texts: Blender 2.82 video editor stopped rendering mov video files

texts:
I have been working on a music video using an mp3 track and both mov and mp4 video clips.

About half way through the project, and after I already rendered parts of the video successfully, I tried to render my nearly completed video and the output was a black screen.
After looking into each clip individually I found out that it is only the mov files that wont render and the sound and mp4 files work fine.

It definitely feels like I changed some setting by accident because the error started mid project.


texts: Blender 2.8 Viewport object visibility problem

texts:
I have this annoying problem to which I can't seem to find a solution
Is there a way to enable in viewport to display rendered only objects, check out image below to see what I mean.

In 2.79 it was possible to link object visibility via drivers, so viewport would display in real time the objects that would be rendered (by linking visibility to render via driver). But in 2.8 visibility cannot be animated anymore!
Is there any hidden option that allows me to do this what I want? please help me out because I've been looking for hours
Thanks!


texts: How can I (easily) create particles falling from the ground

texts: I am creating a very low poly, very simple rocket take off animation for a college assignment. I cannot figure out how to make particles fall from the rockets engine no matter how many youtube tutorials I follow. Frankly, I don't even know where to start with it.


texts:
I have this image of Chicago and then an open street map of the same district.
What are my chances of aligning the image with the street map?
Any advice would be very welcomed as I've been rotating and scaling it for an hour or so.


texts: Waveform not showing while checking audio scrubbing

texts: When I add an .mp3 sound file to the VSE and go to Playback and check Audio Scrubbing, I don't get the waveform. Why?


texts: How to avoid repeating Texture Paint edits when image is set to repeat in Shading

texts: I drew a line in Texture Paint but didn't expect it to repeat like this.


texts: unable to run two (or more) scripts together

texts:
I am doing some rigs for a project and I have a problem that could not give solution, I have in scene several rigs that are variations of the same, the rig has a simple UI that basically reads and allows to modify properties , The problem is that when linking the characters (when there is more than one on the scene) when running the script one is disabled the other, the question is, how can I get both of them run at the same time, on the one hand I might be doing a script add that runs two or more scripts listed is that possible? Or which would be the correct way for self-executing to work well? Sorry if the question is silly I'm pretty good at rigs but I'm still learning blender scripting.

here is a sample of the Character_UI

import bpy

class RigUI(bpy.types.Panel):
    """Rigg user interface"""
    bl_label = "Rig UI"
    bl_idname = "PT_Rigg UI"
    bl_space_type = "VIEW_3D"
    bl_region_type = "UI"

    @classmethod
    def poll(cls, context):
        return context.active_object.type == 'ARMATURE' and context.active_object.name.startswith('koya_proxy')

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

#IK FK switch

        obj = context.object
        bone = obj.pose.bones["gen"]

        row = layout.row()
        row.label(text="Cuerpo", icon='MOD_ARMATURE')
        row = layout.row()
        row.prop(bone,'["FK-IK_brazo.L"]',slider=True)
        row = layout.row()
        row.prop(bone,'["FK-IK_brazo.R"]',slider=True)
        row = layout.row()
        row.prop(bone,'["IK-FK_pierna.L"]',slider=True)
        row = layout.row()
        row.prop(bone,'["IK-FK_pierna.R"]',slider=True)
        row = layout.row()
        row.prop(context.active_object.data, "layers", index=16, toggle=True, text="falda")
        row = layout.row()
        row.prop(bone,'["Auto - Full Manual "]',slider=True)

#facial

        row = layout.row()
        row.label("Facial", icon='MOD_MASK')
        row = layout.row()
        row.prop(context.active_object.data, "layers", index=6, toggle=True, text="Shapes")
        row.prop(context.active_object.data, "layers", index=4, toggle=True, text="bendy")
        row.prop(context.active_object.data, "layers", index=7, toggle=True, text="Lattices")
        row.prop(context.active_object.data, "layers", index=3, toggle=True, text="Cabello")

#accesorios

        row = layout.row()
        row.label("adicional", icon='MOD_CLOTH')
        row = layout.row()
        row.prop(context.active_object.data, "layers", index=5, toggle=True, text="bend")
        row = layout.row()
        row.prop(bone,'["Fisica_cabello"]',slider=True)
        row = layout.row()
        row.prop(bone,'["ph-vis"]',slider=True)

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

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

register()


texts:
I was wondering if there was a way to get the status of the project, whether it's Packed or not in python, and in the case how to get that information, I checked the api but with little success.
Not have idea how to read current status by python Like to :
current project pack status get
About pack , unpack etc.


texts:
I am trying to find a way to make a Rigid Object object swing from a given point (an Empty or anything else) without being deformed.

For example:

In this example I want to make the Cone swing on the X axis without moving on the other axis.

I tried every Constraint and Rigid body options I could fin (Pivot, Clamp to, Tack to...), but haven't been able to find a simple solution. Alternatively, I would like the swinging animation to not slow down over time.

How can achieve this?


texts: Bone envelope changes without reparenting

texts:
When a set of bones are parented to a mesh (Ctrl+P > Automatic > With Envelope Weights), you can then change the Bone>Deform envelope settings.

These settings, however, seem to have no effect until the armatures are unparented and then parented again.

What's going on, and is there a better way to make an armature deform a mesh and be able to alter the envelope settings?


texts: Blender video output settings change after render

texts: Using Blender 2.82 (not a) on Windows 10. When I export an animation using Cycles to an Ffmpeg/MPEG-4/H.264 video file, immediately upon completing the render, Blender resets the Output settings to PNG w/RGB (not even RGBA). Is there a way to keep my video output settings, so I don't have to constantly change them back to video from PNG before every push of Ctl-F12? Or is this a bug? Here are screenshots of my output settings before/after a render, with no action between.


texts: Is there a way to do this "splitscreen" partially-rendered effect?

texts:
In this example (not my animation), the right half is rendered, while the left half is unrendered (like what you would see in the Viewport when set to Solid mode). As objects cross the center of the screen, they become rendered/unrendered.

This is done to show viewers what's going on behind the scenes, so they can see how the shot was constructed.

How could such an effect be created in Blender? I am particularly interested in doing the left half (the unrendered bit).


texts: Why does lighten change the color of the dark part in mix rgb?

texts:
I understand that the add is adding that color, and multiply is coloring the brightness.
But I don't understand why the lighten only colors dark areas. Unlike the name, why does the lighten add color to the dark part?


texts: How to obtain a set of separate objects from an Array Modifier (or other method) and keep their rotation and scale?

texts:
I have been looking for methods to create a set of objects from an Array Modifier. Normally one creates an Array, sets an Array Offset and manipulates it so that the transformation propagates to all the copies and most of the times the goal is to have a geometry as you don't care about the sub-parts own transforms but I do this time since my goal is to export these (empty in my case) transforms to a game engine.
To expand a bit, I already know that I can Apply the modifier and then separate the meshes By Loose Parts but it's not what I want and the reason for that is that with that method, such loose parts will inherit all the same rotation and scale from the original object; in fact the matrix of the single copy of the array is lost when applying the array.
My question is slightly different from this one:
How can I use an array modifier to create individually manipulatable objects?

in that I need the individual rotations and scales to be kept.
What I need ideally is a workflow to go from an Array Modifier (but potentially parting ways from the Array Modifier) to create a big set (big enough to discourage manual duplication) of empty objects that keep their individual position, rotation and scale.
How can I achieve that?


texts: Scale the Skin Modifier on a Specific Axis

texts:
I'm trying to learn how to use the skin modifier effectively, and realized that it would be beneficial to understand how to scale the modifier on specific axis, instead of in general, without having to select the radius properties in the N menu. I know that it can be done, based on what I've seen in videos floating around, but I don't quite understand how to do so.
Ive tried doing Ctrl+A + X (or Y) but neither of those had any affect
How do I scale the skin modifier on a specific axis with hotkeys?


texts: How to reveal type of material nodes in 2.8

texts:
I'm having a hard time trying to figure out, which types of nodes were used in the creation of a shader/material in the node editor. I did download a Blend file from the web and was curious to analyze the shaders and nodes, but when I open the Node Editor I can only see the custom names of most nodes, and not their "type", which I would need to reconstruct and explore.
For example: I got a , which outputs a Factor and has a Texture, Thickness and Indentation. But I cant really figure out, which node this actually is.
Any help would be much appreciated!


texts: How to get the active strips in the NLA editor from Python?

texts: Is it possible to get the active strips in the NLA Editor with Python, in order to run a function on them?


texts: Keyframed Alpha Isnt Showing Up In Final Render, Despite Showing Up Everywhere Else?

texts:
So I added an image as a plane and in the material I animated the alpha of the material in the Principled BSDF node.
It shows up in the viewport and while it is rendering, but when I watch it back in the exported MP4, it no longer has any animation on the alpha, just jumping from 0% to 100% instantly.
Any ideas as to why this is happening?


texts: Why is the color ramp in the compositor treating my transparent pixels as black?

texts:
I have a scene that renders to black, white, and grey pixels, with some transparency in between. Here's what that looks like:

When I use the following color ramp configuration:

I get rid of the black and am only left with the white, and the transparent background:

This is fine, and what I intended to do. But, when I try to do the same with the white instead, and change the color ramp configuration to this:

(ie, I set the lighter side's color alpha to 0) It doesn't work, and I get this:

It seems that the color ramp is equating any pixel with alpha values of 0 to black pixels. Though I'm really not sure what's going on. Excluding the pictures because this post feels long enough as is, but I did test an additional modification: when I change the white tab to black on the last color ramp I posted (keeping alpha at 0), the resulting picture is the same as the last one I posted, except the white areas are transparent. So it is possible to get the lighter pixels to turn transparent with the color ramp, but that still doesn't solve the problem of having the black pixels and transparent pixels in the original render treated the same (ie as black pixels).
Sorry if this is worded a little awkwardly, I'm not totally sure of how to explain the issue I'm having. I'd be happy to clarify anything. I've been trying to figure this out for hours, any help would be appreciated.


texts:
I have some issues while adding bones to my figure. Although all parts of the figure are joined together, some parts of the head just stay in the old position while I rotate the head bone. Moreover I don’t get how to connect the bones of the arm in a sensful way to the rest of the armature ?
Thanks for answers
Jonas :D


texts: fluid simulation controls - fluid overwhelms collision objects -

texts:
I've tried to make a tiered fountain in Blender 2.91 similar to https://www.youtube.com/watch?v=GlkbeIv6kBM
However my fluid always overwhelms the structure.  I've found by trial and error that modifying the surface emission of the inflow object will reduce the amount of fluid which reduces overflow of the collision objects but I'm down to .065 and any lower, NO fluid shows up.  What are the controls that I need to use to get my fluid to arrive at a nice pace, not overflow the fountain receptacles and generally look like water?  Moby made it all look very simple but clearly it's not for me!
Is there any algorithm or heuristic for figuring this out?  I'm burning a lot of time in trial/error mode/ rebaking and I'm starting to think I will not be successful in achieving a pleasant water fountain.  Clearly Inflow surface emission is one control, inflow object size appears to be another.  Are there others?


texts:
I have problem rendering my textures. I am doing tutorial on tunnels.

