texts: Why does this procedural material distort at larger scale?

texts:
I'm trying to learn more about procedural textures, and I created a concrete texture loosely following a youtube tutorial. At the scale I worked at, it looked just like I wanted. However, when I tried to apply the texture at larger scales, pale stripes appear on the surface. It does not seem to be related to the mesh, but to something inherent in the texture.

.blend example: https://drive.google.com/open?id=1kInkSXyzw1h-rgxYs9mBZdOlMhCCb83c

Could someone tell me what went wrong here and how  can fix it?
Thank you in advance!


texts:
Suppose I create two paths A and B, then select both paths and join them using Ctrl+J creating AB. I then want a cube to follow the joined path AB, that is first along A, then jump to and follow B.

I add a "Follow Path" constraint to the cube and set keyframes for the Evaluation Time of the path. If I then animate however, the cube only follows A, as if A and B would not have been joined.

How to fix this? Obviously I could animate A and B separately but it would require more work and might get tedious if I had more paths than two and need to figure out how long each individual path is to let the cube traverse each path with the same speed.

Edit

Another path could look more complex like this:

Currently I model this to be four paths (one outer rectangle and three traversing straight paths) and control the cube with Keyframing the Evaluation Time and Influence properties. If I want the cube to follow the complete path (that is, all four paths) with the same speed however, I need to calculate how long each path is and model the evaluation time correctly. This is tedious...


texts: why is the render image not the same as camera image

texts:
I made some cog-wheels that rotate when I run them in the timeline. But when I try to render the images, the images shows all the cogs and everything is att frame 1 (even if I'm trying to render another frame).
I have tried both with cycles and Evee (since I thought Evee would simply give me what's on the screen from the camera-view), but no difference.
I have done animations before and never had this problem.
Any help is appreciated :)


texts: Custom pie menu not working with keyboard shortcut anymore

texts:
I was making a custom pie menu and all was well, I had set it up to activate when 'E' was pressed. Suddenly blender crashed, and I reopened it, and then the whole thing didn't work anymore. I tried coping and pasting working versions of the code (from other questions on here) and they no longer worked. I tried removing the keyboard shortcut manually, and found there were like 8 of the exact same one there so I removed all but one, still nothing, I then removed that last one and run the script, it made a new one but still didn't work. I then removed that one and made a new shortcut manually, still nothing. For a while though it did work in the properties panel and outliner, but not the 3D View, but now it doesn't work in any of those. I also tried putting back the line of code that activated the pie menu as the script is run and that works, but the items I had in the pie menu before this happened are no longer there. And there are also no errors in the console or info panel either...I'm really not sure what happened, could someone take a look at my code and see if there's something wrong with that or if theres anything else I've missed...Thanks, Matthew

*Update*

I've now got it going again in the 3D Viewport, but my items are all still missing...

Here is my code:

import bpy
from bpy.types import Menu

from bpy.props import BoolProperty

class VIEW3D_PIE_template(Menu):
    # label is displayed at the center of the pie menu.
    bl_label = "Macbook_Controller"
    bl_idname = "object_mode.mc_pie_menu"

    def draw(self, context):
        layout = self.layout
        # get the camera, use a poll method to check no cam
        scene = context.scene
        camera = scene.camera.data
        pie = layout.menu_pie()

        pie.prop(camera, "iSight_Camera_Indicator", text="iSight Camera Indicator")
        pie.prop(camera, "dirt_dust", text="Dirt and Dust")
        pie.prop(camera, "menubar_dock", text="Menubar and Dock")

def register():

    #iSight Camera Indicator
    bpy.types.Object.iSight_Camera_Indicator = BoolProperty(
        name = "iSight Camera Indicator Toggle",
        description = "Toggles the iSight Camera Indicator ON and OFF",
        default = False
    )

    #Dirt and Dust
    bpy.types.Object.dirt_dust = BoolProperty(
        name = "Dirt and Dust Toggle",
        description = "Toggles the dirt and dust ON and OFF",
        default = False
    )

    #Menubar and Dock
    bpy.types.Object.menubar_dock = BoolProperty(
        name = "Menubar and Dock Toggle",
        description = "Toggles the menubar and dock ON and OFF",
        default = False
    )

    bpy.utils.register_class(VIEW3D_PIE_template)

    wm = bpy.context.window_manager
    km = wm.keyconfigs.addon.keymaps.new(name = "Window",space_type='EMPTY', region_type='WINDOW')
    kmi = km.keymap_items.new("wm.call_menu_pie", type = "E", value = "PRESS")
    kmi.properties.name = "object_mode.mc_pie_menu"

def unregister():
    bpy.utils.unregister_class(VIEW3D_PIE_template)

if __name__ == "__main__":
    register()

    #bpy.ops.wm.call_menu_pie(name="object_mode.mc_pie_menu")


texts: Cycles Material doesn't show correctly on some objects (but it does on others)

texts:
I'm a noob in using Blender.

I'm using a cycles material on a bunch of "wood objects". It works perfectly. Then I create some new objects from some cubes, and the material doesn't show correctly.

I thought I did something wrong (like flipping the normals or some other crazy thing), so I tried to apply the material to a simple cube, without doing anything to it... and it still doesn't work as supposed.

Practically, the color of the material is there, but the textures are not.
The attached image should explain the problem quite clearly: on the desk the material works properly, on the cube at the left it doesn't.

This is the viewport rendering, but the problem persists even on the final rendering.

Anyone can explain the reason of this behavior and how to fix it?


texts:
I totally got stuck on a problem: I'm trying to create a landscape for an IOS Game, and everything's fine till I export the object in .dae. Basically, I am able to export everything correct, but the "real" shape of the model is wrong. The object is the same as in Blender, but it is like the shape is related to the original mesh. How can I apply all the subdivision etc I made?

Really thanks!


texts: Linked scene in VSE doesn't run Python script

texts:
I'm making a short movie in which one scene, I hide part of the mesh of a character using some python code in a Register .py file, like this:

bpy.data.objects['spider_eye.L'].modifiers['Mask.001'].show_viewport = 1

which hides the mesh in the animation file (anim.blend). I also have another blend file (vse.blend) where I linked the scene from the anim.blend to edit it but in the sequencer viewer of the VSE, the mesh is not hidden.

I'm guessing that when a scene is linked, the added code is not executed.

Is there a way around this?

Thanks for your help.


texts:
So I have somewhat of a 3d space inside this texture and I wanted to know if it is possible to draw a 3d sphere inside of

how do I tackle this with nodes if possible at all, should I use a Parametric Sphere Formula?

the end goal a sphere inside a sphere


texts:
i have created a node setup useing the "shader to rgb" node as base.
Now im happy with my result and simply want to bake what i see onto a image.
(i know how baking works, i have done it a few times by now)

the main problem is, i can only bake in cycles but the "shader to rgb" node does not work in cycles, so i get wrong results.

i can not use the toon shader in my setup bcs i would need the toon shader to act as mask.

maybe there is a different way to get a mask (black and white image) for cell shading?

best thing would be if someone knows a work around for the "shader to rgb" node wich does exactly the same.


texts: Weird artifacts when importing texture to Unity

texts:
I have this tree texture that I UV Mapped and the bark should be a single color as it is in Blender. But when I import the texture and apply it to the model in Unity I get these dark stripes. I have tried changing the compression values of the UV Map image but it doesn't really do anything.
Thanks a lot for any suggestions.
Edit: Turns out it was the emission value of the material in blender. I had put the same color as the base color but way darker as suggested in a YouTube tutorial but when I put the same value as the base color the lines disappeared.


texts:
I'm pretty new to blender and especially new to working with materials and lighting as I have done rendering in other programs previously. My problem is the reflections from the objects under the glass as seen below.

But when I am in the shading viewport I don't get these relfections and it looks just fine.

Thanks for any help you might provide :)


texts: how to rotate an object (a line) diagonally x,y

texts: I have defined a line as an object, and I am trying to rotate it end over end, diagonally, 360 degrees, over 100 frames. i havent yet found a way to do this. I tried just using calculations and setting the rotation to a frame, but it wobbles like crazy. I also have tried using an empty, but then i have the problem where i have to rotate the empty diagonally, so that didnt work either, and i also wouldnt know how to join two objects on their centers to link their motion. what is a good beginner solution?


texts: Model still appearing pink after applying image.

texts:
So I just started learning how to texture paint and am following this tutorial (https://youtu.be/LcCQKuWPhXk)

I followed everything up to the point where you add the image texture node.
When I add it, the image remains pink instead of turning black. Is there anything that's normally expected when texture painting that I missed?


texts:
I'm working on a model of a car wheel. However, before I continue, I want to fix some shading issues I am having.

