texts: Radeon ProRender on Mac: Object has no attribute cycles_visibility

texts:
I have downloaded Radeon ProRender 3.0.8 for MacOS.
I am using MacOS 11.1 Big Sur with a AMD Radeon Pro 5300M 4 GB.
This runs on Blender 2.91.0.
After installing the add-on I wanted to select the ProRender as the current render engine.
However, when I do select ProRender, the viewport becomes empty and in the corner the following error message is displayed:
ERROR | `Object` object has no attribute `cycles_visiblity`. Please see logs for more details.

Under logs I have found the following:
Mar  6 21:28:07 MacBook-Pro Blender[2030]: getattrlist failed for /System/Library/Extensions/AppleIntelKBLGraphicsGLDriver.bundle/Contents/MacOS/AppleIntelKBLGraphicsGLDriver: #2: No such file or directory
Mar  6 21:28:07 MacBook-Pro Blender[2030]: getattrlist failed for /Library/GPUBundles/AMDRadeonX6000GLDriver.bundle/Contents/MacOS/ATIRadeonX6000SCLib.dylib: #2: No such file or directory
Mar  6 21:28:07 MacBook-Pro Blender[2030]: getattrlist failed for /System/Library/Extensions/AMDRadeonX6000GLDriver.bundle/Contents/MacOS/ATIRadeonX6000SCLib.dylib: #2: No such file or directory
Mar  6 21:28:07 MacBook-Pro Blender[2030]: getattrlist failed for /System/Library/Frameworks/OpenGL.framework/Resources//GLRendererFloat.bundle/GLRendererFloat: #2: No such file or directory

Does this mean, that Radeon ProRender is not installed properly?
Where exactly is the mistake and how to overcome it?
Why does my Radeon ProRender driver not work?
Note: I have found a post that says, that Radeon ProRender can be used for my device.
This post claims, that I have to switch off cycles. However, it is not even displayed as an option for me.


texts:
I know this question has been asked before, but I can't really find a solution.
This was happening years ago too I think, so... I'm pretty stuck.
I've even re-installed my entire os since then, but I remember addons working at some point.

The two addons I need are these;
https://github.com/sugiany/blender_mmd_tools
https://github.com/ousttrue/pymeshio

I've tried to install them in a couple different ways - I tried using 'install addon' and using the zip, but nothing.
I tried to put the extracted folders into the addons folder of my Blender installation, still nothing.

When I click on the button to install an addon from user preferences, it just does nothing. It doesn't ever appear in the list, and I can't see any errors. This happens every single time I try to install the addons, just nothing happening.

I tried this with a portable install as well, there was no difference.

I realize I'm probably doing something very wrong like an idiot, but I would appreciate some help. Thank you.


texts:
When I want to add a vertex to an edge in Edit Mode at first it works, but when I want to add two other vertices it messes it up.
The following images will make you understand more


texts: My renders are showing these distortions and I can't see why

texts: I'm using the cycles renderer on blender 2.92 and I always find this problem on the wall, I tried setting up different materials and no materials at all but the problem remains. And the distortions always happen in the same place


texts: Material node inputs won't let me change values in Blender 2.80 beta

texts:
I have a fairly complicated material node tree that I'm building. All of a sudden some of my node inputs seem to be locked. If I click on an unconnected node input and change a number it immediately resets back. Dragging it as a slider does the same thing. Is there a way of locking nodes that I may have triggered with a keyboard shortcut?

I've tried digging into the API in the outliner but I can't figure out what's going on with these nodes. Only some of them seem to be affected, including both node groups and built-in nodes. Of course I've tried the last couple builds of Blender but they're still locked. I've rebooted too. I really don't want to have to rebuild this thing.

Blender 2.80.0 6bab905c9d40 on Windows Pro 64 bit


texts: So I have a .fbx file with a model and a ton of animations for it as separate .fbx files but when I import the .fbx animation file into the scene currently with the .fbx model it imports a new armature that does the animation instead of making the model that is rigged do the animation


texts: I know for what texture margin is using (http://wiki.polycount.com/wiki/Edge_padding). Sowhy we cant just set margin to infininty? Margins do not overlap each other, what's the difference. Why there is margin limit to 64 px? This question just "does not give me the rest".


texts: Particle System in Pose Mode not working

texts:
I have one sphere with a one Particle System, I'm trying to rig it. I Select The mesh, select the bone, hit Ctrl + P And Use Set Parent with Object(Keep Transform). When I go to Pose Mode and move the Bone, only the sphere moves with it, and the particle system asociated with this sphere stay in the same position. I need the particle system follow the sphere.

I don't know why the particle system dont follow the sphere, which have the particle system.


texts: I´m a newbie with blender and this is probably very basic stuff I´m asking, but I really can´t get my head around this. I have a snakelike mesh I would like to slither in place like a wave but having two fixed points in the start and in the end of the mesh. How should I make this?  How do I make the fixed points? Thank you!


texts: Trying to texture a landscape with color ramp, but it won't work

texts:
I am trying to texture a landscape with a color ramp, because I don't know how else to put two textures on a landscape.
But for some reason it's not, separating between white and black.


texts: Simply just adding a border of a different colour to a shape in edit mode

texts:
It's incredible that I cannot seem to find a way of just simply colouring in the edges/verts differently to the colour of the faces of the shape. It ought to be simple right? And then... being able to just raise the thickness level on the line of the edge...

How do you do it?


texts: How to have a keymap work in object mode and edit mode?

texts:
I've created an operator that uses a keymap to activate it.  While it works in object mode, it is not being called in edit mode.  Is there a way to get this to run in edit mode too?
import bpy

class GridRescale(bpy.types.Operator):
    """Change grid scale"""
    bl_idname = "kitfox.grid_rescale"
    bl_label = "Grid Rescale"
    bl_options = {'REGISTER'}

    def invoke(self, context, event):
        scale = bpy.context.space_data.overlay.grid_scale

        if event.type == "LEFT_ARROW":
            scale /= 2
        elif  event.type == "RIGHT_ARROW":
            scale *= 2

        bpy.context.space_data.overlay.grid_scale = scale
        self.report({'INFO'}, "Grid scale: %f" % (scale))
        return {'FINISHED'}

# store keymaps here to access after registration
addon_keymaps = []

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

    # handle the keymap
    wm = bpy.context.window_manager
    km = wm.keyconfigs.addon.keymaps.new(name='Object Mode', space_type='EMPTY')

    kmi = km.keymap_items.new(GridRescale.bl_idname, 'LEFT_ARROW', 'PRESS', ctrl=True, shift=False)
    kmi = km.keymap_items.new(GridRescale.bl_idname, 'RIGHT_ARROW', 'PRESS', ctrl=True, shift=False)

    addon_keymaps.append(km)

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

    # handle the keymap
    wm = bpy.context.window_manager
    for km in addon_keymaps:
        wm.keyconfigs.addon.keymaps.remove(km)
    # clear the list
    del addon_keymaps[:]

if __name__ == "__main__":
    register()


texts: Is there a way to make a script addon that extends the "factory default" export operators?

texts:
I'd like to extend the bpy.ops.export_scene.fbx() operator (the operator that is called when File -> Export -> Fbx is pressed) with some custom setting (a checkbox/toggle) that would allow the user to choose whether or not to also export a custom .json file in the same location (containing custom related data about the mesh).
So far I've thought of a few (non ideal) ways of accomplishing this:

Create a button or w/e that calls bpy.ops.export_scene.fbx() and also exports the .txt file. Unless there is a way to check the result of bpy.ops.export_scene.fbx() (i.e. did the user actually export, or did he cancel?), then this is not ideal as it could export the .txt file even if the user decided to cancel exporting the .fbx.
Find the code that Blender uses for bpy.ops.export_scene.fbx() and duplicate and edit it to allow for this. I'm unsure where to find this code, or if users are allowed to copy/extend it. It would also not be ideal because then I would have two buttons that do pretty much the exact same thing, just with one added checkbox setting being the difference.

Is there somehow a way to create an addon that just extends upon the default window blender displays when exporting an fbx?


texts:
Do any of you know if there is a way to rotate a loop on a tube-like object while retaining it's volume. (native or add-on)

I'm aware I can just scale it on one axis after rotating to give it back its volume, but I'm wondering if there is a way to essentially rotate with a vertex slide type method. Making it more accurate and one step instead of two steps.

Thanks!


texts:
I have an object in my unity editor scene it's with colors and textures and materials.
But when I drag the asset prefab to the blender it's gray without the textures colors materials.
This is a screenshot from the unity editor :
On the left is the big space ship with colors and textures materials :

This is the prefab asset settings :

And when I drag the prefab asset to blender the result is the 3d object but fray without the colors,textures,materials :

Is there any way to export or take object from unity to blender with all the colors,textures,materials?


texts: Want to make 3D wall art how to project/bake texture from image plane to the walls of a room?

texts:
I want to project a texture from plane to camera view and bake the texture to the room walls so the texture will be distorted properly for me to print.
as people suggest to use project UV from view right now its work in 3D but texture(in image editor are still the same as we distorted UV).To be able to print fit to the wall texture need to distorted to fit rectangle plane How I would do that?


texts: Sort list node is missing in Animation Nodes 2.1.7?

texts:
I've been trying the expression node with x.sort(key = lambda o: o.name), but it gives no result.
How can I sort objects by name in this situation?


texts: An Issue while applying texture to all the ivy generated curves

texts:
So I am currently following a tutorial by tutor4u, on ivy gen . https://www.youtube.com/watch?v=LshPEGiHsqc
So the problem I have is that, there is the stage in the video where he selected one ivy curve which had textures applied to, and then he went to select=select all by type=curve and then he did crtl+L=materials and that texture got applied to all the curves . But when i did it , it got applied only to the ones on the floor/plane mesh . Is this a bug or something ?
sorry but a beginner here
You can see my issue in the image below :


texts:
How can I fix the length of each bone to 140mm.

Thank you for you're comment.

I have still the following problem:

When I adjust a bone on the Y-axis with a length of 140mm and I rotate the head to the X-Axis the length is scaled to 105mm. What I'am doing wrong.


texts:
Specs: RTX 2070 Super, Intel i7 8700k, 48 GB RAM, Blender 2.90.1
I am currently trying to bake combined maps for a suit of armor I made, but when I click bake, blender freezes and goes unresponsive. I use CUDA, and I've tried using both just GPU and with both GPU and CPU, to no avail. Before it freezes, if I check estimated time remaining on the baking, it says unknown, and Blender isn't using any GPU or CPU according to my monitoring program. Here are my rendering settings:

The UV map is 1080x1080. I've baked more intensive things before, so I have no idea why Blender can't handle this.


texts:
I'm trying to linearly unwrap a wheel into 4 lines. So I select the 1st 1/4 faces, U->Follow Active Quads, and the unwrap shows up in the UV editor. Then I select the next 1/4 of faces, U->Follow Active Quads... nothing happens. Try another set of faces. Same thing.