In the first image the tunnel has a nice round shape, but textures on the upper half are getting messy. I tried to fix it and change shading of the wall to smooth.

That changed the image a little bit, and cleaned up the texture issues. However the tunnel seems to have lost its round shape at the same height as the texture issue was located, and gets messed up behind the pipes on the left.


texts:
I have a material which looks pretty cool in the preview window however after applying it to an object, it isn't the same the material's preview is. How can I made my object to look same way the preview's object does? Sorry I am a new in Blender so I don't know how to google this problem. I tried find a solution but nothing found.

Here is reference to the file, the file is too big (80mb) for blend-exchange.giantcowfilms.com
And here is reference to the original material in case it helps. A tried the author's recommendations (enable Experimental mode and Subdivision Surface) but that didn't help.
Thank you in advance!


texts: Randomize particle rotation on only one axis

texts: Is there any way to randomly rotate particles in hair particle system? I'm trying to create foliage, and I'd like to rotate each plant by a random amount, but only on one axis. If there's a better solution to distribute plants, I'm open to that too.


texts: How to move multiple vertices like subdivide?

texts:
What I want to do is to move multiple vertices(upper picture) along the edges and all the other vertices appropriately like subdivide create new vertices(lower pictures). I hope I can move all the vertices along the lines at once where subdivide create vertices if you select more "Number of Cuts" in Subdivide submenu.

In short,
I want to Move vertices along the line between inner and outter vertices(upper picture) like subdivde creates vertices along the line. Lower picture is a sample of "subdivde" between inner and outter vertices

P.S.:curved shape


texts: Bake the animation of a rig following another rig

texts:
I have a Kinect Rig imported into Blender.
My character is moving thanks to another rig (lets name it the Character's Rig) which is following the Kinect rig.
I cleaned up the animation of the Kinect rig, and made some adjustments in pose mode to the Character's rig (mainly foot rotation).
Everything is good, except that sometimes in the viewport, and everytime when rendering, some of the adjustment are not calculated (foot rotation correction for example).
Is there a typical workflow to bake the animation of my Character's Rig, so that I can delete the Kinect rig, making my Character's Rig absolutely independant ? What are the different ways to achieve this ? Especially if I need to use the NLA Editor after this.
I know there's the Pose > Bake Action solution in Pose Mode, but is it really what I need ?
Thanks ! :)


texts: Questions about Ngons and Tris (for use in Unity)

texts:
I sometimes run into this problem; I want to add detail in my mesh or do a bevel for example. Then it can get complicated to keep the model in Quads without adding a lot of edgeloops.

Now I am wondering if this is actually a big problem, but I couldn't find the answer so far. In this tutorial for example from Gleb Alexandrov he just bevels edges as in the included picture. This creates a huge Ngon on top of the cube, and so far I always heard you should avoid Ngons and tris. But Gleb just leaves it this way, and that does seem to be the far easier option.

So what are the consequences of an Ngon like this (or a tri if thats's the case)? Is it just reduced modelling flexibility? Or can it actually influence the render result (or performance)?
Also I am trying to make a small indie game, so the models I make will be exported to Unity in the end. If there is extra things I need to consider regarding Ngons and tris in Unity I'd be very happy to know.


texts:
I feel pretty silly for asking, but I need to know. On the timeline sheet where it normally shows the keyframe numbers, when you go into to 'view' and you click 'show seconds' it gives you the seconds instead of keyframes.

It normally looks on the timeline like "0+00 0+03 0+06" and so on. My question is, how do you read that? Like for "0+03" is the first "0" minutes and the "03" the seconds? I just need a bit more clarification on the meaning. My frame rate is 30 FPS (in case you need to know).
I appreciate the help!


texts: Object not falling down but instead going another direction

texts: I made a simple pinball machine and placed a pinball at the top. After applying rigid body physics to all objects, pinball is going in another direction instead of falling down. All other settings are default.


texts: Only show whole dots that aren't obstructed by mask

texts:
I'm drawing a dot-pattern, based on a vector grid (a) onto a plane.
Based on the position of two empties, that can move on the plane, there are masks (b) generated.
I then combine both of them (c), however I'd like to ignore (or complete) those dots, that are partially obstructed by the mask, so that only whole dots are being drawn (d).
Is there a way to achieve only whole dots, either by completing or deleting "partial-dots" within my mask?

I currently use these nodes to blend them together.


texts: make an object exclude a light source in cycles

texts: I have a spot light behind a treeline image to project the shadows.. but I don't want the spot light to affect the house or anything else.. I saw many posts saying that selective lighting is not possible in cycles. Is there ant tricks or other ways to get this done ? I just need the shadow of treeline without the light effecting the entire scene :) thankyou


texts: Drawing a Bezier curve from two vertices

texts:
The idea here is for the control points to have the same location as two vertices from a different object, so that when I draw the curve I want, convert it to mesh, and add it to that object, I can snap it into place with minimal effort.

Also, some clarification on including one object into another so the snapping can take place would be nice.


texts: Searching for text in the properties panel

texts: I would find it useful to be able to search all of the tabs in the properties panel for the label text. So for example I could search "mist" and have the tab highlighted that include the word "mist" in the label text. Does this ability exist? Sounds crazy I know but I think it would help me become less frustrated finsing stuff.


texts: Black faces in edit mode and object mode

texts:
This is not a flipped normal issue.  I imported an SVG was working on it to created a shape.  I used 'Bridge edge loops' to create some of my surfaces.  A couple I have had to add manually but a few are jet black.  I cannot see how to change this.  All the other faces are fine.  I'm sure this must be a simple thing I'm doing wrong.

Any suggestions?


texts: i only want the ropes shadow to show but there's lots of noise around that shows the thingies.


texts:
I'm quite new to blender. Is there an easy way in blender 2.8 to make an animation of keyframes into animation with actions?

Thanks in advance.


texts: How do you control an edge loops direction?

texts:
I need to learn how to control edge loops.

I want to get this edge loop to go downward to the bottom faces but instead its tailing off to the side.

I love box modeling but I keep finding myself stuck in these types of situations where im either focusing on the edge flow and sacrificing how the model looks or ill use the knife tool to cut up nice looking shapes but then have to solve the edge loop puzzle I made for myself.

Is there a way I can understand how to solve these issues myself or a tool that can help set edge flow more easily? Maybe like the poly strip tool from RetopoFlow but instead of adding geometry on top of a different mesh its making cuts top of it instead?

https://s3.amazonaws.com/markets-rails/uploads%2F1533048649070-rf-2.0_polystrips.gif

Edit: I was looking for a more general answer on 'How do you control where the edge flows' I don't normally leave engon. This was something I slapped together really fast as an example. Heres something I use more often.

How would you get this edge loop to turn where you need it to without messing up the shape of the face? This kind of thing happens a lot.


texts:
I have been following a series of tutorials, and have come across the following node configuration:

I can see the behavior this creates with my own eyes (adjusting the value at the bottom sort of "scales" the texture, though seemingly inconsistently).

I am, however, at a loss to really understand what this is doing. It appears to be feeding the texture coordinates (essentially, if I understand correctly, vectors representing every point on the surface) into a node designed for image data, and them multiplying it by a single value? This just seems like complete gibberish to me.

Please can someone explain in plain English the operation that is happening here, so I can visualise what is actually going on?

(If it makes a difference, the output from this group drives the strength of an emission shader, which is then plugged into the Volume of the material)


texts: Why doesn't a mesh light emitter project light 360 degrees around it?

texts: I believe and expect that when I use a mesh as a light emitter that the mesh will project light from the mesh in 360 degrees, on all 3 axises. I'm using a cube as a light emitter and it appears that there is light falloff to the right of the cube, as if something was blocking the light and casting a shadow. It's as if the emitter is only projecting in 180 degrees. If I move the cube (on any of the 3 axises) the falloff, or shadow, moves with it. I've tried different meshes for emitters, spheres, planes, etc. but I always get the falloff. I would appreciate it very much if someone can guide me in the right direction to get the full 360 degrees emitted without any 'shadows'. The screen shot below illustrates my problem. The brightest area of the light patch on the floor is near the top side of the illuminated area. I would expect that the brightest area would be in the center of the illuminated area. In the screen shot, I have turned off the visibility of the emitter. Fyi, the objects being illuminated from below are glass bowls. Thank you!


texts: Access the 'name' of a Node Group node in an external .blend?

texts:
I'm trying to load / append a node tree from another .blend file and I'd like to access the name (Unique node identifier, see below) of that node group, but from the original file, at the moment of importing (not in the current file when already imported).

This line here gives me an error because it's looking for the information in the current file instead of in the external file:
bpy.data.materials["Material"].node_tree.nodes["%s" % node_group_datablock_name].name

Here's how I load the data from the original .blend:
with bpy.data.libraries.load(filepath = file_path, link = False) as (data_from, data_to):
    if node_group_datablock_name not in bpy.data.node_groups:
        data_to.node_groups = [name for name in data_from.node_groups if name == node_group_datablock_name]

So how do I specify that it should look for the Node Group node's name in the original .blend file?
Thanks.


texts: How do I add a new preset to the FFMPEG Presets list in Blender?

texts: I have done a lot of customization in the encoding settings. I want to add these settings to FFMPEG Presets to quickly access them later. How can I do that? I want to add a new preset to the list that appears in the picture I added.


texts: How to exclude one object's reflection from another object? (Cycles)

texts: How do I stop the green man from casting a reflection onto the motorcycle?


texts: How can I make a circular object appear perfectly round?

texts:
How do you make a spherical/ovular object in Blender?