My model has Subdivision surface, Mirror, and Array modifiers, which make up the 10 spokes/"slices" of the wheel. The wheel itself is all one, contiguous object. However, there are multiple areas where the shading looks a bit odd.

Problem #1: Seams at the End of Array

While my Array modifier has Merge Vertices checked and all angle values were precisely calculated/typed in to ensure that all of the vertices in the circle line up, the very last seam where the last segment connects with the first does not merge.

I think that this is because the Array modifier merges vertices only with each next part. Even turning on Automerge editing to merge vertices that are close enough globally does not work, because of the Array being a modifier and not applied. I have tested applying this modifier, and the problems did go away. However, I wish to keep it in an array and was wondering if anyone has any other solutions.

Problem #2: Hard Edges on Circle

At the center of the wheel, where all of the spokes converge, there is a circular edge which appears to not be affected by the Subdivision surface modifier.

No, it is not marked a hard edge -- it is completely parallel with the two lines in front and behind it too, but those are completely curved as normal.

Problem #3: Artifacts at all Array Seams

In the indicated center part of the model, there is a shading artifact. It happens where each part of the array has a seam.

Does anyone have any advice? It would be best if you could download the .blend file to mess with it:

But either way, I'm happy to have any feedback on the best way to fix these various artifacts from those more experienced than me. Thank you so much!


texts: How do i copy and paste and objects location,rotation and scale at the same time

texts:
I have notice that when i do animations and make a mistake on where the camera should be its hard to fix it due to how long it takes to change its Locrotscale.
is there a faster way to copy it all and paste it to another frame.


texts: Navigate normally from camera perspective?

texts:
When I'm in camera view Numpad 0 and I want to navigate in the 3D-view with e.g. ⇧ Shift MMB the view jumps to a completely different location.
I actually jump from Camera Perspective to User Perspective.
Can I avoid this?

Is there perhaps a way to set the "User Persp" view to the camera location and rotation?
Or a way to avoid that you when you start navigating in Camera view that you jump back to the last location in User view?

I do not mean "Lock camera to View".
I just want to start navigation from the camera's position without moving the camera itself.

Thanks for the elaborate and visualized replies.
The hacks are very clever. However, as I just want to be able to continue navigating the world starting from camera view, they take too much effort and attention.
As I've been pondering as to why this feature hasn't been added yet to Blender it became apparent that it's not that straightforward.
After all, user view and camera view are most likely in diffent perspective. User view could be in ortho view and if not, it would still be in a different focal lenght than the camera. So  a seamless navigation from your camera view would result in a changed perspective of your user view and that might be equally annoying as the problem I'm describing in my picture.
Oh well, I guess I have to get over this little limitation.
Thanks again!


texts: Is it possible to change shortcuts for the add menu?

texts: I know you can add a shortcut, but can I change the shortcut on the Add Node menu? I would like to make the S key default to Shader instead of to Search. Can this be done? For example I want to be able to add a diffuse node using the key set: Shift+A > S > D


texts: Particle system not showing on render after 10 frames

texts: I have a basic particle system. It shows up properly in the viewport but once I try to render the animation the particles disappear after 10 frames are rendered. Please can someone help me? (I'm using eevee as the render engine)


texts:
With the Measure tool i have draw the line to measure the model. It shows 6.03. Where as in the N panel under dimensions in the z axis it shows 5.18. Why there is difference in the measurement

I tried to scale the complete model but some parts disappear.

Any solution to get perfect measurement for the model.


texts:
I'm trying to weight paint the beak and the jaw of my bird,but I realize that I'm not able to get the result I want. Infact,when I weight paint the jaw in red and I rotate it on the X axis,it works,but the beak doesn't. When I weight paint the beak with the red color nor beak nor the jaw are colored perfectly.
I would like to know if I can weight paint only a part of the bird,not everything. For example,in edit mode,I have selected only the vertices of the beak and I have inverted the selection with CTRL + I and then I hid them because I want to weight paint only a specific section. Why I want to do this ? Because when I paint a specific region of the model in weight paint,the painting is not carefully and I paint also the borders of a region that I don't need. I don't know if I can do it in weight paint mode,so,I thought that I could do it in edit mode....check the attached video,thanks.

video


texts: Parts of my mesh won't show any image texture when I go to material preview or rendered view

texts: So I'm using blender 2.8 and I'm texturing my mesh in texture paint mode. I've unwrapped it and applied the image to the unwrap. Ive linked the image texture node to the principled bsdf. (did everything right). I painted the whole body, but yet when I go to material preview or rendered view, the arms and legs won't show the texture. There's no lighting issues, but I did notice that in the uv image, when I go to the view tab and press show same material, the arms and legs vertexes are missing vs when I don't have show same material checked. I'm using the same image in texture paint and in my uv image editor tab though, so I'm soooo confused. Someone please help.


texts:
Hello all blenderheads !
i'm trying to make a little script to collect then relink all sequencer strip in a blend file, i'm currently getting something, but only in the active scene, i can't get it work in all scenes in the blend.
Here what i've got so far :
(sorry it the code isn't so good, im a newbie in python :))

import bpy
import os
import shutil

### make all path absolute ###
bpy.ops.file.make_paths_absolute()

### get the blendfile path ###
blendossier=bpy.path.abspath("//")
blendnom=bpy.path.abspath(bpy.path.basename(bpy.context.blend_data.filepath))

### set the new folder accordingly to blendfile path ###
ressourcesfolder=blendossier + "/" + blendnom + "___ressources"

### create the folder ###
os.makedirs(ressourcesfolder, exist_ok=True)

### get context scene name ###
scname = bpy.context.scene.name

### get all strips in the scene ###
strip = bpy.data.scenes[scname].sequence_editor.sequences_all

### copy strips ###

for obj in strip:
    ### set a specific folder ###
    folder=ressourcesfolder + "/" + "Video Sequencer"

    ### check if file isn't already in it ###
    if bpy.path.abspath(obj.filepath) != folder + "/" + bpy.path.basename(obj.filepath):

        ### create the folder ###
        os.makedirs(folder, exist_ok=True)
        ### copy the file ###
        shutil.copy2(bpy.path.abspath(obj.filepath), folder + "/" + bpy.path.basename(obj.filepath))
        ### get the new path ###
        newpath=folder + "/" + bpy.path.basename(obj.filepath)
        ### relink the strip to new path ###
        obj.filepath=newpath

### make all path relative ###
bpy.ops.file.make_paths_relative()

does anyone have an idea ? i'm stuck with that... thank you !


texts:
I'm trying to create a gold foil material for a mesh.
My first attempts work quite well:

This is the material in the node editor:

The problem is that I have to export my object to an .x- or .obj-Format. Well, I can, but I does not export my gold foil.
I know I can use the  Displace-Modifier, but it's not working correctly - espacially because I just want to apply the material of some parts of the
mesh.
Any solutions? Can I apply the changes by the displacement node to the mesh?


texts: large scale modelling, numeric problems?

texts: I would like to create some models on the scale of 1-10k blender units. I remember reading somewhere that modelling on that scale can cause numeric problems. Is this correct?


texts: Blender not importing openings from doors or windows from IFC file

texts:
I want to import an IFC file exported from REVIT, using the BlenderBIM add-on.
Once in Blender, some openings (doors and windows) are not imported, and window and door families are imported embeded in walls, while some openings are imported without a problem with the window and door in place. I have to say that it is always the same openings that are or aren't imported, meaning that it is not a random problem. In some cases, the opening for a door family in a specific wall is imported, but the opening of the same door copied in a different wall, is not.
I have checked the IFC file using a IFC viewer and all the openings are there. Perhaps some setting during the import process that I'm missing?