Why can I unwrap any more faces?

None of the suggested answers helped. The point of this question is that nothing happens when I hit unwrap. Nothing shows up in the UV editor.


texts: When I connect nodes the image starts blinking

texts:
I'm trying to composite a still image, but every time I click on "Use Nodes", the image node starts acting weird/blinking. Then at the top of the toolbar it says it's trying to cancel something with the percentages fluctuating from 0 to 100 here. My render result ends up going straight white or gray.

Prior to this I was rendering an animation straight to mp4 format just so I can quickly preview it. Instead of compositing an entire image sequence I want to composite one still of it, but the nodes start having issues. This isn't the first time this has occurred.


texts:
I'll cut to the chase.

Problem:
I'm trying to make a stylized foot consisting of only bones and rigged it (so I can pose it later).
Now when I rotate my a_bones (in pose mode) my bones go slower than my a_bones and then proceed to shrink.

|

|

a_bones = armature bones

bones = mesh object

I will upload the file to this question using blendexchange:


texts:
I was wondering on what is the best workflow for combining scenes and characters.

Like for example, if you are making a living room scene, should I use the metric system to get the correct measurements on the room and furniture or should I just use blender units?

Because my character is in blender units and my room is in metric, so should I just scale my character down or is there a workflow to make this process streamlined?


texts:
I'm doing some video editing in Blender, and every time I drop a clip in to edit, I always find myself selecting the audio and then telling Blender to draw the waveform using Adjust → Sound → Display Waveform:

Is there a setting where I can make it automatically draw the waveforms for all audio clips that are pulled into the VSE?


texts: How to render separate monochrome layers?

texts:
I have this logo:

.blend file: https://www.dropbox.com/s/1bib5ds8oufc9s9/logo.blend

The thing is I'm trying to make it lasercut. My lasercutter supports two colours - that is black and white (monochrome).
So, with the above logo I made it monochrome in Photoshop:

As you can see, no matter how I try, the logo will not actually work (the text is not readable)

But, this can be repaired by rendering each part of the logo black or white. For example, the background splodge could be in places white, and where there are the holes, black.

Then each of the circles could have an outline of black and the text could appear white, but to create the tilt effect, the sides of the text could be in black.

As you can see, I am trying to make the text visible by making certain parts black and some white. I could change the material colours in Blender, or something, but then it will do a gradient, which is the issue.

Thank you for reading my essay! ;) And I look forward to hearing from answers


texts: How to make walk cyclic that keeps moving foward

texts:
I have a walk cycle, that isn't stay still. It's animated moving foward 2 step.
How can I repeat this walk cycle, but the location keeps moving foward for more steps, instead of repeat back to origin.


texts: How to transfer a shape key between different meshes?

texts:
As the title says how would I go about transferring a shape key between two different meshes? The meshes I am using have a similar shape and topology (esp. with area that is affected by the shape key) but different vertex count.

I am aware of the "Transfer Shape Key" function but that requires a mesh with an exact number of vertices and I don't think simply matching the vertex count will work out right (like random verts flying off to oblivion when using that shape key).


texts:
I have two clips:

One is background footage (shaky cam) that I have tracked and solved, set up scene in Blender, etc.
The other is a .exr effect sequence rendered from Houdini

I would like to layer these on top of each other, but I want to use the camera track on the EXR sequence, so the Houdini effect follows the scene. I tried adding the sequence as a plane, but Blender rendered the EXR files with a black background, even though they showed up with alpha in the image viewer.

Any way to layer these two clips so that the effect follows the main shot using the camera track data?


texts: Why is the Unreal Engine transform widget not aligned to my exported mesh?

texts: Exporting my mesh from blender to unreal - just a simple wall - the unreal transform widget (scale, move, rotate) is not aligned with the mesh in UE4 and instead the widget is way in front of the mesh. I can obviously just snap the widget pivot point to the mesh, but I have to that every time I move it. What do I have to do so my imported models have the widget aligned with the mesh from the start so I can align it easier.


texts:
I have a invoke_props_dialog popup that shows a list of modifiers. It has a OK button that calls execute() and closes it:

I want to have a similar popup with two buttons, that'd do different stuff but still close the popup. So it's like having two executes:

So I changed popup type to invoke_popup and added two buttons as operators (screenshot above), however I can't figure out how to close the popup after I press a button. I know that with invoke_popup I can simply click anywhere outide the popup area to close it however I wonder if it's possible to imidiately close it with a single click.
Here's my code:
import bpy
from bpy.props import (
    BoolVectorProperty,
)

class TestOpA(bpy.types.Operator):
  bl_idname = "object.test_op_a"
  bl_label = "My Button A"

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

class TestOpB(bpy.types.Operator):
  bl_idname = "object.test_op_b"
  bl_label = "My Button B"

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

class TestMainOp(bpy.types.Operator):
    """"""
    bl_idname = "object.test_main_op"
    bl_label = "Test Popup"
    bl_options = {'REGISTER', 'UNDO'}

    selection: BoolVectorProperty(
        size=2,
        options={'SKIP_SAVE'}
    )

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

        layout.prop(self, 'selection', index=0, text='Prop Name 1',toggle=True)
        layout.prop(self, 'selection', index=1, text='Prop Name 2',toggle=True)

        column = layout.column()
        r = column.split(factor=0.5)
        o1 = r.operator("object.test_op_a")
        r.operator("object.test_op_b")

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

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

def register():
    bpy.utils.register_class(TestMainOp)
    bpy.utils.register_class(TestOpA)
    bpy.utils.register_class(TestOpB)

def unregister():
    bpy.utils.unregister_class(TestMainOp)
    bpy.utils.unregister_class(TestOpA)
    bpy.utils.unregister_class(TestOpB)

if __name__ == "__main__":
    register()


texts: Trying to add text to video, and the ouput only shows the final text, video never plays

texts:
I have a project like this:

The 3D scene was just created it only contains a 2D text. it should play for 2 seconds, and then the video, but instead the text plays for the whole video. Even if I remove the text, then it will just be a greish video window, and the video I am trying to load never plays.
I need to close Blender, and add the video from fresh, but from the moment I play with a camera, my video is gone.
I am new to blender, so I guess there is something I am missing.
In the preview everything looks fine, and when I move my mouse around, the video looks fine. But when I click render, the output file will only contain the text.
I have also set the background of the text scene to transparent, and same behaviour.
Even If I remove that text scene, and then move the video to the start, then from that point on only that text scene will play. See:

If I start a project and just add this video, then it is fine.


texts: Exporting artefacts with high detail trimsheet w/ booleans

texts:
Exporting my high detail trimsheet as an fbx/obj to send to Marmoset for baking, but the output is coming out all whack. I don't know how export writing works, but I guess the result of the triangulation is causing major differences compared to the in-editor model.
https://ibb.co/Z6xc732

I am using all standard export options. Booleans are done using Bool Tool. Boolean and other helper objects are hidden, I select all, and export using "Only Selected".
Any pointers would be appreciated!


texts:
I'm having trouble with the pitchipoy face rig where the controls for the eye don't work properly when moving horizontally. The eyes moves on the Y plane and protrude the mesh instead of moving to the right and left.

http://www.mediafire.com/download/lc8gjzl5g5wfoo2/Kisha.blend


texts:
I attempted to render my first short movie in Blender (2.68) today, just a 3D structure of a molecule rotating. I imported it using Atomic Blender converted it to a solid object and then rotated the camera around it. When I play the animation in 3D view, it looks fine, but when I render it as an .avi movie, all I see is the background, the molecule is invisible.  It seems that the molecule is just white on white, so I need to add textures to the molecule.

Is there a way to make it look like it does in 3D view without having to add the textures to every atom manually?

I uploaded the file here: http://s000.tinyupload.com/index.php?file_id=21234281675843448966


texts: Mean crease edges while modelling with subsurface modifier

texts:
I have an object which has the subdivision modifier applied to it. I want the in dents on the left to be with rounded corners, and on the right indicated with Blue border to have less rounded corners. I know by adding loop cuts it will distort both in dents so Im trying to keep the geometry even on both sides. so I'm using the mean crease option. But in order to get nice corners I have to bump the subdivision level to 4 or 5 or else the corners look jagged, and Its making my PC go too slow.
Image C has a mean crease of 60 and 5 subdivision levels. And Image D has 3 subdivision levels, and the mean crease taken to 90. Is there a better way to get more smooth corners using the mean crease option?


texts: How to make all polygons face outwards in an existing model?

texts:
I need to export some .blend files into COLLADA. Unfortunately, all polygons are designed double sided. In order to properly use culling within my 3D application, I need all polygons to face outwards.

Whenever I switch to the "Object Data" menu and uncheck "Double Sided", everything looks fine. But after exporting to collada and re-importing to Blender, "Double Sided" is checked again.
Maybe there is another way to let all faces face outwards?


texts: How to animate splines using animation node

texts: How to animate linear spline (Outline) on a text like its been drawn from start to end of the word using animation nodes,


texts: Should the translate tool be causing uneven faces?

texts: When trying to make/edit models for some reason this started happening. The picture is just a square with an edge down the middle that I pulled down on one point. The two faces that were effected transformed in different ways, and it seems to consistently do this no matter the shape I'm editing.


texts: Relative image files not found. Background render. No error, just magenta textures

texts:
Another one of these problems...

Renders fine on Windows desktop, but not on headless Linux box.  Image files are in the same dir as the blend file, like on the desktop.  Using relative paths.  CLI output shows it's loading image files, but gives no error as it probably should since the I get the magenta textures.

Using identical blender versions btw desktop and Linux, v2.76.

Using --debug-all is no help.

Command:
blender -b --debug-all -noaudio internet3.blend -s 1069 -e 1069 -a

Any suggestions?

Edit: The strange thing is, a referenced movie file IS successfully found and included in the render even though the images are not.


texts: How to achieve a 3D warp field effect in blender (2.81)

texts:
I'm after a way to create an effect such that when an object is placed inside the volume the verticies are displaced based on the localised field value (thinking of it like a density field in physics where the local distance between atoms decreases as density value of a region increases)?

