texts: Does GPU RAM make a difference in an Eevee Render?

texts: I was wondering if the amount of RAM your GPU has makes a difference in Eevee rendering. In Cycles the reason large scenes couldn't be rendered on GPU and had to be rendered on CPU was because the GPU RAM was usually smaller than the system RAM. (i.e. my system RAM is 32gb and my GPU RAM is 4gb). I am shopping for a new GPU and I was wondering if low GPU RAM causes limitations in Eevee like it did in Cycles. I know from looking at Window's Task Manager that both the CPU and GPU workloads increase during render. I don't know enough about Eevee and what of it is done on CPU and what of it is done on GPU to know if the GPU RAM makes a difference. Does GPU RAM limit scene complexity while rendering with Eevee?


texts:
I am trying to simulate the following mechanics using ik bones but didn't manage to find a solution. Any help would be greatly appreciated :-)
Also happy if anyone as a good tutorial to point me to!
thank you!


texts: Wrong object position after unity import

texts:
I created a 3d model which consists of 3 objects:

When i import this 3d model to Unity, one of these three objects is in the wrong position:

When i export the 3d model i have !EXPERIMENTAL! Apply Transform checked.

If i uncheck !EXPERIMENTAL! Apply Transform then the position is correct, but the rotation of the model is wrong (in Unity).


texts: update text after edit mesh with handlers

texts:
I need to update my text every time I alter my mesh in edit or object mode or if I edit the Tool panel.
I use this script:

# [snip]
# line 308
def update_scene(context):
    obj = bpy.context.active_object
    if obj.is_updated or obj.data.is_updated:
        handle_add(self, context)
        print("%s - Object data is_updated (pre)" % obj.data.name)

def handle_add(self, context):
    VIEW3D_OT_ADH_display_text._handle = bpy.types.SpaceView3D.draw_handler_add(
       draw_text_callback,
       (self, context),
       'WINDOW', 'POST_PIXEL')

def handle_remove(context):
    _handle = VIEW3D_OT_ADH_display_text._handle
    if _handle != None:
        bpy.types.SpaceView3D.draw_handler_remove(_handle, 'WINDOW')
    VIEW3D_OT_ADH_display_text._handle = None

class VIEW3D_OT_ADH_display_text(bpy.types.Operator):
    bl_idname = "view3d.adh_display_text"
    bl_label = "Display text"
    _handle = None

    @classmethod
    def poll(cls, context):
        return update_scene not in bpy.app.handlers.scene_update_post

    def execute(self, context):
        st = context.window_manager.show_text

        handle_add(self, context)
        bpy.app.handlers.scene_update_post.append(update_scene)

        st.enabled = True

        return{'FINISHED'}

class VIEW3D_OT_ADH_remove_text(bpy.types.Operator):
    bl_idname = "view3d.adh_remove_text"
    bl_label = "Remove text"

    @classmethod
    def poll(cls, context):
        return update_scene in bpy.app.handlers.scene_update_post

    def execute(self, context):
        st = context.window_manager.show_text

        handle_remove(context)
        bpy.app.handlers.scene_update_post.remove(update_scene)

        st.enabled = False

        return {'FINISHED'}

But when I run the script like that, the console shows the following error:

line 312, in update_scene
NameError: name 'self' is not defined

If I add self in the update_scene arguments, another error shows in the console:

TypeError: update_scene() missing 1 required positional argument: 'context'

I have not managed to solve this problem, which is likely an easy fix. How can I do that please ?


texts:
Is there a simple way to create a circle which contains a hole / inner radius. Ideally where I can dynamically set the inner radius when adding (in the same way I can set outer radius when adding a circle mesh).

I can manually create it by adding a circle with no fill, cloning, scaling down, then creating the faces (see attached), but that is tedious and error prone. I could also do it by creating a circle with triangle fan, clone the out edge down, and the delete middle, but again, that is a bit tedious and makes it difficult to get an exact inner radius.

Is there a way to do this natively in Blender, or via an addon?


texts: How can I access "Object Parameters Tool" again after it's disappeared?

texts:
Once I finish playing around the parameters, as I click aside, "The Object Parameters Tool" (I don't know how exactly it's called) disappear, and I can't find it anywhere to access it again. Please refer to the attached picture to see what tool I'm talking about. I'm new to Blender and I use Blender 2.80 Beta. Please help!

s://i.stack.imgur.com/ZDKHa.jpg


texts: Why don't I see the fire of a smoke simulation I instanced in another scene?

texts: I've made a fire sim in one scene. When I instance the collection containing that sim in another scene, I don't see the fire show up. Is there something special I need to do to make that show up? Is this expected to work?


texts: Why settings for IK-Constraint are different for mirrored bones?

texts:
Please, explain me what is going on here. IK for arms is good, but legs give me headache.

You can switch between Rest and Pose modes to see the problem appears. Changing Pole Angle to 180 deg for Leg.R solves the issue, but hey why Arms work without this tweaking and Legs are not?


texts: How can I have a split column inside a box?

texts:
I'm trying to create a split column inside a box. Seems pretty simple but I just can't figure it out...any ideas?

For example, I would all of the below in a layout.box()


texts:
I am just starting with blender. So, sorry if my question seems dumb.
I saw some videos on quick animations and I am amazed with it.
However, fire animation seems not to work when I scale the domain down to factor like 0.001. Why is it so? I am missing anything?
Thank you!
** EDIT: added MWE .blend file. **


texts: Triangular Black parts on mesh after applying a Normal Edit Modifier

texts:
I'm trying to create an anime-style character, I've imported a VROID Model that I made and changed the shader on it. There is a solidify modifier (for outline) and an armature modifier placed below the Normal Edit modifier. This creates random black triangles on the mesh that I can't get rid of.
I've tried getting rid of the solidify modifier. However, this only made the triangles the shaded skin tone instead of getting rid of these weird triangle shading bugs.
Pictures:

how would I remove these black triangles? I think it's a mesh problem, the solidify modifier makes the mesh wavy and...weird. If this is the problem how would I mesh not wrinkly??


texts: Lack of brightness in Filmic Log encoding system when exporting radiance HDR sequence

texts:
I am running blender 2.83.
I wanted to export a Radiance HDR sequence with the color management system set to Filmic log. But when I brought the radiance sequence to after effects, it looks really dark, has a really high contrast and has a lot of artefacts in the highlights. I wanted to know how it happened. Hoping for a positive reply:)


texts: CryBlend error: "There is more than one Texture of type diffuse. Please correct that and try again"

texts:
I want to export a plant with the CryBlend Addon. In Blender are 2 Textures applied to the model. When I click on export it always returns the following error:

  "There is more than one Texture of type diffuse. Please correct that
  and try again"

Is there any solution for it?


texts: Animation renders object for every single frame for entire animation

texts:
I'm trying to create a simple rotation/translation animation with a cylinder and I end up with:

When you press play, the mesh animates but the material preview is the same throughout each frame (as seen). It's the same if I render the animation...

Am I missing some setting somewhere?

Here is the blender file:

Blender v2.70


texts: Applying Solidfy Modifier throws a "Hide, mask and optimized display disabled" error

texts:
I'm on the latest version of Blender 2.8. I'm following a tutorial where you make a donut. When I apply the solidfy modifier on my icing mesh, I get a "Hide, mask and optimized display disabled" error on my subdivision modifier and most of my icing mesh disapears. I have copies of my meshes in case I need to go back after applying and each time I copy it over and apply the modifier, it errors out.

Can anyone tell me what is going on?

Blend files in the comments


texts: How to randomize scale of a node in blender?

texts:
I've been trying to create effect of the grooves in the side of the brakes in blender.

I decided to use a wave texture set to rings filtered through a 'greater than' math node as a normal.
However, I couldn't find a way to randomize the width of the rings and the spaces between them (I figured the best way of doing so would be to find a way to unevenly distribute the scale). Is there any way of doing this?


texts: Why is the image on the mesh warped while using the UV Project modifier?

texts:
I'm using the UV project modifier to project an image from a projector. This projector is also a camera with the coordinates obtained using fSpy. Blender stackexchange user Cegaton taught me how to do this in this post using blender 2.8. I've had a few crashes with blender 2.8, so I am still using 2.79b.

The image on the mesh is my blender 2.79b file is warped. See the original image below.

See the result of the UV Project modifier below.

You can see that, near the red arrow, the image is warped/skewed. Also the texts are not straight.

I unwrapped this box using Smart UV Project with default settings. I selected the faces on the UVmap that corresponds to the 3 faces that the image is projected on.

These are the mapping settings of the texture on the material.

And here the settings of the UV Project modifier.

How can I make the image on the box look the same as the original?

Side note: I want to use the UV Project modifier as I want to apply this same technique to a room that was scanned to a point cloud and turned into a mesh. So for that I cannot use manual UV unwrapping, as it is too time consuming.


texts: Transparency for object in solid viewport shading, vertex color type or x-ray for single object

texts:
Is there any way to make single object transparent while using solid viewport shading and vertex color type.
Or apply x-ray for single object?


texts:
Basically I want exactly every 5 frames for an object to spawn and follow an animation path before dying.

Right now I am attempting to use a particle emitter however even when I change all the random settings to 0 the objects are still spawning in slightly different spots.

How can I ensure every object that is spawned is spawning in the exact same place? and at the exact same intervals.


texts: How do you import an image with a transparent background?

texts:
Seems basic and straight forward right?

Import a picture from a domain where you intentionally made the backgound transparent to find it with a clear white background once opened up in Blender.

My question: How... in 2.8, do you import a picture namely of LinArt with a transparent background or with, and then remove that background the picture most likely has been stuck onto once its opened in blender 2.8 to originally be left with literally just the lineart?


texts: In edit mode scaling, moving and any other manipulation is done via increments

texts: Basically, the functions of ctrl have switched with the basic controls. If I want to have smooth scaling, I now need to press ctrl. I don't know what I have toggled , but I'd rather not reload an entirely new project and copy over the obj file.


texts:
I recently extracted some PSK/PSA files from an old Unreal Engine 2 game and I want to add them in Unity3d.
I can do everything except setting the correct texture on the body...