Console:
Done creating geometry
Creating meshified products :: 3.45
Relating openings :: 0.01
Placing objects in spatial tree :: 0.05
Add project to scene :: 0.00
Info: Removed 4 vertice(s)
Mesh cleaning :: 0.66
Setting default context :: 0.00
Import finished in 4.91 seconds
WARN (bpy.rna): C:\b\buildbot-worker-windows\windows_291\blender.git\source\blender\python\intern\bpy_rna.c:1493 pyrna_enum_to_py: current value '0' matches no enum in 'BIMRootProperties', '', 'ifc_predefined_type'
WARN (bpy.rna): C:\b\buildbot-worker-windows\windows_291\blender.git\source\blender\python\intern\bpy_rna.c:1493 pyrna_enum_to_py: current value '0' matches no enum in 'BIMRootProperties', '', 'ifc_predefined_type'
WARN (bpy.rna): C:\b\buildbot-worker-windows\windows_291\blender.git\source\blender\python\intern\bpy_rna.c:1493 pyrna_enum_to_py: current value '0' matches no enum in 'BIMRootProperties', '', 'ifc_predefined_type'
WARN (bpy.rna): C:\b\buildbot-worker-windows\windows_291\blender.git\source\blender\python\intern\bpy_rna.c:1493 pyrna_enum_to_py: current value '0' matches no enum in 'BIMRootProperties', '', 'ifc_predefined_type'
WARN (bpy.rna): C:\b\buildbot-worker-windows\windows_291\blender.git\source\blender\python\intern\bpy_rna.c:1493 pyrna_enum_to_py: current value '0' matches no enum in 'BIMRootProperties', '', 'ifc_predefined_type'
WARN (bpy.rna): C:\b\buildbot-worker-windows\windows_291\blender.git\source\blender\python\intern\bpy_rna.c:1493 pyrna_enum_to_py: current value '0' matches no enum in 'BIMRootProperties', '', 'ifc_predefined_type'
WARN (bpy.rna): C:\b\buildbot-worker-windows\windows_291\blender.git\source\blender\python\intern\bpy_rna.c:1493 pyrna_enum_to_py: current value '0' matches no enum in 'BIMRootProperties', '', 'ifc_predefined_type'
WARN (bpy.rna): C:\b\buildbot-worker-windows\windows_291\blender.git\source\blender\python\intern\bpy_rna.c:1493 pyrna_enum_to_py: current value '0' matches no enum in 'BIMRootProperties', '', 'ifc_predefined_type'
WARN (bpy.rna): C:\b\buildbot-worker-windows\windows_291\blender.git\source\blender\python\intern\bpy_rna.c:1493 pyrna_enum_to_py: current value '0' matches no enum in 'BIMRootProperties', '', 'ifc_predefined_type'
Info: Deleted 1 object(s)


texts: Is there any way to Delete Particles separately?

texts:
I am working on my renders and using Hair Type Particle System.

Particles are applied on some of the places where I don't want them , So is there any way to delete particles separately without affecting whole particle system configuration ?

I tried Individual selecting those particles and deleting them but whole group is deleting.


texts: Only duplicated an object, but on attempt to change its own texture, it simultaneously affects the texture of the object I sourced it from

texts:
On an object, I pressed Shift + D and then G, Y, and moved the newly spawned object away from the remaining original.  Got two identical looking objects now.

Problem:  When I go to edit the alpha on the duplicate, the setting affects both of them at the same time, like entanglement.  I just want my setting change on one object to affect only that object.

Can anyone help?  Thanks.


texts: How to fix viewport being tilted on startup?

texts:
I just started using Blender 2.90.1 a few days ago, and noticed that whenever I create a new .blend file, the viewport appeared just slightly tilted. I thought I was going crazy, until I used "Align Active Camera to View" to inspect the transform of the viewport's camera, and Rotation Y was set to 0.76 degrees. It's miniscule, but I work with a lot of geometric shapes, so I definitely notice it, and it bothers the hell out of me.
Additionally, once I do manage to fix the view (by switching to Front and then panning around), the viewport in other Workspaces do not change--they still are tilted.
Is there a way to make Blender start up with all viewports not tilted this way?
Below is the transform values of the initial viewport camera position:


texts: 2.8 has something I'm not investigating yet, but did anyone make an Add-on compatible with 2.79 that generated the Worley texture specifically for Materials?


texts:
I have a simple code that creates a sphere.

bpy.ops.mesh.primitive_ico_sphere_add(location=(0.0, 0.0, 0.0))

and I would like to add an image of the Sun and 'wrapped' around the sphere made. Is this possible?


texts: ok so I am new to blender and I am trying to paint a mesh. I have found lots of people doing the same thing but my issues are different. I painted an amazing fox mesh using vertex paint. but when I try to edit or export the mesh it never exports the paint. I cant find out how to turn what I made with vertex paint into a texture.


texts: Rendering in CUDA / OptiX - Different Results / SSS error?

texts:
I have some weird rendering issues with my new RTX 2070 Super graphics card.
I'm currently using Blender 2.81a. Image #1 is rendered in CUDA and it's looking right.
Image #2 is rendered via the new OptiX RTX support, but some Heads look different. It's the Subsurface Scattering (Random Walk), that doesn't look the same. Alle the other maps work.
The strange thing is, it's not on all the heads, just some. The biggest difference is in the 3rd head.
I created the SSS maps in Substance Painter, the white parts "glow red", the black parts are untouched by the light. Except the ears and the nose, most of the map is black and should not have any effect (like in the cuda-render).
but in the OptiX-render, the black parts of the SSS map seem to "brighten" the face on the 3rd head. The 4th head on the right however seems not really effected by this.
The shaders are alle the same, except different Maps (Normal, Roughness, SSS, etc.)
Do you have a solution for this problem? Help would be much appreciated ;)
Thanks and all the best


texts: Making an hanging object with ribbon tape

texts:
I'm a beginner of Blender, so cannot find out where I have to start. I've searched several tutorials but it is not matched with what I want to make. I have to make object like a photo(hanging object and ribbon with herringbone pattern).

I could make a 3D modeling like that in the screenshot, but I couldn't put the ribbon into the hole of the object and connect them. Also, even though I used 'soft body' function, it didn't work well.

Can anybody give me a tutorial to solve this problem and make this ornament? I'm totally stuck.


texts: How do I batch import one format, then export to another?

texts:
I'm hoping this question builds on a previous question, Batch import Wavefront OBJ.

I'd like to batch import a bunch of .3ds files and export each of them to their own .js file (using the Three.js file importer/exporter addon). Is there a way to do this in Python? If so, how would I do this? I have 77 files to convert, so it wouldn't kill me to do it by hand, but I'd rather not.

Or should I find a non-Blender solution? There is an online tool called Online 3D Model Converter. Unfortunately, the exports from this tool are not nearly as clean and small as those from Blender.


texts: Do UV islands scaled to 0 have anything applied to those surfaces?

texts:
This is the dodgy shader setup I've done https://twitter.com/James___UK/status/1262658211934543873

I have two UV maps, one for the inner surfaces of the glass jar and one for the outer, and then with the UV islands that are irrelevant to each UV map I just scaled them to 0. Do they still have any value attached to them if I do this? I have a hard time telling from looking

Apologies if I've explained this terribly


texts:
I gave my character his face with a material that uses a video file in an image texture node. In material view, it looks fine, but in rendered view, it does not appear. Can anyone help?

Here are the nodes BTW:


texts: Get console output when running blender in background

texts:
I am running blender in background and supplying a python script. Now I want to access the console output of the python script, and do some http calls based on that. However, I 'm unable to figure out how to get the console output as blender is running in the background and the process has exited.

Can someone tell me how to achieve that?


texts: Reset vector where objects are added to origin (0, 0, 0)

texts: Some time ago I was following a tutorial that I can no longer find in which the presenter suggests to edit a setting that changes the vector an object is added to the vector of the 3d cursor rather than origin (0 ,0, 0). Can somebody direct me how to find this setting again?


texts: VSE effects do not appear in final render

texts:
I followed this tutorial: https://www.youtube.com/watch?v=n-zZMiMCTYo
I have 2.79 and the tutorial appears to be using 2.8
I am new to blender. I followed it perfectly but when I render the project, it renders without the effect. I can see the effect with the view node and it even auto renders.

https://drive.google.com/file/d/1FxYRA-hWp-wdNptftuKMBaHHXiZkfzAs/view?usp=sharing


texts:
I am doing rocket animation and I did rocket smoke with quick smoke.
I need long smoke track, I tried to resize my smoke domain, didn't touch smoke flow but smoke resolution changed and smoke not looking good.

