunch of new troubles with materials and texturing messing up. I was just wondering if someone knows a simple way of filling these walls out.


texts: Blender installation wizard won't let me change the directory of installation

texts:
I have 2 disks: 1 SSD with 120GB and dual-booted with ubuntu and windows 10, and a 2TB HDD partitioned into 1TB each for each OS.

In the installation wizard, even though I've set the install destination as
the secondary partition HDD(D:/Blender), the wizard keeps on trying to install it onto my primary Disk, which is the SSD.

Am I doing something wrong here?


texts: BGE: How to make things based on time(definite) instead of frame(relative)

texts: [BGE] How to make things based on time(definite) instead of frame(relative)


texts: boolean union having problem when combining cubes with same height

texts:
I tried to union 2 cubes , this supposed to be very easy task, but fail at some point. (cross object on the left) So i create union of two identical box/cube , i reposition the second cube so it cross each other and it works great. But in the right side, i tried to do the same thing but this time the cubes has different size but still have the same height so their top faces will be overlapped each other.

So i select the bigger cube, add boolean , pick the smaller cube, set to 'union' and set solver to 'bmesh' ( i tried carve and doesn't give a correct result). So they looks correct, but when i applied the boolean and go to edit mode, there're some overlapped interior faces which is not what i want, i can delete the faces but what is wrong ? how to fix this ?

Thanks

edit :
note:  to reproduce the error , the smaller cube has to have same height as the big cube , so both top faces have to overlap each other.


texts:
How can I make a bone to copy a location of another bone but only in some specific keyframes and in other keyframes not to copy?
I have tried in blender 2.79 but the only option that I get is either the bone copy the location on all the animation or not.


texts: Using subdivision surface cuts up my object?

texts:
Let me just preface by saying that I'm very new to blender and I'm sorry if I don't use the correct terminology. I hope that I'm making sense with how I'm describing my issue.

So I have no idea why but whenever I use the subdivision surface modifier it cuts up parts of my object? I have no idea why and would like to know how I can fix this since I really need to use it for round parts of the object that need it. I did already use the edge split modifier and that helped a lot but now I would like to use the subdivision surface modifier. I already have tried doing smoothing on it but didn't give me the kind of help that the subdivision surface does for it. I did also try to separate the object and that did work, however, I need my object to be only one (sorry, I don't know how to explain this?) and splitting it up caused me a lot of trouble to fix it. Or, if there is another way to smooth my round top and bottom (besides bevel) then I would be so appreciative.

Here are some photos (Top is when the modifier is applied, bottom is in edit mode and the top sides are what I'm trying to smooth out):


texts: Knife Project - Extrude through thickness?

texts:
Is it possible to use the Knife Project tool to somehow cut through thickness and extrude the edges that are formed?
I'm trying to cut through these 4 faces (2 "cubes") but Knife Project only intercepts a hole into one face. I would like it to extrude the face through multiple planes.

Do I simply do this 4 times and connect the edges into faces manually?


texts: How could I find the intersection between a face and an edge?

texts: The Dynamic Content Menu add-on for the 3D View is very useful most of the time. But, on a project I'm working on, I need to find the intersection between a face and an edge and I can't figure out how to do this through the add-on's menu. How am able to find said intersection?


texts: Is a Directional/Flow Map Necessary for Hair Cards?

texts:
I'm currently creating hair cards for my character and from what I've researched, it seems that I need to create the following hair cards for everything to look good:

(1 Diffuse/Albedo map

(2 Specular Map

(3 Normal Map

(4 Direction/Flow Map

(5 Opacity Map

(6 Ambient Occlusion

I understand how to create all the following in Blender and in Gimp (I want to stick to open source software for everything I create for my character) except for the direction/flow map. I read on other forums that creating a flow map may not be necessary if the UV's are all unwrapped and flowing in the same direction, is that correct? I'm planning on using Unity eventually and Unity has a Master hair shader I may be able to use and on their website, it has a hair strand direction section.

I started trying to create a directional map in Blender using this node setup but I'm not sure how to get the direction/flow colors correct (From the roots to the tip of the hair). Do I even need to create directional maps for my hair cards, and if I do, how can I create this using  Blender or possibly another open-source program? Thanks in advance.


texts: Different animations for different scenes for a linked armature

texts:
I have a simple scene containing an object that is parented to an armature.
I made a copy out of the scene by choosing the "link objects" option, because I want to be able to edit one scene and have the change automatically reflect in the other scene.

The problem is figuring out a way of giving the same armature different animations in each scene.  If I animate the armature in scene 1, scene 2 will automatically have the same animation. I tried to link a different action to the armature in the action editor, but the action changes in both scenes.

Is there a way for me to link an object from a scene while still animating it individually? Proxies don't seem to work if I'm simply linking from another scene in the same file.


texts: Image textures are only displayed in edit mode

texts:
I created, unwrapped, and textured an object in edit mode.
However, when I switch to object mode (or try to render the object) the image textures included in the material I created disappear from the surface of the object.  In both cases, Viewport Shading is set to Material.  What am I doing wrong?

Edit mode:

Object mode:

Material node setup:

Thanks in advance!


texts:
I am importing my blender models to Unity and Unity only accepts shape keys in the 0-1 range (no negative values or values greater than 1).  I have a model that has shape keys outside of the 0-1 min/max range.  Is it possible to map the shape key values to this range?

So, for example, the a mesh is at position x at value -1, position y at value 0, and position z at value 1 would be mapped to position x at value 0, y at value 0.5, and z at value 1.

