texts: Modal operators not working when used through pop-up menu

texts:
So I was trying to use change the value of the thickness through a modal operation where the mouse movement along the x changes the thickness of the modifier. It works fine when I execute it from my custom panel but it doesn't work when I try to execute it through the pop-up menu. There are no error messages shown, nothing happens when i press the button in the pop-up.

Sorry the codes breaking up in the post, I'm new to stackexchange.

import bpy

from bpy.props import IntProperty, FloatProperty

class FattenerModal(bpy.types.Operator):
    bl_idname = "fattener.f_operator"
    bl_label = "Fattener Modal"

bpy.ops.object.modifier_remove(modifier="Solidify")#Clears previous solidify modifier
bpy.ops.object.modifier_add(type='SOLIDIFY')#Adds a new solidify modifier

first_mouse_x = IntProperty()
first_value = FloatProperty()

def modal(self, context, event):
    if event.type == 'MOUSEMOVE':
        delta = self.first_mouse_x - event.mouse_x
        context.object.modifiers["Solidify"].thickness = self.first_value + delta * 0.01

    elif event.type == 'LEFTMOUSE':
        bpy.ops.object.modifier_apply(apply_as='DATA', modifier="Solidify")#Applies the solidify modifier
        return {'FINISHED'}

    elif event.type in {'RIGHTMOUSE', 'ESC'}:
        context.object.modifiers["Solidify"].thickness = self.first_value
        return {'CANCELLED'}

    return {'RUNNING_MODAL'}

def invoke(self, context, event):
    if context.object:
        self.first_mouse_x = event.mouse_x
        self.first_value = context.object.modifiers["Solidify"].thickness

        context.window_manager.modal_handler_add(self)
        return {'RUNNING_MODAL'}
    else:
        self.report({'WARNING'}, "No active object, could not finish")
        return {'CANCELLED'}

class FattenerPopup(bpy.types.Menu):
    bl_label = "FatternerPopup Menu"
    bl_idname = "FattenerPop"

def draw(self, context):
    layout = self.layout
    layout.operator("fattener.f_operator", text="FattenerF", icon='MOD_WARP')

def register():
    bpy.utils.register_class(FattenerModal)
    bpy.utils.register_class(FattenerPopup)

km_list = ['3D View']
for i in km_list:
    sm = bpy.context.window_manager
    km = sm.keyconfigs.default.keymaps[i]
    kmi = km.keymap_items.new('wm.call_menu', 'Q', 'PRESS', ctrl=False, shift=True)
    kmi.properties.name = "FattenerPop"

def unregister():
    bpy.utils.unregister_class(FattenerModal)
    bpy.utils.unregister_class(FattenerPopup)
    km_list = ['3D View']
    for i in km_list:
        sm = bpy.context.window_manager
        km = sm.keyconfigs.default.keymaps[i]
        for kmi in (kmi for kmi in km.keymap_items \
                            if (kmi.idname == "FattenerPop")):
            km.keymap_items.remove(kmi)

if name == "main":
    register()


texts: Backfaces give strange results with Fresnel Node in Cycles

texts:
I'm trying out a fairly common material setup, mixing a diffuse and a glossy shader with a fresnel node. My issue is that my material has some backfaces owing to its construction. They render correctly using either shader on their own, and if I look at their normals plugged into an emission shader they appear to be treated correctly.

However if I use a fresnel node, the results come out strangely, as if the backfaces normals are being treated as flipped (I know of course they really are, but surely this should be ignored when rendering?).

Here's an image showing the issue:

Left: Mesh with some flipped normals. Middle: Normal output of geometry node plugged into emission shader. Right: Fresnel node plugged into emission shader.

I know in most circumstances the solution would be to recalculate the normals, but the mesh I'm working with is a thin sheet that you see both sides of. Is this a bug or can anyone suggest a workaround?


texts: 3D Trading Card Image: Show different camera view on 3D object

texts:
I try to create a trading card in Blender, that has an image with a 3D 'parralax' effect, when rotating the card. I found one quite similar example:
https://www.reddit.com/r/pokemon/comments/kwi22k/i_made_a_3d_charizard_pok%C3%A9mon_card_in_blender/
And a tutorial that used the technique used:
https://www.youtube.com/watch?v=-rxbmpcBDIc
But I would like to have the result as 3D Object and not as rendered image/video.
Does any of you have an idea if this is possible?
My idea would be something like a 'portal':

First scene is the card with the user camera
A Scene outside the first cameras view with a separate camera
One face of the card(1) displays the view of camera(2)

I'm grateful for every help :)


texts: How to avoid weird artifacts which only appear with ray-tracing enabled with Blender Render?

texts: What's the cause of the weird, checkerboarding on the purple spheres and how do I remove it?


texts: Transparent plastic material with transparent background in eeve

texts: How do you create plastic material with transparent background so when it renders you can see through plastic in eeve? As I'll then need to import it to After Effects.


texts:
everyone! I have a problem with "Blender flash withdrawing". (Blender 2.79)
I have a 20x20 vertices mesh. When I edited mesh of the object by "bmesh", the software will flash withdraw at the red-boxed sentence: loading the mesh to bmesh.
Is it because of the settings of my computers? It also happens when I try to enter the "edit mode" for the 20x20 vertices mesh. What could I do?
Thank you in advance!


texts: How would you approach procedural generation of objects that look like this:


texts: How to render a floor plan while maintaining proper lighting

texts:
A cut plane passes through an object in 3D manufacturing or architecture to see the interior workings of an object.

I want to create a building and landscape scene. I need to render floor plan views, which is a cut plane passing through the building at 4 feet above the floor. I want to be able to view the interior of the building, but keep the roof and outer walls in place so they continue to block ambient lighting from outside, while windows continue to allow light to enter.

Is this possible?

Thanks in advance,
Tim

Edit: This is a very simply model, but, with a plane and Boolean modifier set to intersect, this is what I get:

You can see the outline of the intersection, but it's not "cutting" it. The building was made with a plane that was extruded. Is that possible causing the Boolean operator to not intersect?


texts: Baking transparent decal always results in black oblique pixels

texts:
I have 3 mesh planes.

A's texture =transparent decal
B's texture =oblique texture
C's texture =result of baking

These 3 planes are places on top of each other.

When I bake, transparent pixels of A will always appear as black in C which is wrong!

How to bake it correctly?  The result should be similar to the A+B image.

In real case,  the objects are more complex than this, and I use shrinkwarp for A(decal) on B.
Related : Cycles bakes a transparent areas to black , Textures bake transparency as white
I prefer to not use any paid add-on.
I don't mind coding Python myself.


texts: How do I make one object hit another and make it move?

texts: I can't seem to figure out these rigid body settings. A group of objects are parented to an empty, and I want the empty to bump into the ball and make it roll. I'd like that to be repeated a few times. I tried to put a rigid body constraint on the empty and select both the ball and the body of the figure (blue shape in red) but still nothing. When I do just put a rigid body on the blue shape and ball, they both just float away.


texts: How to properly project a pattern from a spotlight cone?

texts:
I'm trying to project an image onto an object using a spotlight:

The image is a somewhat random colour pattern which you can see on the top surface of the rendered cube:

The problem that I'm facing is that the pattern is not rendered correctly on the two sides of the cube. It looks as if the light rays were projected from above and were just smeared across the sides of the cube ignoring the location of the spotlight.

What am I missing here? Any help would be greatly appreciated..


texts:
I'm currently modeling a scene that features a highway overpass at night with light streaks.

I have constructed the main piece of the overpass, and made it follow along a bezier curve with little to no problem with an array and curve modifier.

The only problem, is after I render, I get some strange shadows on the road that do not make much sense as to what the reason is.

I thought at first it was the road lines causing a problem (they are on a separate mesh for ease of use), but even after rendering without them, the shadows still appear on the road.

I've tried recalculating normals and other fixes, but it hasn't worked. It might be the mesh, but I tried to keep it as low poly as possible.

I'm not entirely sure what is causing the problem, so any help would be great.

Thanks in advance.

EDIT

Here's the modifiers on the highway


texts: Animating along a path with some rotation?

texts:
I've got a "flubber" like character model. I'm trying to animate the model along a path and add a playful rotation of the model at certain points along the path. I've successfully animated the character along the path using the 2 most common methods (a) parenting method (b) follow path constraint.

Ideally when the model descends at a point I would like to have a 360 degree spin, but Blender doesn't retain the keyframes I've placed. Is there solution for this?


texts: grease pencil rig+ stroke getting messed up

texts: I am trying to rig a grease pencil drawing , everything is working as the set weights except the arm it is getting weirdly distorted when I am trying to move it. Any help is greatly appreciated.


texts: Blender Crashes after a few Renders from a Batch Script

texts:
On Windows 7 I am rendering a series of animations from Blender in a batch script that looks like this:

call "C:\Program Files\Blender Foundation\Blender\blender.exe" -b "E:\Project.blend" -S Scene1 -o "E:\exports\Fredericksburg1\Fredericksburg1_" -F JPEG -s 001 -e 435 -a
call "C:\Program Files\Blender Foundation\Blender\blender.exe" -b "E:\Project.blend" -S Scene2 -o "E:\exports\Fredericksburg2\Fredericksburg2_" -F JPEG -s 001 -e 480 -a
call "C:\Program Files\Blender Foundation\Blender\blender.exe" -b "E:\Project.blend" -S Scene3 -o "E:\exports\Fredericksburg3\Fredericksburg3_" -F JPEG -s 001 -e 180 -a

My problem is that after rendering one or two files, the rest of the Blender instances crash immediately after reading the preferences. The crash file just has this:

# Blender 2.69 (sub 0), Revision: 60995

It is not related to which project I use, usually only the first one or two render.
I have tried a few things, making sure the computer didn't go to sleep or even the screen go blank, play around with the .bat file, but I haven't been able to get anything to consistently work. Any ideas?


texts: How to match the camera to the current 3d view without the cropping?

texts:
I want to set a camera so what the camera sees is exactly what I see in the viewport.

I know that Ctrl+Alt+Numpad0 will move the camera to my 3D Viewport location, but it also severely crops the sides and sometimes does not show all geometry.

3D Viewport:

Camera view after pressing Ctrl+Alt+Numpad0:

Hitting Ctrl+Alt+Numpad0 crops the camera view, zooms out, and clips off the plane in the background.