I can make square objects, and I can make a UV sphere. But how would I make an object that appears spherical in render?


texts: Warning: 'CLASS_NAME' doesn't have upper case alpha-numeric prefix

texts:
I always get the following error

Warning: 'ABC_Fbx_PT_Panel' doesn't have upper case alpha-numeric prefix

But I don't really get why...
That is my code:
import bpy
from bpy_extras.io_utils import ExportHelper
from bpy.props import (StringProperty, CollectionProperty,)
from bpy.types import (Operator, OperatorFileListElement,)

class WorldOriginExport(Operator, ExportHelper):
    bl_label = 'Export'
    bl_idname = 'test.world_origin_export'
    bl_options = {'PRESET', 'UNDO', 'REGISTER'}
    files = CollectionProperty(name = 'File Path', type = OperatorFileListElement,)
    directory = StringProperty(subtype = 'DIR_PATH',)
    filename_ext = ''

    def draw(self, context):
        layout = self.layout
        layout.use_property_split = False
        layout.use_property_decorate = False  # No animation.
        sfile = context.space_data
        operator = sfile.active_operator

    def execute(self, context):
        return {'FINISHED'}

class ABC_Gltf_PT_Panel(bpy.types.Panel):
    bl_space_type = 'FILE_BROWSER'
    bl_region_type = 'TOOL_PROPS'
    bl_label = 'glTF Embedded / Separate'
    bl_options = {'DEFAULT_CLOSED'}

    def draw(self, context):
        layout = self.layout
        layout.use_property_split = True
        sfile = context.space_data
        operator = sfile.active_operator

    @classmethod
    def poll(cls, context):
        sfile = context.space_data
        operator = sfile.active_operator
        return operator.bl_idname == "TEST_OT_world_origin_export"

class ABC_Fbx_PT_Panel(bpy.types.Panel):
    bl_space_type = 'FILE_BROWSER'
    bl_region_type = 'TOOL_PROPS'
    bl_label = 'FBX'
    bl_options = {'DEFAULT_CLOSED'}

    def draw(self, context):
        layout = self.layout
        layout.use_property_split = True
        layout.use_property_decorate = False  # No animation.
        sfile = context.space_data
        operator = sfile.active_operator

        if operator.fileType == 'GLTF_SEPARATE':
            layout.enabled = False
        elif operator.fileType == 'GLTF_EMBEDDED':
            layout.enabled = False
        else:
            layout.enabled = True

    @classmethod
    def poll(cls, context):
        sfile = context.space_data
        operator = sfile.active_operator
        return operator.bl_idname == "TEST_OT_world_origin_export"

def register():
    bpy.utils.register_class(WorldOriginExport)
    bpy.utils.register_class(ABC_Gltf_PT_Panel)
    bpy.utils.register_class(ABC_Fbx_PT_Panel)

def unregister():
    bpy.utils.unregister_class(ABC_Fbx_PT_Panel)
    bpy.utils.unregister_class(ABC_Gltf_PT_Panel)
    bpy.utils.unregister_class(WorldOriginExport)

if __name__ == '__main__':
    register()
    bpy.ops.test.world_origin_export('INVOKE_DEFAULT')


texts:
I'm sure I'm just be being a n00b here, but the size value for my particle systems seems to be missing. It should be right there next to mass under physics, right?

Any help is much appreciated.


texts: How to recalculate Follow Path animation after curve length has been altered?

texts:
I have a Curve Object and a vehicle following it using a Follow Path Constraint. I'm using the Fixed Position method and keyframing the Offset slider.

The problem is that I had to shorten my path and now the animation keyframes no longer match up (since they are based on the length of the curve). How can I know how much to rescale my keyframes by so that they will once again occur at their proper times?

Put simply, I want my vehicle to travel along the Curve at the same speed it did before, with the same acceleration/deceleration keyframe data, but adjusted to the new Curve length (stopping sooner).

Example

In this example the red block passes the finish line at frame 15, but the last Offset keyframe is at frame 51. Is it possible to delete the point on the curve beyond the finish line while still keeping the the animation data up to the finish line in tact?

Here are the keyframes:

So what happens if we delete the last point on the curve?
The entire animation speed changes. What is the formula for correcting for this? How can we know what percentage to scale to in order to make it animate at the same speed it did before we deleted the tip point?

Is it possible that the keyframes' Y values needs to be scaled as well as X?


texts: What does this line in the Dope Sheet mean?

texts: Every now and then I see this line in the dope sheet connecting key frames. What does this signify?


texts: Is it possible to take control of Blender with a standalone Python instance?

texts:
I intend to make a framework for BGE using wxPython, being able to manage blend file libs,  datablocks of the blends, alternative ways to make logic and ease the project management in general. I need to use Blender to edit the blend files contents (add logic bricks, edit datablocks, etc), so at first I thought to call blender in background mode through command line and execute Python scripts generated by the framework to make the changes to the blends. However, that would imply to open blender (in background) and save the blend file for each operation, even the simplest ones (like renaming), or queue the changes and add a annoying 'Apply' button. So, I wonder if it's possible to 'take control' of Blender's Python using the framework's Python, so the user can see the changes by the framework in real-time while being able to do changes that the framework won't do (like modeling, texturing, animation, etc).
Is that possible? Thanks.


texts: My smoke render (cycles) looks a lot worse than in viewport

texts:
This is how my smoke simulation looks on render... More like transparent water...

This image is from the viewport. There it has nice puffs. Why are they disapearing in render?

Here are the settings:


texts:
I have a straight curve that's hooked with hooks at both ends to two objects. I'm creating the curve in python and applying the following to make it look like a cylinder in a python Bond-class (for a chemical bond between two atoms):

obj.data.dimensions = '3D'
obj.data.fill_mode = 'FULL'
obj.data.bevel_depth = self.bevel_depth
obj.data.bevel_resolution = self.bevel_resolution

This works fine. Now I would need to be able make these into two or three "cylinders" to represent double and triple bonds as needed. These should stretch lengthwise as the atoms move closer or further apart, but they should stay otherwise unmodified. Any ideas how to do this as simply as possible in python?

Could I use a bevel object on the curve, say a curve-object consisting of two circles? If yes, how do you control which point on the bevel object follows the curve?


texts: Is it possible to choose active tool in Python?


texts: Set a modified mesh (with shape keys) as default mesh

texts:
I have basic rigged body mesh that i modified with shape keys sliders to my needs.

And i need to export it, but when i do, it will only export the non-modified base mesh.

How do i set a modified mesh with shape keys as the the defaut mesh in blender?


texts:
My problem is, I don't know how to do a projection of an object to a sphere,
without making particle system.

If you don't understand my question, this is what I would like to do:

Project this landscape into the interior of the sphere.

It's like in the intro of Game of Thrones, there is an interior sphere with the map in 3d.

Edit: This is how it should look like:

But the method I used to do that is... a cloth simulation, this is not the best method, since it destroys all.


texts: What should be selected in order to store a pose?

texts:
I've a mhx rig (created with makehuman) when I select fingers and 'links' and store a pose in a pose library the pose can't be assigned.
With other poses arm/legs (set to IK) etc. this works fine.

What should I do to store the pose of the fingers (Could the bones to select be in a different layer)?

Note: Selecting and keyframing the bones works. My goal was to script poses from a control file to  keyframes. I didn't notice that the NLA-Editor was made for tasks like that.


texts:
I'm currently trying to access the skin modifier's radius variables in a program I am making which uses this line of code:

bpy.data.objects["Plane"].data.skin_vertices[0].data[0].radius

It comes out with the error:

RuntimeError: bpy_prop_collection[index]: internal error, valid index 0 given in 4 sized collection, but value not found

Any ideas how I can fix this?


texts: Why does rendering nothing take 45 seconds?

texts:
I've disabled all objects except the camera and hit F12 to do a quick render.

Blender takes 45 seconds just to draw a blue screen.

In my user preferences my 2011 GeForce card is enabled.

Why so long?  How do I improve this please?

If this information helps, maybe some other setting is wrong, because my Cycles Renderer looks fine in the 3D window:

but my Blender Renderer looks completely wrong, turning my green hairy plane orange. And when trying to F12 with it it just draws a grey screen instantly with no world background color.

--

UPDATE:

I've done all these tips to bring down render speed:

in render options - light paths set bounces from 0 to 4
change dimension - resolution - to 50%
performance - change tile size to 256
shading - disable ray tracing
world - disable ambient occlusion
light paths - disable shadows
render - sampling - reduce to 8 from 128

That takes rendering nothing from 45 seconds to 5 seconds.  But I want it to be almost instant. I have to render an animation that's thousands of frames long and it's just a simple cube moving across the screen.

I tried making a similar animation in three.js and it draws things pretty much instantly in real time in my web browser. I don't understand why Blender is being so slow :(


texts: Everything rendered in black except sky background in cycles

texts: So, my problem is that I want to render my first proper ~10 sec animation in cycles and it all comes out black, except the sky background. Now when I display everything as rendered in my standard 3D view it all looks like it is supposed to be. What could be my mistake? I googled my problem already and did not find a proper solution... http://www.pasteall.org/blend/39100


texts: Extending ridge around part of an object

texts:
I would like to extend the raised ridge along all the length of leg to go all the way around the front (the round bit with 5 holes in it) and join up with the edge on the other side of the leg again.

My first thoughts were something along the lines of selecting the vertices around the front, shrinking the selection to the width of the edge then extruding it but I'm unsure how to accomplish this with my limited Blender skills.

Any pointers in the right direction would be much appreciated.

STL file of the design in the link bellow

http://www.thingiverse.com/thing:613877#files


texts: Update Panel content after hotkey is pressed?

texts:
I have a checkbox in a panel. I have assigned a toggle hotkey to it. But when i press the hotkey then the checkbox does not change its state until you move with the mouse over the checkbox.

How can i force a redraw at the checkbox when i press the hotkey?