Here are the 3 files and a picture of how it should look:
https://www.dropbox.com/s/0q50ne1mya...mpire.zip?dl=0


texts: I'd like to know how to make a fluid simulation where the domain does not act like a wall. In the smoke sim, you can enable smoke to pass out of the domain, but how do you do this in the fluid sim? To be clear, I don't want the fluid to drain out of the domain, but act as if there is more beyond the domain, like the simulation is part of a large body of water.


texts: Failed to build out Blender executable from source?

texts:
all, I actually successfully build blender-2.92.0 with cmake, everything goes on well, but failed to find the executable . The following are all what I found under folder bin.
➜  bin ls
2.92  bpy.so  datatoc  datatoc_icon  makesdna  makesrna  msgfmt  tests

Can anybody give me some suggestions?
Thank you very much
Cheers
Pei


texts: How to create a voronoi texture with different color in every tile and black lines in between?

texts:
The image below shows a simple cube with the following node setup:

is there a way to input different colors instead of just the color blue?
The idea is to have an output of something like this:


texts:
Basically I made a 3D person game where you can run around with a sword etc.

It is set up so that if you touch an enemy then you slice through them. I wanted to make it so that if you are close enough to an enemy you can jump directly at them so that you slice through them, like a homing attack from sonic.

Currently my plan was to use a near sensor to detect if you are close enough, and then when you press spacebar you would launch at it with a 3D tracking sensor. This doesn't work however, I have no idea why!

Also I have next to no experience with python, so if the solution involves python then please try to explain it as if I am a 3 year old. Also if their is a way to do it with logic bricks, then I will definitely use the logic bricks even if it is more complicated.


texts: Why is the hair clumping when I subdivide the particle?

texts:
After disabling "Keep Length" in particle edit mode and extending a key outward, the hair appears to be jagged and clumped together when I subdivide and start combing it. Is there a way to "reset" the children/particle so that the whole particle becomes... normal?

Here is the jagged, clumped hair problem^

Edit: Alright I added another image here to explain what I'm trying to achieve


texts: new to blender,checking edge in post processing shows up characters wireframe while rendering,like the toon effect,but not the wireframe,what am I supposed to do(blender 2.76),normal render(without edge works fine)


texts:
The First scripts adds empties to vertices and is quick.

The second script add bones and constraints to the empties,

why on large mesh does the second script bring blender to its knees?

import bpy
import bmesh

context = bpy.context
scene = context.scene
obj = context.edit_object
mesh = obj.data
bm = bmesh.from_edit_mesh(mesh)
empties = []
# selected verts
for v in [v for v in bm.verts if v.select]:
    empty = bpy.data.objects.new("Empty", None)
    empty.parent = obj
    empty.parent_type = 'VERTEX'
    empty.parent_vertices = [v.index] * 3
    scene.objects.link(empty)
    empty.matrix_parent_inverse.identity()
    empties.append((v.index, empty))

THE SECOND SCRIPT

import bpy

context = bpy.context
scene = context.scene

Empty = [o for o in scene.objects if o.type == 'EMPTY']

for l in Empty:
    # add bone
    bpy.ops.object.armature_add(location=l.location)
    bpy.ops.object.posemode_toggle()
    bpy.ops.pose.constraint_add(type='COPY_LOCATION')
    bpy.context.object.pose.bones["Bone"].constraints["Copy Location"].target = l
    bpy.ops.object.posemode_toggle()


texts: Why is the Texture Paint layers manager not switching slots

texts:
I'm on Windows 8.1 (surface pro2), with Blender 2.73a. I reinstalled blender and tested again, uninstalled again and installed latest 2.73a, tested again...

I seem to have followed every step in order to paint textures on my model (plain standard cube).

I can paint! Technically everything is working, but I cannot switch between the layers by clicking the brush icon in the Texture Paint Manager (N - Sidepanel when in texture paint mode). I can even toggle their visibility via the eye icon.

But when I switch via the brush icon (bpy.ops.object.set_active_paint_layer(tex_index=1)), it selects the texture in the properties window, but it doesn't switch the Paint Slots and thus I keep painting on the first layer, no matter where the brush icon displays.

Everything is working when I directly click on another Paint Slot in the left panel, but that's tiring because I have to switch back and forth between "Tools" to select a brush and "Slots" to switch layers.

Does anyone have an idea what's going on or can anyone reproduce that?

UVs are unwrapped
GSLS active (when in solid mode also textured solid activated)
display method texture (next problem: i cannot get f.e. bump map to display in solid mode)
light in scene
textures are named
files saved
see them in properties
The Paint Slots on the left are also visible
blender newly re-installed

A video to look at: (But things seemed to change to this version because I can't get the same results in Object mode with GLSL and Textured Solid - as I said - no bump map rendered)
http://cgcookie.com/archive/using-the-texture-paint-layer-add-on/


texts: Can Blender use the open-source Nouveau Nvidia driver for rendering?

texts: Can Blender use the open-source Nouveau Nvidia driver for rendering, or must I use Nvidia's proprietary driver?


texts: vertex displaced dynamic paint canvas does not render

texts:
I am animating a metal object permanently denting a plastic object that it comes into contact with. The white plastic object is using the dynamic paint physics modifier and is set as the canvas. The gray metal object is set as the dynamic paintbrush with vertex displacement so that the plastic dent develops as the metal moves up and down cyclically.

This looks great in the 3D viewport, and animates just as i want. I baked the first 60 frames of the physics cache that are needed to create the dent on its first up and down cycle.

The problem is that the deformed canvas (dented plastic) is not CPU or GPU rendering. It renders with the initial undeformed shape of the plastic in this example of frame 47.

What do I need to do to get the dynamic paint canvas to render in its displaced vertex state?

I posted the blend file here if needed:


texts: Will duplicated geometry cause problems for 3D print it or WebGL?

texts:
I'm fairly new to blender. I want to design a somewhat complex model, that I can later print with a 3D printer and possibly use for WebGL as well. Before I start, I wanted to clearify that I'm actually joining the  meshes together properly and that overlapping and duplicate lines are acceptable.

I'm using the 'honeycomb' mesh that comes with blender as the base:

I applied the array modifier to the mesh and set the X offset to 0.765 so it lines up properly:

From what I understand, the blender instead of 'extruding and copying' the honeycomb pattern, it 'stacked and copied' the pattern, in other words - the line that connects the original honeycomb mesh to the honeycomb copies is actually two lines overlapping each other at exact location.

In edit mode, if I 'click' once select and drag the points around, I can see there are duplicate lines:

Is there a function where Blender can remove this duplicate lines and recreate the mesh by 'joining' the points 'cleanly' and removing the duplicates so it's connected cleanly like the original honeycomb mesh?

My question is: Will this kind of mesh cause me any problems if I would want to 3D print it or use it for WebGL? is this considered bad design or is this mesh perfectly acceptable?

Another example, if I take 2 cubes, overlap them and ctrl+j(oin) them, is this a proper model, or do I need to redesign it, so there are no overlapping faces? Thanks!


texts:
I want to unwrap this model to easily paint it but all unwrap types i've chosen produce bad UV, which cannot be used to properly draw textures.

Here's blend file:
https://www.dropbox.com/s/xj39adxwq3emkda/chefs_band.blend?dl=0


texts: Export 3d model from blender to unity correctly with material

texts: i was export my 3d model from blender using .fbx file and i am facing a problem. i can use the material in unity but not work properly. material look like disoganized.


texts: How do I turn off transparency in drop down windows?

texts: Whenever I open a drop down menu, the window overlaps the screen underneath it, this causes texts to overlap and become difficult to read and know what I am clicking. I see other users of the program have solid backgrounds in the drop downs, so I'm not sure why mine has defaulted to not. How do I fix this?


texts:
How can I translate or extrude something in inches? If I hit E or G then type a value, it's taken as feet, and if I try to type in ", it's simply ignored.

I live in metric land, but I do understand imperial units quite well. I usually don't bother setting Blender to anything but the default BU; I simply take 1 BU as 1 m.

Now I'm trying to model something whose measurements are defined in feet and inches (a pool table with several randomly placed balls). I see several workarounds to the above problem.

Model in BU and scale down properly once I'm done.
Take 1 BU = 1".
Convert the measurements (or use the converted measurements from the WPA site), and model by the conversions.

However, I want to model it directly in feet and inches. If nothing else, I might learn something new: working with imperial units in Blender.


texts: How can I determine the coordinations of the deepest point of a pit located on a 3D object?

texts:
I am trying to find the deepest point of a rough pit located on a rough 3d object. The pit is full of irregular vertices.

https://drive.google.com/open?id=1muCjhRDHhwo3AnY194BAvkaCpPIdyWhx

I cannot determine which one of them is the lowest. Could you please help me?
Thanks!


texts: Viewport face colors are different on the same mesh

texts:
I have finished moddeling an object and this was the result:

What I know is that blender uses these two colors to visibly separate the inside of an object from the outside, but since I played around with the mesh blender doesn't "know" whats the inside/outside.

How can I fix this manually?


texts: Just downloaded version 2.92 for Mac. I am unable to find the Point Cloud option in the Add menu. Am I missing something?


texts: Material preview doesn't show color changes, the object stays black

texts:
I've just started a Blender course, but I got an issue. When I go to the Material Preview and want to change the color, nothing happens, it stays black.
http://kepkezelo.com/images/lupyilfvfg4qb6hwq4vt.png


texts: When i rotate root bone or the whole armature by selecting all bones this weird deformation happens in the toe?

texts: this are the image. first image is frame 1. second image is frame 100. third image is frame 67


texts: Set active object with box select (blender 2.8)

texts:
I am looking to use the select box tool to make an object active. When I point and click on an object, it becomes active. However, when I use the select box tool on a different object, the second object is selected, but not active.

For instance (in the gif below), when I click and drag to select the light, I want it object to become the active object.

I looked at this question: How To NOT extend selection with Box Select? thinking the box select may be extending my selection. But, I am not seeing the extend selection option in the 2.8 user preferences.

I am using blender 2.8, and am in object mode. I am also a blender beginner, let me know if I am misunderstanding the difference between selected and active objects.

Thanks,


texts:
How do I export PBR materials from blender to files formats for web frameworks?

Are there any easy to implement solutions like Verge 3d (I am aware verge 3d exists for Blender), where the node setup created in blender is easily translated. Basically is there a fork of Blender I can run on a browser, like Blender Lite possibly, which can translate basic material setups directly?

Currently, I have to bake all the textures in order to translate them.


texts: I'm wondering if there's an option that deals with the fluid / effector friction in the new Mantaflow system - I can't seem to find one.


texts:
I'm sorry if this is a stupid question; I am very new to the program.