The current model I would like to use it on is spiral column that I need to gradually flare out at the top and displace randomly along its length in order to create a solid tornado funnel - but I'm sure I could come up with lots of uses once I know how to do it.


texts: Plane rendering order depends on camera position/angle

texts:
I have 2 plane meshes on top of each other within ~0.1 units.
The top plane is a small image (with alpha) 'car' that is moved around by input. The bottom is a large image (with alpha) 'terrain' that is static. The camera is also static.

I noticed that the game engine would sometimes draw the tank below the terrain for some positions. (Because of alpha in the terrain, I can see the car below the terrain.)

I started experimenting and found out that this rendering order error depends on the angle between camera and planes. I did not find a proper pattern though. Generally speaking, the problem seems to disappear when distance (between camera and planes) is small and the angle too (i.e. the camera is looking 'directly' onto the flat planes).

Is this a known problem? I don't know how to progress from here.
Blender version is 2.78c.


texts: Compress or shorten a long object? Vertices need to be closer together on one axis

texts: Trying to fit clothing onto a model. The first problem I encounter is the fact that the legs are too long. What's a good way to shorten the legs?


texts: How to intersect objects and delete leftover internal planes?

texts:
I'm trying to find a simple way to create vertices where two objects intersect and delete the leftover internal planes + then join the meshes so that I have one hollow mesh to sculpt.
The reason I need to know this is that on my first sculpt I just joined the meshes, but it didn't create vertices at the intersecting points so when I went to sculpt it just overlapped the meshes as you can see here in the neck.

Here is what I am working on now, it needs to be 1 hollow mesh


texts: Freestyle without anti aliasing for pixel art (2.8)

texts:
I've got a simple question that likely has a very complicated answer.

Simple enough, I need to know how to make these freestyle lines completely sharp. I'm trying to make pixel art. By default, freestyle has some hefty anti aliasing. I don't know which settings to change in order to make the lines totally solid, and I haven't been able to figure it out.


texts: cycles adding texture to face via python / import script

texts:
I am writing an importer for a custom file format. So far I have created my object:

 me = bpy.data.meshes.new(ModelName)
 ob = bpy.data.objects.new(ModelName,me)
 scn = bpy.context.scene
 scn.objects.link(ob)
 scn.objects.active = ob
 ob.select = True

And then I create the vertex, face, and materials:

    myvertex = []
    myfaces = []
    MyTextureNames = []

    for textures in range(0, MtlCount):
        StrLen = struct.unpack('i',fdata.read(4))[0]
        mtlname = fdata.read(StrLen).decode()
        MyTextureNames.append(mtlname)

        new_mat=bpy.data.materials.new(mtlname)
        new_mat.use_nodes = True

        bpy.ops.object.material_slot_add()
        context.object.active_material = new_mat

    for points in range(0, VertexCount):
        # read three coordinates
        p1 = struct.unpack('f',fdata.read(4))[0]
        p3 = struct.unpack('f',fdata.read(4))[0]
        p2 = struct.unpack('f',fdata.read(4))[0]

        #print ("x: " + str(p1) + " y: " + str(p2) + " z: " + str(p3))

        myvertex.append((p1,p2,p3))

    for points in range(0,FaceCount):
        # read three coordinates
        p1 = struct.unpack('i',fdata.read(4))[0]
        p3 = struct.unpack('i',fdata.read(4))[0]
        p2 = struct.unpack('i',fdata.read(4))[0]

        #print ("x: " + str(p1) + " y: " + str(p2) + " z: " + str(p3))

        myfaces.append((p1,p2,p3))

    # Add verts and faces with the following line
    me.from_pydata(myvertex, [], myfaces)

    me.update()

When I run this script I get my object, with vertices and faces intact, and when I look in the materials all my materials are listed and already set to use nodes and Diffuse BSDF. Great.

My question is: How do I now assign the material to the correct faces? (I do have an array containing the information mapping the face to the material, I just do not know how to tell blender "For this face use this material".

I also am unclear as to how I set the UV coordinates which I also have stashed in an array for access.

And not to over complicate this "question" but other things I am trying to figure out how to do are reading the image information which is packed in my file, getting it into memory and then telling blender to use that memory location for the image information to use for the diffuse.


texts: Does blender recognize the same background if present in multiple frames of an animation?

texts:
So recently, my friend and I were talking and he suddenly just put the idea out that if we render an animation of say 60 frames that has a fixed camera and only a specific component like,say, a cube rotating, blender does not render the background scene for  every subsequent frame after it first renders the background scene but rather only the cube whose rotation changes.
Is it so?


texts: Why are there no key_frames created with Python code?

texts:
Thanks to the answer on my question Python convert curve to object, I can now extrude SVG curves and move and rotate the objects in Python.

Now I want to start with animation in Python, and I was hoping to insert some keyframes in a similar fashion as done in the example below which I found here

import bpy

positions = (0,0,2),(0,1,2),(3,2,1),(3,4,1),(1,2,1)
start_pos = (0,0,0)

bpy.ops.mesh.primitive_uv_sphere_add(segments=32, size=0.3, location=start_pos)
bpy.ops.object.shade_smooth()
ob = bpy.context.active_object

frame_num = 0

for position in positions:
    # bpy.context.scene.frame_set(frame_num)
    ob.location = position
    ob.keyframe_insert(data_path="location", index=-1, frame=frame_num)
    frame_num += 10

This works and lets a sphere move around. For my project with movement and rotation I came up with the following code:

import bpy
from math import *

context = bpy.context
scene = context.scene
bpy.ops.object.select_all(action='SELECT')
bpy.ops.import_curve.svg(filepath = "~/tmp/barkruk.svg")
newcurves = [c for c in context.scene.objects if not c.select]
# deselect all
bpy.ops.object.select_all(action='DESELECT')
# create an empty make it the active  object
empty = bpy.data.objects.new("Holder", None) # use filename maybe
scene.objects.link(empty)
scene.objects.active = empty
empty.select = True
# loop thru the curve objects
for c in newcurves:
    print("Curve: %s", c.name)
    # make it selected
    c.select = True
    # make the parent the empty if not already set
    if not c.parent:
        c.parent = empty
    # change some curve details
    curve = c.data
    curve.dimensions = '2D'
    curve.extrude = 0.003
    # sane object names
    c.name = curve.name
    # location
    #c.location.x += 0.332

empty.scale *= 2

bpy.ops.object.origin_set(type='GEOMETRY_ORIGIN', center='BOUNDS')
scene.objects[1].location.x=-1
scene.objects[3].location.x=1

bpy.context.scene.frame_set(0)
scene.objects[3].rotation_euler=(radians(90),0,0)
scene.objects[3].keyframe_insert(data_path="rotation_euler", frame=10)
scene.objects[1].rotation_euler=(radians(90),0, radians(90))
scene.objects[1].keyframe_insert(data_path="rotation_euler", frame=20)
scene.objects[2].location.z=0.12
scene.objects[2].keyframe_insert(data_path="location", frame=30)
scene.objects[1].location.x=0
scene.objects[1].keyframe_insert(data_path="location", frame=40)
scene.objects[3].location.x=0
scene.objects[3].keyframe_insert(data_path="location", frame=50)

But this doesn't do anything more than the answer in my previously asked question. At least I don't see the keyframes appearing on the timeline. Where do I go wrong and how can I generate keyframes?


texts:
I'm trying to make a scene with grassy ground, and I'm using a hair particle system to generate the grass.  I'm finding it very difficult to control the size,position, and rotation of the particles and their children.  Their seem to be some very bizarre relationships between the settings in the particle system and the size of particles.  It seems that my particles about 40 times smaller than they should be.
Yes, I've "applied all transforms" to the emitter and the source object, so there should be nothing messing with the scale there. The origins of my source particles are at the world origin and the base of the mesh starts there too.  So as far as I can tell, there are no "extra" offsets or translations in any of the objects involved.
Toggling "Object Scale" or "Global Coordinates" under "Render -> Object -> Instance Object" seems to have no effect.  The "Object Scale" option makes the particles particle height change be a tiny amount (I estimate about 3% taller when enabled), regardless of what the hair length is set to.
I would like my grass to be 1" high.  I made my prototype grass blade object to be 1" high.  I also set the "hair length" control to 1". The image below shows the instance object in the center.  You can barely see the particles arranged along the XY plane.  If I set "Hair Length" to 38", then the height appears correct.
One of the bizzare relationships I found is that if I change the "TimeStep" under physics, it scales the object. Why would the Timestep be related to physical size?  The default timestep is 1/24 fps = 0.042.  If I leave the hair length at 1" and set the timestep to the equivalent of 38 frames (=1.5833), then the hair scale is correct again.  There's that factor of 38 again!  Where is it coming from?
If I set "Render As" back to Path instead of object, then the hair length control appears to make sense again (as long as the timestep is at 1/24 - again, bizarre).  1" hair length gives 1" paths.
I tried turning the physics to "None", but that made the particles disappear (I'll ask that as a separate question).
I'm also having a heck of time randomizing the rotation. I'll ask that as a separate question as well.


texts:
I have created a a rope, using the "path" curve and rigid body simulation, like in this tutorial: https://youtu.be/Lg7jxAMs60Q

But I was faced with two problems:

During simulation, the rope becomes wider at one side and narrow on the other.
The rope slightly passes through the collision object.

As I understand, the second problem appears, because I have not applied the "Bevel object" to the curve. Is there a way to set the distance between the rope and the collision object, without turning curve into a mesh?


texts: Problem with Curve Modifier in Animation Nodes

texts:
I instance a curve on the vertexes of a circle mesh. I create a plane with a curve modifier and instance it. I loop through the curve and plane instances, assigning each plane a curve to the modifiers["Curve"].object attribute.

Using the normals of my circle mesh, I scale the locations of the planes planes. The resulting motions of the planes are not identical, because they all have the same deformation axis set for the curve modifier (x).

Here is the blend file.

Is there a way to get get the planes to deform uniformly?


texts: .PDB Files are not capable of importing to blender 2.8

texts:
.pdb files arent able to import to 2.8 due to unicode decoding error

Does anybody have a solution for this because not one .pdb file is working. I can make the molecules but long term, this would be an issue for massive proteins that people have put months of work into.


texts: Deforming a series of roof tiles to fit roof's geometry?

texts:
Here's the situation I have — there's a roof tile geometry (a beveled path) that I'm trying to get to fit the shape of the roof.

This is an array here, which is working well; the bump I'm running into is adjusting the shape to fit angled areas, e.g. the triangle shapes on the edge of the roof.

There's a lot of roof space beyond this that would need the tile — and I'm wondering how to fit this "tile" to the shape of the roof. Ideally in some way that would let me continue to refine the path as time goes on.