Thanks for any help!


texts: VS Video Sequencer Strip Disappears in Final Render

texts:
2.90.1
A strip [S] in the VS appears in preview.
It was offset.
[S] may not have the same XY resolution as the final output.
[S] does not appear in the final render.
When I make a copy of [S] and do not offset, the copy does appear the render.
The preview window does not accurately preview the rendered image.
Is this the expected behaviour?


texts:
I am modeling plane and I don't want to model a cockpit so I want to use black windows which will reflect a lot of light but you can't see thought.

Currently I just use Glossy BSDF (GGX) with almost black color (0.01, 0.01, 0.01) and Rougness 0.015 but it don't look quite right. It lacks glass shine and looks too matt.

Edit:

Here is my simplified blend file:

Also here is what i want. Glass on this tie fighter is blackish and it looks like glass. In my blend file it looks more like plastic.

One more thing i noticed is when light reflect from glass whole glass section reflect same amount of light. It can be seen on tie fighter example above.


texts: Texturing a Toon Environment in Eevee: Height vs. Normal Map

texts:
I'm working on a cel-shaded-esque environment in eevee. One of those environs where you plop down a 2d billboard to stand in for a person/creature. Anyway, I have a bunch of textures that are more suited for game-engine use (as they lack that realism that is sort of Blender-default). Those textures have fewer of the other textures I'm used to with PBR's.
I have a Diffuse map, a Height map and a Normal map. However, my experience so far is that Height maps seldom accompany Normal maps (at least in the many tuts I've followed and pages I've read).
Is this a use-one-or-the-other situation or should I be hooking the alpha of this thing into another of the grey plugs? I am pretty used to the basics of PBR's, but haven't really reasoned through the Why of some node setups. And not with regard to these non-realistic materials.
More Follow-Up
After further research, I am pretty sure that this Height map is meant to be used for the Displacement effect (to add height).
Here are the textures:

Here is a look at my nodes:

My hope is to use the appropriate map to create a smooth shape to my cobble. I'm clearly doing something wrong.
More Detail: I understand that EEVEE doesn't support the Bump & Displace setting. So I know I can't just easily do that via nodes. In another thread I found, it was recommended that I use Subdivision (which I have) and Displace, but in this case, with a repeating texture, I'm not sure that's doable.
Thanks for your attention.


texts:
I pressed something and then
The faces of my object appear green in edit mode. How can I revert that? Newly added objects appear with gray faces in edit mode.

It is not

a matcap
a material
a texture
vertex color
object color,


texts: How can I make a material that merges from one object onto another?

texts:
In Vue, I can easily make a material that merges between different objects. (That Vue material setting is called "World Standard" if it matters.) But Vue costs lots of money, and Blender is a free software for free people who run for the horizon in the summer evening's sunset to nice background music. That's why I want to know how to do this in Blender.

Please look at the below illustration from Vue:


texts:
basically i wanted to create a fluid simulation in which the liquid (soy sauce) pours out of a kikkoman bottle. I've already set up the domain, the flow emitter inside the bottle (tried to use both geometry and an animated inflow to make the bottle fill up with liquid, without much noticeable change in the performance) and the collision effectors (the bottle itself and the cap, both with reversed normals to make the simulation run properly).
So this is kinda working, but just kinda, in the sense that the fluid is actually appearing without any problem but:

it looks like it's being "blocked" by something before it could even reach the cap, so that it can't get out;
maybe it is just a silly matter of preview/visualization/stuff-like-this, but  at a certain point the fluid (both particles and mesh) just disappears as if it was drained out of the bottle without being seen.

I'm not an expert of fluid simulation in blender at all, so it's very likely that i've just made a very stupid random mistake but i really can't figure out what the problem is.

front wiew of the simulation

upper view of the simulation

and here's the .blend file


texts: Trying to make text float, before a wrecking ball wrecks it

texts:
I'm trying to create a text that is in the centre of the screen. A wrecking ball comes behind it and flings the letters everywhere. I have made the wrecking ball. I have made the text and made the text so that the wrecking ball collides and destroys the text.

However, because the text is resting on a plane I can't get the wrecking ball to be the centre of the screen. It has also forced me to rigid body constraint the letters with one another, in order to prevent letters such as "P" falling over before even being hit.

Is it possible to allow each of the letters to "fly" so that firstly, they don't need a plane to balance on and secondly so the wrecking ball can be bigger and more central to the camera?

I could render the animation and post it so you can see exactly what I mean, if I haven't been clear enough already (as I'm not great with words :P)

I'm currently using render cycles (I think that's what I'm meant to be using).

Thanks in advance to any help.


texts: When I try to rotate my starting box it only rotates using the Z-axis even when I press on the Green and Red lines it will not rotate any other way.


texts: Object attribute error when assigning material

texts:
I am new to blender and having problem with import

I created 4 cubes and exported them into a .obj file.
Then I import the obj file and added texture to one of the cube

import bpy
full_path_to_file = "C:\\Users\\xyz\\Documents\\test.obj"
bpy.ops.import_scene.obj(filepath=full_path_to_file)
object = bpy.data.objects['cube1_Cube_Cube.005']
object.select = True
selectedObject = bpy.context.selected_objects
mat = bpy.data.materials.new('pixelColor')
mat.diffuse_color = (1.0,0.0,1.0)
mat.diffuse_shader = 'LAMBERT'
mat.diffuse_intensity = 1.0
bpy.context.object.data.materials.append(mat)

But this shows error in the last line:

  AttributeError: 'NoneType' object has no attribute 'data'

This error does not occur if I create the object in the file itself(that is if I don't import)