How do I make it so that hitting Ctrl+Alt+Numpad0 actually sets the camera view to the 3D Viewport view, without distorting it, clipping geometry, or otherwise altering the view?


texts:
I'm Back with another issue, this time the same mesh, however I'm trying to bake the ambient occlusion for the model. The UV work isn't great but it shouldn't make a difference.

My main problem is the Tv screen portion again, as it comes out extremely blocky. I checked and recalculated all my normals numerous times. Here's a picture of my current issue. I'll include the Blend file as well this time.

https://www.dropbox.com/s/cntp6471prz7vcw/TvHeadCreature41.blend?dl=0


texts: How to set which graphics card is used by OpenGL render active viewport?

texts:
I whan to use 3D View OpenGL render with Blender Render.
I have a laptop with two graphics card.

Of course the NVIDIA card is the superior. I used the Blender Help / Save System Info to check the OpenGL settings. It shows like this:

Does it mean Blender using the (lame) Intel card instead of the NVIDIA card?
Is it possible to switch to the NVIDIA?

It seems there is no option in the User Preferences window to select graphics card for OpenGL. There is only graphics card option for Cycles Compute Device but as far as I know Cycles has nothing to do with OpenGL.


texts: How to give each hair particle system in one object its own color

texts:
How to give each hair particle system its own color (ideally from a texture)?
Example: an object has two hair particle systems, one which is blue, second which is red. The mesh underneath is a third color or one of the previous two (but one can achieve that by assigning a material in edit mode to all the faces in the mesh).
Is there a way to assign a material to a particle system? Multiple hair particle systems all seem to only be using the very first material in an object.
Vertex groups can control so much, but not what color the hair particles have. There is a "textures" tab in particle settings, just below the vertex groups, but it doesn't seem to do anything color-related.


texts: Check if a vertex is visible in camera view

texts:
I am trying to find the vertices that are visible in camera view i.e inside camera range and not being hidden by another object.

Ive tried using ray casting but it seems it only check if the vertex is hidden the object itself not other objects

This is my current scene for reference.

EDIT:
My end goal is to select find a bounding box for each object based on whats visible in the object. So solutions like merging all the objects wont be helpful


texts:
I am going to upload a file to be rendered on RenderST. My .blend has a video file in it so I am not able to use "auto pack data" since it does not pack video files.

The problem is I have 100+ images associated with my .blend file. These are pulled from many different files from our work servers and I have no idea where the original files are all located. So I need to save out these images one by one from blender to put in their own folder to upload to RenderSt.

Is there a quicker way of doing this? maybe a python script?

EDIT:

Added pic to make it a little clearer


texts: I have created three cloths using bones and none of them will collide. Self Collide is on and the torso part does have collision physic enabled and I have played around with the sliders to no avail. https://gyazo.com/576e08a47ae8429f68732fb9f5d54a3d (GIF showing one of the three cloth's not colliding with object).


texts: Imported truck and trailer unlinking problem

texts:
I imported a truck and trailer model. There is a number of empties with links to various parts. There is one link going from an empty within the trailer to one of the empties in the truck. If I delete one of these empties the truck or the trailer blows up to be a hundred times its original size with the rest of the objects somewhere inside it.
I suppose all these empties are there for animation purposes? How can I get rid of these links and/or empties so that I just have a collection of objects?


texts: Transparent model when exporting fbx file to Unity

texts:
So I have this shark model which I animated and ready to export it on fbx and transport it to Unity.

But When I put it on Unity, It looks transparent like this.

Many of the solutions online say that the problem is because of my faces, and they told me to recalculate it or something, but normals are just fine.
Is there any other solution?

here's the blend file:


texts: How to get local axis orientation in Python?

texts: How to get orientation of the local axis in python?


texts:
Is it possible to link two nodes in such a way that if one is changed then the other changes as well?

For example; if I have two different texture nodes, each with the same texture in it, can they be linked so that if the texture in one of them is changed then the other one is changed as well?

This will be really helpful for a material setup that I am creating which requires me to have about 10 copies of the same texture node in different places and groupings.

Thanks for your help!


texts: Cycles Plane With Equal Shading On Both Sides

texts: I made some grass, but with the lighting I am using one side is dark because there is no light shining on it, so I want it to have no shading, but the problem is I still want it to change colors with the hdri, just have equal shading on both sides.


texts: I have made a rig for a model, however the main torso piece does not attach to the rig due to this error. I have sought out various solutions but none seem to work. Does anyone know the issue? My Blender Project


texts:
As the title says, I'm having a hard time rendering my particles in cycle (but they do appear in Eevee and viewport)
I checked the layer, the items visibility in render, the cameray ray, the emitter checkbox in the particle settings, and by all intent and purpose I think they should render?
But they don't, so I obviously missed some setting, and I'm now pulling the "help me" card
https://www.dropbox.com/s/b0sh0ppfl08s7mk/WIP.blend?dl=0
Can anyone tell me what I've missed, please? Thanks in advance!


texts: The value of TextBox cannot be obtained and an error occurs

texts:
I wrote the following code.
This is just the code to get the value from the textbox and print it.
But this doesn't work.
When I run this code, blender crashes.
What's wrong with this code?
import bpy

bl_info = {
    "name": "test addon",
    "author": "taichi suzuki",
    "version": (1, 0),
    "blender": (2, 80, 0),
    "location": "3DView",
    "description": "test addon",
    "warning": "",
    "support": "COMMUNITY",
    "wiki_url": "",
    "tracker_url": "",
    "category": "test"
}

class QueryProps_query(bpy.types.PropertyGroup):
    query: bpy.props.StringProperty(default="aaa")

class TestAddon_PT_Panel(bpy.types.Panel):
    blidname = "TestAddon_PT_Panel"
    bl_label = "TestAddon Panel"
    bl_category = "TestAddon"
    bl_space_type = "VIEW_3D"
    bl_region_type = "UI"

    def draw(self,context):
        props_query = bpy.context.scene.QueryProps_query
        layout = self.layout

        row = layout.row()
        row.label(text="test textbox")
        row.prop(props_query, "query", text="")

        vis_box = layout.box()

        vis_box.operator(TestAddon_OT_Operator.bl_idname,text ='modal start')

class TestAddon_OT_Operator(bpy.types.Operator):
    bl_idname = "wm.modal_testaddon_operator"
    bl_label = "Modal testaddon Operator"
    _timer = None

    def __init__(self):
        self.test = None

    def modal(self, context, event):
        if event.type in {'ESC'}:
            self.cancel(context)
            return{'CANCELLED'}

        if event.type=='TIMER':
            print(self.query)

        return{'PASS_THROUGH'}

    def execute(self, context):
        wm = context.window_manager

        if TestAddon_OT_Operator._timer is None:
            TestAddon_OT_Operator._timer = wm.event_timer_add(1.00/60.00, window=context.window)
            wm.modal_handler_add(self)
            print(self.query)

        return {'RUNNING_MODAL'}

    def cancel(self, context):
        wm = context.window_manager
        wm.event_timer_remove(self._timer)
        TestAddon_OT_Operator._timer = None

classes = (QueryProps_query,TestAddon_PT_Panel,TestAddon_OT_Operator)

def register():
    from bpy.utils import register_class
    for cls in classes:
        register_class(cls)

    bpy.types.Scene.QueryProps_query = bpy.props.PointerProperty(type=QueryProps_query)

def unregister():
    from bpy.utils import unregister_class
    for cls in classes:
        unregister_class(cls)

    del(bpy.types.Scene.QueryProps_query)

if __name__ == "__main__":
    register()


texts: Last element deformed when using Array Modifer and Bezier Curve

texts: I'm trying to make tank tracks in Blender 2.8 but whenever I use the bezier curve the last element seems deformed. I tried to close the bezier curve with F but still no joy.


texts: My Context Menu Is Gone For Edit Mode And Object Mode

texts:
Something weird happened and I cannot seem to trace what's causing it.

By default, when you want to switch between Object Mode and Edit Mode you press Tab and the context menu appears right?

Well mine is gone. When I press tab,  I will immediately go to Edit Mode, hit Tab again and back to Object Mode without having that pie menu.

This is happening on my laptop. I checked if it's something to do with the file so I opened the same file on a desktop and there it is, it's working properly. I see the context menu when pressing Tab.

Is this a setting I screwed up accidentally?

To clarify, in the screenshot below, I no longer have the option to see those menu when I press Tab, it will automatically switch to Edit Mode.


texts: How to change the appearance of an object?

texts:
Often in the tutorials I watch, I see that the objects have a dark color as if the scene was slightly underexposed. I like it because you can see the details of the object(s) better. However, when I open Blender the objects are shown with a "bright" color, as if overexposed. The picture below shows what I get:

As you can see the edges of the cuts are barely visible. I've found out that if I select the "cavity" and "shadow" boxes in the Viewport Shading menu, I obtain a better visualization, close to what I often see in tutorials. The picture below shows what I mean:

It's much better and I don't have to strain my eyes.

My questions are:

Is this the right way of doing it, to improve the visualization of an object?

Is there a way to have Blender applying the "cavity" and "shadow" options automatically rather than having to do it manually every time?

Thanks.

Stay safe

Davide


texts: Using multiprocessing to speed up multiple sound bakings

texts:
What I wanna do is bake sound with different frequency ranges to different objects. It is done pretty simply using Python scripts. However, I am seeking for a way to speed this process up by utilizing multiple CPU cores. As far as I understand, it is done with multiprocessing module in Python. Here's what I tried:

import bpy
from multiprocessing import Process

FREQS=[(1000,2000),
(2000,5000),
(5000,20000)
]

def soundBake(lo,hi):
    pass
    print("soundBake started")#debug
    bpy.context.area.type = 'GRAPH_EDITOR'
    bpy.ops.graph.sound_bake(filepath="/tmp/001.mp3",low=lo,high=hi)
    print("soundBake completed")#debug

scene = bpy.context.scene
objects= scene.objects

processes=[]

bpy.context.area.type = 'GRAPH_EDITOR'

for i, obj in enumerate(objects):
    pass
    bpy.ops.object.select_all(action='DESELECT')
    print("i ", str(i))#debug
    obj.select = True

    lo=FREQS[i][0]
    hi=FREQS[i][1]
    print("lo",str(lo),"hi",str(hi))

    p=Process(target=soundBake,args=(lo,hi,))
    processes+=[p]
    p.start()

    obj.select = False

    break#debug

for proc in processes:
    proc.join()

bpy.context.area.type = 'TEXT_EDITOR'

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

print("\n")

And I get this error:

i  0
lo 1000 hi 2000
soundBake started
Process Process-37:
Traceback (most recent call last):
  File "/home/highstaker/blender-2.73-linux-glibc211-i686/2.73/python/lib/python3.4/multiprocessing/process.py", line 254, in _bootstrap
    self.run()
  File "/home/highstaker/blender-2.73-linux-glibc211-i686/2.73/python/lib/python3.4/multiprocessing/process.py", line 93, in run
    self._target(*self._args, **self._kwargs)
  File "/home/highstaker/Dropbox/3d/blender_projects/!Tests/bakingSOundsMultiprocessing.blend/Text", line 13, in soundBake
  File "/home/highstaker/blender-2.73-linux-glibc211-i686/2.73/scripts/modules/bpy/ops.py", line 189, in __call__
    ret = op_call(self.idname_py(), None, kw)
RuntimeError: Operator bpy.ops.graph.sound_bake.poll() failed, context is incorrect

So, I presume that setting a context using
bpy.context.area.type doesn't help.