It seems like there might be good ways to do this short of converting it all to a mesh and making it fit by brute force — that, as a Blender newbie, I'm not yet aware of.

Thank you!


texts: I have a model of fan rotor that goes on a tilted wing of a drone.  I want it to rotate on its center but it needs to be at an angle to fit the wing.  I can get it to rotate on the Y axis and set keyframes for it but when I tilt it to place it in the wing it jumps back to level when I start the animation??  Is there something I am missing?


texts:
import bpy
def makeMaterial(name, diffuse, specular, alpha):
  mat=bpy.data.materials.new(name)
  mat.diffuse_color = diffuse
  mat.diffuse_shader = 'LAMBERT'
  mat.diffuse_intensity = 1.0
  mat.specular_color = specular
  mat.specular_shader = 'COOKTORR'
  mat.specular_intensity = 0.5
  mat.alpha = alpha
  mat.ambient = 1
return mat

def setMaterial(ob, mat):
  me = ob.data
  me.materials.append(mat)

def run(origin):
  red = makeMaterial('Red', (1,0,0), (1,1,1), 1)
  blue = makeMaterial( 'Blue', (0,0,1), (0.5,0.5,0), 0.5)
  bpy.ops.mesh.primitive_plane_add(location = origin)
  setMaterial(bpy.context.object,red)
  bpy.ops.mesh.primitive_uv_sphere_add(location = origin)
  bpy.ops.transform.translate(value = (1,0,0))
  setMaterial(bpy.context.object,blue);
  ****bpy.ops.render.render()**// This code doesn't seem to execute**

if __name__=="__main__":
  run((0,0,0))

The above code when executed doesn't give me the render output. I have no idea why. I'm running the latest blender version. Any help would be welcome.


texts: How to use same armature for multiple meshes

texts:
Here's what I'm trying to do : Having a base character, fully rigged for a Unity Game. And then I want to make multiple variant to this character. (Basically changing the Mesh while keeping the same armature for all characters)
Here's where I am at :

I was able to create a character in Fuse and rigging it in Mixamo.
Download the FBX generated and saving a Blender file with the mesh and armature. (This will be my base character file)
Then I create an almost identical character in fuse, making only small changes, that should not need any work done on the rig or the bone weight.
I then import the OBJ in the same blender file as my base character with the armature.

... And here is where I get stuck. After rigging the character with mixamo, it seems that it slightly changes the "rest pose" so when I try to attach the armature, my mesh is not exactly aligned with the bones and the rig doesn't work. (See picture below)

I tried a lot of thing, like reseting the pose back to it's original T-Shape position (with a "Clear Transform"), and then "Apply Pose as Rest Pose" but I get the error "Actions on this armature will be destroyed by this new rest position as the transforms stored are relative to the old rest position"
I thought this would be quite easy, but I cannot seem to get past this issue.
Can anyone help?
Thanks !!


texts:
I've installed the DirectX export addon (found here). I'm exporting an object with armature animation but it's not working how I expect it to and the documentation isn't helpful (See this question).

Since the addon is just a Python script, is there a way to set a breakpoint in the code and step through the exporter script like a debugger? I've looked a this similar question but running the Blender interactive Python console, I can't set my export options for the exporter, so it fails when I try to run the 'export' command.

I'm hoping there's something like the following:

Open Blender normally (by double-clicking the Blender shortcut on my desktop)
Enable some sort of Python debugging mode
Open the file I'd like to export.
Click File > Export > DirectX
Choose my export options and filename
Click Export DirectX
Blender brings me into a code window showing the exporter script and it's paused on the first line, waiting for me to step through the code.


texts: Deleting part of a plan from extruded walls

texts:
I have a plan which I'm using to create wall for a building. This plan has 3 walls (1,2,3 on the picture below).

The wall #2 should be deleted in order to give space to a door (I've made this way to avoid invisible mesh creation as pointed out here).

I'm new on blender an reading the basics says to use delete or x for doing that. None of them worked for me.

These wall are created using the extrude functionality (hotkey e).

Also removing the model in object mode ends up in deleting all walls (which is not what I want).


texts:
I've been facing this problem with Blender - Ive been trying to render the scene with the animation, but instead all that appears in the final image is black. Ive tried on differend machines, and none of them work. I have been working with the beta version, but i did try using the latest one as well, nothing seemed to be working. I have reinstalled differend versions of render. It seems to have been a problem with my file only, as other people using the beta dont have this issue.
Ive also tried adding differend lighting sources so it couldnt be that.
Could you help me find out what the issue could be, is it in the machines? Can it be some file thats missing in the version or something?
Thank you for your time!


texts: Ever since yesterday, blender has been crashing during it's startup sequence. It shows its normal little window of code, but then doesn't load. It worked just fine earlier in the morning yesterday, but hasn't worked since yesterday afternoon. I haven't done anything different with my PC; I've reinstalled blender multiple times, and I've been using 2.79b and there's no way I'm settling for an older version, and I've installed the latest drivers, but still no luck. Any ideas on how to fix this?


texts: Names convention as default using Auto rig Pro to unity?

texts:
Hey there I was wondering if this name convention is ok? to start with my project.
I am using Auto Rig pro . My 3D character is very low poly, 1K and not fingers bone, very simple.
and all my animatios are in place? I thinkg (except for the names prefijs) I like to be organize for example "@01ildle" , "@02idleWTaunt_boring" "@03_attack01" ,as far as I go...

As you can see in the image  I have exported it to Unity... (I use humanoid )


texts: Hiding any mesh when another mesh touches it

texts: I have a bunch of balls [Meshes], I want them to disappear or hide when another object [Mesh] (A specific Mesh) touches it.


texts:
Does Blender has anything like Adobe After Effects' aerender command-line interface application?
In long run, I want to automate creating video based on template using images and text.
More details
I am new to this but I will try my best to explain, I saw someone using aerender and some template with extension "aep" to create a video using images and text.
Now I am not sure if Blender supports such templates (I am not entirely sure what templates do but I think they add effects)
I did some research and I found out blender has cli which could be used for rendering as well, but I still don't know how to create a template and how it all collerate
https://docs.blender.org/manual/en/latest/render/workflows/command_line.html


texts: How can I access Onedrive from within blender

texts:
I keep all my documents etc. in Onedrive.  That way I have a copy on the PC and a copy in the cloud.

When using a "normal" windows file selector you are offered the choice of onedrive for all loading and saving.  Blender does not use this file selector and only sees old fashion drives.  Worse blender also ignores symbolic links so it is not possible to easily redirect to onedrive.

I can cheat by navigating to the onedrive cache, however this is mind numbing over time.

How do I get easy access to my files in onedrive from Blender?


texts: Why can't i turn on inverse kinematics with rigify

texts:
I got a rigged 3d model and for some reason when I try to turn on inverse kinematics an error pops up saying
Traceback (most recent call last):
File  "D:\Stan\CG-assets\repromancer_slender_man_game_res\repromancer_slender_man_rigged.blend_ui.py", line 433, in execute AttributeError."Context" object has no attribute "user_preferences"

location: <unknown location>:-1"

I hope I'm not pressing the wrong button (that would be stupid)


texts: Blender V2.78 - ERROR - OpenCL build failed: Errors in Console

texts:
Hi I'm new to this forum, I've been Rendering my scenes in Cycles with CPU, and recently I've read that GPU renders are faster. After following instructions in the Blender Manual on how to Turn it ON, I turned 'OpenCL' on and set my scene to render on 'GPU Compute'.

I have Intel Core i5 with AMD Radeon HD 8500M and also downloaded the OpenCL 2.0 from AMD site. so I'm confident it will run.

Now, I'm getting the error "OpenCL Build Failed: Errors in Console. I looked at my System Console and it said:

Read new prefs: C:\Users\Aldwin\AppData\Roaming\Blender Foundation\Blender\2.78\
config\userpref.blend
AL lib: (EE) UpdateDeviceParams: Failed to set 48000hz, got 44100hz instead
found bundled python: C:\Program Files\Blender Foundation\Blender\2.78\python
archimesh: Imported multifiles
version 3 imported
measureit: Imported multifiles
read blend: C:\Users\Aldwin\Desktop\Work\3D Models\Blender Files\PALMUS Concept
1 - Slim - Sharp - Stylish\PALMUS - ConceptualModel-01 v3 - 8 - CleanUp - Transp
arent Background.blend
Device init success
Compiling base_kernel OpenCL kernel ...
Build flags: -D__NODES_MAX_GROUP__=3 -D__NODES_FEATURES__=4 -D__MAX_CLOSURE__=7
-D__NO_HAIR__ -D__NO_OBJECT_MOTION__ -D__NO_CAMERA_MOTION__ -D__NO_BAKING__ -D__
NO_VOLUME__ -D__NO_SUBSURFACE__ -D__NO_BRANCHED_PATH__ -D__NO_PATCH_EVAL__
OpenCL kernel build output:
"C:\Program Files\Blender Foundation\Blender\2.78\scripts\addons\cycles\kernel\k
ernels/opencl\../../kernel_projection.h", line 238: error:
          expression must have pointer-to-struct-or-union type
                float altitude = fabsf(safe_asinf(D->z));
                                 ^

1 error detected in the compilation of "C:\Users\Aldwin\AppData\Local\Temp\OCL36
72T1.cl".
Frontend phase failed compilation.

OpenCL build failed: errors in console
Build error: CL_BUILD_PROGRAM_FAILURE
Saved: 'C:\Users\Aldwin\Desktop\Work\3D Models\Rendered Animation Frames\PALMUS
v3\0047.png'
 Time: 00:29.29 (Saving: 00:00.37)

Device init success
Compiling base_kernel OpenCL kernel ...
Build flags: -D__NODES_MAX_GROUP__=3 -D__NODES_FEATURES__=4 -D__MAX_CLOSURE__=7
-D__NO_HAIR__ -D__NO_OBJECT_MOTION__ -D__NO_CAMERA_MOTION__ -D__NO_BAKING__ -D__
NO_VOLUME__ -D__NO_SUBSURFACE__ -D__NO_BRANCHED_PATH__ -D__NO_PATCH_EVAL__
OpenCL kernel build output:
"C:\Program Files\Blender Foundation\Blender\2.78\scripts\addons\cycles\kernel\k
ernels/opencl\../../kernel_projection.h", line 238: error:
          expression must have pointer-to-struct-or-union type
                float altitude = fabsf(safe_asinf(D->z));
                                 ^

1 error detected in the compilation of "C:\Users\Aldwin\AppData\Local\Temp\OCL36
72T2.cl".
Frontend phase failed compilation.