What can I do for bigger smoke domain?


texts: Is FBX converted to blender doomed to have messy mesh?

texts: The origin file is either 3dsMax or Maya. The mesh was clear and quadrangles back then. However, when it is opened in blender, it becomes triangular messy mesh as showed below. I have tried several FBX files. They are all like that. Am I doing something wrong? Thank you.


texts: I need blender render to use freestyle but I can't use my gpu because of blender render, is there a work around?

texts: I need to generate a ton of 2D images but it's taking a while. If possible I would like to use my gpus to render the images instead of my cpu. Is there a workaround for this?


texts:
I have a terrain in Blender (see red inset) and in the material node setup for that terrain I have separated an area with certain geometry features (height, orientation). Its the white area in the picture. (Nodes used : Geometry, Mapping, Colorramp)

My question is if there is a way to select the vertices in the mesh that correspond only to the white area, in order to create a Vertex Group. Now, if I create a vertex group directly from that material it obviously includes de vertices of the black area as well.

Thanks in advance !
Lynxx

UPDATE

Thanks Serge and Ray for your comments. I think I am closer to the solution but I cant seem to find the last step.

I have baked the texture and used it as a mask in the Vertex Weight Mix modifier, but I still not clear on how to select only the vertices with a weight of 1 (red ones on the left in the image bellow).

When I go into edit mode, to assign vertices, all are selected not only the ones corresponding to the red area. I have even applied a Mask Modifier as show below, to mask the blue area, but again when I go into edit mode the whole mesh appears not only the red part. So I cant select only the red vertices.

Just to clarify, I want to select only the vertices (red part of Weight Paint), to assign them to a new Vertex group, so I can then assign a material to only that part of the mesh.

Thanks again.


texts: How to [dynamically] pin soft body objects to another mesh?

texts:
My goal is to use the Armory addon to move the two soft body meshes to interact some rigid bodies in the scene. For example, I want to apply forces the soft body objects to bring them closer to each other and grab something (a rigid body/collider mesh) in the scene. It is possible that those interactions would push each of the soft body meshes in different directions but I do not want this to be the case. Instead, I want the soft body meshes to be somehow linked to each other in a way that moving/interacting with one will affect the other one too (I basically want to build a simplified version of what is shown in this video from the 33rd second to the first minute). For instance, if a colliding mesh contacts one of the soft body meshes with high velocity from any angle I would like the two soft bodies move in the same direction as a result of this collision.

Therefore, I am looking for a way to somehow glue/attach/pin two soft body objects to something (e.g. bone or another mesh) placed on top of them. However, just pinning the top vertices of the soft body meshes will disallow me to move them freely (as shown here). So I want to have a more flexible type of pinning (hence the term "dynamic") so that the soft body meshes can still be moved towards each other when some force is applied to them so that they can interact/collide with other objects but don't fall down.

I wonder, how would this be possible? You can take a look at the .blend file that I attach to this question to get a better intuition of what I want to do. Here's a screenshot of the scene in the attached .blend file:

P.S. I'm not sure if the tag animation is correct for my question, but I thought it should be relevant. So feel free to edit the questions and remove if my question is not relevant to animation stuff.


texts:
I need some help.

I have hair in blender with a texture, when I export to an external game it gets with invisible faces as image, have any options that I can change it? Anyone know anything about?

Thank you...


texts: I have a burn mark texture and the problem is that when I put it on a plane and adjust the UV mapping instead of there being one burn mark loads show up. How do I get only one?


texts:
I am trying to use the spin tool to make some basic pipes. When I try to rotate it 90 degrees, this happens:

The first few faces go away from the pivot point. I tried moving the pivot point, but it does the same thing. For reference, this is the expected behavior:

I am running Blender 2.8 Beta.

Thanks :)

P.S. First time posting here. If I got any formatting or anything wrong, just let me know.


texts: Ok ive setup some keyboard movements for forward, backwards, turning left, turning right. But what I want is when I move my mouse I would like my camera to pan to the right, left, up, or down some. Think about the movement controls in minecraft if that helps any.


texts: Snap object to the center of another object face

texts: Hi I got a Cube and a Cylinder. What is the fastest way (minimal steps) to move the Cylinder, so the center of the bottom face of the Cylinder will snap to the center of top face of the Cube ?


texts: Problems with rendering grass that is created by the strand renderer in cycles

texts:
I have an Nvidia 760 GTX and when I try to render my image with GPU compute and F12 it does not produce any output at all.

When I switch to CPU render I get the following image

Which is not at all what I have created

When I set the viewport to render it looks like this

.blend


texts:
I'm trying to export an animation (a simulation of grapes falling) to glb, to use it on AR,
but the scene just stay still.
There are at least 80 models animated, how to export this so the animation works on glb?


texts: Can I make a force field that affects every object according to their mass, so that all objects accelerate at say 1 m/s^2, is that possible in blender? If not possible via UI is it possible via scripting or animation nodes?


texts:
I have used sculpt mode in Blender for years and never had this happen before: when using the mask brush, the mask is not visible. The brush is supposed to mark the area that is masked with a dark gray color. The mask brush's preview thumbnail (pictured on the left side of the screen snip) shows what the mask should look like. The sculpted object, (on the right side of the image) shows that the mask is working, but not displaying the dark gray color where the mask is applied.

Is there a way to turn on or off mask visibility or is this a bug?


texts:
How can I animate a texture?

I don't want to animate an object with a texture on it, but instead, animate the texture itself and have the UV move. If the UV moves, the texture will change live. This is what I am going for.


texts:
First of all I am a beginner trying to make animations on my free time.
So now I want to make an that have to focus on a distant object first and blur the object that is closer how can do that. Any rendering engine would work.
Any help will be appreciated
(Blender version: 2.91.2)


texts: How to correct heightmap weird mesh effect on render in blender 2.8

texts:
Im relatively new in blender and Im trying to create a mesh from a heightmap (grey scale image of 16 bits) in blender (2.8), and everything appears to be fine but there is a lot of places when i see some weird effect over the surface:

here is the same generated mesh but in wireframe mode

the image i have used is 4096 x 4096 resolution and the mesh has aproximately 4 million verts (i think that this is not a resolution problem on the mesh).
What can i do to fix this problem. Im stucked with this.
Some other useful information:

i have used the "smooth corrective" modifier, but it still looking like in the pictures.
Im using the displacement modifier to build the mesh and this is the settings for the texture:

this is the modifiers settings:

this was the "subdivision modifier" settings before apply it:

all the normals are pointing to the right direction
i have tried enabling/disabling backface culling.
i have the subdivision modifier before the displacement modifier.

after adding an extra subsurf before displacement (thanks @susu), i getting this:

Thanks in advance


texts: Why does my add-on work from the 'Add' menu in the header but not from Shift+A?

texts:
My modal addon is using raycast, I've taken a function from Blender python templates: everything worked fine. However when I try to add my addon to Add menu (VIEW3D_MT_add), it starts to act weird: I think that the issue is with contexts, but I don't know how to solve this.

Here's a stripped down test code:

import bpy

bl_info = {
"name": "Test Addon",
"category": "Object",
"version": (0, 0, 1),
"blender": (2, 80, 0),}

class OBJECT_OT_my_addon(bpy.types.Operator):
    bl_idname = "object.my_addon"
    bl_label = "My Addon Name"
    bl_options = {"REGISTER", "UNDO"}

    def invoke(self, context, event):
      print(context.region_data)
      return {'FINISHED'}

def menu_func(self, context):
    # self.layout.operator_context = 'INVOKE_DEFAULT'
    self.layout.operator("object.my_addon")

def register():
    bpy.utils.register_class(OBJECT_OT_my_addon)
    bpy.types.VIEW3D_MT_add.append(menu_func)

def unregister():
    bpy.utils.unregister_class(OBJECT_OT_my_addon)
    bpy.types.VIEW3D_MT_add.remove(menu_func)

context.region_data is needed for raycast, so this addon prints it out.