Is there a way to make the operator run in a subprocess so I could split them to several CPU cores? And how do I set this context for the subprocess?

I'm using Blender version 2.72.


texts: Backdrop doesn´t work/ image won´t show up (for compositing)

texts:
Hello, i am in the last part of the blenderguru-tutorial.
I want to use compositing in order to change the final image.
The problem is backdrop won´t let the image appear in the background
of the node-editor. The only hint i have is as follows: in the video it appears that andrew used "Last: Link Nodes". I don´t know what that exactly means...


texts: Set collection as Indirect Only (ie. = Shadowcatcher) through python?

texts:
Wondering how I could switch a collection to "Indirect Only" in Blender 2.8 with Python.

So far I have found this:

bpy.ops.outliner.collection_indirect_only_set()

And this:

bpy.context.scene.indirect_only = True

As you can see none of these will work. As far as I understand it I need some kind of bpy.data function that would effectively allow me to choose which collection (using it's name, or "keys()") to set as Indirect Only.


texts:
I have spent the last hour trying to install the uv-allign-distribute add on from revolution. I'm doing all the usual things that I've done with other add ons and nothing is happening. Im installing both from the zip file and also tried installing by opening the zip and trying to install each different .py script. Nothing, nadda, zero.

I ask for help because sometimes with a new version of blender apparently add ons behave differently, (windows create is now archimesh for example,) anyway, any help appreciated as usual.


texts:
Complete noob here, please be kind. I am trying to install the Blend4Web addon and I believe I`m following all the correct steps as outlined here: https://www.blend4web.com/doc/en/setup.html#installing-blend4web-add-on
However, after installing and restarting Blender the Blend4Web addon does not show anywhere at all within Blender.
My Workflow:
Edit > Preferences > Addons > Install > Select the addon .zip file > Click the blue 'Install Add On' button.

A loading spinner shows signifying that the installation is being processed. I click on the small navbar that is located at the bottom left of the installation window and choose 'Save Preferences'. I close the program and open it again. No joy, my add on does not show anywhere at all in the program. What am I doing wrong?


texts:
I've seen a similar question on BSE about entering foreign languages into 3D Text, but it doesn't help. I've tried using two different fonts (both of which support Russian). I've tried enabling International Fonts in Blender's User Preferences, but it doesn't work as well. It either types English text with Greek letters or displays empty vertical rectangles.

If anyone has been able to add text in any foreign language, please let me know.

I actually found out that it can be easily done through Text Editor, which would be probably the best way for me since I would prefer to paste my text. Can anyone perhaps guide me through?


texts: How to bake armature bones animation and apply parents

texts: Example: If you parent A bone to B, animate B and then bake animation, you'll find that the parent stayed even if you check the option clear parents in the Bake Action window.


texts: Copy channels from one image to another using GPU

texts:
I need a Python script to copy a channel of one image to the alpha channel of another.
I already created one, but it uses the approach of copying from one image pixel array to the other:

def copy_alpha(from_image, to_image):
    to_pixels = list(to_image.pixels)
    from_pixels = list(from_image.pixels)
    for i in range(0, len(to_pixels), 4):
        to_pixels[i+3] = from_pixels[i]
    to_image.pixels = to_pixels

It works, but gets slow using very high res images.
My idea would be to do this operation via GPU instead. A while ago I created a GPU based channel mixer in Unity using a shader and I was wondering, if something like that could work in Blender as well.

I realized there is the standalone GPU Shader Module and the GPU Utilities module, but I couldn't find a proper function to handle this task.

I also want to avoid using the compositor, because my script must work in situations where there is no compositor used in the Blender file.
And setting up a temporary compositor node tree via Python to handle this task seems like a very dirty solution to me.

What would be a good approach to send two images in Python to the GPU/to a shader so channels can be merged on the GPU?


texts: How can I integrate a 3D model in a photo?

texts: If I have a photograph and I want, for example, to add a 3D model of a character so that it seems that it is standing there in the environment, how can I achieve it? At the same time, keeping the tones and lighting of the photograph, and if possible add shadow on the ground so that it really gives the feeling of standing there.


texts: Turning off anti-aliasing: inconsistency between 'info' window and valid python commands

texts:
I want to render an image without anti-aliasing.
Using the UI, I select the Workbench engine.
Then, under Sampling, I set Render to No Anti-Aliasing.

This displays the following commands in the info window:

bpy.context.scene.render.engine = 'BLENDER_WORKBENCH'
bpy.context.scene.render_aa = 'OFF'

When I try the same commands in the console, or in a stand-alone script, I get the following error:

AttributeError: 'Scene' object has no attribute 'render_aa'

Why is the info window lying to me?

Further, how can I turn off anti-aliasing in the Workbench engine with python?


texts: How do you sculpt a texture into a 3D Model (i.e. stencil overlay)

texts: How do you sculpt a texture into a 3D Model? Such as using a stencil in 3dCoat as shown below


texts: I have pressed some button and it created black spot that can be seen on the screen. How do I remove it and what is this spot?


texts: Why do I get black dotted lines on my mesh when switching to look dev mode?

texts: I just modeled this thing, but when I switch to dev look mode these black lines on the side of the mesh. What are those and how do I get rid of them? I used the knife tool to add edges to get clean quads. Is it related to that?


texts:
How do I change the highlight color of my blender interface?
I tried Preferences>Editing>Anotation>Default color. But that didn't help.


texts: Any Python code examples of bmesh operations on multiple objects?

texts:
I'm trying to iterate through multiple selected objects and perform bmesh operations. Unfortunately, I get errors such as index 0 out of range when trying to perform basic tasks such as selecting vertex index 0 on the next object in the selection.

I can iterate through objects and perform bpy operations, and I can perform bmesh operations on single objects fine. Unfortunately I get stuck when I try to perform index specific bmesh operations when iterating through all selected objects.

Would anyone be able to give me a basic example that would iterate through selected objects and e. g delete vertex with an index of 0 using bmesh? I'm using Blender 2.8

Thanks.


texts: Blender/ LuxRender Refractive Rendering Performance

texts:
This is mainly to do with LuxRender but I'm using Blender to control it, so sticking it here.

Within Blender I create a new default scene, switch the render to LuxRender and render the box & light. It takes about a second for the box to display and continues on for a few minutes.

If I then change the material of the box to Glass and re-render the scene is black for at least 1hr 30m (at which point I gave up). The log shows no issue and both CPU cores are on 100%. This is a low performance CPU (Intel(R) Core(TM) m5-6Y57 CPU @ 1.10GHz) without OpenCL/GPU rendering.

Is there any way to speed it up by reducing the accuracy of the refraction, amount of light bounces or similar?


texts:
Novice question, is there a modifier that merges a mesh vertices based on the distance? For example, if you create a cylinder bending a subdivided plane with the SimpleDeform modifier, how do you weld the vertices along the seam? The decimate modifier looks like it can weld vertices between close edgeloops but not along the seam. Clearly one could collapse the modifier stack and remove doubles, but that not an option in my case since I want to keep working non-destructively.
Thank you in advance!


texts:
I have a real pain to unwrap a quite complicated model.
The shape is a cylinder that is drilled with multiple holes trough its height. I modeled this part with fusion 360, then imported it as an .obj.

Please have a look at my screen as shown on picture to understand my issue. The unwrapping doesn't work as expected and I can't find a way to make it do what I want...


texts: Baking multiple objects with seperate maps at once?

texts:
Are there any scripts or add-ons to bake maps for several objects at once?

For example, could you select a list of objects for the low poly and another list for the high poly then export a series of normal and any other wanted maps for each of those objects?


texts: How do I change the linear stiffness of an object programmatically?

texts:
I want to programmatically change the linear stiffness of some soft body objects I'm working with. How do I do this?

Thanks!


texts: How to establish material and texture link via python script?

texts:
I just learned the below:

tl = bpy.context.scene.node_tree.links

Traceback (most recent call last):
  File "<blender_console>", line 1, in <module>
AttributeError: 'NoneType' object has no attribute 'links'


texts:
From this blend file created in Python see file link:

https://drive.google.com/file/d/1x3cjvxuWx5PHjViX3jD3HzfCwBMUxm7M/view?usp=sharing

Where a grid of vertices is created, I wish to connect each adjacent vertex in Python by this arc of circle of parametric equation:

x = 1/2 * sin (t)

y = 0

z = 1/2 * (cos (t) +1)

0 <= t <= pi

That is, adding to the script of the blend file something like:

import math

mesh = bpy.context.object.data

bm = bmesh.new ()

for a in: range (0,3.14157):

     u = 1/2 * math.sin (a)

     v = 0

     w = 1/2 * (math.cos (a) +1)

     bm.verts.new ([u, v, w])

bm.to_mesh (mesh)

bm.free ()


texts: Which command is the right one for rendering with GPU?

texts:
I have a script that loads a scene with objects, cameras etc. and also sets the gpu rendering settings. When I use the script up until the rendering command and then click on the render button, the GPU is used. When I use the same script and use the bpy.ops.render.render(write_still=True) command the images are rendered and saved properly, but not with the GPU settings.

Which rendering command does the same as the one I have to click? It isn't the one described when hovering over it.