OpenCL build failed: errors in console
Build error: CL_BUILD_PROGRAM_FAILURE
Error: OpenCL build failed: errors in console

Can anyone tell me the solution to this problem? I've already looked into this problem in other sites, unfortunately I think it doesn't cater to this problem.


texts: applying mirror then resetting loc and rot does not set mirror properly

texts:
modleing a head. steps taken: get circle 8 sides. set aline to view, shape circle to eye, add mirror. reset location to 0, reset rotation to 0. this is what I end up with. the eyes are too close together. how do I get the mirrored eye to actaully be where it is suppose to be in the referecnce photo? I even reset the reference photo to center in the 3d viwer and it still does not set the mirrored eye in center of eye.

file and photo inclused in this post. sized down so I can uploaded it


texts: Blender very slow during file access switching between shaders and texturing (beefy PC)

texts:
Issues: Hanging/ Slowdowns during the following (10 to 15 seconds)

Very slow when clicking file -> Import/Export/etc. Blender seems to be hanging for 10 to 15 seconds before the file menu appears.
Switching between views (rendered/ material/ solid/ wire)
Connecting and disconnecting nodes in the shading tab (Occurs with the default scene, cube + simple texture).
Blender used to boot instantly. Can take upwards of 20 seconds before it boots up to the default start menu after prompt.

Note: Blender was working excellent before I made the jump from windows 8 to windows 10.... not sure if this is part of the issue? Drivers perhaps?
System preferences in blender have been set and are using my GPU (Nvidia RTX 2060) and CPU. So this is not the issue.
Any help would be very beneficial


texts: Help me to create a mesh similar to that of the drawing in bold below.  Excuse me for my bad drawing skills.


texts:
I'm having troubles with texture painting. I've looked everywhere, and I cannot seem to find the solution. I follow all the basic steps and I cannot paint the texture neither in the panel nor in the 3d view.
I hope you can help me.
I attach a video of the process.
Thanks!!
https://youtu.be/W4irDFKdxiw


texts: How do I optimize this planar object's vertices?

texts:
So in a nutshell I want to optimize the vertices in my object, more in some parts and less in others:
https://www.youtube.com/watch?v=jvrh6rbrnbQ

Currently the object is planar, but I do want to solidify it later. I've looked through all the context menu tools when in the different edit modes (vertex,edge,face). And tried a bunch of those commands but nothing really worked.

(This is my first real scene so yeah n00b alert)

The file itself is here.


texts: How would you animate elastic compression?

texts:
I'm trying to animate a prosthetic foot of this kind

https://www.oapl.com.au/sites/default/files/styles/homepage_main_block_286x308/public/Elan%2005small.jpg?itok=0hNvnXbp

How would you approach the animation of a step, considering the compression of the foot and the spring like motion of the tip and the heel?

What is the common way to animate elastic componets such as the ones in the picture?

Thanks.


texts: List of objects in appear in camera view (with script)

texts:
I would like to list the objects in front of the camera (What will be rendered). I'm thinking about the ray trace detection but maybe there are a better way.
There is exactly one element listed int the attached image because camera clipping and FOV. So the list will be depend from the camera settings.
I think this is extracted from Blender DATA but I don't know how.


texts: How do I go about creating a shoreline with seafoam and working waves with an ocean modifier on a plane?

texts: My biggest trouble I'm having isn't the water, it's mostly getting the water to come along shore in a good looking manner, I don't even plan on doing animations with the scene, just stills. I just can't figure out how to get the water nice looking and for it to 'wrap' along the beach with foam and the likes. I'd appreciate the help. Including a reference image too that I saw in the background of another scene I loved.  I don't even know where to start! I made a sandy plane for the beach, but as to get long enough and make sure the waves aren't just a straight line across yada yada, you get the idea. I just need a nudge in the right direction.


texts:
Look at https://www.youtube.com/watch?v=MYhDis257gc In the link, it shows the GMIC FILTER OVERLAY effect... What is that? I mean, what does it do, and how can I use it? Does it come with blender, and if not, how can I enable it?
I've searched for YouTube videos on the subject, but nothing appears... I'll try Blend Swap later, if no one can answer me here. I have several renders I'd like to apply this to, so any information is appreciated!


texts: How do I Paint on has an Image that is used as Texture?

texts:
(I don't have any access to external programs, nor the patience or time to learn them. I want my Blender problems to stay in Blender.)

I have a Picture inside my UV Editor, and I wanted to know a way to apply a material, color, or paint to affect this image, or my mesh.

'This picture wraps around my barrel. I have cracks in the wood itself, and separating the individual planks. I want to apply 'black' to those cracks.'

I wish I could provide visuals, but apparently the 'Blender Forums' doesn't allow 2 images.


texts: Clear custom split normal data just for selected faces

texts:
When I hit "Clear custom split normal data" it clears them from the whole object, which is not what I want.

Is there some way how to apply it only to specific selected face(s)?


texts:
I am fairly new to Blender and I'm hoping to find a way to easily calculate surface area and volume of irregular objects in Blender. I was looking into the Measureit addon, however it seems that I would have to break the measurements up and add them together since the objects I am working with are irregular (I'm modeling animals). Is there any add on that would help to enable this, or perhaps anything regarding coding in Blender?

Thank you!


texts: Bevel modifier not working on one object

texts: I have been trying to round the corners of an object. I used the suggested bevel modifier as per (How to round corners of plane?). However it did not work for me so I tested it in a new file on a similar object and it worked just fine. Can anyone tell me why it would not work on the appended object in the linked file?


texts: What could be the cause of these rendering problem? I use Blender 2.82. And I tried everything I know to fix it but the problem still persist. Anyone can help me about this? thank you. I use cycles to render.


texts:
I want to export my scene as gltf from blender and use it in my web app with three.js.
I checked "Include punctual lights" when exporting but I read that this only exports Point/Spot/Directional lights.
What about Area lights ? How do I achieve the effect of Area light in my web 3D scene ?


texts: I use lock to cursor, but sometimes camera go crazy and i cannot see anything. So this happened and i dunno how to see. Pressed ctrl+z a lot of times, did some manipulations with camera and object in outliner and viewport windows to see mesh. Then finally see my mesh, but it was too far from what i made(pressed undo a lot, ha), close to very beginning. And because of some thing a made in outliner and in viewport to see mesh again, my redo/undo history rewrited and i cannot go redo to point when i've got camera issue. So, is there any way to recover? Autosave is too far too


texts:
I'm having trouble rendering an environment only pass.
The problem I'm having is that objects in the scene will cause the environment pass to include blacked out regions where they're positioned.

Is there a way of having the environment pass rendered completely without objects masking out certain regions?


texts: I set a bone to copy rotation of the arm bone when it rotates on Z axis to enable a corrective shape key. The problem is that when i rotate the arm on the X axis, the bone that is copying rotation rotates on Z axis and enables the corrective shape key, distorting the mesh.


texts:
How to copy or project uvs & (data block) to another object? to use the same UV map in other objects

How i do this ?

  Maybe you want to work on your object until it satisfies the lowpoly lod level, then unwrap and duplicate, and add a subdivide modifier with the option 'subdivide uv' off. This way all you object will have the same uv layer – Yvain Mar 30 '16 at 11:22

when I try to do this I did not have a good result, and I do not copy anything, or nothing in a correct way, I do not copy the SEAMS, and when I copy the UVs, this appears
You can try the "transfer data" tool (the modifier also works, sometimes...).

Documenting readings and research
interesting, it seems that I'm not the only one who has had problems with this!


texts: How to Get A Random Value in the Compositor

texts:
Now I know there is the Object Info node and from what I hear, you can also do something with the Particle Info and Noise Texture nodes, but those are only in the material nodes, not the compositing nodes.

Anyway, I was wondering, is there any way to get a random value in the compositor without scripting and whatnot?


texts: Is there a way to render depth buffer into a texture with GPU/bgl python modules?

texts:
I need to render depth buffer of Blender's scene into a texture to further use it my shaders. I tried using the common OpenGL recipes for doing that, but none of them worked as it seems there is something wrong with Framebuffer access.

Can this somehow be done using the new GPU.Offscreen thing? Or maybe some BGL approach?


texts:
I want some rocks in my scene
I got some rocks brushes but when I sculpt I only can draw them and they're soo  smooth I saw a video using the same brushes but he wasn't drawing he only said press the drag then the brushes rotates and scales and he got really hard and beautiful details
How to do that?


texts:
I have values printed in a system console in long lines and the lines are split to fit the window.
Is there a way to copy the values without breaking the lines?
I'm using windows 10


texts: I have a brick wall that I am trying to add a door to. I have already UV mapped it, so when I move the loop cut to the right height, it distorts my UV map. How can I avoid having to unwrap it again?


texts: how to make 2 cloths collide with each other?

texts:
I'm having a problem with a cloth simulation. I've set 2 planes up and applied a cloth modifier to each, what I want to happen is for the two cloths to fall together and interact with each other. The problem I'm having is that both objects are passing through each other. I have cloth collision turned on, and self collision too. Any ideas what might be wrong here?

Picture here, as always, any help is greatly appreciated


texts:
I want to create a compass that is moveable around a sphere ("earth"). It's orientation should always be tangential to earth's surface, it's location the same as a second object and it should always point to a fixed point on the sphere ("magnetic north").

Background
I am trying to visualize how a compass/heading indicator behaves in order to display the difference between true (geographical) north, which is the axis of revolution of the sphere, and magnetic north for airplane navigation.

I set up an earth, a marker as a pole, an airplane, a housing and a compass needle. To be as close as possible to how this looks in the plane, I want the housing to contain directional information, whereas the 'needle' is fixed to the axis of the plane (compare https://en.wikipedia.org/wiki/Heading_indicator).

I managed to move the airplane tangentially to the earth by placing it on the "north pole" and then put the origin to the center of the earth. By now rotating it around the origin, it moves along the surface and stays tangential.

I'm able to keep the 'compass needle' aligned to the airplane by using the airplane as parent.

My problem is to find the correct constraints to keep the housing with the directional information on it in the right spot (on the airplane) and with the correct orientation.

I tried to use the constraints "track to / locked track to" to keep it facing the pole-marker, which works as long as I do not couple it to the movement of the airplane.

Coupling the housing to the airplane did also work, but then I'm losing the facing.