All the basic movement controls (Orbiting, zooming, strafing) seem to be based around the centre of the viewport. I am trying to work with something fairly far away from this point, and it is very difficult to control. All movement is very sensitive (do you know what I mean?). Is there any way to change this point? Or is there any other way to circumvent this problem? Sorry again if the answer is something obvious.


texts: "Join as Shape" error when trying to import a file for shape keys from ZBrush

texts:
This is my first time asking a question on this forum and I'm new to Blender, so hello everyone! This is pretty much my first time using ZBrush, Substance Painter, and Blender. Web searches got me a long way but I've hit a snag. There doesn't appear to be a solution online for my problem. The closest thing I found was another post on this site from over two years ago [link], but there wasn't a clear answer then.

My workflow was: sculpting in ZBrush > Substance Painter > Blender. I exported an .obj from Blender back into ZBrush (I love its sculpting tools), and there I sculpted my desired shape key on a layer, split the parts and then exported it from ZBrush as an .obj. I imported it back into Blender and then tried the "Join as Shapes" function. Here are the results. It's not pretty... the mesh basically explodes. I tried applying transformations, but still no good.

Here is a link to my project files. I hope someone has an answer!


texts:
I just started to do cubes on blender... And I pressed a key(don't know which one) and I only see a part from all the scene.

I don't know how to make reference to this for searching what did I press...

Can someone explain me what did I do and how to reverse that?

Thank you so much.


texts:
https://drive.google.com/file/d/1JRAxkJbHyj0gtSgTsOzVZ0HdNVD8b3Mm/view?usp=sharing
I create a tree using the Mtree addon
I put a skeleton on it to make animation
using python I write the command bpy.ops.mod_tree.fast_wind(strength=1, speed=0.5) to put the wind on the skeleton
and I want to make the animation loop, but it just doesn't work, keyframes are not available
the animation is just messy


texts:
If you have a python script in Blender 2.8 that uses a primitive mesh generator like bpy.ops.mesh.primitive_ico_sphere_add(collection="???")

It will be created in the active selected (in outliner) collection.
You can create and 'Empty' and 'parent' it to that, and even 'link' it into that newly created group 'Empty' (for hierarchical reasons).

ob.parent = EmptyGroup

bpy.context.scene.collection.objects.link(ob)

The problem is the newly create mesh has not been added to the current collection until after this function completes.

I tried to create a function to purge it from all other collections but as I mentioned that won't work because it's not registered there until after the creating function completes.

def cleanUpCollectionMess(ob, trgColl=None):
    if trgColl == None:
        trgColl = bpy.context.scene.collection
    obs = trgColl.objects
    if ob.name in obs.keys() == False:
        trgColl.objects.link(ob)
    colls = bpy.data.collections
    for coll in colls:
        print("cleanUpCollectionMess: check collection:" + coll.name)
        if coll != trgColl:
            obs = coll.objects
            print("cleanUpCollectionMess: check for:" + ob.name + " in:" + str(obs.keys()))
            if ob.name in obs.keys() == True:
                print("cleanUpCollectionMess: Found unlinking:" + ob.name)
                obs.unlink(ob)

[I am editing this code but it doesn't work for the reasons I explained besides the fact that it doesn't seems to find the ob.name in the obs.keys()
If you take the True out it works??!!

res = ob.name in obs.keys()
type(res)
<class 'bool'>
denominator:<attribute 'denominator' of 'int' objects>
imag:<attribute 'imag' of 'int' objects>
numerator:<attribute 'numerator' of 'int' objects>
real:<attribute 'real' of 'int' objects>
res == True
False

]

Okay so this works better now...

def cleanUpCollectionMess(ob, trgColl=None):
    if trgColl == None:
        trgColl = bpy.context.scene.collection
    obs = trgColl.objects
    if not ob.name in obs.keys():
        log.info("cleanUpCollectionMess: linking:" + ob.name)
        trgColl.objects.link(ob)
    colls = bpy.data.collections
    for coll in colls:
        log.info("cleanUpCollectionMess: check collection:" + coll.name)
        if coll != trgColl:
            obs = coll.objects
            log.info("cleanUpCollectionMess: check for:" + ob.name + " in:" + str(obs.keys()))
            if ob.name in obs.keys():
                log.info("cleanUpCollectionMess: Found unlinking:" + ob.name)
                obs.unlink(ob)

Object is not yet found in the collection when it runs but appears there unwanted after execution completes finished.

It would be nice to have all Mesh creating Ops primitives
bpy.ops.mesh.primitive_*
have an argument that is what 'collection' (by name or object) it should be created in.
I am uncertain how to tell it to select the newly created Empty as a Collection since again I'm not sure it exists yet. Maybe the only option in 2.80 is to set a timer to clean up the mess these new collections have caused existing code I am trying to fix in regards to when python scripts are generating geometry.

Any input on this would be greatly appreciated. Maybe I've done something wrong but again this all worked fine prior in 2.79 [until the nightmare of collections came to be.]

Again so simple if the primitive generator operator functions had an argument to assign new meshes upon creation, or something similarly intelligent.


texts: How do I create a right column when I have a 2-rows layout?

texts:
Suppose I have 2 windows under the following layout:

 _____
|_____|
|_____|

How do I create a right window so that it becomes:

_________
|_____| |
|_____|_|

Without disturbing the open ones?


texts: I have a simple bezier curve made up basic angles. When i try to bevel it and give it some thickness, what should be a cylinder becomes twisted and warped. I have attached some pictures. How can I fix the twists and warps?


texts: Set matrix rotation value (not add to it)

texts:
The below code will rotate a selection of objects around an arbitrary location (using the active object's location here) by the chosen angle (45 in this example). I cobbled this code together from a few places but I don't fully understand how to manipulate matrices very well yet.

If you create a few objects and press run script you'll see 45 degrees is added to the objects while transforming them around the active object. This is almost exactly what I need minus one issue. I need this code to set the rotation value to 45 (or whatever arbitrary value) when the script is run not add 45 degrees to the selection of object's matrices.

import bpy
from math import radians
from mathutils import Matrix

ob = bpy.context.object
rot_point = ob.location
rot_angle = 45
rot_axis = 'Y'

mat = (Matrix.Translation(rot_point) *
       Matrix.Rotation(radians(rot_angle), 4, rot_axis) *
       Matrix.Translation(-rot_point))

for obj in bpy.context.selected_objects:
    obj.matrix_world = mat * obj.matrix_world

EDIT: If you create a few random objects, select them and then run the script, each time you run the script 45 degrees (45 degrees is an arbitrary value, it means nothing, just a random input value for this example) will be added to the object rotation values (as displayed in the clip below). This is good, and I need the objects to move like they're moving. Ultimately the value controlled by rot_angle will be fed into from mouse coordinates in a modal though, so I don't need the code to add the rot_angle value to these object's values, I need to be able to set them. Ultimately, the code should rotate the objects around whatever chosen rot_point in the manner displayed below, however once rotated, pressing run script shouldn't do anything. As the code stands, when fed into a modal it breaks everything because the code continually adds to the values with the mouse movement instead of setting them.

UPDATE: The below code sort of does what I want. The problem is it starts breaking down once the object gets rotated in to many ways. If I could subtract the rotation matrix values to get the same results for the rotation angle difference (ra_dif) instead of comparing against the Euler rotation value of the object, I'm guessing it would work better. How could I do that? Or does someone see a better (less dense) way of accomplishing what I'm trying to do here?

import bpy
from math import radians,degrees
from mathutils import Matrix

ob = bpy.context.object
rot_point = bpy.context.scene.cursor_location
rot_angle = 45
rot_axis = 'Y'

ra_dif = rot_angle - round(degrees(ob.rotation_euler.y))

mat = (Matrix.Translation(rot_point) *
       Matrix.Rotation(radians(ra_dif), 4, rot_axis) *
       Matrix.Translation(-rot_point))

for obj in bpy.context.selected_objects:
    obj.matrix_world = mat * obj.matrix_world

UPDATE 2: The code posted by batFINGER works great with one issue. Seems to be some strange sliding going on when objects have been rotated by a few odd degrees. If you open up the following file, press Run Script, then press space and access "Custom Rotate" then immediately press Z to enter global rotation, you'll notice the selected objects will slide if you pull the mouse in towards the pivot point of the rotation. What could be causing this? How could it be corrected?


texts: How do i multiply a a sculpt around its own axis?

texts:
I am extremely new to Blender and I'm trying to learn how to freehand sculpt using my tablet. I'm a 2D artist trying out 3D.
I'm trying to make a single sculpt of a face and then rotate it around itself much like this

If anyone could perhaps explain very basic as I'm very unfamiliar with the program.


texts: how to snap (align) edge to (with) a vertex in another object

texts:
I'm new to blender and am having a difficult time with very simple tasks, such as moving an edge in one object to align with (snap to) a vertex in another object.

I want to grab the right vertical internal edge inside the upper rectangle and move (translate it) to the right so that it aligns with the upper-right vertex in the rectangle below . . .

I've tried "Snap during transform", "Snap to vertices", and tried "Closest", "Active", "Median" and "Center". I pressed G to grab the edge, but it won't snap to the vertex on the lower square.  I also tried regular "Snap", but it collapses the entire edge to a single point.

I think I've tried everything, but nothing has worked. Many thanks for any advice!


texts: How do I make the f curve 'non-existent', and have simple on/off motions?

texts:
I animated a bunch of blinking LED lights, and put key frames on the spots where I want the LED on and off. The LED lights have an f curve to them, currently it's on the more logarithmic curve. I am aware of how to turn the f curves into linear slopes, or how to manually edit an individual curve into a shape I want. What I want is to have the curves non-existent - once it hits the key frame that says "on" it holds this level until it reaches the key frame that says "off". For onstance:

Frame 100: on
106: off
112: on

I have twenty LED lights, almost two hundred frames and key frame changes every quarter second. Please tell me there is an easy way to do this:(

Also, is there a way to copy key frames and paste them later on in the dope sheet? Every 48 frames my animation resets, so copying 48 frames four times is easier than doing 192 frames.


texts: Color palette as a replacement for the default color picker

texts:
Is there a way around the default color picker (RGB, HSL etc.) with a list of colors aka a color palette with predefined colors - like Pantone in the desktop publishing field or RAL in the industrial designing field?