Parts of code related to gpu and render settings:

# [7.5] Set resolution
bpy.data.scenes["Scene"].render.resolution_percentage = 10
bpy.data.scenes["Scene"].render.tile_x = 512
bpy.data.scenes["Scene"].render.tile_y = 512

# [8] Enable CUDA and activate GPU
# code from https://developer.blender.org/T54099

scene = bpy.context.scene
scene.cycles.device = 'GPU'

prefs = bpy.context.user_preferences
cprefs = prefs.addons['cycles'].preferences

# Attempt to set GPU device types if available
for compute_device_type in ('CUDA', 'OPENCL', 'NONE'):
    try:
        cprefs.compute_device_type = compute_device_type
        break
    except TypeError:
        pass

# Enable all CPU and GPU devices
for device in cprefs.devices:
    device.use = True

bpy.context.scene.cycles.device = 'GPU'
bpy.data.scenes["Scene"].cycles.feature_set = 'EXPERIMENTAL'

for c in camNames:
    print(c,  r'C:\Users\X\Desktop\3DModels\TestRenderings\\' + model.split('\\')[-1] + '\\' + c + 'image.jpg')
    bpy.data.scenes["Scene"].camera = bpy.data.objects[c]
    bpy.data.scenes['Scene'].render.filepath = r'C:\Users\X\Desktop\3DModels\TestRenderings\\' + model.split('\\')[-1] + '\\' + c + 'image.jpg'
    R = random.uniform(0.0,0.2)
    G = random.uniform(0.0,0.2)
    B = random.uniform(0.0,0.2)

    bpy.data.materials['carpaint_basic'].node_tree.nodes['RGB'].outputs[0].default_value = (R, G, B, 10)

    bpy.ops.render.render(write_still=True)


texts: Cloth Sim-Same value but different results, why?

texts:
I am an amateur to Cloth Sim. These 2 results under the same values. Why are they different?
Which setting controls the size and quantities of the wrinkles? Somehow, the more I try the more confusing.

Thanks for your time. :D

There is the mash and one testing above. How could I achieve big folds and higher quantity?


texts: Using a Blender textured 3d model in PowerPoint

texts:
I have created a 3D model and added texture to it in Blended.

How do I save the file in a way that it keeps the texture so I can use it in PowerPoint 365.

Seem to always lose the colour and end up with just the model shape.

Thanks,


texts: Rigify error "NoneType" "Bones" when trying to Generate Rig

texts:
I am trying to rig a character using Rigify but I run into this error when I hit "generate rig".
The error says "Generation has thrown an exception: 'NoneType' object has no attribute 'bones'.
I have modified the rig in edit mode, however I have done so before with rigify and never ran into this problem.

Here is a link to the file: https://drive.google.com/file/d/1dG_hfjoPC-0QzFdUP0qCrWlxB2T1Le3F/view?usp=sharing
Thank you in advance!


texts: What is the optimal topology for a base with square corner meeting a cylinder?

texts:
I would like to make this part:

This is my approach:

In order for the inner edge loops not go all the way to the cylinder, I cut the quad into two triangles. Like this:

But after adding loop cuts, the model still suffers from some pinching.

How can I fix this shading issue? And what is the optimal topology for this shape?

This is my blend file if necessary: Blend File


texts: Problem rendering quick effect fluid animation

texts:
Please, try this:
Start Blender, select the cube, add quick effect (type: liquid).
Press space bar to run the animation. Up to here, it is ok for me. Now comes the problem.
Change to the render view then run again. This doesn't work for me, even if I change from Eevee to Cycles. Does it for you?
So, my question is: How to render this animation?


texts: Belnder 2.83 demo project, textures is extremely blurry

texts: I was checking out the 2.83 demo project but the textures appear to be extremely blurry (even in render (Eevee and Cycles)). Is it supposed to be like this or am I missing something?


texts: What key goes to the next item in the outliner?

texts: I've selected an item in the outliner. What key do I press to go to the next item in the outliner? When I hit the down arrow, Blender gives me an error "No more keyframes to jump to in this direction".


texts: and how can I summon that button?(hot key and other way that could summon it with mouse.)


texts: I have a double faced object, inside and outside, and I want to separate/delete the inside faces. What's the best way to do it?


texts: Trying to animate an extrude in 3D using curves generated by an equation over time

texts:
Trying to animate an extrusion in 3D using curves generated by an equation over time.
I can create a 3D spiral pattern using python and animation nodes but how can I extrude the curves so they vary over time and in 3D?
The Python code I'm using is:
import math

x1 = a*math.sqrt(t)*math.cos(t)
y1 = a*math.sqrt(t)*math.sin(t)
z1 = -t

x2 = -a*math.sqrt(t)*math.cos(t)
y2 = -a*math.sqrt(t)*math.sin(t)
z2 = -t

position1 = Vector((x1,y1,z1))
position2 = Vector((x2,y2,z2))

See attached animation of what I have:

The image I'm trying to recreate is the Lily Impeller and how it's created/growth pattern takes shape over time.

Here's a video of what I'm trying to model/animate the growth pattern of.
https://youtu.be/by0JhirtO-0?t=224
I was thinking that the curves need to be extruded in the -Z direction at a 60 angle but I couldn't come up with a way of how to do this.
I'm open to other ideas or suggestions on how to do this.
See attached blend 2.83 file.


texts:
I'm new to the board and blender, but I am an experienced VFX veteran who has used zbrush for years.
I currently have a 1.2m vert mesh and the sculpting seems ok, but going up/down the multires sculpt levels takes a while.  I only have 2 levels as you can see in the image attached.
Is this a blender thing or am I missing something?
Thanks


texts: Blender equivalent of components in Sketchup

texts: I have used sketchup before. I want to know can we make components or similar feature or addon available. In sketchup if we make a object components and make several copies of that object and if edit a single object of that component it will affects to all the components we have made with that main object. for the reference how the component works https://www.youtube.com/watch?v=rKhRDvpn_DU


texts: How to make child object follow a parent armature?

texts:
I'm trying to do a bit of character modelling for my little game and after following a number of tutorials I reached a point where I could start animating my character, if not this strange problem.
because in the future I'd like to add hats and change haircuts, I have created hair as a separate object. This object has child constraint with the target being the bone controlling the head:

This generally works, with the exception of when I rotate the main character along Z axis, where the hair goes in opposite direction. Rotation along X and Y axes works just fine.

Can you possibly help me to solve it?

One additional piece of information, that might be relevant: when I added the constraint to the hair object, it moved down and rotated 180d along Z. I had to turn it and manually moved back to the top of the head.

I'm using blender 2.81.

kind regards!

Tom


texts: How to assign a hotkey to 'set origin' context menu?

texts:
How can I assign a shortcut to popup the following menu when pressed?

I have looked around and I found that I can right click and "Assign shortcut" on other menus, like this example on pivot point, but I can't do it on that submenu.

Also, I tried the method of looking on the Python Console to find out the value of that menu, but there's no value on that one (just on the sub choices).


texts: Why is my blender file now not rendering the current frame

texts:
My file

http://www.pasteall.org/blend/38528

keeps rendering the old image, not the changes I've made. A similar questions was answered at

Came back to a blender file, now not rendering ,

but I can't find where the problem lies.


texts: All objects disappear in render mode blender 2.8 (eevee)

texts: I start up a clean fresh project nothing is hidden and when I go to render mode everything is gone even when I try it on the default cube, eevee render mode and lookdev both. can only view it in object mode or cycles. please help the outlines are still there just not the objects


texts: Strange graphics glitch when working with very small units(milimeters)

texts: It all works nicely until one point, then everything looks like on the image (both in edit and object mode). Even when I save and reopen the file. :S


texts:
I have two strip with images and one effect strip.

Strip 0 has a standard JPG image that I set for the full length of the render.
Strip 1 is a PNG with alpha layer that contains text.
Strip 2 is an Alpha Under that is required so I can see Strip 0 and Strip 1 in the final render to video allowing the text to be rendered on top of the bottom strip.

My problem is I want to fade out Strip 1 so the text fades away and does not effect Strip 0, unfortunately nothing I have tried works.

I tried:

Keyframing opacity on Strip 1: The opacity is changing but there
is no effect on Strip 1. It does not fade away.
Keyframing opacity on Strip 2: This fades out all Strips
I tried making a Meta layer with all three strips and keyframing an opacity change. This would work if I added another strip of the same images as Strip 0 but there is a darkening in the final render. This also required another Alpha Under strip. The end result is not clean.

How can I fade out a strip that requires an Alpha Under effect?


texts:
I need to use the cube root function in animation nodes but there is no cube root in the math node.
Is there anyone who know how to do ?
Thank you


texts: How can I make transparant objects with a png texture

texts: I'm new to Blender, and I have imported a file with a number of vertical planes on which I have put a transparant tree texture, see picture. The planes are intersecting and I have put a png with alpha channel on it However, whatever I try in the material editor, the I can't make the polygons transparanet so that only the tree image is shown. I must oversee something obvious, but does anybody have any idea on how to fix that?


texts:
I'm having difficulty fixing a problem with the head/neck bones on a character I'm working on. I modified the character "Elaine" (a .blend that I downloaded from BlendSwap)

Elaine.blend: http://www.pasteall.org/blend/32132

in order to create a new character "Maria":

Maria.blend: http://www.pasteall.org/blend/32133

In the process of making my modifications, I accidentally deleted the "head" bone in Maria's rig (unfortunately, I didn't realize I'd deleted it right away). By carefully inspecting the two rigs, I recreated the head bone in Maria's rig, and parented the bones as they are in the Elaine rig.

The repaired rig almost works. When I rotate the head bone around the global x-axis, the head moves in the same way as in the Elaine rig. However, when I rotate the bone around the global z-axis, her head doesn't rotate horizontally, instead it just twists.