To reproduce, add keymap item with wm.context_toggle and the Context Attribute window_manager.deselect_bool

The script:

import bpy
from bpy.props import BoolProperty

class LayoutDemoPanel(bpy.types.Panel):
    bl_label = "Demo Panel"
    bl_space_type = 'VIEW_3D'
    bl_region_type = 'UI'

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

        wm = context.window_manager # Our bool is in the windows_manager
        layout.prop(wm, "deselect_bool") # Our checkbox

def register():
    bpy.types.WindowManager.deselect_bool = bpy.props.BoolProperty(
    name="Checkbox", description="A checkbox", default = False)
    bpy.utils.register_module(__name__)

def unregister():
    del bpy.types.WindowManager.deselect_bool # Unregister our flag when unregister.
    bpy.utils.unregister_module(__name__)

if __name__ == "__main__":
    register()


texts: how can I get pure white color in blender?

texts:
I recently tried to procedurally texture a white stone, like the ones that are usually kept for decorations in the garden but I just can't get the stone to be completely white with few random black bands. This is what I ended up to:

is there any way I can achieve the effect and with less flat bands like above and here is my very intuitive work in my node setup:


texts: car drives in direction of already defined path, how can I control this path using usual controls

texts: I rig a car with this tutorial https://www.youtube.com/watch?v=v_bgexISCSA and https://www.youtube.com/watch?v=0JOp2WJvIkw. The direction of driving depends on the already defined path. I want to make a game using this. How can I modify the path using the usual controls (left arrow and right arrow for turning, up arrow for accelerate)


texts:
(I'm on the far side of 50 so please forgive me if this is blatantly apparent to the younger generations!)

Hopefully simple question. I am trying my hand at modeling in Blender for the first time and I am running into an issue. This likely has an answer already somewhere but as with many newcomers to a realm I lack the jargon, lingo and technical wisdom to know the right words to search or questions to ask. So here it goes...

I am trying to model a Glock pistol as a starting project that seemed to be a good mix of both simple shapes requiring the full-breadth of tools and sculpting options. To start I have created paths around a side-on picture of a Glock in Inkscape and imported the .svg file to get me the lines needed to create the shapes. I have converted all of them to 'Mesh from Curve' (using Blender 2.82.7) Now I am trying to create faces between these curves and I can't seem to find the right option/setting. Also running head-long into the jargon issue as I am sure this is a fairly easy answer.


texts: How to set the path for userpref.blend file?

texts: After compiling Blender as a Python module I realized that userpref.blend does not exist in ~/.config/blender/2.79/config. I want to use a userpref.blend file that I have on my desktop computer (when using Blender with the GUI). So I wonder how can one manually set the path to userpref.blend file using Blender's Python API?


texts: Boolean modifier difference not working with complex mesh

texts:
Thanks for reading me.

I've a mesh and a plane. I want to make a difference of the two meshes. But it's not working.

This is the step I completed so far:

On the plane

Solidify

On the other mesh

Recalculate normals (CTRL + N)
Remove doubles (W)
Triangulate (CTRL + T)
Reduce number of triangles (ALT + J)

But it's still not working. Do you have an idea of what else I can do?

Thanks a lot for you help.

Maxime


texts: How are scripts from commandline executed

texts:
to state it right away, I'm a complete beginner to scripting in blender.

I have a simple python script to change the text of a text element. The script works when run from the scripting tab in blender but does nothing in commandline.

content of the script is

import bpy

bpy.data.objects["custom_text"].data.body = "hello 123"

and invoke it on the commandline with

blender -b test.blend -f 1 --python ./test.py

but the text in the rendered file comes out unchanged. I have no idea what the problem is, does the selection of the object not work, is the script executed at the right time (before rendering), does the setting of the data not work, ...


texts: Is it possible to change an object's color depending on its distance?

texts:
For example I have a semitransparent sphere which contains another object which is a cylindrical line. Let's say this cylindrical path is blue. Is it possible to change the color when I rotate my object?
For example the color of the line is darker when it's closer to my viewpoint and lighter when it's further away. So the line would be a color spectrum of blue.

Thanks for your answers!

This is my object: a cylindrical path.


texts: Is there a way to make a five sided bolt out of a 32 sided disk opening?

texts:
I am somewhat new to blender and I am trying to hone my modeling skills with a focus on good topology.
I am modeling a fire hydrant currently and the end of the pipe openings or valve attachments has a five sided bolt, and everything from the rest of my model is 32 sided and circular as it was extruded from an edge loop from a modified cross joint.
I figure I can either manually try and move the vertices in the shape of a pentagon or take an extruded pentagon and just place it in a closed face and have the faces intersecting each other, but I feel there's a better way or more 'right' way to do this. Any ideas?
(Its just a practice exercise I'm doing for myself, I'm really just trying to focus on best practices and not learning any bad habits. thanks!)


texts: Rotating an edge around another without stretching edges

texts:
How do I go about rotating an edge around another while keeping all edge lengths the same?

On the included screenshot, I'd like to move the orange edge freely around the white edge without any edges changing lengths. So, the white edge should simply be the pivot.


texts: Copy Node Set-Up into Notepad or any Text-Editor

texts: When I was exploring Unreal Engine, copying node-setups allows you to paste it into a text editor in a form of I don't know? Scripts? right into notepad so you can paste it later if you needed to while keeping the layout and style as you last saw it so you can paste it anytime later. Does blender support this? or should I enable something? or is there an add-on for this?


texts: I want to import an image into blender and quote some parts according to row and cols as icon displayed in template_icon_view(). BUT template_icon_view() could only import icon from file path. Is there any alternative way? When it is done, it should be like fig3.Thanks!


texts: Why does knife project cut only one hole into a disc?

texts:
I used the spin operator to duplicate a circle, after that I tried to knife project all circles (single object), all the duplicated circles don't have an effect but the original circle is cut out. Why is that?

.blend file

It's a bug


texts: Blender smoke sim explosion just ends up like volumetric fog

texts:
I was following a tutorial (https://www.youtube.com/watch?v=29yfS-icS3M&t=564s&ab_channel=Iridesium) on explosions in blender but i've run into a few problems. I followed it pretty much exactly, though he does go a bit fast so I may have missed a thing or two. Around 15:03 after he does the initial baking he selects a frame and goes into rendered view before adjusting the shaders, and his smoke already looks like how it should, just without the colors. However when I enter rendered view after baking, all I see is a cube of smoke filling the entire domain, rather than a frame from the explosion. Basically like how volumetric fog looks in eevee.
Also earlier when he's in solid view he turns on color mapping to see the smoke better, and it makes his smoke white, but when i do it I see a bunch of separated black globs. When I turn off color mapping I don't even see anything at all
He's on 2.82.7 and i'm on 2.9 but unless they've completely changed the way smoke sims work i don't think that is the problem.
What it should look like:

What I got:

Material nodes:

Blend File: https://drive.google.com/file/d/147q_6xxkBdWAqRlkRWM8qnoQfSP_ELbx/view?usp=sharing


texts: Linked Files Keep Disappearing From Library

texts:
I am working on a massive file, therefore it is broken down into smaller files, which are then linked in one main document.
The problem is, for no apparent reason the linked files keep disappearing from the Blender library. That means I cannot update them, reload them or even use the Edit Linked Object addon.
Any idea on why this happens and how to prevent it?


texts: I set up the diffuse material, add a image texture node, select the image and yet everything remains beige. Any ideas? The tutorial I was following along it worked just fine when he did it... but he was using v2.6x


texts:
I created a simple Stick Figure, and I intended to rig it and make a animation resembling a 2D drawing. But I am not very good at rigging, and I cannot figure out why after an object is attatched to a bone, when I rotate it, the object shrinks as it rotates. The object also does not move exactly with the bones. I have no clue how to fix this, and the tutorials I use don't have any explanation.

The Blue is about how it should be positioned, and the red it what it actually does.


texts: Advanced method to create a rig for a realistic metal chain? (don't need physic)

texts:
I want to create a chain rig, and the Array+Curve modifier usual method is not ideal for my project since it deforms the geometry of the chain on sharp corners. Ideally  I'd like a solution similar to this but without deformation.

I'm thinking about using bones and the "Follow path" bone constrain, and assign a ring to each bones. This needs to be done through a script to be practical. Problem is I'd need to get the curve length through code and I have no idea how to do that, but since the curve modifier need this information to work there is probably a way to retrieve that with Python.

Second problem would be distributing the right amount of bones to the curve (based on length and scale of the ring).

At the end of the day the rig needs to be pretty fast to work with, a curve is ideal even if the tilting freaks out when manipulating the starting point (which can be annoying but I'm ok with that).

Any ideas to explore?

Edit: I'm also interested in a good solution for binding all the individual rings to individual bones rapidly (probably with a script). Also 1 every 2 rings need to be slightly rotated so it doesn't overlap with the one adjacent to it (if that make sense, see image below since it's what I've done).


texts:
Quick question:

I'm trying to set up a driver which uses the Y-scale of whatever object the driver is on (which means that I don't want to use the Y-scale of a specific object, but rather any object).

I've read that the option "Use Self" is perfect this exact scenario, but I can't figure out how to use the self variable.

Someone suggested I use bpy.data.objects[self.id_data.user.name].scale.y in the python expression but that returns an ERROR: Invalid python expression.

What am I doing wrong? Thanks!


texts: Coordinates of corners of camera view border

texts:
How to get coordinates of corners of camera border in camera view relative to the viewport area?

After checking

import bpy
print('-----')
print()
print()
for a in bpy.context.screen.areas:
    if a.type == 'VIEW_3D':
        for s in a.spaces:
            print(s)
            for d in dir(s):
                print(d)
print('-----')

I have no idea how to find out where I can get this


texts:
I have an .stl file of a fan cover. I need to expand it, or stretch it, from the front and pull it out about three times it's depth. I've looked at Youtube videos on extruding and stretching but I can't get it to move in the right direction.
Thank you for any help.
Here is the .stl file: https://www.dropbox.com/s/lqkf2dkcinmrgax/hotend_fan_shroud_cover_remix.stl?dl=0


texts: Does the Blender Internal renderer have an internal Light(ing) hierachy?

texts:
I'm using Blender 2.77 and I have currently arrived at the native Blender Renderer engine, and I fully want to understand how it works and how I can use, adapt, modify it for my own Blender projects.