I tried to:
- permutate the order of the constraints
- played around with world space/local space
- different combinations of placing the individual origins.
- use of armature/bones

I'm also quite new to blender (using version 2.76), so I'm pretty sure I did stupid things and am missing the easy solution. But nonetheless I decided it's time to ask for help :-)

If you have any ideas or comments on this - I'm thankful for every help.


texts:
Ok so I have a single model that's made up of vertex groups (quite a few) my goal is to have an animation with 5 different positions and instant movement of vertex groups at the occurrence of each frame with a new position. (basically a gif like animation)

here is a view of the project:

The body and Head are one group while there's 60ish cubes for the legs and tail that have to move and form different cube shapes.

I made sure that Each cube is completely separated so they won't cause problems when moved.

I've never animated anything in blender before and have no idea how to use shape keys or anything like that (I tried but failed >.<)

Some help animating this master piece would be great!!!

(btw the 2 extra cubes floating there are needed later) I don't know what do do with the extra cubes while animating either :P bonus Q.


texts:
I have an image of a packet and I want to model it with exact same wrinkles at exact same place.Sculpting manually takes a lot of time.Is there any other way?
Attaching the image below


texts: Blender 2.81 bad shadows (missing settings)

texts:
Seems like new version has no shadow settings. I read that new version should calculate and make setting automatically for better results. But it look much worse. Any ideas?
2.80
2.81
Settings:

2.80
2.81


texts: UV Editing: copy UV from one side of a mesh and paste on the other side

texts:
I've got a CUBE with some subdivisions and so on (it's an house).

I did some UV editing to one side of the house and I want to copy that "UV" to the other side of the cube, that has the same geometry.

Is there an automatic way to do it?

thanks


texts: How do i add shapes and how do i get a Square?

texts: I have no idea what I'm doing and could really use some help. I also don't know how to color anything and I need to start of with a square for this model. I'm a teenager so I don't know what all these fancy words mean.


texts: How do I model this curvy spiral staircase?

texts:
Can't figure out how to model this curvy spiral staircase. I initially tried freehanding it, but to no avail. I tried to figure out something with curves or the screw modifier, but it didn't work.

It seems like there should be an elegant way to do this, but I can't figure it out.


texts:
I have a set of spheres in the scene, and I need a stream of mist to connect between the center sphere and the outer spheres.

This...

Should look something like this...


texts: How do I switch the direction of the Torus uncoiling?

texts:
Notice how from the centre the Torus uncoils.
It starts from tight coils and ends in loose coils.
I want it to start with the loose and then end in the tight coils.
How can I accomplish this?


texts: Material that emits light, but appears diffuse?

texts:
How can I have an object that emits light (using an emission shader) onto other objects, but when rendered appears to be diffuse (or any other shader for that matter)?

In essence, I want one object to emit light that shows on other objects, but that only itself receives light from other objects (not itself). Is this possible?

I tried doing this using Max/Add Shader nodes, but this just mixed in the "pure white" emission shader look with the diffuse shader I was using.


texts: What's the difference between DEF bones and ORG bones in functionality?

texts:
I have downloaded a very nice, fully rigged, character model and have embarked on studying this file and doing some tests. However, from the theoretical POV, I can't seem to grasp the difference between DEF bones and ORG bones in that file. The file is "Mr Incredible" from Blendswap, all credits go to "Crias" the author of that file, not sure if I am allowed to re-upload his file here.

But in theory, how does each bone function and contribute to the rig? considering that a MCH bone is for mechanism, DEF for deformation, CTRL for Control..etc, I'm aware of the terms and functions for each type, except ORG, don't know if it's a sub-type of DEF or I got it completely wrong.

EDIT: Sure, here's a screenshot of the selected ORG bone:

It lies within another bone named "Shoulder.L" and this bone does deform the body upon rotation:


texts:
An existing operator can be overridden by assigning bl_idname of an existing operator to a new one. This can be used to extend and even limit the functionality of original operators.
As an example, the following operator is using the bl_idname of the original save operator (wm.save_mainfile), allowing the self.filepath to be manipulated before saving:
import bpy

from bpy_extras.io_utils import ExportHelper
from bpy.props import StringProperty
from bpy.types import Operator

class ExportSomeData(Operator, ExportHelper):
    """This appears in the tooltip of the operator and in the generated docs"""
    bl_idname = "wm.save_mainfile"  #
    bl_label = "Save..."

    # ExportHelper mixin class uses this
    filename_ext = ".blend"

    filter_glob: StringProperty(
        default="*.blend",
        options={'HIDDEN'},
        maxlen=255,
    )

    def execute(self, context):
        print(f"Call save as, rejig {self.filepath}")
        #bpy.ops.wm.save_as_mainfile(filepath=self.filepath)
        return {'FINISHED'}

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

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

if __name__ == "__main__":
    register()

However, when converting this into an add-on we would have to re-register the old operator to get the original operator functionality back in order to prevent the user having to restart blender or reload all the scripts each time.
Q: What's a reliable way of re-registering the old operator when the add-on gets disabled?


texts: How can I use an existing text block as a data source?

texts:
I don't want to load data from an external file location. Instead I want the user to drop an xml file into an open text window, then run a script that can use this file as a data source. The file will always have the extension .csv. But I don't know how to search for an existing datablock like this?

Currently its a hard coded path for testing:

# READ INPUT FILE

fp   = "/Users/davidmcsween/Downloads/TEST LIST.csv"

file = csv.reader( open( fp, newline='' ), delimiter=',' )

nameIdx = 3 # Column index of text object's name
bodyIdx = 4 # Column index of text object's body (content)

I had hoped that I could use

fp   = bpy.data.texts[", *,".csv"].name = "", *,".csv"

But this fails.


texts:
I am using camera tracking to make a short film and in render viewport you can see what I am trying to add (yes, those are butterflies).
After rendering the scene the butterflies appeared transparent

As you can see in the first image my material is very basic on the butterfly.

Here are my compositing nodes:
They are the default camera tracking nodes... in blender internal.

I am using blender v2.77 on windows 10 with the cycles render engine.

A similar, yet, unanswered question: Why won't objects appear in motion tracking?


texts: What better way to Simulate this Popcorn in the Bucket?

texts: I'm trying to simulate a lot of popcorn in a bucket, what's the best way to simulate them in the bucket? I know the method of Rigidy Body Simulation, creating several popcorn, is there a better way?


texts: Can I save blend files with lzma instead of gzip?

texts:
I compiled blender with Lzma on, but when I check "compress file" while saving, it currently compresses with gzip (zlib).

Is there a special compile option to change it? Or can I do a save script in python that compress/decompress to/from lzma (without writing to the HDD).

I'm working on very big files and Lzma2 (tested by compressing to .xz with linux) is between 2x and 3x smaller and not much slower because multi threaded.


texts: White frames appear after rendering na animation

texts:
I have got a problem with rendering an animation (eevee). In my viewport everything works fine and the animation looks cool, but when I render it (I have tried to render as png and also as ffmpeg video) everything turns into just white frames. It is totally weird, because during rendering correct frames are appearing, but each frame turns white at the finish of rendering.
Do you know what's the reason? :)

That's how rendered frame looks

And that's my viewport


texts: An object is in the rendered image and I cant find it to remove it

texts:
So I made an apartment(not finished) and I wanted to see how it looked and for a while now I saw that only when I render an image I see a floating object.
Anyone knows how to delete this object?

This is how it looks if I enter Rendered mode:

And this is where, after rendering, it's abvious that I have an object floating there....


texts:
Here is what I need to do: I need to add a button to this context menu (the one you get when you right click on any button):

like the one I added here at the bottom. I am using this code from the blender docs to make that work. Now I need to be able to reference the blender command from the button that has been clicked on and use that in my code. I have been looking for the source code for the Copy Python Command button that is shown above my custom button, but I haven't been able to find it. That button pretty much does the same thing that I need to do, so if anyone knows where that source code is, or just how to implement something similar, I would really appreciate it!
Thanks!


texts: Render single image perfect but rendered animation has objects dissappearing

texts:
I have finished a 650 frame animation. When I render a single image as PNG image the render is perfect. However when I render the whole animation as PNG eequence, the images making up the section where I am employing a Child Of constraint has the problems of the object under the influence of Child Of constraint disappearing from the screen. However the following section of the sequence when the Child Of constraint has no more influence the images render perfect with object back in sceneenter image description here.

First image is image 90 from the rendered sequence.
Second image is image 90 rendered as a single image.

What could be causing this problem and how to  fix it?


texts: Blender 2.8 textures not showing up in EEVEE and LookDev

texts:
With a clean install of Blender 2.8 on OSX when I apply a texture like Gradient or Checkers on a Principled BSDF shader it only shows it on the object in Cycles, not in EEVEE and Look Dev mode.
Rendering gives the same result as the viewport.

Cycles:

EEVEE:

Is this normal behaviour or am I missing something simple here?


texts: How can I select part of a mesh and make it seperate?

texts:
I want to make the teeth a separate child object from the mouth. I want to know the best way to do this.

I have tried going into edit mode with Tab and trying to select all the vertices but that doesn't move the teeth. Is there an easy way to select just that part and make it a separate child mesh to the rest of the mouth?


texts: Change the number of bones in Limit Weights, in 2.7+

texts:
I'm trying to limit the number of bone-weights per vertex to 2 or 3, and there is an operator in Blender in the weight-paint mode (Tool pane) called "Limit Total". But there is no way to change the default number of 4 weights per vertex in the UI... that I can find at least. Is this a bug or omission in 2.7 or am I just UI-blind?

How to restrict vertex weights to no more than N number of Bones?

I can do it through the python console as the underlying operator has the arg "Limit=4" as default and can be changed, but it is somewhat inconvenient..


texts: Newbie - Can I make render nodes to make render look identical to viewport?

texts:
Good day,
I'm a newbie, this is pretty much my first project.
I made my animation with a light that goes over the youtube logo, I see it fine in viewport but the rendered version looks generic and is missing things like the background.
I'm assuming it's something with the nodes, I know how they work but it's hard for me to conceptualizes what each of them do and how it will look.
In the end, the viewport doesn't look like ANYTHING like the rendered image, even the camera view.
I appreciate the help.

So...I had a "sun" in my scene collection, but I left it hidden, I didn't know it would be active while I rendered it.
I'm used to working with gimp where if you leave it hidden the extracted image doesn't contain it.
However, I still have an issue, I don't see the background...


texts: can makehuman/MB-Labs be used to make a SPECIFIC human face from photos?

texts:
I've been trying to use either of these two tools to create a model, in this case, based on the actor Pete Postlethwaite. Now, I'm not a very good artist, which is why I was trying to use these tools to generate this model, and a whole slew of others I need.
I cannot seem to get the model in either tool to look anything like the source. Naturally I'm going to blame my tools first instead of the craftsman, so I'm wondering if it is "possible" for a skilled artist to actually make the generated models look close to what they are supposed to look like, or are the tools only for generating "generic" characters?