When I run it from Viewport Add menu, it prints out RegionView3D: everything is fine. However if I run it from Shift+A Add menu, I'm getting an error:

ERROR (wm.operator): c:\b\win64_cmake_vs2017\win64_cmake_vs2017\blender.git\source\blender\windowmanager\intern\wm_event_system.c:1486 wm_operator_invoke: invalid operator call 'OBJECT_OT_my_addon'

if I uncomment the self.layout.operator_context = 'INVOKE_DEFAULT' in menu_func, it starts working fine from the Shift+A menu and prints out RegionView3D, but! if I run it from Viewport Add menu it prints None and my raycast doesn't work.


texts:
How to make a crystal material in cycles with the node editor?
Much like this -

Not exactly like the image because I'm trying to make an object with a light that is emitting from the center of the object lighting it towards the surface of the object as the light fades. And the object to be crystal like looking (the back faces to be visible too, like a real crystal). The "layer weight" node does something like that, but it shows the materials according to the camera angles and I don't want that. How can I achieve that?


texts: Using a custom property in if statements in the BGE

texts:
Here is my code, I think I have a way to have it do what I want, just not sure how to access a custom property on an object. I thought the code I had was right, but I feel like I'm missing something (or did something wrong).

The goal is so that whenever I hit Tab it increases the value of the custom property 'unit'  by 1, thus changing which trackObject I am placing when I click. (the TAB/Property change is done in the logic bricks).  At this point I know I'm trying to use the property in the code, just pretty sure I'm typing it out wrong.

import bge
import bpy
from bge import render
render.showMouse(1)

def main():

cont = bge.logic.getCurrentController()
own = cont.owner

scene = bge.logic.getCurrentScene()

trackObject1 = scene.objects ["trackObject1"]
trackObject2 = scene.objects ["trackObject2"]
trackObject3 = scene.objects ["trackObject3"]
trackObject4 = scene.objects ["trackObject4"]
trackObject5 = scene.objects ["trackObject5"]

unit = bpy.data.objects["player"]["unit"] #pretty sure this isnt right...

mouseOver = cont.sensors ["mouseOver"]
click = cont.sensors ["click"]
readyMove = cont.sensors ["readyMove"]

trackTo = cont.actuators ["trackTo"]
move = cont.actuators ["move"]

if mouseOver.positive:
    target = mouseOver.hitObject
    if click.positive and unit == 1:
        trackObject1.worldPosition = mouseOver.hitPosition
        else if click.positive and unit == 2:
        trackObject2.worldPosition = mouseOver.hitPosition
        else if click.positive and unit == 3:
        trackObject3.worldPosition = mouseOver.hitPosition
        else if click.positive and unit == 4:
        trackObject4.worldPosition = mouseOver.hitPosition
        else if click.positive and unit == 5:
        trackObject5.worldPosition = mouseOver.hitPosition

if readyMove.positive:
    cont.activate(move)
    cont.activate(trackTo)

if own.getDistanceTo(trackObject1) < 2:
    else if own.getDistanceTo(trackObject2) < 2:
    else if own.getDistanceTo(trackObject3) < 2:
    else if own.getDistanceTo(trackObject4) < 2:
    else if own.getDistanceTo(trackObject5) < 2:
    cont.deactivate(move)
    cont.deactivate(trackTo)

main()


texts: Is there a way to erase all image data blocks for a specific .blend?

texts:
When I no longer need the images, sifting through the image data blocks (or even typing the name) can be time-consuming in repetition. Especially when images have the same or similar prefixes.

Is there a way around this?


texts: Can I use Nurbs curves as the bone display custom shape?

texts:
I have a rigged mesh and am at the point where I'm trying to pretty it up.  I've created a few controller bones that I use to drive the IK.  I'd like to change their appearance by setting their Display/Custom Shape property.  Coming from Maya, I'm used to using NURBS shapes to make easy to identify shapes.  However, when I create a NURBS curve and use it as my bone's custom shape, nothing is displayed in the viewport.  I can set it to meshes or empties and they display fine - but not NURBS paths.

Is there a way I can use NURBS paths as my custom display shape?


texts: Texture Painting: Paint appears elsewhere

texts:
I'm trying to texture paint a sculpt. I believe the UV Unwrap worked properly as seen in the image. Though when I want to paint on the lips, it appears else where on the head, as seen in the image.
What am I missing?
All responses appreciated! Thank You


texts: Using a curve's calc_length() method in a driver expression?

texts:
Recently I've dipped my toes into Blender's drivers & expression system.
I'm trying to scale a road to exactly fit the length of the curve it's following.

I came across this post of two years ago: https://developer.blender.org/D1810
Which apparently enables you to get the exact length of any curve, simply by using the calc_length() method.

However, apparently this doesn't work? The RNA gives a red error color & "var" defaults to 0.

Any of you guys know what I'm doing wrong? I can't help but think I'm overlooking some very obvious thing.

Thank you!


texts:
I have a particle system, and an emitter. Sometimes the emitter moves extremely fast, and leaves gaps between particles.
I'd like to lower the Cache Step below 1, is there any way I can have blender output more particles? (Kinda like having an FPS of 60/120, but only playing every 2/4 frames.)


texts: Objects turns black on texturing viewport

texts: Does anyone knows how to solve object or model blackout. It happens whenever I click on the any button that is related to texturing, e.g. look Dev, render preview button, uv shading like the one in the picture. Please, guys help me out! It has been causing me to stand down against BLENDER. Can't go on without my textures showing what's proper


texts:
Follow on from this question but using v2.91.
I want to apply smart UV unwrap on all objects but if I use the code suggested in the link, I get an error
Traceback (most recent call last):
  File "<blender_console>", line 4, in <module>
AttributeError: bpy_prop_collection: attribute "active" not found

This is the code I used, what would be the suggested way?
import bpy
'''
objects = bpy.context.scene.objects
for obj in objects:
    obj.select
'''
if bpy.context.selected_objects != []:
    for obj in bpy.context.selected_objects: #loop through all the selected objects
        if obj.type == 'MESH':
            bpy.context.scene.objects.active = obj
            bpy.ops.object.editmode_toggle() #entering edit mode
            bpy.ops.mesh.select_all(action='SELECT') #select all objects elements
            bpy.ops.uv.smart_project() #the actual unwrapping operation
            bpy.ops.object.editmode_toggle() #exiting edit mode

I also tried to select all objects using obj.select but it doesn't recognise select.


texts: How to make female's stocking as tight fit

texts:
I would like to make tightly fit stocking on female's legs but just like fisherman's boots right now...

Those stockings have slight thickness so it won't shrink(Alt + S) properly. There are small faces on the edge of stockings.

I tried to resize one by one because not huge polys but don't know how to snap to legs... Each corner of stocking have four to five edges. How can I move them as group then snap to nearest leg???

Please throw your thoughts any small ideas could be solutions.
Thanks!


texts:
For straight grooves, I use the Bevel tool, and some simple extruding and scaling operations. However, I also want to place an oblique line on a ring (so seperate the ring into two piece for a 2 coloured ring). Furthermore, not only straight but also wave-shaped grooves as follows. (from the wedding ring front view)

I want to ask for help on how to place an oblique line and wave-shaped grooves on ring.
Thank you in advance for your help!


texts: Bevel is wonky, applying scale won't fix it

texts:
I can't for the life of me figure why the bevel tool acts like this (bevel is uneven, left side of the frame is more beveled than the right), first I tried making the door frame from a cube using extrusions and subdivisions, then with copying vertices and connecting them, then with a mix of the previous methods with the addition of knife tool and lastly making it from a plane trying all sorts of things. Yet still the "left" side bevels more. It's like it somehow gravitates more to the left. I've made sure a that I've selected symmetrically the edges I want to bevel.

-I've applied the scale so all axes XYZ are 1

-I've selected and re-selected the edges to make sure that it's not about that.

-I've recalculated normals (if that had something to do with it.)

-I've constructed the object from scratch few times using different methods to eliminate the mistake I've probably made at some point.

Every time the same problem persists. I know it's something simple, I just can't see what it is.

Thanks in advance.


texts: How can I change the size of the error message pop ups? At the moment as shown in the printscreen, I am not able to see the whole text of the message.


texts:
When I Try To Use The Boolean Modifier To Carve The White Object Into The Other One Via Difference, It Just Makes The Grey One Disappear.