I've already read many free e-books, articles and watched many videos about it, but I want to be able to truly understand AND visualize its inner workings.

Unfortunately none of these sources offer much in-depth/under-the-hood insight on how stuff really works, so I still have lots of technical in-depth questions about the Blender internal Render engine like:

QUESTION: Does Blender Render use an internal hierarchy for Light-Sources?

This enables me to figure out (up front, and not by numerous trail-and-error renders) which BI light settings are going to influence and.or trickle down  onto other light/material/texture settings?


texts: Rendering Blender 2.79 on MAC PRO (late 2013)

texts:
I have been not that active with Blender lately, but I am trying to catch up with current development by installing Blender 2.79. Reading about all the improvements related to OpenCL I wonder what is the status quo for AMD GPU's on Mac Pro (AMD FirePro D300, D500, D700).

I have difficulty to understand wether all these OpenCL improvement are also noticeable when working with these GPU's and if you have to do something special for having these benefits ?

When reading this ... I am not sure what to expect on AMD Firepro?

  Testing Activate OpenCL rendering For AMD cards on Windows and Linux
  you just need to select your GPU under file -> user preferences ->
  system. The split kernel will be used by default to give the best
  performance. To use OpenCL on other platforms, launch Blender with
  --debug-value 256 (either on the command line or by adding it to your shortcut). It will add a section "debug" in the render options panel.
  There you can choose the kernel (split or mega) and the platform (set
  to "all" to enable OpenCL for Intel and NVidia). Then choose GPU as
  the device to render in the render option panel.


texts: Cycles compute device for rendering is GPU but actually CPU get's used

texts:
I'm trying to render with gpu in cycles render but, even tho looking at the settings it seems like everything should be fine , actually looking at cpu and gpu usage i noticed that the one actually being used for rendering was still the cpu.

my cpu model is Intel(R) Core(TM) i5-3550 CPU @ 3.30GHz

my gpu model is GeForce GTX 1080

my CUDA version is 8.0.61

can someone help me figure out why is this happening?
thank you :)


texts: Why is my donut so grainy (cycles rendering)?

texts:
So I am doing the donut tutorial and when I render my image is super grainy.
I looked at all the other answers but the interface looks different from the one I have and I am not sure what to change.
My GPU is GeForce GTX 1650.

I increased the Render and Viewport value but it didn't change much. Even at 5000 viewports, it's grainy. Here are the settings for the image above. Is this the best I can expect with my GPU?


texts:
Is there a way to increase the refraction resolution in Eevee? Currently the lens refractions are very pixelated:

I have un-ticked the "Half Res Trace" under Screen Space Reflections and also tried to increase Cubemap Size and Filter Quality under Indirect Lighting in Render Settings, but they don't have any effect. Refractions remain ugly.


texts: How to combine or replace "Diffuse" BSDF with "Emission" on model that uses normal maps?

texts:
I've figured out how to apply normal maps onto diffuse textures the correct way (thanks BSE :D), but now I've been searching on how I can use a normal map with an emission shader. I haven't found a proper solution after some digging, unfortunately.

Is there a way I could add or mix it in? I tried using a mix shader and connecting the emission shader that way, but it just makes the model grey-ish. Changing "color" from white to black has no effect, and changing the strength doesn't do anything neither.

Here's the setup I have going. Everything's spot-on except that I really need an emission shader. The point is to maintain my shadow-less & noise-less method like some of my other renders without any normal maps used. It also makes rendering time significantly quick. The top priority pretty much is to get that Emission shader in and also get it to work its magic, while maintaining the normal map.

And here's the model without its normal map, for additional reference.

Thanks!


texts: Error: Freestyle Lines Ignoring Displacement

texts:
I have been trying to get my animations to have a hand-drawn look and wanted to make my models  slightly wiggle with procedural displacement on each frame. I also want to outline each object, so I am using freestyle lines.

To try this, I made a little test and applied the displacement to a cube and unfortunately, the freestyle lines do not touch the cube.

I am using cycles and have the "displacement only" setting active. I have the freestyle line settings set to select creases. When I try to render an image with this, the freestyle lines appear where the creases of the model would be if I had not used displacement.

The Blender version I am using is version 2.82.

I am wondering if I may be doing something wrong. I haven't found many talking about this online, so I hope at least someone has the solution. I just really hope this isn't an unavoidable bug.


texts: blender python: evaluate extruded curve points

texts:
I need to find coordinates of points extruded from blender's bezier curve with python. All I know right now is how to evaluate each point on the curve(mathutils.geometry.interpolate_bezier) but I don't know how to find the perpendicular vector with Spline's tilt.

Basically, I need to find a perpendicular vector with the original vector and tilt in each curve vertex. How do I do that in python?

So far I've only gotten the spline points but not the extrusion, here:

import bpy
import mathutils
interp = mathutils.geometry.interpolate_bezier

class DummyOp(bpy.types.Operator):
    bl_idname = "object.get_bezier"
    bl_label = "Extract Bezier Points"

    def execute(self, context):
        ob = context.object
        dat = ob.data
        bzp = dat.splines[0].bezier_points
        points=interp(bzp[0].co, bzp[0].handle_right, bzp[1].handle_left, bzp[1].co, dat.resolution_u+1)
        print(f"So far I can only extract this data:\n{dat.resolution_u},\nCurve points:")
        for p in points:
            print(p)
        return {'FINISHED'}

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

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

if __name__ == "__main__":
    register()

    bpy.ops.object.get_bezier()


texts: Will lattice deform slow down a preview animation?

texts: If I use lattice deform along with an armature, will it slow down my animation (speed of preview and render-time) compared same character being animated with just an armature?


texts: How to extrude inside mesh while keeping relative proportions from edges

texts:
I can select the mesh letter I, extrude it on the X axis and scale it inward to create an edge around it.

When I do the same process with the mesh letter O, the result is this:

I would like to be able to create an identical inward edge that is inside the larger object, not only on the letter O but on any other mesh object.

How can I do this?

And how can I get rid of the face behind the newly extruded edge?

EDIT: I tried insetting but the mesh letter O looks like this:


texts: I want an object's axis always to face an empty while subject to a clamp constrain. Any suggestions on how to do that?


texts: network rendering for release candidate 2

texts:
Am I correct in that there is no Network Rendering built in to release candidate 2 for Blender?
I know that I can install crowdrender but was hoping for other options.


texts: When I combine two meshes one of the meshes changes shape for some reason. Not sure if It has to do with bones or not but Id like to fix this. Can someone explain how to fix this issue.


texts: How to model slice shaped circular wedge?

texts: I tried with bevel, but I can only do one side of the object. Do you have idea how to make whole object?


texts: Cloth Sim + Time Remapping + location animation = teleporting mesh

texts:
Not sure if this has a solution, or may even be a bug, but I wanted to see if anyone could help. B:2.79

Lets make an animation of 20 frames, using a single plane mesh.
Animate the plane location along an axis from frame 10-20.
It should be cloth while it's moving, so bake a cloth sim to the plane also from frame 10-20.
Fine so far...
But now the animation needs to be twice as long, and smoother - so lets change the time remapping. Leave the old value at the default 100, and the new value I'll make 200, and the end frame I'll set to 40 - so it's now double the length.
Our cloth sim also needs to be adjusted, so I'll re-bake that from the old F10-20 to the new value of F20-40.
This works perfectly on a static mesh.

But our mesh is animated, and now when the cloth sim begins at frame 20, the location of the mesh immediately jumps to frame 40 (its end location).
So at frame 20 the mesh suddenly teleports from the start location to the end location - highly undesirable.

Side note: I've tried to export the cloth sim to MDD and import it as shapekeys, but no matter how many times I apply loc/rot/scale to the mesh the imported result is a garbled vertex mess. So I cannot use this as a solution.
I'll also mention that in a very complex scene with multiple particle and physics sims, it's not so easy to just scale all the keyframes by 2.

Very interested to know of a solution, but would settle for knowing if this is a limitation (I'll get over it) or a bug (I'll submit it).

With my thanks in advance,
C.


texts: How do I put an image as texture on a triangular object?

texts: I am using the cloth simulator to create an a triangular flag. Everythig works fine, but now I have been asked to put a in image on this flag. So I add the image as plane, it creates a rectangular plane, however when changing this to a triangle, it screws the image. I would like just to cut the parts of the image that do not belong to the triangle, without deforming the image.


texts:
Is it possible to find the coordinates of the visible part of an object?

Background

I imported an object to a blender scene from Object File Format (OFF) using this blender addon (e.g. a chair). To segment the object in different parts I just removed some of the OFF face entries, which do not belong to the desired object part. Than I reimport the modified OFF.

Now I'd like to determine the coordinates (bounding box) of the object part, so only the visible and actually rendered faces (e.g. the back of the chair).

bpy.data.objects['object_id'].bound_box only gives the coordinates of the complete object (chair + back of the chair). Is there any way to figure out the part-bounding-box?

Example Scene:


texts: Possible to replay repetitive tasks using Python?

texts:
Is there a way to do a particular task manually, generate the code for it automatically and update that code to do some task repeatedly?

I'm looking for something like record macro functionality that's available in MS Excel.


texts:
I'm fairly new to Blender. I have a HDRI background and I wonder if it's possible to adjust the texture's color temperature using a blackbody node.

Thanks in advance.


texts: What does "Invalid clnors in this fan!" mean?

texts:
When I open or render a frame of one specific scene, I have several messages in the Console with the note "Invalid clnors in this fan!"

This message also shows up when I try command line rendering.

I'm having problems rendering this and other scenes from the same project.

What is causing this problem?


texts: Is there a way to remesh an object to match the shading?

texts: How do I remesh a model to match, as closely as possible, the curves from the smooth shaper, while retaining the sharp edge settings?


texts: Render doesent show almost anything (material or textures)

texts:
a little while ago was everything working perfectly. But now, when i have even just basic cube in the scene, then when i want to add texture or materieal, or even if i wont add any of them to the cube, when i go to Rendered viewport shading, all i see is this (just a grey cube with nothing on it, i have set the color tu blue but nothing):

And when i render it it shows just checkered cube like this:

I know its probably gonna be something dumb, but i just cant figure out what the problem is. Thanks for help.


texts:
Having this problem since I updated to W10 from W7. The whole blender window appears zoomed in. See:

The window is minimized just for the screenshot

You can see on the edges the effect of the zoom. This is only solved by using Alt + F11  to turn it up to full screen, where there's no such zoom effect.