Bonus points for being able to provide a link to some sort of information on how to do what I am trying to do. (Yes, I've read the manual for MB-Lab and have been screwing around with makehuman for over a year watching various tutorials and what-nots)


texts: Blender 2.78 file size grows and does never shrink

texts:
I made a huge project, wanted to reduce file size from 1.3GB to below 1GB. Compressing did not help. I removed objects from scene. Also textures. I then realized, the file size even was the same when I delete ALL objects. Why?

Download of sample: https://ufile.io/0cc23

Before deleting all: 1.2GB, after: 1.1GB.


texts: in the Node Editor what is the data format coming out of the Color output of an Image Texture Node?  Does the Color Space setting of the Image Texture Node change this at all?


texts:
I need help keeping score when I reset the scene.

This is the game file link.  https://www.blendswap.com/blends/view/92672

My score shouldn't reset when resetting scene.  It should stay when scene resets.


texts:
I've been trying to create some animations for a creature. I've created a walk animation for a creature already and right after I created an attack animation. However, the walk animation is gone somehow. I can't even find it when I search for it in action browser.

Could you please tell me where it might have gone?


texts: Object turning flat grey in rendered view

texts:
hello guys. I'm having problem using render mode on blender on any file I've. The models are not displayed correctly on render mode, not on this file,the problem persist on any file. Cycles or Evee the problem persist
Hardware specification
GPU
AMD Radeon (TM) R9 380 Series
CPU
Intel(R) Core(TM) i7-4790 CPU
@ 3.60GHz 4 Cores
what could be causing this troubles?


texts: Tangent handles in Graph editor no longer can be moved

texts:
I'm pretty new to blender- thing is ive been editing the ins and outs of tangent handles all day and obviously now something i've done means i can no longer edit the tangent handles- anything i do simply wants to move the key and the handles up or down or left or right- thats going to be no good when i want the curves to cycle well

I even opened a fresh blender- added a cube and transformed that- those handles were editable

ive tried the many tangent types too just to see if an auto tangent thing is being applied

any ideas?


texts: How to make a perfectly flat bottom for 3D-printing topographic relief?

texts:
I'm trying to print a topographic relief, I'm close to the end but I can't find a way to have the back of my object perfectly flat without changing the top.
(I tried to SY 0. didn't worked)


texts: How to correctly enable Cycles from add-on?

texts:
My add-on requires Cycles to be enabled as I append some classes to existing Cycles types at registration.
I made a function to check if Cycles is enabled:
def cycles_check():
    import addon_utils
    is_enabled,is_loaded = addon_utils.check('cycles')
    if not is_loaded:
        print ('Cycles is required to use Photographer, enabling the add-on automatically.')
        success = addon_utils.enable('cycles')
        if success:
            print ('Cycles is now enabled.')
            return True
    else:
        return True

It "seems" to work: if Cycles is disabled when I enable my add-on, it enables it and my add-on can register properly. I can see Cycles in the render engine lists.
Cycles is required to use Photographer, enabling the add-on.
module changed on disk: 'C:\\Blender\\daily\\blender-2.92.0-6fb7d0f55927-windows64\\2.92\\scripts\\addons\\cycles\\__init__.py' reloading...
Cycles is now enabled.

But... Cycles is actually not properly enabled. The add-on in the preferences is not checked, and the Cycles Device property is missing, which breaks the UI but also crashes Blender if I start a render.

Traceback (most recent call last):
  File "c:\Blender\daily\blender-2.92.0-6fb7d0f55927-windows64\2.92\scripts\modules\bpy_types.py", line 808, in draw_ls
    func(self, context)
  File "c:\Blender\daily\blender-2.92.0-6fb7d0f55927-windows64\2.92\scripts\addons\cycles\ui.py", line 2217, in draw_device
    col.active = show_device_active(context)
  File "c:\Blender\daily\blender-2.92.0-6fb7d0f55927-windows64\2.92\scripts\addons\cycles\ui.py", line 114, in show_device_active
    return context.preferences.addons[__package__].preferences.has_active_device()


texts:
The problem occured unexpectedly and appears only in one particular .blend file. After shift-a then curve>sapling tree gen no new object is created. Info shows up, pointing three lines in py's and that one object "Cube.013_Cube.000" is not visible (?) or simply missing.

I tried making a copy of that file, then deleting all objects and seeing if it helps, gives the same info.
I tried downloading different blender version and still in that one particular file add on seems to have problem, in any other .blend it works perfectly.


texts: How to make an object bounce with physics

texts: i am trying to create an animation where a stretchy "i" bounces on a tnt switch...i thought of creating the bounce with just animation but know i have no idea on how to make the lever as in the picture react to it(move downwards as the "i" bounces)...all i need is pointers on how to do it any help will be appreciated


texts:
using this command blender --help to get more help about Blender command line options, you can find this snippet

  --python-text <name>
      Run the given Python script text block

So if I'm not wrong, this means that I can specify the name of text block which I would like to auto run at Blender start.

So my final command will look like this:
blender --python-text my_text_block_name scene.blend

Where "my_text_block_name" is the name of text block I wrote and save right in my blend file.

But, when I run this command, I have the following error.

  Error: text block not found my_text_block_name.

What I'm doing wrong?

EDIT:
I'm using the latest official version of Blender for linux 64bit available at this moment (2.76)


texts: Why does a multiplied texture with alpha loose detail information?

texts:
The left image shows the texture mapped to a plane, the right one is original image in the UV Editor. The rendered image looks extremely blurred. What would be the correct material and texture settings to have only the alpha part (check pattern right) invisible?

.blend file

Material and texture settings are:


texts: Blender 2.49 from os import urandom as _urandom ImportError: cannot import name urandom

texts:
I searched whole 5 pages on google but did not find answer, I have old blender script that I need to run on blender 2.49 but Im getting an error

from os import urandom as _urandom
ImportError: cannot import name urandom

Blender reqire python 2.6 which I have installed and I have confirmation from blender

Compiled with Python version 2.6.2.
Checking for installed Python... got it!

I'm not using virtualenv, so it should not be the issue here.

I did like described here and added "print 42" to end of /usr/lib/python2.6/os.py and I'm getting printed 42 when I run blender and that os.py does not end with definition of urandom, precisely

Does anyone has any suggestion tnx


texts: Problem while exporting .svg file in blender

texts: When attempting to export an SVG out of blender, I get this error:


texts:
I'm following the "Making Realistic Dust trail" question which is not accurate for today blender smoke sim interface.
I try to reproduce this answer for cgslav but in blender 2.9 which does not have the same interface for smoke sim.
After discussing the most accurate question would be:
How to replicate the 2.82 worflow described later on the pasge to Mantaflow?
Is that possible? I tried on my side and did not succeed at all. I would love to understand how to translate this method.
Original answer from @CGSLAV

Create emitter with Real World Scale - this is important, as Smoke sim can differ based on scale.
Mine has ~56x7m.
Apply Scale!

Add to it Quick Smoke - F3 > Quick Smoke.

Scale Domain in Edit Mode to make it as big as you need.

In Domain settings I've changed only Resolution - 192, Temp. Diff. - -0.04, Adaptive Domain - checked and High Resolution - checked + Resolution Division > 2.

5.Collision Object.
This is most important thing to do here. Set it as Smoke > Collision and Animated.

Now you have 3 options how to interact with smoke.

Allow object to "sink" into smoke.
Attach to object "plow" to raise smoke and not be visible in Render.
Attach Force Field to object to "suck" smoke from the ground.


texts: Show transparent viewport image (via script)

texts:
[blender 2.8]

I'd like to show a transparent image on the viewport (similar to the axes gizmo) and came up with two different approaches:

1) GPU image shader - which works in principle, but doesn't seem to support alpha (which I need)

2) Script a object lock to the viewport. Basically what "Lock camera to view" does, but with an object that does not move relative to the viewport. With an image plane and the proper viewport shading, this might be a viable workaround. Can "Lock view to camera" be misused for that?

Any thoughts?


texts:
I was curious if this was possible:
I have a model of a product *(wall light) for rendering. the product has 4 or 5 different material options.
I have it as a collection that I can import into any environment to render, but i would like to up the possibilities. I would like very much to rig the lights with controllers... for
light strength and light color, materials of the light shade and metal work, and basic adjustability of the lights arms and rotation of the shades. Then hopefully I could import into scene with a streamlined ability to alter the light to suit the scene.
if the light is a collection... and I have rigged it... if I import into a new scene as a linked file...
will I be able to edit via the controllers within the collection?
cheers
r


texts: Why is my material in cycles rendering as as multiple images instead of covering the surface properly?

texts:
So, I modeled a character and went through the process of unwrapping the mesh to paint his markings and details, and baked it and all that fun stuff when after applying my finished material with the image file attached it worked terrifically, but then I decided to re-topologize the mesh. After trying to apply the material to the new mesh, I get a repetition of the image all over the mesh instead of it wrapping around the character like it should. I've been using blender for about a month, so I don't even know where to begin to fix this problem, I've already been all over Google trying to solve it. Can someone please help? If I need to give files or something can someone tell me how to do so?

I'll show two images, the first is the problem and the second one is the character before the re-topology, when everything was normal.


texts: Attach objects to every face of one model

texts:
I'm trying to place roof tiles to subsurfed plane. So, I made tile model and roof mockup.

Now I want to place tile model to every square of roof mockup model like this,

but i have no idea What to do. What should i do?


texts: (bpy.ops.mesh.transform.resize)how do I call this operator as a modal rather than directly executing it?

texts: I was trying to call this function as a modal through code but unfortunately when I execute bpy.ops.mesh.transform.resize(long list of values here), it applies the function directly and I want this as a modal just like when I press the "S" key triggered through code.


texts: Renders doesn't display in Node Editor while compositing

texts:
I follow that tutorial step by step:
https://www.youtube.com/watch?v=H3sSZ6W7rgQ
and had to stop around 44:00 - I had rendered my image and when I go into Node Editor there is no way to make backdrop shows up. I don't know what's going on. I'm using Blender v2.71. Please help me :)


texts: In edit mode, I can see my texture applied to my object. But when I exit edit mode, or when I try to render, the texture does not appear. Why is this happening?


texts: Skin node, lip node, how can i have a softer blend at the edge

texts: im very new to blender, followed some tutorial created node for the skin texture and created some node for the lip, any method i can get a kind of mixing these 2 node at the edge between lip and the face skin? Something like weight painting for the materials? I could now only select and assign which part use which materials, thanks for any help


texts: Can I change texture of a mesh with the command line?

texts: I know it is possible to render a 3D model with blender's command line interface, but is it possible to also change the texture?


texts: Efficient video workflow without multiple renders?

texts:
I'm trying to use Blender as my primary video editor, I love the concept of imposing 3d onto videos and also being able to add effects and color correction, etc.
My problem is the workflow. I have a video with audio, I need to crop it, color correct and add text. In order to crop, I need VSE, in order to color correct, I need nodes, then I need VSE + 3D viewer for text. I don't understand how to use all of those tools without multiple renders. Right now, I crop the video, render, bring it into nodes, color correct and move from there. But soon as I import into the node editor I lose sound. I know this is probably just an ordering sort of issue or there's an obvious missing piece, but I can't figure out what it is.