Also This Does Not Occur When I Use The B-Mesh Solver, only The Carve Solver


texts: Blender 2.82 issue - flat texture and i can't manipulate the object

texts:
that's happen when I try to move/scale/roatate an object on Object Mode:

the orange are selected but the gray box isn't.


texts: How do I flip normals of duplicated faces?

texts:
I'm trying to write a blender script which duplicate and flip faces if X material is found. Right now the script only can duplicate the faces but I need to flip their normals. (Only duplicated faces not the original faces)
The code I have so far:
for ob in bpy.context.scene.objects:
    if ob.type == 'MESH':
        tbh_slots = [id for id, mat in enumerate(ob.data.materials) if mat == mat_tbh]

        faces_mat_tbh = []
        bm = bmesh.new()
        bm.from_mesh(ob.data)

        for face in bm.faces:
            if face.material_index in tbh_slots:

                faces_mat_tbh.append(face)

        bmesh.ops.duplicate(bm, geom=faces_mat_tbh)

        bmesh.ops.reverse_faces(bm, faces=faces_mat_tbh, flip_multires=False) #Trying to flip normals, but it does it to every face that applies to the condition, for obvious reasons.
        bm.to_mesh(ob.data)
        bm.free()

    else:
        ob.select_set(state=True)


texts: Why depth map renderings stored in 16-bit PNG turn out to be 8-bit?

texts:
I save my rendering results as 16-bit png files using Python as follow:

scene = bpy.context.scene
scene.render.image_settings.color_depth = '16'
scene.display_settings.display_device = 'sRGB'
scene.view_settings.view_transform = 'Raw'
scene.sequencer_colorspace_settings.name = 'Raw'
scene.use_nodes = True
for node in scene.node_tree.nodes:
    scene.node_tree.nodes.remove(node)
renderNode = scene.node_tree.nodes.new('CompositorNodeRLayers')

depthOutputNode = scene.node_tree.nodes.new('CompositorNodeOutputFile')
depthOutputNode.format.file_format = 'PNG'
depthOutputNode.format.color_depth = '16'
depthOutputNode.format.color_mode = 'RGB'
depthOutputNode.base_path = 'somePath/'
depthOutputNode.file_slots[0].path = 'fileNameDepth#'

scene.node_tree.links.new(renderNode.outputs[2], depthOutputNode.inputs[0])

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

However, it seems that Blender stores/exports the rendering in a different format than I expected. I loaded the images in Python after rendering and I found out that the maximum value for all pixels is not more than 255 (8-bits). Does anyone know why this is the case? I wonder, would storing the depth maps in OpenEXR format resolve the issue?


texts: Importing objects from 3Ds Max to Blender with instancing

texts: What format or method is necessary to transfer a scene from Max to Blender without breaking instancing? I am trying to get some terrain, buildings, and trees from a large city scape working. They were made in Max, and have proper instancing. Right now I have them as .objs. The instancing breaks, causing any renders to require a huge amount of resources. Is there something I can do on either the Max end or Blender end to make this work? I can have it re-exported with different settings or formats.


texts: Object keeps going back to previous position

texts: the object keeps snapping to a particular position in my renders, I open the file after moving and saving my preferred position and find it back in the previous position, please help!


texts: I'm new to sculpting, and after sculpting some alien-y kinda abyssal, I'm trying to color it. However, when I change to the shading viewport, it goes kinda transparent, and when I go to the shading tab it freaks out completely. Here's some screenshots (or pictures from my phone, in this case)


texts: Image texture not showing on object that has UV Map?

texts:
Following a tutorial, I'm trying to add a Texture to an object via the Texture menu instead of through Materials.
I have Unwrapped 2 different ways (Project From View, Unwrap). I have tried "Render preview" mode.

I'm very confused as to why it doesn't show up on my mesh (But on the Tutorial the image does show up at this point). I have attached screenshots to show my setup. Any ideas, please?


texts: texture preview for displacement in Cycles?

texts:
Why, when I'm using the Blender internal renderer, can I see my procedural texture (for my displacement), but, when I'm using Cycles render, I cannot? It's not like I want the procedural texture for texturing; it's for displacement, so why is it not possible to see this when I use Cycles?

It's very annoying for me. Maybe there is a trick using the node editor to show this texture, but I don't know how do do that. I think it's the best way to have a preview directly in the properties panel.


texts:
iam dealing with this problem. I try to change from Maya to Blender and one thing is making me nuts. The displacement. I use it a lot to create geometry. So far I could not handle that in blender.
Is there any advice to do this properly?

There are three pictures, in the first one i try displacement texture but it does not affect the geometry at all and I dont now how to convert it.
Second one is how its done in Maya and how i do this.
Third one is done via modificator which happend to be bad.


texts: What should I track for accurate rotation stabilization? Or, how can I stabilize motion timelapse?

texts:
If I'm taking still timelapse photos of a stationary subject while moving along an arc radiating out from the object, what should I mark to stabilize rotation?

To make the question more tangible, let's imagine a cube. In the middle of the cube there is an X which I can use for the 2D stabilization point. Now I want to stabilize rotation. But the cube's edges are going to undergo perspective distortion as I rotate around. The horizon may not be visible from some perspectives either. So there's nothing in the scene itself to track rotation, but it's obvious upon rendering the animation that there is rotational instability present.

It seems to me almost the only way to do it would be to create a 3D model that corresponds with the 2D timelapse photos and superimpose the 3D cube over the physical cube. Then each frame could be rotated to keep it's perspective consistent with the rotating 3D model. Although this seems like a possible solution, I'm not sure what workflow I would use to achieve it.

EDIT: I've been watching Track, Match, Blend and am learning more about some of the limitations. In the tutorial it was shown how panning motion can't be solved automatically. Perhaps I don't understand enough about the limitations of rotational stabilization. It seems to only work on a 2D plane. But if the camera is moving, either in a straight line or in an arc, is it possible to stabilize rotation?


texts:
I am new with Python programming, especially in Blender. I would like to know the possibilities of modeling with some scripts. I am currently modeling an object around a scan. I have to scan an object (with the Isense scanner), then modelize something aroung this object with blender.

I have more than 100 models to make and the base is always the same:

Create a point field that will stick the scanne (nearly always a kind of tube but the size differs sometimes)
Create a alveolar structure on this model (Voronoi diagram)

Do you know how I could do this ?


texts: Baking massive materials into one texture

texts:
I am trying to bake massive materials of 10,812 buildings into one texture. Individual buildings uniquely are designed and modeled. The purpose is to visulize a meteorological simulation data at a local distict in mega city. I've succeeded in baking 1,728 materials into one texture, and it took 3 days to run smart uv projection. But the massive materials seem to require longer than 1 month to run smart uv projection. So it would be good if there is a parallel way to project the massive materials. Or if another smart way exits, it would be appreciated.

massive materials of buildings

1,728 materials baked into one material

As a rule of thumb, I divided the massive materials into 4 neighborhoods and applied smart uv projection to each mesh. And I baked each material into one.
But I found no fast way to combine the 4 uv-maps into one. It also takes a long time.

To combine 4 UV maps into one map, I first jointed 4 objects into one object. Next, I clicked smart uv projection or unwrap to combine them. But it took a very long time. I would like to make one texture for the final rendering speed in paraview if it is possible. It would be good if there is a method to copy and translate UV map. Any idea would be appreciated. Thank you.


texts: how to fix normal of a shader after scaling with a factor of -1

texts:
I am making a door made of two sliding panels (I have simply made one panel, duplicated it and scaled it by -1 to make the second one)
As you can see, the flipped one get a weird color, I guess it is due to something happening with his normal when I scaled it by -1

Here is the same panels but without the normal map linked in the node editor and they look similar. I have also applied the scale of the object (the two panels have a scale of 1)
here is the simple node I use for the normal.

any idea how to fix it?


texts:
This is my Uv map

My target is to max and optimize my Uv, in particular I would like it matches the whole Uv space. One solution could be scale the whole Uv from x axis and move all until the match will be perfect but, I should watch that corners and slides will match perfectly with the gray square in the background (it looks a "more or less" method).
I'm not sure this would be the best way to achieve the the best result.
My question is:
Is there a way to spread the UV all long the UV space, keeping its topology? Any advice? Or, is there a method to fill the gap of the uv space? Can a feature of Bledner achieve this?
EDIT
My Uv map was created with an unwrap
Thank you so much!


texts: Strange color noise in diffuse direct at material edges

texts:
I am getting strange color noise in my diffuse direct passes. It shows up at the edges of the model, and at material boundaries on the model. It happens even with basic shaders (just diffuse mixed with gloss) but does not happen when diffuse and gloss are both gray, even with different values (or maybe it happens but just isn't visible.)

I have never encountered this issue before, so I am very perplexed.

Debugging so far:
Does not seem to have anything to do with lights or edge settings.
Happens with both normal and toon shaders.
Only appears in diffuse direct, not glossy direct (or just isn't visible.)
Is not visible in the combined pass, but makes problems when working with Diffuse Direct in the compositor.