Here is the correct behaviour (with the head bone highlighted):

Elaine with head bone highlighted http://www.pasteall.org/pic/show.php?id=78534

And here is the problematic behaviour:

Maria with head bone highlighted http://www.pasteall.org/pic/show.php?id=78535

Is it possible for me to fix this rig or do I need to start over? I would greatly appreciate any rig-debugging tips other users could offer.


texts: Is there a way to model schrödinger's wave equations in blender?

texts:
I have the task to model the orbitals of an atom in blender for an animation. I know the orbitals of electron around an atom can be gotten from Schrödinger's wave equations. How would I be able to model that in blender?
I can try to explain a bit more about what is going on. (I am as lost as you are) The Schrödinger wave equation is a linear partial differential equation. The Schrödinger equation for the hydrogen atom (or a hydrogen-like atom) is
${\displaystyle E\psi =-{\frac {\hbar ^{2}}{2\mu }}\nabla ^{2}\psi -{\frac {q^{2}}{4\pi \varepsilon _{0}r}}\psi }$
The Schrödinger for a hydrogen atom can be solved by separation of variables. Spherical polar coordinates are most convenient according to Wikipedia.
${\displaystyle \psi (r,\theta ,\varphi )=R(r)Y_{\ell }^{m}(\theta ,\varphi )=R(r)\Theta (\theta )\Phi (\varphi )}$
please read more at https://en.wikipedia.org/wiki/Schr%C3%B6dinger_equation#Three-dimensional_examples under hydrogen atom. Also to add when modeled in blender they should look a lot like https://ecampusontario.pressbooks.pub/app/uploads/sites/25/2016/05/CNX_Chem_06_03_Oshapes.jpg


texts: Two UV maps not visible on the same object at a time

texts:
I'm designing a full body and it's in the uv mapping phase. I unwrapped the head and body onto separate uv maps, as seen in a lot of tutorials. However, in the material/texturing mode and also in render, only one UV map can be visible at a time(either the head or the body).

When exporting to substance painter, it's just the selected UV map at the point of exporting that would be paintable.
Does anyone know a way around texturing a full body with two UVs ? Help would be very much appreciated, thankyou!


texts: Out of nowhere, my frames became connected, and now I cannot edit my frames! Any changes I make apply to all of them

texts: As you can see, the Keyframes have become connected, and this is still relatively new. I can open up old Animations and the keyframes aren't connected, and I can edit them. If I then try to add new frames, It will connect to the others. I am relatively new to Blender so I need explanations. Thank you.


texts: Blender 2.8 Bake multiple textures into one

texts:
(This is in Blender 2.8)
I have an object using 3 materials/UVs and would like to map them into one image so I can easily use image in Unity. Anytime I try to follow a tutorial, they say to make a new UV image, then to Smart UV Project... Some steps in between, then finally, bake the image to that new UV image you made. But when I do it, my other materials get wiped with the textures on my model, and my new UV image is empty.

1 Smart UV Mapped object with the new UV Map

2 Make A UV map of the combined uvs and material

3 Bake the textures to the UV map

4 What I get

5 This is what I want. I have followed many tutorials to get a result like this, but I was unsuccessful, I don't understand this, I don't have many hours in Blender. If I can get the result I want, an explanation of what I'm doing wrong would really help.


texts: Is there a way to delete a bunch of measurements? I can't seem select them and Annotations Window is empty.


texts: Cut a model into two models by intersecting with a third model

texts:
I have a cube puzzle i want to model:

It is basically a cube intersected by 12 spheres.

Rather than model each piece individually (which would be really painful) I would like to model a cube, make a bunch of spheres of the right size, position them correctly against the cube, and then "cut" the cube with the spheres (probably using mirroring to avoid extra work).

Here's a screenshot of the model I've got.

I'd like to "cut" the cube pictured along the place where the sphere intersects it. The end result I'd like to get is two pieces that add up to a cube, but have that partial-sphere cut going through the middle of it.

Is there any way to do this in blender?

I'm really new to blender, so the more specific you can be in how to do it, the more helpful it will be. I've been reading a ton of tutorials, but I'm not trying to become a blender expert, just trying to get this one model for a project I'm working on!

Thanks!


texts: (v. 2.72) Input movie's audio/video is in sync, but VSE output is floating and desynchronized between audio and video

texts:
I've captured some .mkv files with Simple Screen Recorder (SSR).
When I watch these individual files, they play fine in Mplayer. The sound and image are in perfect sync. I hear clicks from my mouse and they match with actions on the screen.

While editing (A/V Sync is on) in Blender's Video Sequence Editor (VSE) it all seems rather fine - I can not play it back smoothly from Blender (640x480@60FPS, h.264 losless, stereo FLAC audio), but it doesn't seem to float too much. Just a little, especially when I start in the middle of a clip.

I rendered the movie, and the sound is completely off with timing in relation to the motion picture. It's floating around by a couple of seconds (an event happens, a few seconds later I hear sounds that were related to the event I saw earliest etc.).

I tried re-rendering the movie after enabling and generating timecode (Free run mode) for all movie clips. It didn't help at all.

What is happening? Is this a bug? I'm having these sync issues for years now.


texts: How to put this orange thing in the same place with selection?

texts: I can't solve the problem about having selection and this "orange stuff" in the same place. How to put this orange little thing in the same place with selection?


texts: How to Create 2-D to 1-D Text Retraction Animation

texts:
New Blender user here and I'm trying out a few projects which I judged as "easy" to accomplish, but I'm running into a few hitches at getting exactly what I'm looking for. I want to create an animation in which thick 2-D letters retract onto 1-D skeletons via certain drawn edges between vertices in the 2-D and 1-D meshes. The animation will begin with something like this:

Then the 2-D letters will retract onto the bold 1-D letters, i.e. the edges connecting them just become smaller and smaller until the 2-D mesh is overlapping the 1-D mesh so the final image would be showing just the bold thin inner letters. Also, when I say "2-D" and "1-D" what I mean is the thicker 2-D letters will have a face between the vertices while the thin 1-D letters will just consist of edges and vertices.

My initial idea was to be able to manipulate the meshes of the text, but I am not aware how to do that as edit mode doesn't allow me to do anything but type. I planned on just extruding some vertices from the outline mesh of the 2-D letters and then merging them, creating something like the picture, but I don't exactly want to do all of that manually since it would not look good. Is there a way to accomplish this using Blender's tools?

I'm also sure that is not the best way to accomplish what I'm wanting to do, and the thin inner letters don't have to be actually 1-dimensional, just thin enough to give the appearance on rendering. It almost would look like beveling a really thin font I suppose.

EDIT: I am now trying to do this only with the letter C, since A and B having holes makes them tricky. Currently, I have just extruded the mesh of the letter out like so:

Is there a tool to collapse the vertices on border of the front C so they form the shape of the thinner bold C as shown in the picture up top? This may just be too advanced for Blender, but I am not familiar with all of the tools enough to know whether this is the case.


texts: Blender Cell fracture wireframe is creating separate sections rather than one form

texts:
I am fairly new to blender.
I'm trying to create a 3D voronoi structure based on a cell fracture.
My process is:

create the mesh exterior form
apply cell fracture
remove the original mesh (hide)
select all the fractured cells
join the fractures with CTRL + J
apply wireframe modifier (even deselected)
apply subdivision modifier to smooth it out

When I do this it appears as though the wireframe has worked as separate sections.

I have tried using the merge by distance feature to remove duplicated vertices, but it doesn't seem to help.
Does anyone know how to get this into a single clean structure?


texts: I'm new to Blender. Now I'm working on a low-poly model of Earth orbiting Sun and I have a strange problem. I added Follow Path constraint to my Earth so it follows elliptic path around the star. But for some reason if I rotate Earth by Z axis (and follow path is added) there is a distortion (see image). How can I fix this? I need animation of following path and rotating by Z axis too. Thanks


texts: Controlling scalp hair for braid effects?

texts:
I'm trying to control hair particles to emulate scalp effects similar to French, Dutch or cornrow braids. The scalp patterning is important for several character designs.

Here's an example of the tight-to-scalp braiding I'm trying to achieve, sketched in grease pencil -- the two dutch braids on the sides of the head.

I figure I could attempt a lot of curve guides for individual locks, but would that be efficient?

Any ideas?


texts: My mesh looks fine with Dynamic Topology enabled, but has weird artifacts when disabled

texts:
The mesh looks like this with dynamic topology enabled.

When I disable dynamic topology and when I'm outside of sculpt mode it looks like this.

I made a mesh using multiple meshes and combining them with the re-mesh tool. Perhaps that's the cause of the problem? I'm not really an artist, so I may be making a rookie mistake.


texts:
I'm attempting to create a procedural shadernode to render a radial grid for the top / bottom of the saucer section of the Enterprise, and I'm running into difficulty.
My initial instinct is to use the Bricks texture as the primary basis for my shader, as it has the correct combination of large interior spaces separated by solid lines, but I can't quite get it to render in a proper grid pattern on the top of a cylinder (as a test shape) - the most I've manged to achieve is radial lines on the top, by following this answer almost verbatim, but the latitudinal lines elude me.
(Edit: Adding a screenshot of wat I've managed to do so far)

Is there some combination of rotating and scaling vectors that I should be looking at? It seems like it would be a relatively common use case...
Edit: Somewhat answered by the question here, although the math is a bit (a lot) beyond me - the answer seems to be to apply spherical projection to the vector used to project the brick shader. Have yet to make it work, but thank you :)


texts: How to Add Background Images in 2.8 and later

texts:
2.81a here. I am trying to add a "background image" similar to how 2.7x-based this tutorial shows, so that I see a screen that looks something like this:

However I can't figure out how/where to access this screen in 2.81a as the UI is wildly different. Any ideas?

I am new to Blender so if you can provide a click-by-click list of instructions it would be enormously appreciated!


texts:
Just started out Blender, and as my first project, I made Blender Guru's donuts. The problem is, when I go rendering, there are A MASSIVE amount of sprinkles, quite different from the Viewport. Here are some screenshots:

You can find the file here!
Any help is appreciated!


texts: Installed blender version 2.92 and 2.91.2 but when it launch is shows not responding please help

texts:
Device name RHINOCEROS
Processor   AMD A4-9125 RADEON R3, 4 COMPUTE CORES 2C+2G      2.30 GHz
Installed RAM   4.00 GB (3.89 GB usable)
System type 64-bit operating system, x64-based processor
Edition Windows 10 Pro
Version 20H2
Installed on    2/28/2021
OS build    19042.844
Experience  Windows Feature Experience Pack 120.2212.551.0
Pen and touch    No pen or touch input is available for this display i updated the system and all drivers and i waited for a very long time but its still stuck in not responding im waiting right now still not coming up


texts: Blender VSE proxy not syncing with full render resolution

texts:
I have a problem where proxy is not synced with the video. When I create 50% quality proxy with any timecode selected, the proxy is incorrectly synced. I have tried it with AV-sync and without. Clip is recorded with OBS, mp4 format and 25fps. How can I sync the proxy with video clip?