To put my question succinctly:

How do I use all of Blender's video editing tools AND maintain audio without multiple renders?

Thanks!


texts: How do you overlay an image on a shader in Cycles?

texts:
I'm trying to overlay an image on top of a shader to create the effect of having printed onto metal like so:

I'm using an Anisotropic shader for the underlying brushed metal and have UV Mapped a PNG (with alpha channel) for the printed portions. I've tried using a Mix and an Add shader to combine the two but it doesn't give the effect I'm after. Instead, it looks like the metal was stained with a translucent film, rather than over-printed with an opaque ink/paint.

Here's my shader so far:

How can I achieve this over-printed effect?


texts: How to select object Appended from another .blend file?

texts: So, I imported the Object folder from another .blend file. using Append button. I see the model here and everything, with its rigs (I guess that's the correct word) and etc. The problem is, I can't really select it, if I do it with B, it selects other characters too (They are placed close to each other). Is there any way to select that character only?


texts:
is there a way to make the cast shadows of the sun light less dark?
Im working on an animated object that will have a cast shadow on a shite background, but right now the cast shadow is way to dark.
question 2
is there a way to use a HDRI as a light source but get rid of the cast shadows that is caused by the HDRI (lightpath maybe?)
Always grateful for your help.


texts: How do I recognize normal map type? whether it's +Y or -Y?

texts:
I downloaded some free models with textures as zip file. How do I know the normal maps used in it are directX type or opengl type? The models look very similar/slightly different when I flip the green channel on blender.
Is there any technique or tool to find the normal map's swizzle co-ordinates?


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I am having a really hard time trying to create a diffuse colored plane by script. The contours of the plane I do get right, but I can't seem to get the surface filled.

g_d = bpy.data.meshes.new(name="GroundM")
g_o = bpy.data.objects.new(name="GroundO", object_data = g_d)
scene.objects.link(g_o)
g_o.location = (0,0,0)
g_o.select = True
scene.objects.active = g_o

# Fill in the data for the mesh
b = 10
v1 = (-b,b,0)
v2 = (b,b,0)
v3 = (b,-b,0)
v4 = (-b,-b,0)
verts = [v1, v2, v3, v4]

g_d.vertices.add(4)
g_d.edges.add(4)
g_d.faces.add(1)

g_d.vertices[0].co = (-b,b,0)
g_d.vertices[1].co = (b,b,0)
g_d.vertices[2].co = (b,-b,0)
g_d.vertices[3].co = (-b,-b,0)

g_d.edges[0].vertices = (0,1)
g_d.edges[1].vertices = (1,2)
g_d.edges[2].vertices = (2,3)
g_d.edges[3].vertices = (3,0)

g_d.faces[0].vertices = (0,1,2,3)

As a result I get the edges of a square, and an error message "Mesh object has no attribute "faces"." But one should be able to define faces in a mesh..


texts: Is there an easy way to detect unused material slots in an object?

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I have recently been importing and modifying models from sites such as CGTrader. When I work on the materials for models, it often seems that objects have unused material slots.
At the moment, I'm just going into Edit mode, clicking the "Select" button for each slot, then scouring the object to see if any faces are selected, before deleting the slot if it is unused.
However, it seems there should be a more efficient way of doing this. Can anyone enlighten me please?


texts: Bone Heat Weighting: failed to find solution for one or more bones. Yet again

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I tried many things and I am out of my options. I need just make a simple hand movement can't add automatic weighting because of that error
https://we.tl/t-y5iKQCIma4
I put the file in we transfer if someone wants to help me out.


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Okay, I have a fluid stuck inside one of my obstacles. I made sure to get the inflow outside of said obstacle so it doesn't collide with it. I intended for this fluid to flow into a small pool and then overflow into a larger one.

Here's the file:
https://drive.google.com/file/d/0B1dIaL3qkRdQYjhYYklFNzZWSWc/view?usp=sharing

I'd give a picture, but I have lunch right now.

Now I ended up with this:
http://prntscr.com/9p5fx2


texts: Easily setting numerical values for geometry, like Lightwave's Modeler does

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I'm moving from Lightwave to Blender, and there's something that's super easy in Modeler that I can't work out how to do in Blender.
In Modeler if I have geometry selected and hit i I get the info panel which gives me position and other info on any / all of the selected geometry.

This is particularly useful if I want to set a bunch of verts to a particular position, on any or all of the axes—I can just type in a position (or weight value) and apply it to all selected vertices. Is there any way of seeing or editing vertex info directly  in Blender?

Even without the info panel it's a one-step operation to assign a value to any selected geometry, I hit v and get a set value dialog. This works for verts, edges and faces. Does this exist for Blender?


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A typical blender panel looks like this:

We have a layout object, and we typically add stuff to it. My add-on lets user select from many garments, and for that, I need to be able to show the garment images clearly. So I can't use a button icon, since the user won't be able to see the garment properly when it is icon-size.

So I need to show an image in the panel whose size I can set. Is there a way to add an image like that to the layout of the panel?


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Hi I am a huge fan of Blender. I've been using it to edit video perfectly.
Since recently I need to edit 4k mov files. (each strip is between 1 or 2 gb) And it is too slow to work with. I noticed that when rebuilding proxy and timecode indices Blender is only using one (of the 8) cores. (well it looks like it. it only uses 19-20% of its processor)

I am working on a Intel Core i7-4720HQ quadcore 256g ssd with NVIDIA GeForce GTX 950M, 2GB/4GB DDR3 VRAM

Is there any solution so I can keep working with Blender?


texts: Shader displaying wrong color; blur effect in Shading workspace

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Blender was running fine but in my wisdown I decided to uninstall it to reset everything to defaults. After reinstalling, the shader base color I chose was displaying incorrectly. I chose red and the shader appeared deep pink in Rendered view. Only the lighting works.
In Shading workspace, other problems occur. Using the Pan, Zoom and Transform tools cause a blur effect on the object so that it is hard to see where the actual object is. The "old" object highlighted outline (orange) remains while the newly calculated object view is dark gray. I have tried many fixes to no avail:

Uninstalled and reinstalled three times.
Used a prog like CC Cleaner to target and remove files.
Manually removed files and folders throughout the C: drive (as many as I could find, even hidden AppData)
Tried running Blender through Steam.
Used a restore point recovery, going back five days.
Deleted one Blender key in the Windows uninstall folder in the registry.

Thank you.


texts: Using linked duplicates does not reduce poly count

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I am trying to optimize my scene, in terms of memory.
I figured I could use linked duplicates for things like chairs and tables that are the exact replicas.
But I when I turn on scene stats on display, I see face count still go up even after duplicating linked, it is like I duplicated it the typical standard way.


texts: How to edit blender file parameters + settings from command line or python?

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Note: This is not a duplicate of this question: How can I run blender from command line or a python script without opening a GUI?
That question only addresses rendering, not modifying parameters in a closed file without a GUI.
I'm currently rendering a Blender scene using Colab.
The problem is that I have to constantly upload a new file to my Google drive with altered settings if I want to alter settings.
Is it possible to alter parameters (such as a parameter in a node like "Density"), and settings like resolution percentage from the command line or from Python by opening the .blend file and reading and writing to it?
I would need to be able to alter the settings not by opening blender but either through the command line or through python.


texts: Is it possible to switch the same camera between "tracking an object animation" and "not object tracking animation"? Or do I have to use two cameras?


texts: How do I set the env variables properly so I can run Blender with customized paths on Windows?

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I want to run a customized version of Blender on Windows. So i set these env variables in  a batch file. Blender picks up the user config folder alright but it still points to default addon paths when it comes to scripts.

SET BLENDER_USER_CONFIG=C:\Users\USER\AppData\Roaming\Blender Foundation\Blender\2.79_RELEASE\config

SET BLENDER_USER_SCRIPTS=C:\Users\USER\AppData\Roaming\Blender Foundation\Blender\2.79_RELEASE\scripts

SET BLENDER_USER_DATAFILES=C:\Users\USER\AppData\Roaming\Blender Foundation\Blender\2.79_RELEASE\datafiles

cd C:\BLENDER_RELEASE

cmd /c blender.exe

thanks


texts: Imported .FBX file from fusion opens with multiple dotted lines and empties, I can't remove them without changing the objects' allignments

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After adding joints on my model, I imported it as an .fbx file into Blender 2.8 to create an assembly animation.
But when Blender opens the file, there are multiple dotted lines which are centered in point, also there are lines (I found out they are called "empty") that I can not remove without messing up the positions of the objects.
I removed the joint in Fusion and tried again, but they're still there.
Do you know how can I fix this problem?


texts: Connect points of motion tracks with (smoothed) lines

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I am tracking motions with blender, and adding motion trails to tracked objects. With hq slow motion footage, just attaching an empty vert with a particle effect to my track works very well. However, when the frame rate is not very high, the tracker will be quite far apart frame to frame and I end up with what looks like a dotted line because the emitter jumps from one tracker location to the next. I would like to bridge the gap either with more particles or just a line.
How can I distribute more particles between the current and previous/next tracker location? Maybe I have to convert the track into a path or a line (I can't figure out how)? Basically what i want to achieve is a smooth gap-less motion trail even when the tracked object moves quite a bit between frames. Grateful for any advice, thank you.


texts: How do I increase the resolution of a text object for use with a Shrinkwrap modifier?

texts: Guys can I give more resolution to the font without converting to a mesh so this kind of effect when used Shrinkwrap can be fixed?


texts: I can't get openimage denoise to work on linux

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I saw this questions asked already, but the way they explained the solution made no sense.
I only got linux two days ago, can someone please tell me step by step how to get it working.