Say you would realize a more or less photo realistic exhibition stand from CAD files in blender, then you normally are bound to a limited list of RAL colors (or other - more international - color systems) for finish paintings on custom made furnitures and accessories like lamps, product displays and machine housings using complex shaders or in simple cases with a PxrDiffuse shader for wall paints with a RAL color.

Currently I'm evaluating a way through the renderman pipeline and clicking on any color field in the UI of the renderman shader nodes just brings up the default color widget.

What I'm doing now, is select the HEX panel on the color widget, then switch to an text file with a list of RAL colors in HEX format (which is also a little bit inaccurate, depending on the byte range of rgb values), select and copy the needed color to the clipbaord, switch back to blender and paste the corresponding color in the widget field. Doing this a lot in a day is a little bit boring and I'm wondering if there's a simpler way. (As a side note, blender says, that the HEX value is "gamma corrected" and as far as I know, isn't it better using deep colors with floats in such a high dynamic pipeline like renderman? But that seems like an other question.)

A quick research only pops up some add-ons with color palettes for painting modes in the 3D view or something similar.

Any hint is really welcome.

Thanks,
Timm

Ps: this renderman thingy in blender is an awesome piece of work!


texts:
For some reason, half of my texture on the mesh is blurred... I did not use any special nodes or settings or anything, just applied an Image Texture node...

Any idea why this might be?

Here is the .blend file

and a screenshot:

Thanks guys


texts: Texture painting with a texture mask does not use the color specified

texts:
I can't get the texture mask to show the color when painting.

RESULT:

As you can see, I want to get the blue to appear when painting the texture mask on. Instead, it comes out as a black color.

Following this tutorial here, I'm trying to get the color to appear on the texture mask as done there.

GOAL:

As well as the color changing, there is also the default TexDraw brush drawing with it too, I think. It turns the skin darker along with the texture mask.

How do I get the texture mask to have color and the same brush to change the skin color at the same time?

EDIT:


texts: Problem with Curve Modifier on object array

texts:
when I try to apply Curve Modifier on my air duct object, the corners get weird, no matter how many cuts the object has.

Can somebody explain how I can fix it? Pls


texts: "Denoising" checkbox missing in Blender 2.9

texts:
In Blender 2.8+, I used to check the "Denoising" checkbox in the View Layer Properties when using Cycles rendering engine but after installing Blender 2.9, I can't find this item anymore:

Does someone know how I denoise image renders now?


texts: How to paint individual vertex via python?

texts:
I want to paint different colors by selecting vertices by index in python code.
Select vertices by index in edit mode and try to paint only vertices selected in vertex paint mode.

select vertices by indices
paint selected vertices

Is it possible??


texts: 2D Face Animation on 3D Model: Transparent Texture?

texts:
I'm following this tutorial on YouTube: https://www.youtube.com/watch?v=5NlvgMYZgaY&list=PLJtehCu4iIj4T0dqawwRolg8B6DPzmu01&index=46&t=0s

The problem is that the character he is using is a single colour so when he applies the new UV map and texture there is no issue, however my character's texture is not one colour. I want to be able to add the 2D eyes for animation while being transparent and showing the original texture underneath. The picture below shows the texture and the eyes are 3D before I decided to animate them in 2D.

Does anyone know how I can animate the texture as a transparent texture so I can maintain the texture beneath?


texts: How to apply FK/IK for certain keyframes?

texts:
I'm animating a charracter and need him to switch between IK and FK controls for a certain action, but there's no way to set that afaik. If you set it at IK, the entire animation for that body part will play in IK. If you try to change it to FK, it sets the entire animation for that body part to FK.
How do I say, start in IK at frame 1, switch to FK at frame 20, and back to IK in frame 40 and so forth?


texts:
I'm trying to figure out a way to make a material that does not make any sort of soft shading at all -- rather it averages together and spreads it all over the face.

Here's an image of buildings from Darwinia where the buildings all have flat faces for shading, no softness. Just solid.

Is there a way to average it out like that, besides just using emission and manually assigning materials of different colors manually?


texts: Force Logs to appear in Info View when chaining operator calls

texts:
Use case : Attempting to create a Logger Utility Operator to allow logging to the Info View.

If I have an operator and call it via the UI, using the report() function, the output will appear in the Info View.

When I create another operator to call the first, the report() function doesn't output to the Info View.

Is there anyway to have this work with or an alternative method to report?

I have included sample code.
- A base operator that calls report() with a provided logging level and message.
- A Forwarding operator which calls the base operator.
- UI panel in the scene tab, allow execution of the the two operators.

'''Test Info reporting'''

import bpy
from bpy.props import StringProperty, IntProperty

class LoggingOperator(bpy.types.Operator):
    """Log a message to the Info View"""
    bl_idname = "info.log"
    bl_label = "Direct Log message -> Info View"
    bl_options = {'INTERNAL'}

    lookup = ['DEBUG', 'INFO', 'WARNING', 'ERROR']
    level = bpy.props.IntProperty(name="Level", default=1)
    message = bpy.props.StringProperty(name="Message", default="Reporting : Base message")

    def execute(self, context):
        print("Base operator called")
        log = {self.lookup[self.level]}
        self.report(log, self.message)
        return {'FINISHED'}

class ForwardLoggingOperator(bpy.types.Operator):
    """Call an operator that logs stuff"""
    bl_idname = "info.log_1"
    bl_label = "Indirect Log > Calls Operator"
    bl_options = {'INTERNAL'}

    def execute(self, context):
        print("Forwarding Operator called")
        bpy.ops.info.log(level=1, message="Forward : Redirected message")
        return {'FINISHED'}

class ScenePanel(bpy.types.Panel):
    bl_label = "Test Scene Panel"

    bl_space_type = 'PROPERTIES'
    bl_region_type = 'WINDOW'
    bl_context = "scene"

    @classmethod
    def poll(cls, context):
        return True

    def draw(self, context):
        layout = self.layout
        row = layout.column()
        row.operator("info.log")
        row.operator("info.log_1")

bpy.utils.register_class(LoggingOperator)
bpy.utils.register_class(ForwardLoggingOperator)
bpy.utils.register_class(ScenePanel)


texts: Why does pressing Alt+B make everything disappear?

texts:
I'm trying to clip an area with Alt+B and when I do, my whole mesh disappears until I Alt+B again. I can't find any evidence of this happening to anyone else. I tried going back to an earlier save, Alt+B works fine, make some changes, Alt+B again and it's broken again.

Anyone know what the problem might be?


texts: How to give duplicated model/rig different textures than the original?

texts:
Let me start by saying I know very little about Blender; I am an artist using Blender to photograph references for myself. I recently purchased a rigged dog model and I've had no issues learning posing, lighting, rendering, coloring textures and such through tutorials on YouTube but I am having trouble figuring out how to duplicate the model without having it share the same textures as the original. I am trying to color the second dog black and have the first dog remain white to represent two different characters in the scene.
I duplicated the collection and was able to pose the second model independently from the other and render them in the same scene, but I can't figure out how to give it separate textures to save my life.


texts:
I'm not sure why, but using the glass shader renders extremely dark.
I have the white set as high as it can go.

The room it's in is completely white, the roof being a white emission shader.


texts:
I would like to duplicate a mesh object, but on a particular object. Right now this is working:

import bpy

for i in range (0,5):
    bpy.ops.object.duplicate(linked=0,mode='TRANSLATION')
    bpy.data.objects['cube.001'].animation_data_clear()

The way I want it to do it though is that the script should only duplicate a particular object in the scene that I enter through as a string name. ATM its just duplicating the 1st object and duplicating the duplicates of the duplicates.


texts: Any way to use another objects position to control a gradient or falloff on an objects material

texts:
GOAL: The idea is to use another objects position to create a gradient on my current object to kind of mimic a lights influence in a cycles material.
I have used this kind of thing in 3dsmax using a falloff material which can take another objects position to generate a falloff towards the position of that object. Very handy to use as a mask to drop in different materials into highlight or shadow areas.
I cannot do this with ordinary lighting because I want to use an emissive material strong on the lit side but faded on the dark side.
Any other solutions would be wonderful.


texts:
I have a photoscan of a coral (existing mesh) which I would like to grow from a smaller version (almost nothing) to the exisiting scan.
It's for my graduate film and it needs to be composited in real life underwater footage (using blackmagic fusion).
See the attached picture.

My Questions:

Do you have any suggestions for modifiers/tutorials I could use? Shapekeys was also a consideration.....
I would like to use a boolean modifier to let the white spikey corals on the left side grow from almost nothing to the full thing.
Any way I can export the boolean operation as alembic??? So that my compositing software can open it?

Thanks for any inspiration or input!!


texts: Blender file from Blender 2.49 to 2.79 when rendering changes default screen layout

texts:
I used Boujou and a script in Blender 2.49 then opened the file in 2.79. Now when I render, I get redirected to a different screen layout:

And my composite that adds the video background doesn't load as well in this view unless I re-open the Composite Node editor.

Is there a way to do something similar to reset the settings to a project in Blender 2.79?


texts: Weird Transparency when Rendering in Cycles

texts:
This is my first time rendering in Cycles since I just figured out how much nicer it looks with normal lighting, but I'm getting a weird transparency effect on the objects when the scene is rendered with cycles specifically. Here is what the render looks like in Eevee:

As you can see, all of the objects are fully opaque except for the wings, which is what should be happening. However, once this exact setup is run in Cycles, it comes out as this:
Needless to say, I did not want my character to turn into a ghost. If this is a common error or if I just missed a step, please let me know!
Here is the .blend file if that helps (ignore the name): https://www.dropbox.com/s/4um4cgaxtm2wyn2/FloraRenderOverwatch.blend?dl=0


texts: How to easily organise your Blender scene?

texts:
When making complex scenes there should be some kind of "folders" (i.e. like in Adobe Photoshop, layer management) in scene outliner, that can group objects together - but this feature seems not present.