I have tried blender versions 2.79 and 2.78c.

This is how it look's like with the proxy (50%).

And rendered in full resolution at the same frame.


texts: How to set specific sample spacing (meters in between each pixel) for a Blender Cycles Render

texts:
I'm trying to set the resolution sample spacing on my rendered images as the number of meters in between the center of each pixel using Cycles render engine. For the sake of the example, let's say I wanted to output images where the real distance between the center of each pixel was 0.4m. This is different than the Blender -> Sampling -> Render parameter because that parameter sets the number of light paths to be sampled per pixel, not relying on physical distance.
Does anyone know how I could use a combination of the Sampling parameter, height of the camera, measured distance of objects with known bounding boxes in the image, resolution (image size), or anything else to set this value?
Thank you so much for any help!


texts: Why is my mantaflow fire + smoke not appearing in render view mode?

texts: Thank you to everyone in advance for offering to help out here. I am wondering why my fire + smoke simulation is not appearing in render view mode. When I am in Solid View or Wireframe mode I am able to see the flame that I want. However, when I go to the material view the smoke is covering the whole domain and in render view mode the fire is not appearing. This has been driving me absolutely mad! Please help me for my own mental health!


texts: Projecting a Transparent image in blender

texts: I am trying to project an image(PNG) with some transparent area onto a plane in the blender, but the alpha area is black. Is there any way to make it transparent?


texts: How to set quaternion rotations for bones in Blender Python

texts:
I'm working on an import script and I am getting stuck on doing armatures properly.

So far I have been creating edit bones and I have it mostly looking correct, but while the directions that the bones are pointing in are correct, their roll rotations are wrong. And that is quite important.

Is there any examples of how to do this properly? Should I use pose mode instead? Would using pose mode screw up vertex weights when I get to that part?

Could someone show me a code snippet of how to properly set positions and rotations for bones for an import script?


texts: Make Ball rolling down function animation

texts: I am making an animation to explain gradient descent, and for it, I want to have an animation of a ball rolling down a 3d function graph. how do i this with blender and make it similar to this https://www.youtube.com/watch?v=IHZwWFHWa-w 7 minutes and 15 seconds into the video is the animation im talking about


texts: How can I automatically create edges according to the number of vertices?

texts:
I wanted to create edges between these vertices automatically:

But when I selected all these vertices and pressed F this is what i got:

To create edge between each vertex I selected 3 or 4 vertices at a time and then I pressed F

And I did the same for all:

So is their any shortcut method to do this?


texts: is there anyway to scale multiple texture nodes? for example the image below. Is there anyway to scale these three textures together?


texts: Mapping from a Start Material to a End Material Type (Procedurally generate materials )

texts:
I am not sure if this is even possible.
I need to programmatically generate materials from lets say a metal glossy type to material of type diffuse or emission.

I need to create maybe 10 materials as it transitions from a start material through to the end material.
Would this be possible just given the start and end types?


texts: Where did the 'adaptive' check go in the subsurface modifier from 2.80, in 2.81?


texts: How come reflections are still visible using 0 bounces?

texts:
After creating an animation, I decided to try and optimize my render settings so I could get the final result much faster. (I am using cycles) A lot of people advised me to lower the bounce count, so I did just that. In order to make sure I wasn't losing detail, I decided to run test renders with various bounce counts.
During this testing, I encountered something strange.
Inside my scene, I have a somewhat shiny object with low roughness (Principled BSDF, nothing else). I also have an object with an emission shader. When rendered, you can see the reflection of the emissive object in the shiny one. However, when I set the bounce count to 0, this reflection is still visible, even though it should not be because, well, its a reflection and 0 bounces should mean there are no reflections and the scene would just be shrouded in complete darkness unless the ray hits a light source.
Why is that so?
Unfortunately, I cannot share any images because I have saved them in OpenEXR format.


texts:
I'm making a coffee cup. My coffee cup base is a modified cylinder, and I'm trying to get rid of the sharp edges around the rim of the cup.

I tried to use the Bevel tool (Ctrl+B), but that got me these ugly faces instead of the smooth, rounded edge I wanted.

I want the edge of the cup to be smooth, like a real coffee cup. Is there a tool or modifier to do this? (I already tried the Bevel modifier, and it does not bevel enough)


texts: How to twist radial vector to make spirals?

texts:
I'm trying to create a procedural rainbow spiral in cycles like this:

The reference created by rotating the center vertex with proportional editing on, then assigning material slots to multiple colours. I'd like to have something more adaptable, like controlling number of turns and number of iterations of colours.

My attempt at a procedural texture led me to the radial vector which currently has a simple setup like this:

Which then gives something like this:

I have read related questions from Create procedural spiral pattern and How to Twist a Procedural Material? but I'm currently at a loss as to how I could integrate my colour ramp to the nodes given.

Any help would be greatly appreciated, Thank you!


texts: I want to scale multiple things at once but the "center of Scaling" should not be in the middle of all obyects i selected but in the middle of each seperat/induvidual obyects center. do you know what the shourtcut to this is?


texts: What image file do I use for dynamic text?

texts: I've had a lot of problems with dynamic texts and I've been looking for a solution. I've just been wondering, for dynamic texts in the BGE, can I use .png files or not? What would I use? Thanks!


texts: Blender rendered shows wrong placement of textures but according to UV map they are correct

texts: So, I wanted to Color a Building and the top worked out perfect but now on the main part It Shows the three marked Long faces as blue (Right part of the texture and the black-grey upper face as black-grey, although as seen in the UV map they are supposed to be correctly placed, what is wrong out of a sudden?


texts: Animation nodes prevent objects intersecting

texts: With animation nodes, is it possible to randomly arrange a list of objects in a way that prevents any of the from intersecting, within a certain area?


texts: Where to download Blender's complete package?

texts:
Where do I go to download the whole install package, e.g., blender-2.80-50ccbe6bb233-win64?

I assume Blender will update again, and I do NOT connect my workstation to the internet at all, nor my powerline directly.


texts: Can I transition from Ortho to Perspective camera?

texts:
I'm preparing for a short animation for this week. I would need to start the animation using an Orthographic Camera and then transition to a Perspective camera. Is it possible in Blender and how to do this? Or should I cheat and use a really long focal length and shorten it to achieve a similar effect?

I have a flat logo, comprising of a black circular background and a few white circular "stars" on top. The stars are connected. It looks like a little network icon. I want the logo to "become" 3D, by transitioning it from full to no opacity, and at the same time transitioning the opacity on a 3D duplicate of this network. So it sort of comes out of the logo. That's when I need to transition from Orthographic to Perspective. It needs to be orthographic in the beginning because it needs to line up with the logo. Then once it "comes out" it can be a regular 3D perspective.

So, does it make sense, is this possible to do?


texts: off band with Ambient Occlusion and Environmental lighting in Blender render?

texts:
Im trying to tweek the ambient occlusion factor with environmental lighting on and I get an odd band across suzzanne.

Is that normal?


texts: Blender UI simplification, template_header_3D, mesh selection mode

texts:
I need to simplify Blender UI, and I need to recode template_header_3D() from space_view3d.py

I already replaced all the UI elements succesfully, except for the mesh selection mode widget.

I tried several options:

1)

row.operator("mesh.select_mode", text="", icon='VERTEXSEL').type = 'VERT'
row.operator("mesh.select_mode", text="", icon='EDGESEL').type = 'EDGE'
row.operator("mesh.select_mode", text="", icon='FACESEL').type = 'FACE'

But this does not higlights which selection modes are chosen

2)

row.prop(toolsettings, "mesh_select_mode",icon='VERTEXSEL', text='',  toggle=True, icon_only=True)

This would work fine, but I cannot set the three different icons, because this is not accepted:

icon=('VERTEXSEL','EDGESEL','FACESEL')

Suggestions?


texts:
I am using a Magic Mouse but am not able to select any vertices or faces altought I have changed the use preference of the mouse to emulate 3 button mouse and select with right click in blender.
Can u help me with that.


texts: How to improve boolean modifier on SVG logo

texts:
Rookie asking again.
I imported .SVG logo into blender to make it 3D. My idea was extrude different components and then drill the hole by boolean modifier.
Obviously I must be missing something as the boolean draw only edges into other object, but did not make holes. Let see if you could see the issue from the following picture:

The edges I have selected are from bottom. Inside of those selection you can see the edges coming from boolean modifier. The same is on roof (not selected edges).
Total different question is, why there were few vertexes outside of the object. There were not many <10. The edges to the vertexes are those few going down.
Is there something I could change on this? At first I though this was because I forgot to fill all caps, but that (alt + f) did not solved the issue.
...or is there total different and better way of doing this.


texts: How do I gently bend 4 bottle sides inward simultaneously to create a uniform dent?

texts: Trying to create a dent on 4 sides simultaneously on a roundish square bottle. But first in order to get it symetrical I should find away to select the same face area on each 4 sides.  Ideas? Suggestions?


texts: Proportional Editing Causing Blender to Hang

texts:
I'm not entirely sure how I can be helped, but I wondered if anyone has experienced Blender hanging while using proportional editing.
I am editing a model for a halloween short, and using proportional editing to move some accessories (fairly high poly count - nothing silly). I managed to do it initially, though not with some hangs, but now I cannot move anything and Blender hangs for at least 2 minutes at a time.
The component of the model is weighted to an armature, and I am doing the edit in rest mode. What changes I have made have worked with the armature, but I am trying to fine tune it.
I propose now to import the model and armature into a fresh Blender file.
I generally use Linux and 2.90.1 and I tried the same thing with same results in 2.83 on the Mac. I am not optimistic that it will resolve the problem.


texts: How to create custom property for an object without UI

texts:
I can create a custom property for my object by pressing "Add" on the "Custom Properties" tab. I would like to do this via script. I tried this way:

bpy.ops.wm.properties_add(data_path="object")
bpy.ops.wm.properties_edit(data_path="object", property="MyProperty", value="0", min=0, max=1, use_soft_limits=False, soft_min=0, soft_max=1, description="")

But I get a compiler error RuntimeError: Error: Direct execution not supported.

Is it possible to do this via script?

I'm using version 2.79. The purpose of the custom property is to use it to drive other properties.


texts: How to connect blender and photoshop in Mac

texts:
I'd like to connect blender with Photoshop in Mac but it didn't work.