My main guess is that it has something to do with a render setting in Cycles. Anyone else run into this?

Other render settings:

Happens regardless of resolution
Samples: 2,000
Clamp: Happens regardless of clamp value
Pattern: Happens with both Sobol and Multi-Jitter
Shadows, Reflective Caustics, and Refractive Caustics are all on
Filter Glossy: 1.0
Bounces: 5 max/3 min, Diffuse 4, Glossy 4, Transmission 12, Volume 0
Film: Exposure 1, Transparent, Blackman-Harris, Width 1.5
Post Processing: Compositing and Sequence on, Dither 0.00
Turning down the Width for Filter type under Film reduces but does not eliminate the problem.


texts: How do I set up a complicated rig correctly for linking? (Advanced)

texts:
I have recently completed a complicated rig, and within its own file it works brilliantly.  (Yay, me).

My problem comes when I Link it into another file.

Everything is Grouped, and I link its Group from the new file.

Everything gets linked in, however... apart from the base armature a lot of the wonderful additions I've given the rig no longer work, such as the Hide Menu, or the extra armatures for the damaged state.

My question is this: How do I properly set up my rig so that, when I link it, everything works?

I'll go through my process step-by-step, below.

Firstly, here's how I understand simple rigs to work when linked:

When the Amature, Mesh and extra Controllers are Grouped together the Linking process goes swimmingly:

Using the above diagrams as a basis, here's how my new rig differs:
(FYI: my actual rig is a tank, not a person).

There is an extensive Hide Menu which is used to switch on/off various controllers, meshes, damaged states, etc.

Because there is different state changes to the rig, it uses three other armatures parented to the main armature.

There is also Deformer cages over different parts of the mesh which have various controllers "hooked" to it.

So, not simple, but not SUPER advanced either.  Here's what happens when I Link this rig to a new file:

Essentially, all the parenting breaks, and my list of Proxy options balloon out, forcing me to set things individually:

The Hide Menu is the one that kills me the most because I had a terrific Location Constraint placed on each of the switches, and once the proxies have been pulled in the visibility drivers still work (which is excellent), but the Location Constraints do not (meaning that the little switch can now be dragged far from the menu)>  The Damped Track and Copy Rotation of the Hide Menu also doesn't work, which means that it won't automatically face the camera anymore.  Not to mention that all the elements (50+) need to have each of their proxies set individually, which is an unworkable solution.

Right now my Outliner of the Rig's file looks like this:

00_GUI = All the GUI elements for the Hide Menu.

00_RIG= The armature containing the entire rig elements.

STG_  = Stage elements

ZZZ_JNK = Mostly just the custom controllers for the bone shapes.

All of the Rig's elements (including the Hide Menu) are Grouped together, which is what I've been linking from the new file.

I would be very appreciative if someone could set me in the right direction in terms of setting up an advanced rig properly so that when it is linked in to a new file it works as it does in its original file.

Cheers,

Mat


texts: Object has no color dispite whatever I do

texts: The figurine has no color dispite whatever I do. The material was assigned to the object but it still doesn't pick up any color. The only colors are the white clouds and the green grass that the figurine is standing on. And when I click on materials, the tiny image turns white!


texts: Python Panel Dropdownlist and Integer Button

texts:
I am trying to create a dropdownlist and a increment/decrement button in my custom UI Panel.
I can't seem to find how to do this. Does anyone know how?

Here are visual Examples

Thank you in advance for your help and have a nice day! :)


texts: Objects have same Transform but actually don't?

texts:
Can someone explain to me why these two objects have the same transform but the origins are clearly offset and local orientation is different too?
thx ._.


texts: How do I connect the Vincent rig to Vincent?

texts:
I am following the steps on the website https://cloud.blender.org and here is what it says.

Put your 3D cursor in the Origin of your scene. Choose File > Link and browse the character file
Go to the Collections and select CH-Vincent.high. Make sure "Instance Collections" is enabled. Press Enter.
The Collection should appear instanced in the Viewport. Select it.
Choose Object > Relations > Make Proxy...
In the list, select RIG-Vincent. If the model is too heavy, enable Simplify in the Render Settings.
Pose the proxy armature to your liking and enjoy!

I am stuck on step 4. Where do I find Object > Relations > Make Proxy...?


texts: How to create dota 2 assets ? (Steam Workshop)

texts: I want to model, export and compile an asset made in Blender to the game Dota 2, which tool(s) do I need and what are the settings?


texts: How to adjust brightness and contrast on background images?

texts: Is there a way to adjust the brightness and contrast on background images?


texts: VSE - duplicated frames in videos when rendering VSE timeline in parts from Command line

texts:
I have a VSE project that includes some h264 video in timeline.
When I render the timeline in parts (videos) using command line, the frame on the end of a first part is the same as the frame on the beginning of the next video.
If there is a sound in the source video, I can hear a "clicks" in joints too.

This occurs with all codec / format combinations but I can confirm this with h264 expecially.
Tried with 2.78a and 2.78b.
The source videos have the same framerate and resolution as the Blender project (1920x1080, 60fps).

There is no issue if rendering a 3D scene so it looks like a bug for me.

Anyone noticed this too and have some workaround?

UPDATE: The issue does not occur when the video in timeline is in .MOV format. Will try others too and update the post.


texts: Airbrush and Soft Pencil always black, regardless of material chosen (2D, 2.8)

texts: When using 2D animation in 2.8, my airbrush and soft pencil tool always produce the color black, regardless of material chosen.  The other drawing tools are accurate. and draw/paint what I've selected.  Any idea what I may be doing wrong, or missing?  Thanks so much.


texts:
I'm new to Blender and last night I was working on a simple animation of cubes falling onto a plane. I saved the blender file and today when I opened it up and tried to render it, it refused to work. If I start a new project and render it, it works fine.

I've made sure that I have lighting, and I've messed with the output settings, but I can't get it to render. I was able to render the entire animation earlier today, but I closed out of Blender and when I reopened it, it renders blank.

This is how it looks when I change to render view in the viewport.

Then this is what the final rendering looks like.

Here's the .blend


texts: Planes showing in render preview but not when rendered

texts:
I'm experiencing an issue when rendering my scene. In render preview the 'ceiling' and 'ceiling lights' are visible, but when I render, those two are missing.

I'm new to Blender and I'm using 2.8. The layers both have "Disable in renders" unchecked and I'm using Cycles.

Here is the link to the file: https://www.dropbox.com/transfer/AAAAALaJJeb2UOxFH6RPAOVJtCCByFAn1MeG4opLutcf1uJsmVycv20

Appreciate any help


texts: My goal is to make a weeping willow tree, so I'm using a particle system for the leaves, which are long strands hanging towards the ground. I want to make it so the rotation in the z axis is random with little to no rotation on the x and y axis, so they always appear to be hanging. How can I achieve this? My settings and results are shown below.


texts:
this is a frame of my render with eevee

and this is a frame of my render with cycle

why I lost the height in cycle?
I didn't change anything. just changed the render engine and rendered.what is wrong?


texts: Shortcuts for Start and End values in the Timeline

texts:
In 2.79, it was easy to set the start and end values of the timeline with the S and E shortcuts:
If I put my green cursor at frame 42 and press S it sets the Start value at 42:

It would be great to have them re-implemented in 2.9, but before asking in the Right Click Select website I wanted to make sure that I wasn't missing something, for example, is it shortcutable in the Preferences?
(By the way, it would also be great if Dope Sheet and Timeline were merged into one unique window but it's another topic...)


texts:
I tried blender on my laptop, the top of the window seem to be cut, and i can't see every tool especially taskbar which's supposed to be there.
That's not such a big problem but the real problem is that the cursor is copletly off when i try to click on something the cursor actually goes way higher than what i was aiming for.

The white cross is actually where my cursor is supposed to be and you can see the taskbar is missing up there


texts: I saved and closed my project, but after opening again there are only 52 actions in my Action Editor instead of the 72 I made? How is this possible?


texts:
I have a beer setup in my blender scene. It's a basic glass shader for the glass containing a fluid mesh with a glass + volume absorption material with a tint.

I don't understand why the fluid is rendering completely black.
Here's a render.

It's supposed to look more like this (froth and bubbles aside):

Here's the fluid node setup:

Here's the glass node setup:

I don't know what's going wrong. I've tried a couple of things.

Thanks for your help in advance. Please let me know if you need more information.