What is causing this and how can I solve it? I've tried compatibility modes, running as admin, reinstalling, and installing old versions. NOTHING solves this.

EDIT: I should also mention that it's only the display of the window that's zoomed, because technically the buttons and stuff are at the right place. You can see this with my mouse:

So it's only the appearance that is offset with the zoom effect.

PC Specs:

Pentium G4560 3.5ghz

8 GB DDR4 RAM

Intel HD 610


texts:
Consider:

I have tried playing with the displace modifier and various texture, but I cannot seem to find the right combination.


texts:
Using the Texture Coordinate node, the Camera output almost does it, but there are some weird seams that form:

.

The Window output works better, but it squishes it based on the width height ratio. The "solution" provided in another question is not exactly good.

Node setup:


texts: A way to export bezier curve with "bevel" (generated mesh) to a fbx mesh?

texts:
Im trying to export a bezier curve to use in a game engine but it doesnt automatically convert the curve to a mesh and fails the export. At the moment I have to manually convert it to a mesh and then I lose the ability to rapidly test out different shapes on my curve.

Is there a way to automatically convert bezier curves to a meshes on export?


texts: I rendered something but I forgot to select it to export as a mp4, but I can't seem to export it, which really pisses me off because I waited 2 days with my 3.6ghz cpu to render my animation just to wake up and I can't export the file as an mp4. Please help asap.


texts: How can I get the UV sphere face settings back?

texts: When I place a uv sphere, it shows the option of how many faces on the sphere. But, when I click somewhere else, the settings disappears. I can't find any settings for it again so how to I change the settings of how many faces on the sphere?


texts: Do I need a 64 bit version of Windows 10 to run Blender 2.90.1?

texts: I have a 64 bit processor but a 32 bit version of Windows 10 and none of the downloaded versions of 2.90.1 will install.  Minimum requirements are listed as 'x64 architecture' but I'm not clear if that is x64 processor or x64 OS or both.  Thanks.


texts: How can I permanently enable an addon in the userpref through Python?

texts:
I'm trying to create an installer that installs a Blender addon from the terminal, something like this:
wget https://my-installer/install | python

In which the install script will download a zip for the appropriate blender version and I found the bpy.ops.preferences.addon_install and addon_enable operators.
My script gets run with blender --background --python _tmp_installer.py:
import bpy, os
p = os.path.abspath('blenderneuron.zip')
bpy.ops.preferences.addon_install(filepath=p, overwrite=True)
bpy.ops.preferences.addon_enable(module='blenderneuron')

The output of which I capture:
C:\Users\robin\Documents\GIT\BlenderNEURON>python < installer/install.py
Blender output: Blender 2.91.0 (hash 0f45cab862b8 built 2020-11-25 09:02:56)
Read prefs: C:\Users\robin\AppData\Roaming\Blender Foundation\Blender\2.91\config\userpref.blend
found bundled python: C:\Program Files\Blender Foundation\Blender 2.91\2.91\python
Info: Modules Installed () from 'C:\\Users\\robin\\Documents\\GIT\\BlenderNEURON\\blenderneuron.zip' into 'C:\\Users\\robin\\AppData\\Roaming\\Blender Foundation\\Blender\\2.91\\scripts\\addons'
reloading addon: blenderneuron 1610983621.1903374 1610983643.3685155 'C:\\Users\\robin\\AppData\\Roaming\\Blender Foundation\\Blender\\2.91\\scripts\\addons\\blenderneuron\\__init__.py'
Modules Installed () from 'C:\\Users\\robin\\Documents\\GIT\\BlenderNEURON\\blenderneuron.zip' into 'C:\\Users\\robin\\AppData\\Roaming\\Blender Foundation\\Blender\\2.91\\scripts\\addons'
Info: Modules Installed () from 'C:\\Users\\robin\\Documents\\GIT\\BlenderNEURON\\blenderneuron.zip' into 'C:\\Users\\robin\\AppData\\Roaming\\Blender Foundation\\Blender\\2.91\\scripts\\addons'

Blender quit

From which it seems like everything went OK. My add-on does get installed, and I see it in the list, but it isn't enabled. How can I make sure that it is enabled as if someone went to "Preferences > Addons" and clicked the checkmark there?


texts: Limit Rotation to keep tip of rotating bone within a circle when rotating diagonally?

texts:
I'm rigging some eyes, and I want to limit the rotation so that the iris stays within a realistic movement range. This is easy to do for horizontal and vertical movement, but runs into a problem when the movement is a bit of both.
The .gif shows a bone with -45/+45 deg limit on X and Z. When rotated on just 1 axis, the tip of the bone stays a consistent distance from the center. But when rotated on both, it gets further away from the center. ~32deg of rotation on each axis seems to be the correct amount at diagonal angles.
Is there a proper way to solve this problem? I'd like a method that could also work for keeping the tip limited to within an oval or almond shape. Of course some sort of driver or transform constraint could be used to reduce the amount of rotation done, but I'm guessing there ought to be a better and more precise solution than that?


texts: Draw points on screen with bgl? (python)

texts: I'd like to use bgl to draw dots points on 2d screen from 3d vertices in scene. I have lines working by using bgl.GL_LINE_LOOP but I couldn't find the full list of bgl.GL_* to loop up for points.


texts: How to fix UV islands that are overlooked by the AO baker because of their small size (less than 1 pixel)?

texts:
Circled in red you can see some of my UV islands are not taken into account by the AO baking process. This is due to their small size on the model (and therefore the UVs) and the small size of the AO texture itself. The problem is that those faces will be assigned a random AO color from whatever island lies next to them (because of pixel margin, see the image), which will result in weird breaks on the object surface (e.g a black polygon in the middle of a white surface).

I see a couple of solutions but most of them have annoying downsides:

Modify UVs manually and create seams by hands (avoiding Smart UV project), aiming for continuity when unwrapping. -> This take too long and is repetitive work, might not work on some models.
Selecting a small face on the object, and Select Similar by Area, then scale the UVs for all those faces. -> This is my current solution, it works, but require some manual tweaking for really thin islands.
Bake on a higher res texture and downscale it afterward to use them in a real-time engine. -> Baking time will be much longer.

Some solutions I'm thinking about theoretically but can't find a way to actually apply them in Blender:

Select islands if size < 1 pixel automatically, and scale them until they are at least 1 pixel in x and y axis.
Force the baker to acknowledge sub 1 pixel islands.


texts: How can I eliminate the added height when applying a thickness to Solidify modifier?

texts:
When I add a Solidify modifier to a hemispherical shell, I am given an option to add a thickness (amongst other options). When I add a thickness to the hemispherical shell, I've noticed that Blender increases the overall height of the shell due to the added wall thickness.  An example is shown in the attached image.

Is there a way I can eliminate the extra added thickness? Are there additional steps I can take to suppress it, or make the bottom of the hemispherical shell flat again?


texts: can i use my amd radeon r7 265 with cycles opencl rendering in blender 2.78 b . and how to enable it ??? help me please


texts:
I have been having this problem in my Blender file. I have created a short 180 frame animation that all works fine however when I render the animation one of my objects has a pixelated/distorted look to it.

I would like to sort this out but I don't know what to do. I have attached a screenshot of what it looks like after rendering.

Thanks, Brad


texts: My render is different than what i see in the preview window

texts:
This is what I see in the preview,

But when I render, it doesn't show the stars in the background, and the surface, which I supposed to be a sphere, looks like a plane in the final render.


texts:
Just started to play with smoke in Blender 2.81a, I did not use the Quick Smoke, but start from scratch.

Here are the steps I took:

Create a sphere as Flow object
Create a Cube as Domain (sphere is inside Domain)
Create a Principled Volume Shader and link it to the volume of the sphere

Then press Space to run the simulation.

In Layout tab, I can see the sim only in Wireframe or Shade Mode, but not in Material Preview nor Render Mode.

In Blender 2.81a volumetrics seem to be ON by default in the Render Properties, so I don't know why I can't see it in Render Mode.


texts: (Blender Bug?) Chaning Property In Redo Panel Deselects Geometry

texts:
This issue has been driving me nuts and if not fixed, makes all my selection add-ons useless.

I've done a TON of testing and found when it occurs.

This is how it works:

When you select any geometry with any select operator(bpy or bmesh) and the code is executed by a custom operator, the redo panel will deselect the geometry selected by the script and only leave one unselected.

As you can see the operator is super bare bones, no junk code, yet the issue still occurs.

To confirm that this is a fault with a custom operator, I selected the edges with the same code, just without the operator. And I didn't run into any issues.

The demo speaks for it self:

I have no idea how this not already a big issue. I haven't seen anybody complain about this. But with this behaviour it tells me that it's a bug. I wish do death that I could fix it, but it seems I can't.

If anybody has any idea what's going on, please share it!

I also wanna note that I have rolled back my Blender to the most vanilla, factory settings possible. No addons are running and I'm using the default keymap.

Here's the code for testing:

import bpy
import bmesh

from bpy.types import Operator

class OT_SELECT_WITH_OPERATOR(Operator):
    bl_idname= "view3d.select_with_operator"
    bl_label = "Select With Operator"

    def execute(self, context):

        print('run')
        obj = bpy.context.edit_object
        me = obj.data
        bm = bmesh.from_edit_mesh(me)

        for e in bm.edges:
            e.select = True

        bmesh.update_edit_mesh(me, True)

        return{'FINISHED'}

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

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

if __name__ == "__main__":
    register()


texts: No Collada (.dae) Import option on Ubuntu 2.76b

texts: I'm running blender on Ubuntu 16.04, with just a simple apt-get install blender and the blender version is 2.76b. When I goto File->Import there is no option to import .dae files. Is there anyway around this, reinstalling, using a repository or manually adding in an add-on that could help fix this?


texts: Problem with mesh after using Boolean Modifier

texts:
After i apply the Boolean Modifier to cut a hole in my phone the surface of phone become stretched and some black shadows appear.