I selected Photothop as an Image Editor in preference, and tried to use "Edit externally" function in UV editor, but Photoshop didn't open and error message appeared.

Can anyone help me on this problem?


texts: How to keep stroke points uniform in grease pencil

texts:
I am trying to clean up a drawing in grease pencil, but I don't know how to keep the stroke points uniform, closer to each other. And also, is there a way to remove disconnect strokes turning them into a single stroke? I can take a screenshot if needed.

Sorry about my English, it's not my native language


texts: Blender 2.60: GLSL Shading problems on Blender Game Engine - objects not visible

texts:
I have a problem with my blender scene when I play it on the blender game engine. When I set GLSL shading and play my scene using the embedded game engine (P on scene) I have no problem and all objects are correctly rendered, but when I export my scene using the Export -> Save as game engine runtime function, only a few objects are visible and rendered and all others are black.
I have already tried to apply visible object materials to other objects but I have the same result: invisible/black objects.
When I change shading mode to Multitexture all the scene is visible, but for my purpouse I need GLSL shading.
How can I resolve this problem? Is there any problems rendering objects with multiple materials?
Note: I'm using Blender 2.60 with python 3.2 version.
Thanks


texts: Alternate between user input and automation in one-step script

texts:
I would like my script to do the following :

Save selected object's name and add an object (automation)
Let user move the added object where he wants (user input, stopped with leftclick)
Move the 3D cursor to where the object was moved, delete that object and reselect the original object (automation)
Let user move the original object where he wants (user input, stopped with leftclick) and terminate the script.

I tried to modify the template "simple modal operator", but without success. I looked the doc, googled, watched other scripts which are modal... nothing. The best I did get was to reach step 3, but then the script seems to ignore the line where I change the active object. The same line works in the python console...

I don't specifically want the solution for my case, but at least if someone could explain how to properly alternate many times between user input and automated steps, it would be nice.


texts: How to fix shape keys after having used symmetrize on the basis shape key?

texts: I used "symmetrize" on the basis key because at some point I lost symmetry. It messed up all the other shape keys. I thought when you select a full model and click symmetrize it would just restore symmetry but it seems like it duplicates half of the mesh and mirrors it, not sure. I had tried snap to symmetry first but it didn't give me good results. Am I screwed? I saved after symmetrizing, I can't undo.


texts:
Here is a common situation I run in to:

I have two meshes in the same object that end up near each other and I would like to join them so that the two disparate geometries are linked and manifold. I don't have a common set of vertices between the two objects that I can use remove doubles on. I think I would usually try to extrude the cube into the larger shape and then use intersect (knife) with self intersection to get a common set of vertices that I can try to join. However, this is inexact and can yield messy results after the knife, along with leaving extraneous pieces that need to be removed.

So my question is: is there an EASY way to join these together? In the exact situation above, the face of the larger object that faces the cube would be split into 3 faces - one on each side of the cube and the one face shared between the two geometries.

EDIT:
I made the mistake of not showing an example that is similar enough to what I actually run into. Consider the following:

There are two answers concerning loop cutting (and extruding) but that doesn't work in the above situation because the work eventually joins back to itself and it's not always a nice square situation when it does.


texts:
I'm trying to set a background image to a camera using python, but no luck so far. The background image checkbox on the camera item is checked, but no file is loaded.

Also, I'm actually trying to load an image-sequence, not a still image.

filepath = "D:/path/to/image_seq.jpg"
img = bpy.data.images.load(filepath)
# cam is a camera object.
cam.data.show_background_images = True
bg = cam.data.background_images.new()
bg = img


texts: How can I convert Blender file for use by CAD/CAM?

texts: I found on YouTube tutorial about drawing cycloid rotor. It is piece of cake for the Blender but very difficult to do on CAD. Can I do it on Blender and transfer to CAD. I tried STL. but no luck.


texts: .stl files not appearing in import search window

texts:
Specifically I am trying to import a HeroForge digital miniature into Blender to manually edit.
Literally downloaded blender just for this so forgive me if I'm missing something obvious, I'm new to the program.
I have downloaded the HeroForge file which is in .stl format and it sits in my downloads folder here:

When I search for stl files to import i go to file>import>stl>downloads and it appears empty:

I have tried opening the file directly with Blender, which causes Blender to launch, however it does not open the selected stl file, but a new blank file instead.
I've googled but the only things that pop up are people who have issues with how their files appear after import.


texts: Creating a custom permanent property in Blender 2.70 python script to access in GUI Panel

texts:
I was going through the "Getting started" API documentation for 2.68 since I'm guessing 2.70 is similar. I was testing out how to create my first script in 2.70 which I would like to save values which I will need later for future computations. I am using the Blender Panel UI for the user to modify the properties. Here is the basic code I'm stuck at from the HellowWorldPanel class. I was wondering why my property field isn't showing up in the Panel.
(Edit: I'm sorry just to clarify this, the panel is showing up with my "Hello world!" label but my property called "bl_mine1" isn't showing up in the newly created panel)

Here is the code I am testing it with:

import bpy

class HelloWorldPanel(bpy.types.Panel):
    """Creates a Panel in the Object properties window"""
    bl_label = "Hello World Panel"
    bl_idname = "OBJECT_PT_hello"
    bl_space_type = 'PROPERTIES'
    bl_region_type = 'WINDOW'
    bl_context = "object"
    bl_mine1 = bpy.props.FloatProperty(name = "MyProperty")

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

        obj = context.object
        #Create New Row with text Hello World
        row = layout.row()
        row.label(text="Hello world!", icon='WORLD_DATA')
        #Try showing a field box with MYProperty in it
        row = layout.row()
        row.prop(obj, "bl_mine1")

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

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

if __name__ == "__main__":
    register()

Thanks for any input.


texts:
I have this XPS model from a video game and I am just doing my process of converting the outfit for sims 4 studios (and the game)

Problem is, the mesh disappearing? When I first imported the mesh it was fine.

Then, I go ahead and put it with the sims 4 body to combine
and then the mesh becomes like this.

[![as seen from above, the mesh was perfectly fine, but now the mesh is transparent? There are no texture problems, polygon problems. This type of error is sooo confusing for me to adjust.]


texts: I need help animating multiple rigid body hinge joints

texts:
I need to animate a hinge mechanism with multiple other dynamic hinge joints following in sequence to the original.

I have no problem animating the first hinge mechanism.

However, when I add more hinge constraints to the original mesh,

the animation breaks apart like so.

Things I have tried:

Altering rigid body collision settings.

Altering the angle of the empty containing the rigid body relationship.

Altering the parent relationships amongst the objects involved.

Files

MULTI_HINGE OBJECT

https://drive.google.com/open?id=10gEugUDgIC-xrCC2Y8tFyysSu2gT5tV2

SINGLE HINGE OBJECT

https://drive.google.com/open?id=12kYQTq2pDsGzSlwUroCrDcyR8KYgqJQS

Any insight would be appreciated. Thank you


texts:
Hello Blender community,

I have a question about animation of 2D avatars in Blender as I am looking for a way to get nearly the same results from Live2D in a 3D program like Blender.

The animation program Live2D uses different layers to accomplish a smooth animation process and I heard that I can get the same result from an addon like CoaTools ( https://github.com/ndee85/coa_tools ).

My question is if there is a possibility to get this deformation process, I have attached in the video link ( https://www.youtube.com/watch?v=dBpclffYhaM ), at minute 1:10..

Can I get the same result with bones, parented via "Automatic Weights" or I am wrong?
Because I see in the video, that he can move the bones with their heads independently..

Is there a better way?


texts: Low poly mesh/Oddly sharp edges on normal map where it is supposed to be smooth

texts:
I was wondering if anybody could help me with this problem I'm having with all my models/normal maps.

As you can see, it mainly happens on the handles[the handles of a knife model]. You can still see the hard edges of the low poly mesh, but there is still some detail from the high poly mesh. I'm not sure how to describe it.

It happens again here. I've tried to use a cage but that didn't seem to work... I don't really know what to do, and I want to stop this problem before I make anything else because I don't know how much it will take to fix this.

Thanks for any help :)

(edit)Images with it rendered

It doesn't show up much in those images, but it does show up a lot in the game I'm trying to mod it into - maybe this helps too?

Here is one more example with a pole model that I tried to smooth out

This is it with the normal map on - it looks like it barely does anything but it still does - I can see some slight smoothing if I look at it closely, but it's not nearly as smooth as the high poly

Here is one with the normal map off

Forgot to put in a normal map node - woops - this is what it looks like with that active


texts: How do I fix the fonts when booting blender up for the first time, I can't read what anything says

texts: I dont know what version I'm using and I dont know how to check, but all the fonts seem to be boxes.


texts: Python - putting operator in another operator draw()

texts:
I wan't to make an operator that has button in it that is another operator, that would call some method in original operator.

In the example bellow I want to rename object, after I click on Run. Confusing part is that, although execute_function in MineTestClass is called, nothing happens. And then if I call Execute operator from Search menu, it renames object correctly.

import bpy, bmesh
import mathutils
import os
from mathutils import Vector

bpy.types.Scene.current_operator = None

class MineExecuteOperator(bpy.types.Operator):
    bl_idname = "mine.execute_operator"
    bl_label = "Execute operator"

    def execute(self, context):
        print ("Current Operator: " + str(bpy.types.Scene.current_operator))
        bpy.types.Scene.current_operator.execute_function(context)
        return {'FINISHED'}

class MineTestClass(bpy.types.Operator):
    bl_idname = "mine.test_class"
    bl_label = "Test Class"
    bl_options = {'REGISTER', 'UNDO'}

    new_name = bpy.props.StringProperty()

    def execute_function(self, context):
        obj = bpy.context.selected_objects[0]
        obj.name = self.new_name

    def invoke(self, context, event):
        bpy.types.Scene.current_operator = self
        return {"FINISHED"}

    def draw(self, context):
        layout = self.layout
        box = layout.box()
        box.prop(self, 'new_name', expand=True, text="Name")
        box.operator("mine.execute_operator", text="Run")

def register():
    bpy.utils.register_class(MineExecuteOperator)
    bpy.utils.register_class(MineTestClass)

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


texts: How to get rid of sharp edges when using subsurf modifier?

texts:
I am currently playing around with the Catmull-Clark part of the subdivision modifier and I'm starting to get the hang of it. However, I have one edge that does just weird things:

I want to have a smooth rounding here, but somehow the edges and vertices of this region don't seem to cooperate (other parts of the same mesh are fine).