Is there some addon or way to manage scene "like a pro"? I find groups very unfriendly and object parenting is somehow useful, but not quite good in my opinion for right scene organisation.


texts: How to create a glass textue with streaks

texts:
Inspired by Daniel Krafft on YouTube, I wanted to remake the League of Legends Icon with a somewhat 3D look with glass in the middle. (Replacing the blue, streaky part in the middle.) So far I looked on a couple of texture websites but can't really find anything close. I've also tried to use glass shader and color ith using a wave node with a color ramp. Unfortunately, that doesn't really achive the look I want. I appreciate any ideas, but please keep in mind that im really new to Blender and likely wont understand too advanced texturing stuff :).
Thanks


texts: Using python to animate a curve FModifier

texts:
I have a BezierCurve which I'm using to create a camera animation. I've set up a maximum Y Limit to stop the action of the curve on the camera and have set an Influence value of 0.7 to slow down the effect of the change (from moving along the path to stopped):

What I'd like to do is to completely stop the influence of the curve on the camera after a certain frame number. I've found I can do this by setting the Influence value to 1.0 (manually) but I need to animate this change. I can't seem to add a key frame, or a Driver on this setting so I'm trying to do it using Python.

After lots of Googling and cannibalising bits of code I've found without fully understanding it, this is the best I've been able to come up with:

import bpy

bpy.app.handlers.frame_change_pre.clear()

ob = bpy.data.curves["BezierCircle"]
 # Is there an animation?
if ob.animation_data is not None and ob.animation_data.action is not None:
    action = ob.animation_data.action

# every frame change, this function is called.
def my_handler(scene):
    frame = scene.frame_current

    if frame<544:
        action.type.FModifier.influence = 0.7
    else:
        action.type.FModifier.influence = 1

bpy.app.handlers.frame_change_pre.append(my_handler)

but obviously it doesn't work, I get

AttributeError: 'Action' object has no attribute 'type'

I just can't get the right syntax to target that FModifier on my curve.

The Blender API seems to suggest that I should be able to use

bpy.types.FModifier(influence) = 0.7

or is it?

bpy.types.FModifier.influence. = 0.7

But then how do I target my BezierCircle ?

Any help much appreciated, I'm only slowly getting up to speed with Blender programming!

UPDATE with fixed code from answer

import bpy

bpy.app.handlers.frame_change_pre.clear()

ob = bpy.data.curves["BezierCircle"]

# debug - v2 iterates through modifiers until it find LIMITS
action = bpy.data.actions.get("BezierCircleAction")

mods = [m for f in action.fcurves if f.data_path == 'eval_time' for m in f.modifiers if m.type == 'LIMITS']

for m in mods:
    print(m.influence)

# end debug

# every frame change, this function is called.
def my_handler(scene):
    frame = scene.frame_current

    if frame<544:
        ob.animation_data.action.fcurves[0].modifiers[1].influence = 0.7
    else:
        ob.animation_data.action.fcurves[0].modifiers[1].influence = 1

bpy.app.handlers.frame_change_pre.append(my_handler)


texts: How to UV unwrap a wall to get a consistent texture?

texts:
This is my building with all of the faces of a wall selected:

When unwrapping the object, it looks like this:

The issue with this kind of unwrap is that, if I wanted to make the entire wall a brick texture, it wouldn't be possible to make a consistent brick texture across the wall.

To show you what I mean, I covered the UV map with a brick texture. This is the result:

So, my question is this: "How do I unwrap my brick wall so that I can easily make it look clean?"


texts:
I'm trying to create a stainless steel metal with dust on it. There' something I'm not understanding. I'm using a sun lamp in my scene and the effect is pretty weak:

Hoewever, if, under viewport shading, I uncheck "Scene Lights" and "Scene World", I get this - which is much closer to what I'm going for (although still not great):

The problem is that I want to use the sun lamp and not an HDRI. Basically, I'm looking for a good way to add dirt to a vehicle in a scene lit with a sun lamp.

So one question is, why does the second image look so much better? How do I get the first image to look more like the second?

More importantly though, how can I get some realistic dirt and dust on a metal vehicle?

Thanks for any help!


texts: How can I setup a controller in the BGE?

texts:
Is it possible to get a DS4 controller to work in the BGE?

I've tried this project from Blend Swap, but only the buttons seem to work, not the axes. Is there any way to fix this?

If it's relevant, I'm using Xubuntu, with the builtin kernel driver, but I've also tried it with the old Ds4drv but it won't work at all.


texts: How to create this curved 90-degree-angle quickly

texts:
I want to make this:

from this:

I created the beveled edge by beveling on the cube, then beveling the inner edge, however that resulted in a weird diamond shape:

So I ended up disolving edges and fighting with the uncooperative knife tool for the next 2 minutes or so, just to get a clean bevelled edge like I wanted. How to do it faster, without the hassle?


texts: https://ibb.co/fvjwCjf I'd like to have the orange line randomly peaking downwards. In this case, it only made the faces above it random. I'd also appreciate some further tips on (random) edge editing.


texts: How to mask an imported image as a plane?

texts:
I just want to make a mask for an image as plane like in Gimp or any Image Editor.

I have a transparent drawing and I want to "fill" some parts of that drawing with other images as planes and other parts fills with materials.

I have a video that shows an example of what I want to do (of somebody doing it in After Effects): https://youtu.be/wSeOrwoe5r8

Thanks.


texts: Is it possible to run multiple scenes in blender while only keeping one visible?

texts: I was wondering if it were at all possible to run a scene in blender game engine while being able to selectively toggle visibility? In other words, have a scene running physics, but only displaying it when a player selects it from a menu?


texts: How do I change the transparency of an object without changing the material (Cycles)?

texts:
I am animating a chess game, and every time a piece eats another piece, I want an effect similar to Chess Titans where the piece fades out of existence. The only problem is that all the chess pieces of one team are using the same material, so I cannot animate the material of it.

I know I could make a separate material for every piece, but I was wondering if there was a way to animate an objects transparency regardless of material. Thanks in advance!


texts:
I'm a Blender newbie and I have to do an animation of a project.
Shortly i have to move the camera in the scene to create a tour of my city, the problem is that the project is too heavy in terms of resources.
I have a i5-9400f , 16 Gb RAM , GTX 1050-Ti.
The scene is heavy, so heavy that the RAM is always full and often the screen freeze, because is writing to the disk (RAM is full).
Are there any solutions or all I can do is buy more RAM?


texts: Image Texture box mapping - offsetting vectors on opposite sides?

texts:
Lets take a cube for example. I put an Image texture on it with box mapping on. It all works well, but one thing I notice is that the opposite sides are using the exact same position of the texture, which makes sense of course.

However is there a way to offset the vector(s) so that the textures on opposite sides would be using the different position of the texture?

I tried offsetting using Geomtry: Normal data thinking that I could offset each vectors with the Normal data (-1.0 to 1.0), but I haven't had any success with this yet.


texts: Setting up reference images with empties - scales wrong

texts:
I'm setting up reference images for a car model.
I've found a suitable blueprint and cropped each view with Photoshop.
I've saved each cropped image seperately for use in blender, spending some time so that the pixel size of the images match. They are not quite perfect - but close enough to get a good idea of where the misalignments might be.
So:
The FRONT view image is 700 pixels wide x 500 pixels high.
The REAR view image is 700w x 500h
The TOP view is 768w x 1823h
The LEFT side view is 1823w x 500h
but something crazy happens when I add an empty and select these images :

Although the front view is actually 700 x 500 pixels it's way too big !
Strangely, if i rotate the front view 90 degrees - it appears to be the same size as the length of the side view and the top view !

any ideas ?
thanks - this is really confusing !


texts: Emit particles from boolean intersection

texts:
I would like to emit particles from the boolean intersection between a cube and an irregularly shaped object. The end result is like this:

So, I need to emit particles only from the yellow area. The particles are a group of tiny rocks, they need to be randomly emitted. I tried using the grease pencil to select certain areas (creating a bezier curve from pencil), but this would get time-consuming really fast, and besides, I could not get it to work. Note: I asked a previous question to create the cube, here was the methodology:
Previous Question

EDIT 1: Here's the file link: Link.


texts: ZBrush with insert brush mesh won't import into Blender

texts: I'm creating in ZBrush and then exporting as obj and importing into Blender for rigging and weighting.  I can't seem to import mesh that has ZBrush insert brush on it.  Blender pops up a window full of errors.  Is there a way to do this?  Something I'm missing?


texts: How to enable and disable Add-ons via Python?

texts:
Problem
I'm creating an addon loader that allows developers to test their addon in realtime from their external development environment (like eclipse and pydev). Since Blender does not reload all addons automaticly I have to deactivate and reactivate the addon (the refresh button does just update the addon list)
My Idea
I thought I could dig a bit in the Blender sourcecode and use the original code that activates and deactivates an addon. I found several things (in space_userpref.py line 1227 & line 1263) that could do what I want, but it never worked.
I need
the simplest way of de- and reactivating an addon with a known name.


texts: How can I make a mesh in an armature of meshes remain on the surface of another mesh?

texts:
I'm sorry if the title is a mess but I don't know how to better phrase it. Anyways what I mean is I want the red part to remain at the surface of the mesh it is attached to preferable facing the normals.

However what I is this. When I move the armature this is what happens.

As you can see the red part goes into the mesh.

I'm not even sure if what I want to happen is even possible but if it I'd love to know how


texts: Is there a way to make some "2D solidify" from edges to faces. (It's about creating roads from GIS data). I've tried Skin modifier, converting to curves with depth and back to mesh, but all the methods resulted in a dirty mesh with lots of intersections and bad geometry. The problem seems to be that simple and straightforward that it simply must have a simple way to solve. But I don't see it. Please, point it out.


texts: How can you set, if at all possible, the channels for OpenVDB export?

texts:
As we all know, the latest addition of OpenVDB in Blender is awesome and cool. Buuuut I still have some questions. When you export OpenVDB it's important to have the channels with them ( temperature, heat, density, velocity,...). Now, in Houdini you can set which channels you want to export with your OpenVDB files. In Blender it seems a little more random ( or I haven't found the settings panel yet ). When I cache a fire to OpenVDB I sometimes get just a density channel, sometimes density and temperature, sometimes nothing.

I don't have to tell you that these channels are super important, because they act as masks for shading ( at least, that is what I was told. ). So, in order to make this usable, and make me a very happy camper, I would like to know if it's possible at all to set these channels. Or at least where to find them. Or just let me know if this is a bug, and I'll report it.

Well, that's my predicament. I hope to find some answers.