Thanks!


texts: How to make 360° renders for Virtual Reality devices (ie Oculus, etc) using Blender?

texts:
I'm trying to figure out how to make 360-degree panoramic renders for virtual reality content? I'm trying to make the content to the specs of HoneyVR to submit something to their VR program but they are asking for the content in "equirectangular project" at 2:1 aspect ratio and I'm a bit loss.

I'm using Blender / Cycles but I can use other renderers too.  Any help or tutorials much appreciated!

Here is the link to the HoneyVR file specifications which shows the needed aspect ratios, resolutions, etc.  Is it possible with Blender?

http://www.honeyvr.com/content-specs/


texts: curve on animation tab (idk how to explain just look at the pic)

texts: Recently I downloaded blender 2.92 and when I already started animating, it always slows down towards the end like a curve. The picture I sent has this sort of like curved line on the animation and I'm unsure how to get rid of it. Does anyone know how to change it to like linear? It would be really helpful because I'm still new to this version, thanks.


texts: How do I prevent Blender adding an index-suffix to the objects' names?

texts:
My problem is that whenever I delete all objects (selecting all objects and pressing 'Delete' then selecting 'Delete' from the drop-down menu) and import them back, the objects' names get an "index suffix", e.g. ".001".

For example, I import an .obj file, and there is an object in that file with the name "TableA". I delete it, import the same file, and now it has the name "TableA.001". I'm using a script afterwards which references the tables with their "original" name, so it's a little bit annoying I have to remove those indexes. Is there a way to circumvent this behavior?

Also, some sort of explanation would be nice - why does the program feel the urge to add that index though there is no existing object with the original name (because it has been deleted)?


texts:
Ever since I updated from Blender 2.77 to 2.79, my Codec menu in the Render tab looks like this:

.

I'd like to render a scene in H.264 and I have no idea why it is missing in the menu. This doesn't seem to be a common problem, I haven't found any forums threads about this issue at all. I would be very grateful for your help!


texts: How to delete objects stacked on top of each other?

texts:
I made a textured coin using this tutorial and when I tried to duplicate it, it made an infinite amount of coins stacked on top of each other somehow.

I've already tried to delete them individually. It's not working, there's just so many I don't know how I did this.

So how do I delete all the coins which have stacked on each other?


texts: How can I have a custom projection matrix?

texts:
I want to use a different style of projection, to achieve this effect:

effect http://www.boacompra.com/uoljogos/images/screenshot/tibia/shot10.jpg

I know how to create a projection matrix for it, but I don't know how to set that matrix on blender. How is it possible?


texts: I can't see dope sheet summary and key frames?

texts:
Please can someone help me figure out why I can't see the dope sheet summary (i.e. the blue bar where it says Stroke and the various layers underneath with the key frames etc.)
Occasionally it just goes blank so I can't see the key frames and I don't know what I do that causes it / how to undo it. It still seems to playback fine, though.
I haven't changed any settings as far as I know.
I'm using blender 2.90.1.0 on Windows 10.
Thanks in advance


texts:
Hello Blender Community,

I have rigged a robot-arm and now I want to import the Rotations for the Animation with a python script.
However The Normals of the Bones aren't convenient for the Animation and I can't correct them with "roll". Is there any way to exchange the y-Axis with the x-Axis/z-Axis of the Normals of the Bone?

You can see the Axes in the Picture:


texts: Particles of a particle system react not as an own object

texts:
I have an ATM and would like the money to fly out from it.
I have made the cash box into a particle system.

The money flies out of the cash box, but it flies downwards, because the bill also flies downwards.

Is it possible to make the money (particle) independent from the banknote ?

[
[
[


texts: Alternatives to hair cards in a a game engine

texts:
I'm currently working on a game in UE4 and I've been doing Character Creation for the last 2 weeks. One thing I'm struggling with is the use of hair cards. I am finding them way to tedious and unconventional to use with my blender knowledge (4 months). It would be great if someone knew of any alternatives to hair cards?
Cheers


texts: Blender problems with getting the center of an object. (Origin to center is not the center)

texts:
As you will see in this image, the center of the object is not exactly the center of the chair, since the pivot point is slightly up.

To verify this, I place the cursor in the center of the world and use a cube to check if it is offset up or down.

How can I really center an object? Since apparently blender does not calculate the position well or there is something I do not understand


texts: How do i get an array of objects with increasing rotations to stay on a specific axis?

texts:
quick question:
when i use an empty as an object offset in the array modifier and i rotate for example an array of cubes with it around the y-axis i get a circular arrangement like this:

is it possible to get the empty rotation on the objects themselves like this, so that the objects stay on the z-axis? the rotation has to increase with each new object (i.e. 10 / 20 / 30 degrees etc.)

thank you in advance!


texts: Create an interface which is similar to the material list box

texts:
How can I make a Interface which is similar to the Material-Interface within Blender via Python?

It should look like these. Could you guide me to the right direction? I don't think it's in bpy.ops, right?

Thank you very much!


texts: Delete a scipt that autoloads that was run

texts:
I ran a script that made a panel tab in N tools and I want to delete it from autoloading. Where are they stored? BTW I've blender Zip installs
thanks


texts:
I want to build a stair, according to a video of Youtube (https://www.youtube.com/watch?v=i5UrVrmErwQ), using "add mesh : building objects" addon.

I've noticed that the addon "add mesh : building objects" is missing from Blender 2.78.

Is there an option to download it from somewhere?


texts: Object mode scaling vs edit mode scaling for video game development

texts:
When working on video game assets, is it more efficient to model the assets and scaling them in edit mode or rather modify the scale on object mode? Which option is most commonly used by artists?
For example, creating a table using simple cubes. Is it more efficient for game engines and the PC as a whole to work with the table formed by several cubes with different scales (object mode scale) or rather have all specific scales modified in edit mode while maintaining the x,y,z object scale in 1?


texts: Why is it doing this? Every time I use viewport shading no matter what version I use this occurs. I've restarted blender. I've downloaded several versions both new and old. how do I fix this?


texts:
What I am planning is to have water stay in the cup then when I rotate the cup to make water fall out.

Can blender do it?


texts:
I'm using Blender V2.7, and I want to run a Python script which imports the blender module, but the console window outputs error: can't find Blender module.

This error does not occur in V2.49.


texts: Selecting the camera with Numberpad 0 brings up a strange box?

texts:
Clearly Im new.  I thought I had my life together on blender and was ready to do something and then i realized that i still apparently dont know how to control the camera or at least fix what I am 100% certain I broke when my cat walked across my keyboard.... if i had a cat... anyway, When I push 0, the camera looks at this box.  I cant get to give me the camera view.   what did i do?
heres a link to my blender project
https://drive.google.com/file/d/1hd5Qthfw8sKqXx7gEYN8-eMpIUq-qY7i/view?usp=sharing


texts: How can I turn nodes that made in shader editor to script?

texts:
I want to make a button and when I press it, it will apply the material I made, that mean the nodes.
I try different way to type script but it wasn't work.
bpy.ops.node.add_node(type="ShaderNodeTexNoise")

What's wrong with this code?


texts: Why do materials & textures look different in material mode & Cycles render mode?

texts:
I'm at a loss :/ My textures and materials look completely different in the Cycles render view vs. the Materials or Textures view. I'm confident there is a fairly obvious piece I am missing. I'm fairly new to Blender, but have not been able to successfully find another question dealing with this exact issue.

Roof faces were selected and then unwrapped/
Texture is a straightforward image texture.

What am I missing?

UV Wrap & Texture

Rendered View of the Roof

Material View of the Roof

Roof Material Preview


texts: Blender camera with follow-path constraint does weird turns along curve

texts:
I have imported a 3D curve into Blender. It was obj and is now NURBS.
All the curve points' tilt values are set to 0.
I have created a camera with an empty parent object.
Then, attached a follow-path constraint to the empty object.
The empty object is attached to the curve and is moving along the curve, however, it does weird turns in random directions along the way making it impossible for the camera to have a proper view of the model.
So tweaking the follow-path parameters won't do the trick.
I know I can manually set tilt values for the curve points but it will take ages.
I was wondering if there's a systematic fix so I could have a neat follow-up along the curve.
Update:
I decided to remove the images and upload a link to the file.
The file contains:

The curve
Suzanne (with an Array + Curve modifier) which clearly shows the weird behaviour.
A camera (Alt+R and Alt+G-ed!)


texts: Use particle location as driver variable

texts:
I wanted to animate this hexgrid I made with particle systems using drivers, but I can't find any way to use the particle x location (or y or any particle-specific data) as a variable for a driver, and using the hexagonal object I use as render for the particles' location makes the particles not update seperately; they all update according to the x location of the original object.

Is there any way to use drivers on particles and make them use variables from the particles.


texts: Object vertices position don't change when manipulated by armature using Armature Deform with Automatic Weights

texts: If I put a bone or a series of bones in an object and pose them I have noticed that the object mesh's vertex properties with the bones in it  don't change when I parent the object to bone using Armature Deform with Automatic Weights. For my application I want to know where the vertices are moving to as I do the animation. If I put a bone in an object and parent that object to the bone without any deformation the vertex positions move and can be detected. Just wondering if I can do the deformation and still be able to track vertex and edge positions etc.


texts: Project light through shape, text or symbol to appear in cloud or mist

texts:
Think of the Batman symbol, but reversed, i.e., the symbol would be brighter than the clouds.

How would one project light through a "stencil" (of any symbol/text) on clouds/fog/mist/or solid wall and have the remainder display?


texts: Combine an animation with multiple motion capture (bvh) file

texts:
I have a model made with makehuman 1.1.1 and two motion capture bvh files (walk and run).

I want the run animation to start at the end of the walk.

I cannot figure out how to start the run animation at the last coordinates (x,y,z) of the walk animation.

Any help is welcome.


texts: Using Python to read an audio file that controls animation?

texts:
I've done a lot of web searches but I must not be asking the right question -- what I'd like to do is use an audio file to control animation.  Specifically, I want the volume of the file to make the intensity of a material higher (or lower, depending on that volume).  There are other animation programs you can do this in, but I'd love to do it all in Blender and if there is a Python module that can handle this it would be great.