I tried rebuilding this section from scratch and checked for hidden/inside faces or edges (didn't find anything). I joined adjacent vertices and am pretty sure there are no double vertices, edges, anything. There is a mirror modifier in front of it, but it doesn't interact with this particular region. I'm currently out of ideas and welcome input.

File (Has been cut down to the tricky part.):

http://www.mediafire.com/file/8u5tqhf1wyonr0y/for_stackexchange.blend


texts: Missing "Shading [Smooth|Flat]" menu on the left of the screen

texts: In a Lynda tutorial, "Shading" should be in the "Mesh Tools" menu, but I can't seem to get to that after selecting several faces of an object.  Any ideas?  Thanks in advance!!


texts: Optimal way to animate dragging objects through space from a spaceship

texts:
So I'm working on a short 5 second animation for a stream alert. I've made a rocket and constrained it with follow path, then used some custom animation to make it appear to (shoddily) fly. I also have an astronaut that I want to be attached to the ship on the outside being drug by his space walk cord. I don't know if blender has an easier method of attaching one object to another with a loose rope to be pulled by an already animated object other than just custom animating the drug object and the rope frame by frame. But maybe I can use my existing constraint path on a cord (simple cylinder) so that it may follow like a snake?
Help?
My current hypothesis is that I should attach my space walk cord to the skeleton of my astronaut and custom animate them to follow the ship. But then if I don't know how to attach the other end to the space ship it won't every stay a constant singular distance away.
I'm also trying to smooth the over all animation, as it seems a bit noisy or erratic. Any tips besides how to drag an object through a vacuum to improve the animation is also appreciated
My project is here:
https://pasteall.org/blend/5584f2dbf2004c21abeeb437ad7156af


texts: Blender - non-weighted tangents in graph editor

texts: I know this feature is not implemented in Blender but it's really annoying when animating primarily in Graph Editor without non-weighted tangents. Are there any scripts or plugins that give a similar effect? Thanks in advance!


texts: Can I make a sim where "water" breaks a "glass window"?

texts:
So I want to make a sim where the camera starts in a hallway and moves towards a window at the end of it where a room is filling with water. When the room gets about halfway full or so i want the window to shatter, starting with small fractures and slowly getting bigger till it breaks. Letting out all the water in the room. Is something like that possible?
.blend file if that helps at all.


texts: For some odd reason I can't get my driver bone to work. I've followed tutorials, but whenever I move the bone on the Z axis (local) to control whether my eye opens or closes, it doesn't do anything. :-/


texts: How do I match the UV map with the image used as texture

texts:
How can I make the UV map coincide with the image used as texture
(see image below) and apply it to the material of the model?
I seem to have a confusing UV map.

]2


texts: White shapes showing up in render when using glossy material

texts:
I am trying to create a glossy image texture for a 3d scan that I made.
When I render an image these white shapes show up. It does not happen when I only use a diffuse shader. I tried playing around whith the light but it does not help much. Currently I have one area light with a size of 0.988 and strength of 463.0. I also checked my normals and removed doubles. Does somebody know what Im doing whrong?


texts:
Why this is happends,i am add a miror modifier and move edges to cliping point.If I click on smooth shader i have a black line on miror line..
Plese help


texts: Is possible to calculate the shortest distance between two geometry objects via python?

texts:
I need to add new geometry to my scene and it should fit inside a large box without any intersections.

Is it possible to calculate the shortest distance between two geometry objects in space, and check if the objects are intersecting each other via python?


texts: Cell shading, Can EEVEE do well with NPR like BI?

texts:
Hello.

I am interested in making NPR styles with Blender.

The nodes in BI are really intuitive to create cell shading.

I can use the shader's light and dark borders as a masking factor, and I can specify each color directly like the gif above.

But I know BI will disappear from Blender when EEVEE is complete.

Can EEVEE do well with NPR like BI?


texts:
I am "new" in blender and I am using it to create game assets for Unity, where I'm developing something for HTC Vive.

I created a model in Blender using the image below. Now i was wondering if I can control what it displays someway (for example through code).

Is this possible in Blender, or should I create the model in blender and the logic in Unity?

If possible with blender can you tell me some link/info page about it? I have looked for it without effort..


texts:
I know how to Rigging a Blender 3D, but after testing it, it worked well, but the right arm doesn't look like a problem in the armature, but it gets crumpled in a strange direction. And I thought it was the mirror, but it wasn't. I kept looking for a solution, but I couldn't find it. Please help me as soon as possible. Thank you very much. I'll leave a screenshot.
And Please Give .blend file


texts:
So I installed Blender today (Windows 10, latest version) & it worked great! Even starting making my very first model ever.

But then I closed it & when I went to reopen the program, all that popped up was a grey console window. Nothing else. I couldn't click anything, admin mode didn't work, & I even uninstalled & reinstalled.

Any idea how to fix this? I did nothing abnormal between closing it & opening it (played an hour of WoW, that's all). Only other download today was Unity & that's working fine as well.


texts: My object becomes skewed when rotating cameras position

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I'm pretty new to blender.  Picked it up and put it down numerous times before.  But I don't remember it ever doing this.

Whenever I try to rotate around my object to view it from different angles, the object becomes skewed in the viewport.

I know that this is strictly just a distorted view (and not a transformation of the object) because when I bring it back to "front view" the object looks fine.

Does anyone know whats up with this and how to get it to stop doing that?

thanks so much.


texts: Emission surface act like a down area light -- Not 360 degree

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This is a low-resolution rendering clearly showing that the NEON are lighting down instead of all around.  Something should be set differently ?  Something to try ?
The only difference between the 2 rendering (picture) beside the wall texture is that I needed to add more subdivision :  From 4 to 6.  Without these added subdivision, there were black spots in the final rendering.  However, the lighting was defective the same way.
The NEON are set up according to the tutorial of Blender Guru (Regarding NEON part 1 and 2).  I don't mind sharing any information.  I am just currently limited to 128 kbits/s for the next 5 days.

Here, the exact same rendering with another wall texture...  Exact same: Colour artefact because of the 95% JPEG Compression.


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I am having a problem with Blender since I started using it: when I have a solid object (for example a cube) I cannot zoom in inside the surface; when I zoom in after the zoom reaches the surface it continues zooming in into the surface, but it never penetrates it. The only way to see inside the geometry is placing the camera inside and select the camera view. This problem happens equally in object and edit mode.

Please note that my problem is not that the zoom cannot get any further, but rather that I cannot penetrate to enter the inside of a closed solid (like a cube). This is something very common, particularly in architectural design, where you often start with a cube and the scene happens inside the cube.

Of course this problem is in no way a deal breaker for I can always place the camera in the right position and view through it, but that is rather limiting for I cannot get any other angle of the interior of my geometry than the camera angle; and besides it would be handy to be able to zoom in into the geometry before I set any camera; even to navigate to the adequate view and then set camera to view. I know this is possible for I see all the time in tutorials as a thing so basic that no explanation is required.

Can anybody help?

Thanks!

Sept


texts: I'm working on a blender game with a character who can use certain abilities. With some of these abilities, I'd like to know how to add a cool down timer (e.g. 2 seconds) to them. How do I do this?


texts: Weird behaviour when assigning material to specific faces

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I'm following a guitar tutorial, and I created a material for the sides of the guitar. I assigned it to the sides, but in rendered view I get a band of the other material above and below the side material.

Any Idea why this is happening? Any help is appreciated!

EDIT: .blend file


texts: How can I use a webcam for Motion capture?

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I'm new to Blender so, for everything I want to do, I watch tutorials on YouTube.

I recently learnt I can do motion capture using my Webcam: this is a lot easier than setting keyframes, so I went to YouTube to search for tutorials on how to use Webcam for motion capture.

I found one and followed the steps throughout, but the problem I face is that I cannot change the location of my character: if I try to do so, the body part linked to the empty, set to copy movement from the video to the mesh, will remain at the same point while other body would move, causing some stretches in the mesh.

How can I fix this please?


texts: Python RNA getting the names of Vector axes. (eg "g" is color[1])

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I've been playing around with DriverTarget data_path in a script. The data path, from the target.id object for the x location could be either "location.x" or "location[0]"

Is there a way of determining the name of the axes in different vector classes, like Vector ("xyz"), Quaternion("wxyz"), Color("rgb") ... or "hsv" and so on.

Currently I'm just hardcoding a lookup table.


texts: How do i smooth specific edges that went sharp when i edited a mesh?

texts: I'm editing a mesh from a game, I'm not sure how to edit it without a lot of the edges getting all sharp the moment I move things out of its original place, and i've looked everywhere and couldn't find an answer that didn't say to just shade smooth or simply can't be applied here. how do i smooth the specific spots that have been borked by me trying to edit it???


texts: Weird deformation with subdivision surface

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I'm new to Blender and I'm currently practicing by making a basic low poly character. I've encountered a weird glitch with when I apply subdivision surface to the model.

Used the boolean modifier to cut out some fingers for my model. However, when I activate the subdivision surface modifier, this happens.

How do I go about fixing this?


texts: I'm planning to hide the texture of a certain object, but I can't seem to find the right tool.


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Blender is running extremely slow for me. I am just in the edit mode in the 3D-Viewport and just moving a few vertices takes like 4-5 seconds. I am working on very simple models and when I look at the performance in my task manager my GPU stay under 10%, my CPU is around 20% and I am using around 30% of my memory.
The same project ran fine just yesterday.

What I have tried:
- Restart Blender
- Restart PC
- Check for updates of basically everything
- Activate CUDA

Running:
v2.79
gtx970m
i7-4710HQ
16 GB


texts: How to animate the Displacement of the Displace modifier

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I'm trying to animate a flag but I want to avoid using Cloth or any Physics simulation. I like the deformation I get by using a Displace modifier controlled by a procedural cloud texture. If I could animate the texture so it moves across the flag I'd be happy.
Is there a way to animate the coordinates of a procedural texture used by the displacement modifier?

Blend file here


texts: How can I use Network Render on viewport's "Rendered" mode?

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I know that Blender can use Network Render to send jobs to several computers, but when working on a Cycles Renderer file I often switched to "Rendered" viewport shading to view the result as I move or spin around.

While somewhat viewable, I wish I can utilize other computer's (probably with good GPU) resource to iterate through samples faster in the same way as Network Render. Can I do this?