Cheers!


texts: Black patches on meshes that use transparency

texts:
I have imported a model that was generated by Mineways, a software that can convert Minecraft worlds into 3d models.
Then I also loaded up the material using the MCPrep addon, but now I have suddenly started noticing some weird black patches on my grass which use transparency (I assume minecraft grass needs transparency).
One thing I know for certain is that this problem is getting less bad as I raise the number of transparency light bounces but I have to raise them as high as 10 passes which really cannot be optimal as I want to render an animation with 222 frames on Cycles and it takes forever as I raise max bounces.
Is there another way to fix this problem? What is the reason of this in the first place?


texts:
My Mesh is damaged as shown in pic, I was modelling a Dinosaur and could not see other side, but suddenly when i checked there is some damaged mesh shown in pic. I was using Sculpting before that. Can anyone tell what is the problem in it ?? I have uploaded the blend file here -
https://filebin.net/wnzix0e6s7s23bk8/BabyBoss.blend?t=aegqgh60

I am learning blender and not sure where i did mistake, can you help me how to rectify?


texts: How to make the panel detect that the operator has been executed correctly?

texts:
NOTE : There are already two posts concerning this problem but I can't find an answer in them. I enclose the link that leads to it:
Answers

Hy everyone,

I have in my script, a panel and an operator. I try to make sure that when the operator executes it puts a interne boolean variable to "True" and then make some elements of the panel display. I manage to access the operator's variable from the panel but I can't set this variable to "True" in the operator's execute. test_bool stays at "false".

Have a nice day.

The code looks like this :

def _build_bones_list():

#code...

class OP_ListBones(bpy.types.Operator) :

    bl_idname = "object.oper_list_bones"
    bl_label = "list bones!"
    bl_description = "enregistre la liste des bones d'une armature"

    test_bool=False

    @classmethod
    def poll(cls, context) :
        #pass
        return True

    def execute(self, context) :

        _build_bones_list()
        self.test_bool= True #don't work
        return {'FINISHED'}

class InterfacePanel (bpy.types.Panel) :

    bl_label = "Parent Bones..."
    bl_idname = "VIEW_3D_PT_PARENT_BONES"
    bl_space_type = 'VIEW_3D'
    bl_region_type = 'UI'
    bl_category = "Parent bones"
    bl_description = "parentage robot mesh/bones"

    _bool_=False

    # --- interface_listener ---

    def interface_listener(self) :

        obj_select = bpy.context.selected_objects #list
        obj_ = bpy.context.object #obj selected

        l = self.layout
        c=l.column(align = False)

        if not obj_select or not obj_.type == "ARMATURE" :

            l.label(text ="select an armature!!")
            return

        elif obj_.type == "ARMATURE":

            #code...

            c.operator(OP_ListBones.bl_idname)

            #I'm trying to retrieve the boolean from the operator...
            self._bool_ = OP_ListBones.test_bool

            #code...

    # --- interface_parent ---

    def interface_parent(self) :

       #code...

    def draw(self, context) :

        if not self._bool_ :

            self.interface_listener()

        elif self._bool_ :

            self.interface_parent()


texts: How to move a linked mesh in Edit Mode using local coordinate

texts: I need to use in a script a function that exist in the GUI. For translate a linked mesh to local origin of coordinates writing the coordinate vector (0.0,0.0,0.0), like the image.


texts: How to reduce the file size of converted particles

texts:
I'm trying to make a voxelated object and split each cube as different objects that I can edit them individually. But while doing this, I want my file size as optimum as I can.

What I've done so far is that

-I created a voxelated object with using particle system.

-Converted the particles.

Now the particles are independent objects but the problem is the file size. It is too big like approximately 33 mb for 6000 little cubes.
I am new at blender and I don't know if this size is normal or not. When I tried to import it into unity, the program crushes every time.

Is there another way I can follow?


texts:
I have a PS3 controller. I love that blender has support for sixaxis controllers out of the box but when I create a python script to view the data, there is a bit of a problem.

When both joysticks are 100% in the same direction, (ie: X = -32767 for both joysticks) the right joystick goes back to 0. (Even though the right stick is at full tilt, it reads as 0) 0-99 reads fine, and 100 only reads wrong when the left stick is also at full tilt in the same direction.

In profiling software and in games, this in not an issue. I am 100% confident at this point that it is not an issue with my controller, but with the driver for PS3 controllers.

My question is this: How can I direct blender to use the xbox 360 driver provided by my profiling software instead of the built in PS3 driver?

For clarification, I typically use something called DS3. It's controller profiling software that provides support for PS3 controllers. It provides a driver that mimics a wireless 360 controller. I use this for games that don't support PS3 controllers.


texts:
I want to cut holes into my lantern for some glass, which I will then put in there as surface, with some oldish gold design. But the modifier doesn't work. Maybe it is because of the "opened mesh" how it is defined on the blender manual site:
Only Manifold meshes are guaranteed to give proper results, other cases (especially “opened” meshes, Non-manifold but without any self-intersections) will usually work well, but might give odd glitches and artifacts in some cases."
On the wireframe picture, you can see, that i began modeling with edges only (red) and stopped with edges only (green). Then I selected the 4 upper vertices (green) and filled it with CTRL+F - fill. I did the same with the 4 vertices in the red circle. Is this the reason why it doesn't work? How should I fill it else? On the two solid render pictures you can see the boolean Objects: first hidden, second unhidden. I hope you can help me with that?


texts: How do I set up a material with diffuse, normal and alpha (transparency) maps?

texts:
I'm finding it very difficult to set up a basic material with diffuse, alpha and normal maps. Although I've managed to create a material with diffuse and normal maps, I can't manage to get the alpha channel working correctly. I would like to use three separate maps as shown below:

Below is the desired result of combining the maps with a single spotlight shining from above.

Although I found a few examples of setting up materials with transparency online, I couldn't get anything to work correctly. Instead of me posting lots of pictures of my failed setup, could someone explain the correct way to combine these maps? I would really like to see both how to do it in the standard material/texture panels, and also in the node editor. I would like the result to appear in the real-time textured viewport mode.

In order to help explain what I am trying to set up, here is a picture of the current result of the material as it looks with lighting in my scene. I'm viewing using GLSL, but if I switch to multitexture, it's entirely black. I tried rendering it, but I just get the result shown here.

UPDATE: Partial Answer

Thanks to this tutorial, I managed to achieve the result I want if I'm rendering in cycles. The problem with this is that I want a clean real-time render that works in the viewport, so I'm still only half-way to a real answer. Here's my node setup for cycles:

However, as I said, I would like to see this kind of bump mapping working with alpha in the standard real-time view:


texts:
I have a nice (in my opinion :) ) looking propeller on my Fokker VII. I am happy with this for stationary shots, but if I want to composite this in an aerial scene, I obviously shouldn't have the propeller still.

How would you render this propeller in a way that it looks like it is spinning very fast? What are the tricks, do you blur it or something?


texts: Subdivide hexagon surface into equilateral triangles

texts:
I'm not very experienced with Blender and I'm looking for a way to subdivide a hexagonal face into triangles. Basically I want to turn this:

into this:

while having the ability to control the subdivision level.

I know I could build the hexagon by hand, triangle by triangle, but perhaps there's a quicker way?


texts:
Hello,

I created a scene and rendered it with panoramic- equirectangular camera. I chose 3d stereo- top-bottom view in view format. After rendered i got a photo like attached photo. my question is, is it possible to upload to facebook as a 360 photo and how to watch with vr headset?
Thanks
Have a nice day.


texts: My render doesn't look like my shading tab

texts: I want to render this scene (white walls, white reflective floor, wooden table, HDRI background) but it doesn't want to render like I made it. Can anyone help please?


texts: Why am I getting a jagged brush when sculpting with dynotopo?

texts:
I've created a simple mesh consisting of a cube that has been modelled out into a corner by extrusion:

I'm now trying to sculpt detail onto it in sculpt mode using dynotopo, however I'm getting different results on different sides of the mesh.

The bottom of the mesh (which was the original cube that I extruded from) sculpts nice and smoothly as expected, however the other side is jagged and distorted which I can't sculpt as nicely. Why is this? The original faces appear to be the same.


texts: The left hand wood cladding panel in the image above is perfect but the right one looks fragmented and distorted. This happens continuously no matter what I tried (scaling, transforming). Any ideas what Im doing wrong? The texture used is the recommended one (blenderguru) from Poliigon.


texts: How to transform world space vertex to camera space position in Cycles OSL

texts:
I used blender as CG generation tool for Computer Vision research. I tried to render depth (z) value of each surface instead of its color. So I make simple shader, like this

shader depth_shader(
    vector Position = vector(1,0,0),
    output closure color Color = emission())
{
    vector lp = transform("world","camera",Position);
    Color= color(lp[2], lp[2], lp[2]) * emission();
}

"Position" is input from Geometry node. But when I tried this, It returns odd results, and some pixel has negative value. How to get camera space position, which only applied by rotation, scale and translation? (Before projection matrix multiplication)


texts:
I have a landscape, with roads, hills, mountains, rivers and lots of little details, everything is modelled by hand.

Is there an easy way to produce UV maps for such landscape? I've tried different kinds of unwrapping, but all of them produce severely skewed UVs.

The easiest way I found is to use Project from View, but I have to manually scale and adjust texture maps, which is very tedious.

Here is an example: I have to manually move vertex UVs to make them line up with the road texture.


texts: Why did part of my mesh suddenly turn purple in sculp mode? (Face sets)

texts: I was just sculpting a rock object in object mode, when all of a sudden, parts of it just turned purple.  I don't think I pressed anything I shouldn't have.  I don't know if this is normal of not, but does anyone know how to fix this?


texts:
Because I am pretty new to blender I watched the tutorial Introduction to Texturing with Cycles in Blender from BlenderCookie.com.

I loaded this texture onto a sphere but then in all views the texture is just some kind of blurry with no details.


texts: Creating seamless low poly terrain tiles

texts:
I'm scratching my head trying to create a seamless tiling system for low poly terrain;

I want to align every vertices of the border to the neighbor terrain; how can I 'easily' achieve that ?

Thanks !


texts: Material of mesh doesn't match the render because of subdivision surface

texts: The material of the mesh doesn't match the render because of the subdivision surface modifier. I just tried to add vertices but it doesn't work.


texts: Automatic weights deforming my character rig

texts:
I'm making my second rig, and I'm having problems when I want to set the mesh as the armature parent. Once I press Ctrl+P to open the menu and select "With automatic weights" it deforms the mesh.

I have looked on several pages and done everything they said, setting Roll option to 0, or setting the pole angle to 0 to align all the bones.

What else can I do?