So, IOW, I would load in some .WAV or .MP3 (doesn't matter what I need to use) and the volume would be parsed and as the timeline goes the amount of the diffuse_color_factor would change from 0 to 1 as the volume changes.  Actually, I don't really care if this particular change takes effect -- I just want to return, from the read of that audio file, the volume in some numeric format (which I can then use for whatever purpose I want).

Any clues?


texts: How to interpolate vertex colors in a cube?

texts:
I have this model made out of cubes:

And I want to set the white cube some vertex colors, which correspond to the vertex's surrounding cube/cubes and interpolate between them. Note that this cube must be geometrically perfect, thus I don't want to be using any brushes or tools where I must draw freehand.
Is there any simple way of doing something like this?


texts: I have a 3D CAD design that I remeshed into blocks. I would like to be able to export or convert the voxelated object in such a way that it is composed of distinct cubes that I can edit etc. individually. My end goal is to have a CAD file that is made up of loads of cubes and nothing else, not one complex shape made of cubes.


texts: I am working on an addon and when I test installing it it works just fine, but when I reopen the Blender I get a message saying "JARCH_materials" module not found, even though it is in the same folder. Also why is it when I install it I don't get a remove button on the addon?


texts:
I'm trying to create a wire mesh using a plane and a png texture but when I scale up the UV map in the UV editor this happens.

Does anyone know how to tile the texture across the whole plane?
I'm using version 2.82


texts:
I'm using a Minecraft character rig which only has sharp bends.

I'd like to change them so that there are smooth bends like in this rig:


texts:
Hello. I'm a beginner.
In the model shown, when I select all of the top vertices and then
scale them to the center, the center of scaling is not the center of the 3d-model.

How do I move the center of scaling?
How do I move the manipulator widget where I want it after selecting?


texts: Knife Project not available 2.8 (trying to cut two shapes out of one)

texts: For some reason my knife project is not available when I search it, the only thing that comes up is knife, I am trying to cut one shape out of another shape but keep both shapes in tact so I would essentially have two new shapes. Is there another way I could do this?


texts: Grid floor disappears and cannot see outline of selected objects

texts: What did I do? I somehow changed my view setting and I can no longer select anything with RMB. Please see screenshot:


texts: Blender viewport frozen(can't perform operations)

texts: I was working and probably hit some shortcut and it froze my viewport, i can not select anything other than what is selected nor i can delete stuff. What could that be ? here is a quick gif


texts:
I can't find any tutorials "how to create randomly packed bed" in Blender. I need to create a randomly packed bed with help of rigid body dynamic model.

For example, I need to get a packed bed similar to a packed bed shown below:


texts: Blender Separating vertices on object when restarting Blender

texts:
Summary:
I am having this extreme problem with Blender where I have this character I am creating. The character uses a mirror modifier, and I am using Blender 2.83. I saved my file and restarted Blender and when I restarted Blender, some vertices and edges were not together and made it's own separate object.
What I  Tried:
I tried everything with all joining of vertices with using the F key and all. I cannot find any answer on the web about this. I am just learning Blender, but I know that everything was together and I know I didn't press anything that could cause it so I desperately need help with this.
Image Illustrations

Image of what is should look like together:
Isn't actually together but what it should look like together.
This image below shows it together and should be connected with the whole surrounding, it worked before I restarted Blender.

Image when it is separated:
But once I restarted blender, it wasn't together like it is suppose to. I had trouble selecting the whole separate object but it still proves but point on how difficult it is when it is separate.

Also, while I already have this question written, how do I hide and show that selector mover thing, the green, red, and blue arrows one, I accidentally shown it but don't know how to hide it again. I do have some uses for it in the future hopefully but like to hide it in the mean time so it's out of the way.


texts: Check that a plugin is installed and enabled

texts:
I'm a noob for scripting, just starting ... sorry for that :)
I would know if there is a way to check if a plugin is installed and enabled
The context is I would reorganize the N-Panel a little better and display the panel for a plugin only if it there and functional.
Thanks for your help
Have a nice day


texts: I am doing this tutorial and somehow I have managed to have my curtain behave very strange. I must have made an error somewhere but I don't know where. I have attached my file.


texts: Why does 'diffuse_color' expect four values and not three with Python in 2.8?

texts:
I am attempting to create a plane and set the color; the following code throws an error at this line:

bpy.data.materials['RSgreen'].diffuse_color=(0,0,0)

the error is:  ValueError: bpy_struct: item.attr = val: sequences of dimension 0 should contain 4 items, not 3

which makes no sense to me; diffuse_color calls for 3 parameters in the documentation.

bpy.ops.mesh.primitive_plane_add(size=4,enter_editmode=False,location=(-2,-2,0.01))
bpy.context.active_object.name='Plane2'
bpy.ops.material.new()
bpy.data.materials[1].name='RSgreen'
bpy.data.materials['RSgreen'].diffuse_color=(0,0,0)
bpy.context.object.data.materials.append(bpy.data.materials['RSgreen'])


texts: How to dynamically paint cycle materials?

texts: I am wondering how you would dynamically paint a cycles material over another cycles material? Basically, interchange the material where the brush touches.I have tried switching between them with the attribute and weight paint but doesn't seem to work.


texts:
I'm working on a cycles shader that requires thickness information, and by that I mean interaction between the mesh with the shader itself and other objects inside it, in a way that as closer a diffuse surface is to the mesh with the shader, the more transparent it is.
This is an example of the wanted behaviour:

Ignoring the normal map on the surface, as you can see, the closer the white ball is to the blue pillar, the black it is. This image is using Lightwave's thickness node. If one could input it in a Blender Mix Shader factor, it could control transparent/diffuse values on the surface.
Blender apparently doesn't have a proper thickness node, but it has Light Paths... I took a look at light absorption shaders, but those use a B&W MixRGB directly into the color of a Glass shader, I couldn't make it work using as a factor for a Mix shader. Also the fact that we're using transparency instead of glass can be a problem.
Basically this is the situation visualized:

The ray from the camera hits the MixShader Transparent/Diffuse surface, it then travels a certain Depth(D) before it hits another Diffuse Surface, then bounces back through the Mix surface and to the light source. If the Depth travelled is equal or greater than D, the surface is 100% diffuse, otherwise it is a blend until D=0 where transparency is 100%.
Fortunately we have a Transparent Depth Light Path node that can be used, but I'm not knowledgeable enough to understand the math behind it.
If you feed Transparency Depth directly into a Mix Shader, the result is almost good, except it is inverted (greater distance = more transparent), and it doesn't work if you flip the shaders on the Mix Shader, or if you multiply it by -1:

The left object kinda works (but inverted), the right object doesn't but firstly I'd be glad if even the left worked rightly.
So, is there someone with any idea how to make a thickness node on blender?
This is the file if anyone is interested:

Regards


texts: How does selective packing of external data work?

texts:
I would like to pack specific external data into a .blend file.
The Documentation says:

A single file can be packed by clicking on the little “gift box” icon to the left of its file-path UI widget.
(https://docs.blender.org/manual/en/latest/files/blend/packed_data.html)

Somehow I am unable to find this “gift box” icon. In which window can I find this “gift box” icon, for example, if I want to pack a font into the blend file?
I know how to pack all external data, but that is not what I want.


texts: How to activate another addon and have it stay when default blend is called on new file command

texts:
How can my script be sure that some other script used gets loaded.

For now, I'm using
    addon_utils.enable("some_needed_addon")
inside the register() function of init.py of my script

and
    addon_utils.disable("some_needed_addon")
in the unregister()

and at the biginning or this init.py I have

if "bpy" in locals():
    import importlib
    importlib.reload(my_first_py_file)
    importlib.reload(my_second_py_file)

else:
    import bpy
    import addon_utils # To use some other addons

etc.

With all that, when you call the new file command, the other script is no longer activated so it is not callable, because I didn't save it in user preferences and don't want to because I'm not sure user will want that.


texts: How does one align texture maps of Multiple sizes and resolutions on same sphere?

texts:
I'm creating the classic "Pan away from Earth" animation and would like to arrange it so that detail levels are more or less constant throughout the animation.

The problem I'm having is figuring out how to map these textures on my sphere in such a way that they line up properly.

Right now I'm borrowing the full size NASA Earth image textures, which work fine when my shaders are not too complex.  However, when I add several more layers (clouds, bump map, normal map, my own additional textures and so on) at the same resolution, my 4gb GPU can't handle the strain.

To solve this, I'd like to create several different resolutions of each texture, and then stack them on top of one another in a single texture.  I would then crop the higher resolution textures around those points near to where my camera will begin its "journey" to reduce the GPU strain.  I would then map the whole Earth with a relatively low resolution texture for when it is needed.

Unfortunately, I cannot figure out how to map the "cropped" images.  Right now, I'm cropping them in Photoshop before importing them.  However, when I map them "spherically" they are stretched to the full size of the sphere.  Playing with the texture mapping utility is difficult, and sliding around UVs manually is hopeless.

Is there a simpler way to do this within Blender?


texts: Problem baking from same mesh but different uv

texts:
I'm trying to copy the color from the same high poly mesh which have different Uvmap.
I seamed the original model and it looks like this.

After that I copied the same mesh and made a new material and texture for baking (On the image below I displayed original texture but I actually connect the node of the copied mesh to new empty texture). This time I used smart UV unwrap.
I used cycles for baking and set the bake type to diffuse and enabled only color(You could see on the inspector section).

This is the result after baking. It has a lot of noise and quality doesn't look good. I set the render value to 1024 and enabled denoise option. What could be the problem here? High poly or different UVmap?
How about selected to active option on baking that I used to copy the texture?


texts: Using Clear Seam unwrapped my entire mesh again instead of the face i selected

texts:
I had nearly completed unwrapping my uv map when i accidentally selected mark seams from islands.  Now when i try to go back and remove the seams it completely reworks the entire UV map.

I go from this:

To this:

I am hoping someone can provide some guidance to help me remove the unwanted seams.

To help add some clarification, this is how i believe it is supposed to work:

First add some seams and unwrap.

Next to optimize the mesh add or remove seams:

but the uv stays the same until you unwrap again:

But if i add or remove a seam even a single seam on my mesh i end up with this:

Hope that clears things up a bit.

Thanks!