Thanks.


texts: How to get / set my_node.inputs or node.outputs .keys()?

texts:
I'm trying to access the keys of a particular node of inputs and outputs.
to access the use property keys:

n = my_node #(From node_tree.nodes)

for key in n.bl_rna.properties.keys():
    attributes = getattr(n, key)

now I would like to access the attributes of n.inputs and n.outputs

but this does not produce any results:

for key in n.outputs.bl_rna.properties.keys():
    attributes = getattr(n.outputs, key)

I'm pretty confused about this, I'm probably wrong

Edit:
For more details, this would serve to copy the nodes and their properties.
But when I have to access the inputs and outputs properties I have difficulties at the moment, post a small test that I am running, for now it does not work properly, but perhaps it makes better understand what I am trying to do

for n in bpy.context.scene.node_tree.nodes:
    tipo_di_nodo = n.bl_rna.identifier ##Ty @batFINGER
    nodo_copiato = bpy.context.scene.node_tree.nodes.new(tipo_di_nodo)

    #This copies the node exactly, with some data
    for key in n.bl_rna.properties.keys():
        source_attribute = getattr(n, key)
        if not n.is_property_readonly(key):
            setattr(nodo_copiato, key, source_attribute)

    #I would like it to copy and assign value inputs
    #For now this is not working
    for val in n.inputs.values():
        for key in val.bl_rna.properties.keys():
            in_source_attribute = getattr(val,key)
            if not val.is_property_readonly(key):
                setattr(nodo_copiato, key, in_source_attribute)

Note:
I want to clarify, because i don't want to create further confusion, that the question is not "How to copy an entire tree of nodes" but is how to access the values n.inputs [#].default_values (and other) in complete automation, as it is done in the line of my code in the part where the attributes are set via setattr / getattr
As I want to get there by myself to the copy of a tree of knots, I am trying to study the situation, trying to better understand Blender's API thanks to the help of the community


texts:
I've been trying to find if there is a way to achieve a realtime anaglyphic 3D viewport. I feel that this would be highly beneficial to a modeller by giving them a sense of depth with their model. I'm talking about one that would use the red and cyan glasses.
Are there plugins or anyway of achieving this?


texts: problems uv map and texturing with "shape keys"

texts:
i' not able to texturize correctly the new faces that appear from the mash using "Shape keys". For exemple if i have a cube and i animate the extrusion, the new lateral faces that appear don't follow the same uv map of other beginner faces. So the effect is terrible.
To explane me better i insert the LINK of a simple project to undertend. Thanck you!


texts: Blender Union Modifier Doesn't Remove Interior Geometry

texts:
I'm trying to model a physically based version of the Utah teapot.  The teapot has fluid inside it, which is modeled as a closed manifold:

I'm trying to add a meniscus to the liquid.  I have also modeled these as closed manifolds:

I apply two boolean union operators to join the three together and make a single manifold surface.  However, the result still has geometry inside:

Here is my file.  The fluid (layer 2, active) is unioned with the meniscuses (layer 10+2).  Note: there is an intersection operator also, which is irrelevant (I can flatten it and the checks below are still true).

I have tried:

Cleaning any dead geometry and searching for any non-manifold geometry in all three objects (none, so manifold).
Recalculating the normals of the meniscus and fluid.
Inspecting the normals of the meniscus and fluid and confirming they make sense.  As many other questions of this ilk had this as a problem, I checked it thoroughly.
Setting smooth or flat shading.
Only doing one meniscus.
Triangulating everything first.
Moving the meniscus up/down to see if it's a precision problem.


texts: Texture Painting on top of Skin material

texts:
I'm new to Blender (started like 2-3 weeks ago).
My main goal right now is to paint like blush/lip colour/shadow onto a model that has a Skin material/node tree already on it, without altering the appearance of anything else.

She has hair, don't worry.
Below is how I've set up the Skin material's node tree.

Also, if any solutions could be provided with Eevee in mind, that would be greatly appreciated.


texts: Using drivers to rotate an angled lattice

texts:
I am trying to use drivers to rotate this lattice along it's local Y axis.

But when I move the driver object it rotates along the world's y axis instead.

This is my driver setup.


texts: How to make a displacement map from existing 3d geometry

texts:
In true stackexchange tradition. I am interested to see how people approach generating a good quality displacement map from existing 3D geometry. For completeness, list the qualities that make up a good displacement map. I'm not looking for links to external tutorials, but short descriptions of your methods are welcome.

My current method involves setting up a orthographic camera viewing the geometry, and setting the far and near clipping field to the extents of the geometry. Then render the image and extract the z-buffer by normalizing it so it becomes a grey scale and outputting that as a file from the compositor.

I will elaborate on my method as an answer, if no one offers a more convenient procedure.


texts: Why does my mesh become bigger when using an object offset on the Array modifier?

texts:
I'm trying to use an array w/ an object offset, but when I align my origin with the empty my mesh become bigger

I don't know if I made something wrong or it's a bug in blender...
I'm Using the version 2.83


texts: Alingning object to motion tracked scene

texts:
I have a scene which I have motion tracked. I'm having trouble adding objects to the scene though. I cant seem to get a cube to line up with the base of the sign. I have the correct size of sensor and focal length of phone camera according to google but it doesn't seem to match up at all. The phone has a wide angle lens which i think distorts everything. Is there any way to deal with this so that I can get blender's camera to match the footage?

trying to add cube.


texts:
I'm completely new to blender, I'm trying to create a simple label for a product as an exercise.

When I use the shrinkwrap modifier to the face of the object in Cycles I get a drop shadow that doesn't appear in Eevee.

I have tried UV Unwrapping as well, and I get the same result.

Q: Is there an easy way to remove this shadow for the label?


texts: Why is Bloom Effect affecting the whole scene

texts:
When I add Emission to ONE material, as example an emerald on a sword and then in render settings enable Bloom, it does not really work. Because everything glows, even the floor and all is adabting the colour of the bloom/Emission. But I just want my emerald to glow realistically. Does anyone know how to do that?

Would be very happy for help!

(I'm using Blender 2.8)


texts: Node Group texture not present in obj/gltf etc

texts: I know there are multiple posts about this topic but I still can't seem to solve the problem. I know that blender does not support node group textures in obj or gltf format. So how do I go about doing this? The reason I am asking is because I want to display this 3D model (together with the user being able to rotate it) in my website. Any softwares capable of doing this? I tried babylon but all it does is load my obj model without textures. Really need help!


texts: RNA definition type in user preference > input , how can I change this?

texts:
Hi. I want to add a new hotkey in Blender.
So, 'User Preferences > Input > + Add New' give me a hotkey slot and I name it as 'rotate view' with 'Alt + LMB' key.

However, I can't change the RNA. I guess it's about function of this hotkey.
How can I get this work?


texts: How to create running animation with only 2 frames using interpolation?

texts: I saw a game develop tutorial making a running animation with only 2 frames and achieved very smooth result using interpolation. What I don't understand is: shouldn't it be 4 frames cause each foot need 2 frames? How to use left foot forward frame to the right foot? And I don't know whether the interpolation process should be done in Blender, or could it be done within the game engine such as UE so that I just need to import 2 frames from blender?


texts: Use graph editor for simulate neons flickering, curves don't match perfectly and negatives values of light absorbe light from the ambient

texts:
I have an animation where I use the graph editor for animate the flickering effect of neon litghts inside a garage.
I used cylinders with emission shader for the neons tubes and area light for lighting the scene.
I did that because if I use only emission shader with high emission value I get to much noise, so I can use only area lights but if this are inside the glass of the lamps I get less noise but still too much, If I use only area lights positioned outside of the glass I get almost no noise but it looks not realistic because I don't have the detail of neon lights inside the glass. I'm rendering with low samples and branched path tracing, where the all neons are switched on I can get really good results (almost not noise and good details) with really low time rendering.
For the flickering effect I used graph editor with noise modifier on both (emission shader objects and area lights), by adding this I have two main problem:
1- Even if all the modifier settings values are the same, except for the strenght of light areas and the emission shaders value that have different values (for get less noise from the emission shader I setted it to just 10, for lighting well the scene I setted 40W the strenght value of area lights), at some frames I get the area light already switched on and the neon cylinders still switched off.
I played with the offset value of the noise modifier but if I fix one frame I broke another one.

2- Using noise modifier on the curves in some frames it reach negative value and this seems literaly absorbing lights from the ambient (I'm using Cycles), if I compared rendered frames where the light is exactly 0 the scene look dark but still lighted, on frames where it reach negatives values I get a completly dark patch.
I tried to change the blend type from "replace" to "add" and this don't let curves to reach negatives value but I get a completly different effect, they not seems like neons flickering but like soft lamps, in less words the interpoletions seems too softer.


texts: Blender Script to Recalculate then set from face per object

texts:
Hi I'm trying to find a script to use in Blender that would select each mesh one by one (I have 350 to do), go into edit mode, select all the faces, recalculate the normal's and then set from faces all the normal's.

I'm new to Blender scripts so any help would be greatly helpful!


texts: antialiasing is disabled when using Compositing nodes?

texts:
I just added a simple compositing node setup to add glare to my scene.
The edges of my cubical objects seem very jagged when enabling nodes while rendering.
I think it might be an antialiasing issue.

I've tried the "Full Sample" mode, but I see no difference.

What's going on?


texts: Array modifier with curve is deforming mesh?

texts:
This is simple, but I can't figure out why it's happening. I took a couple weeks off of Blender (still a beginner) and I've apparently forgotten a lot of stuff..
I'm trying to follow this guide on how to duplicate an object along a curve, but no matter what I do, my mesh object gets deformed like crazy. In my example I was trying to duplicate a plain old cube along a circle curve. The only thing I changed was the scale of the circle curve.
Can someone tell me why it's not working as it is in the guide?


texts: How to get the dimension of multiple objects?

texts:
I have downloaded car models where each model consists of multiple meshes including some modifiers. I would like to determine the dimension of the set of all these objects (window, bumper, trunk, ...). I know I can get the dimension of a single object in the transform panel. And I know I can apply all modifiers, join the objects and get the dimension of the resulting object and then undo the joining etc. But isn't there a more straight forward way?

In the end I would like to position the car model such that the center of it's bounding box coincides with the origin. Doing a plain Object > Transform > Geometry to Origin and then selecting "Bounds Center" usually destroys the model unless I apply modifiers and join the objects first.


texts: Is there a way in Blender 2.8.1 to use indexed colors in vertex painting

texts: I am looking for a way to do vertex painting in Blender with indexed colors, so that one could have a palette of colors and assign a index of those colors to a vertex. This would enable a way to easily change colors in a set of vertices. Is there a way to do this already in Blender 2.8.1-> , or a plugin that could be used?


texts: How to avoid flattening a shrinkwraped object?

texts:
I want to bend a scale mesh around a fish body, so that it fits perfectly but doesn't become flat as if I would use Shrinkwrap modifier.
So how can I shrink it to the body without making it flat so the scales are still 3D?

So here is an image of the body and the scales. The fish will not swim or be animated, just normal, so the scales has to follow the curves of the body without any edges or suchlike.

Regards


texts:
I am trying to use texture stencil, but sometimes the stencil stamp of texture that I want to paint doesn't appear, and I can not find it. Perhaps the position of stencil stamp is elsewhere. How can I reset the position to see it again? I am using Blender 2.69.

Blender file (go to left upper window in blender: texture draw).


texts: The render result is not the active camera I chose

texts:
I have 4 different cameras. But no matter which one I set as the active camera. It renders the different cameras as I chose. (for example, I want to render camera3 it render camera 1.) I tried to set the camera3 as the active camera but it's still not working.

Does anyone know how to fix it?


texts: Is it possible to use custom properties as driver to control an action?

texts: Looks like with Action Constrain, only transform attributes can drive actions. Is it possible to use custom properties to do this?


texts: Create default scene with Screen cast keys addon enabled and the display turned on

texts:
I always want to enable the Screencast keys addon when using Blender. I'm trying to avoid having to remember to turn it on for each new Blender project. I tried turning the checkbox for it on in the N-key side panel and then saving that scene as the default Blender scene. Unfortunately the checkbox doesn't stay turned on in new scenes regardless of that.
Is there perhaps a scripting solution that would allow having the checkbox (that turns Screencast keys display on) always activated in my default Blender scene?
NOTE:
I posted this same question earlier but was not able to login to that account anymore:
Create default scene with Screen cast keys addon enabled and turned on
I apologize for that. The answer that was posted to the earlier question did not work though: it seems like the answer was about enabling the addon, but the problem is not that the addon is not enabled, the problem is that the checkbox that starts the display of the screencast keys is not enabled.


texts: Whole mesh rotates with armature, not just the arms

texts:
I want to only make the arms of my armature move so I added an armature and parent the mesh to the armature using automatic weight. However when I rotate the armature the whole mesh moved, not just the arms. (Mesh arm is already at a 90 degree angle, I want to bring it to the mouth)
Is it because i only have one armature? Do I have to do the whole body? Do anyone know how to fix this? I've inserted my blend file below
https://pasteall.org/blend/46f7daae2bb24d3fa65997dddea99977


texts:
I want to use the bevel-tool to add a face between two other faces. The bevel-tool should use the selected edge(s) as geometry.location  is given via a selected edge.

This is what I have

This is what I want

Which bevel-tool should I use?
http://www.blender.org/api/blender_python_api_2_75a_release/bmesh.ops.html?highlight=bmesh.ops.bevel#bmesh.ops.bevel
or
http://www.blender.org/api/blender_python_api_2_75a_release/bpy.ops.mesh.html?highlight=bpy.ops.mesh.bevel#bpy.ops.mesh.bevel

And how can I set a enum-value? I tried offset_type='OFFSET' but I get the error that int was expected.

Script:

import bpy, bmesh
from mathutils import Vector
obj = bpy.context.object
bm = bmesh.new()
bm.from_mesh(obj.data)
bm.verts.ensure_lookup_table()

selected_edge = None
for edge in bm.edges:
    if edge.select:
        selected_edge = edge
        print("edge", edge)

print("selected_edge", selected_edge)

bpy.ops.object.mode_set(mode='OBJECT') # only working in object mode
faces = bmesh.ops.bevel(bm,
                geom=[selected_edge],
                offset=0.2,
                offset_type='OFFSET',
                segments=1,
                profile=0.5,
                vertex_only=False,
                clamp_overlap=True,
                material=-1)

print("faces", faces)

bm.to_mesh(obj.data)


texts: Blender VSE (VideoSequenceEditor) Slows drastically when adding strips

texts:
When I'm adding several strips at top of each other in VSE, it slows to one frame per second render speed, which takes even a several minutes render for, like, hours.

Is there any way to avoid this, like, changing strip overlapping settings, or is there any new updates planned for VSE?

Or, it's at the state of old Blender Render and Game Engine, left just cause it can do something?


texts: Trying to make a sphere fall trough an animated opening hole in mesh. Help?

texts:
I'm trying to make a hole open up in a primitive, in this case I hooked the vertices of a hole in a flattened cube. The scale animates so that the inner hole opens after a sphere lands on the cube.

Why does the sphere not fall through the hole? Is there a different way I should be doing this?
(The image below should be an animated gif)


texts: Fluid simulation not baking when an obstacle is present

texts:
I've been messing around with this for hours now. When I have a fluid domain and a fluid object, it bakes just fine. As soon as I add an obstacle though, nothing happens when I bake. I've looked at several youtube tutorials and forum answers, but no one seems to be having this problem.
I have no settings changed other than slip and resolution.
I've heard that the fluid sim is pretty glitchy. Is that just the case here? The weird thing is, I've done this exact thing before and it worked perfectly fine. Now for some reason it's just not working.
Any help is appreciated.

Oh, I'm just trying to make a wine glass with fluid in it.


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My arm that is a curve, doesn't want to merge with the body when I select both of them then press Ctrl+J

At first, it works, I can move the whole body together with the arms
However, when I de-select it, and then click the body again, they don't go together anymore.


texts: Children of parent maintain current position after parent removed?

texts: I have several objects set as children of a parent object. Whenever I remove the parent object (an empty in this case), the position of all of the children are skewed. I'm guessing that this is do to them being moved after the parent relationship was made? I'm looking for a way for all of the child objects to maintain their current positions after the parent has been removed. Is there a way to do this?


texts: Achieve Damascus steel style with Cycles

texts:
so I'm modeling a katana, and I would like to give it a proper "Damascus" style to the blade, and I was wondering if it's possible to achieve this in a way that doesn't involve me opening GIMP/Photoshop.

The desired effect is this:

So far I got this material:

Ignore the red tint.

So my questions are:

How to "mask out" the black so I can control it, and apply the Principaled on top of let's say a brushed metal shader.
Is there a way I can make the noise/musgrave/voronoi start in stripes and then go wavy? Maybe aWave texture and use a ramp to fade them?

Thanks for any input!


texts: Change the object name to the vertex group name using Python

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The script below works for changing the vertex group name to the object name
(g.name = obj.name) but reversing it to (obj.name = g.name) doesn't work?

import bpy

#obj = bpy.context.active_object
sel_obj = bpy.context.selected_objects
for obj in sel_obj:
    for g in obj.vertex_groups:
        print(g.name)
        g.name = obj.name

I'm very new to python what am I doing wrong?


texts: How do I assign different materials to different vertex groups

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complete newb here.
In short I'm trying to create a landscape with mountainous regions, with different height levels. I've created the different levels as vertex groups, but cannot figure out how to assign materials to them at all, or even if it's possible to do that! Various tutorials and other questions haven't helped me. Is anyone able to help, I realise there's probably something simple/basic I'm doing wrong but I'm at a complete loss.
I'm trying it on cycles from what I can gather that seems to be correct?
I'm running Blender 2.9 on windows 10.


texts: Rotate an object along face normal in the bge

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I have an empty that is at the center of the screen, it move to whatever you point at. An explanation on how to do so can be found here.

I am looking to have a plane or empty always face outwards of whatever object it is colliding with. If this can't be done with an empty, I would be fine with a plane.

Here's a picture of what I don't want: (like this but in-game)

Here's a picture of what I do want: (like this but in-game, used wireframe as you cannot see in textured) See the plane is rotated to match the cube's face.

I am basically looking for the empty/plane (preferably empty) to face the outside of whatever it is colliding with.


texts: How to merge two crossing faces into one?

texts:
I have made this simple shape from two planes, it has no volume.

As you can see there are two faces that are overlapping in the center creating that weird square, which is not a face and cannot be deleted or dealt with.

So the question is, how can I remove that thing in the middle and make sure I'm dealing with just one face?(I've tried pressing F to combine two faces but nothing happens).


texts: How can I "zero" an object's orientation in blender?

texts: So I want to change the reference "zero" orientation [with respect to the global coordinate system] of a body in blender.  In other words, when a body's rotation is set to zero (0 deg, 0 deg, 0 deg), the body's axis is oriented in a certain direction.  I want to change this "zeroed" direction without changing the actual rotation.  For example, how could I rotate this body 90 deg about the x-axis [with respect to the global coordinate system] and have the rotation coordinates still say (0 deg, 0 deg, 0deg)?


texts: there is "flickering" in my short animation

texts:
so here is the video: https://drive.google.com/file/d/1_ZOoBg1XBId-OWaVMTW0I0_e0kgNNW6T/view?usp=sharing
there is some kind of a problem with the render, the ground floor until the 8th second, there is kind of a flickering (i dont know what to call that).
i used sheepit to render.
anyone know what might be the reason and how to fix it?


texts: How do I create realistic lighting emiting from a bulb from a lamp

texts:
I am a noob at blender and I created this scene(work-in-progress), and the study Lamp will be the only light source.

However, the light is filling the room and doesn't look realistic.
I want the bulb in the lamp holder to only emit light at the table(directional) and I don't know how to achieve this. have a look at this image to know what I mean:

The bulb is only emitting light at the bottom and top(since it is open) and no light is emitted like in my image(except soft light)
In a nutshell, how do I make the bulb throw light only at the table, like a spotlight? I want the rays visible.
EDIT: The first is my render. The second is an example image from google to better explain what I want.


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After using bool tool,brush boolean difference,
how to make brush object stay for another difference bool?

Now, when I apply brush boolean difference, brush object is gone.


texts:
I'm making a building and baking AO into the texture.
I wonder if it's possible to place lights into the model, and baking them also into the texture?


texts: Mesh jumps after adding edge loops while weight painting v2.79

texts:
I was working on a hand mesh rig and discovered that the mesh did not have enough topology at the joints for a smooth deform. I added some edge loops at the joints to give me more to work with.

Now whenever I modify the weights by either adding or subtracting weight, the modified vertices will jump about half a blender unit along the -y axis to its original location even though it still has weight.

Is there a way to fix this?