EDIT:
I've upped the light bounces and this is the finished result, thought you might want to see :) (obviously still needs some tweaking)


texts: Finding translation and rotation of a child object with respect to the parent object

texts:
I have a robot model in blender. Whose links are formed as parent child relationship and a tree is formed. At the moment I am looking how to get translation and rotation of the child object with respect to its parent object. I am using Blender 2.79b at the moment. Selecting any object in the scene gives  (0, 0, 0) for translation and (0, 0, 0) for rotation.

Any leads will be appreciated.


texts: Animation Node: Bake to Keyframes (convert animation)

texts:
Followed a tutorial on Animation Nodes by Jacques Lucke on Youtube the other day and tried a very basic setup. This was my very first AN test.. As I would like to render it on a renderfarm, I have to get the animation up and running without the AN addon. This is the setup:

I found some info on the Set Keyframes Node, used it on my Object and after that clicked Bake to Keyframes. This worked well for all simple Loc/Rot/Scale transformations.

Problem is, the "simple" deformation of the Grid mesh that is caused by the Point Distance Falloff Node is being ignored. Is there a way of converting the deformation to Shape Keys? Or which "Custom" value could I use in the Set Keyframes Node?


texts:
I have a 3D model constructed from photogrammetry. I would like to colorize this based on custom values on some vertices, and interpolate a heatmap for the rest of the mesh based on these values. I would like to either assign a max/min value to the vertices from which a color ramp is generated or do this outside of Blender and give the vertices RGB values from which the rest of the texture is interpolated.
Does anyone have a workflow or ideas on how this may be achieved?
Edit: I managed to acomplish this using the pyvista interpolate tool https://docs.pyvista.org/examples/01-filter/interpolate.html


texts:
I have a simple rounded edge prism. I created a circle to use as the "knife" because I want to cut 2 holes through the prism.

I first select the circle, then select the prism, go into ortho view, click tools -> knife project, to cut it:

Nothing happens after cutting it except making an extra edge in the shape of a circle:

What am I doing wrong? Why is nothing getting but? What do I need to do to cut THROUGH the cube?

Thanks.


texts:
I've been racking my brain about this. I've been trying to model this relatively simple handrail but there is one part where I am just stuck. Here is the reference:

Now I sort of tried to bevel the corner of a cuboid. But I only get so far:

I kind of faked the desire result with a cylinder and a sphere, but I am sure there must be a more efficient way of getting there:

Grateful for any input! Thank you in advance!


texts: I have created a bunch of edge loops on this object and would like to fill these edges while maintaining quads, Instead of pressing the F key to fill the space and have Ngons, how do I efficiently connect these up?


texts: I attempted to model my own plane to use inside the Xplane flight sim. I have done everything correctly inside Blender and Xplane's Plane Maker. The plane flies with the model inside the program, but the only part I cannot figure out is how to get the image texture to show up. I've watched danklaue's youtube tutorials, yet all he does to accomplish this is assign the texture to the UV unwrap. I assume this problem might be solved by linking the texture to the UV unwrap without nodes, but even if this happened to be the solution, I don't know how to do this in Blender 2.80. I don't think Eevee's texture editor (with nodes OFF) allows you to have an image for the base color, and Cycles only uses nodes in the first place. If anyone knows this solution please let me know. I've noticed the little documentation on this for the present Xplane2Blender so I doubt many people know how to do this. I apologize if this is the wrong place to post this question. Thanks in advance.


texts:
I was following this tutorial
https://www.youtube.com/watch?v=CVPcT0dJmoY&t=346s
 which is a bit old but I was able to get it through the camera tracking and to the point of adding 3d objects to the scene via the "setup tracking scene" in the movie clip editor.  However, while the cube (layer 1) has a shadow cast on it, there is no shadow cast on the ground (layer 2).

It seems to cast it onto the plane but not onto the background image.  In the tutorial, there is a problem with his compositing but mine seems to be set up correctly but I still can't figure out how to fix it. Can anyone see the problem?  I checked his compositing nodes and they seem to be the same arrangement as mine.  Can anyone help me?

Here is a screenshot of my attempt to use the Blender Render fix suggested in one of cegaton's links

I switched over to Cycles and used shadow catcher which worked on one level, but now I'm stumped again.  I can see the shadow in the render window but when I render it out to an animation there was no shadow.  In the screenshot below you can see the rendered output at the bottom with no shadow and the render window in the top right with a shadow.  I rendered it as a .png sequence. Not sure what I did wrong. Thanks for your help so far and I hope you can help me figure this out.


texts: Help with Video Editor, Speed control effect strip and keyframing

texts:
newbie here. I need some help with the Video Sequencer. I'm trying to change the speed control of a video accelerating and decelerating some parts and using curves to smoothen the effect. My problem is very basic, about keyframing.

I add the video, add the speed control effect strip, uncheck 'stretch input ...' and uncheck 'use as speed'. Then I keyframe the 'frame number' control in a specific frame with a specific 'multiply speed'. I repeat a with other frame.

The result is that the video shows as a still image, with some bumpy movementt at the keyframes that does not reflect the speed changes.

What am I missing? any help please?

thanks!


texts: Array not looking smooth in render along a path

texts:
I have an array modifier attached to a curve with a curve modifier. I want to make the crease in between each cube smooth but it's not working. I've applied the array modifier and smoothed the faces, verts, and edges and that didn't do anything. I've also applied a subsurf modifier with smoothing on which also didn't work. There is are 650 arrayed cubes scaled down on the z to make it as smooth as possible. The curve also has hundreds of vertices so that's very smooth too. I've searched everywhere for a solution and couldn't manage to find one. Any suggestions?

Edit: I just scaled the arrayed object down on the z axis making it really small then making the array count 5000 and the creases stayed the same. So the path needs more verts. I don't want to increase the verts on the curve, because it's already hard to edit and adding more verts will make it sooo much worse.

Project File: stackexchange.blend

(BTW I know the subsurf modifier is set to 0 in this picture I did try it with 3 subdivisions. Obviously didn't work.)


texts:
I'm trying to create an elliptic spotlight, but scaling the spotlight in one axis, while it seems to do what I want in the viewport, in rendered view the lit area stays circular, both in cycles and blender internal.

This bug suggests that the approach of scaling the lamp should work. What am I doing wrong?

P.S. I know that I can assign textures to spot lights in cycles and that should do the trick, however it's a hassle and I'd prefer to avoid it.


texts: Bake textures from hair converted to mesh

texts:
I am wanting to create textures based on a hair particle system.

The answer to this question says

  There are 2 techniques. One giving the best results but being rather complicated and very computationally expensive (involving converting the hair to mesh, UV mapping the hair strands in a particular way and baking particle color in another complicate way and then baking the whole thing)

That's all they say about the first option, they then go on to explain a second option which I tried, but was not happy with the result. I would also like to bake a normal map, which is not possible using that technique.

What are the details of the first technique?


texts:
I am creating walls for my building, the walls are made out of planes. When I add a solidify modifier to give my walls some thickness, the newly created edges aren't straight near the corners.

Can anyone suggest possible solutions, in order to straighten out the extended edges around the corners

Top view below


texts:
I'm quite new to Blender and I'm trying to write my first Blender/Python script. I'm implementing an algorithm that is looking for the lowest (z-value) laying neighboring face for each mesh face.
I have been trying to find a way to efficiently find the adjacent faces of a given face, but so far without any luck.
Is there a built-in function for that in Blender? Or do I have to loop through all faces and check if they share edges with the current face?

Cheers!


texts: Why are video proxies faster than raw clips in the sequencer?

texts: Proxy files can be generated with downsized resolutions. Is this the only reason why they work faster? In my experience, even lower resolution videos tend to lag before being replaced with their proxies.


texts:
I'm making a site model as part of an architecture project, and currently the tip of the cathedral is illuminated when the time for the sun is set to midnight. I'm not sure why this is happening or how to fix it.
Here is the model rendered at 12pm:

Here is the model rendered at 12am:

A quick solution I found was to keyframe the sun strength to 0 at sunrise and sunset, and to 1000 at mid day. This works however I'm not sure if it is 100% realistic to how the sun would really work.


texts: How to get light and shadows to overlay certain colors?

texts:
I'm working on a 3D style that emulates my illustration style. Example:

I'm trying to figure out how to make shadows apply a purple shade (mulitply) and a yellow for highlights (add). I know the Mix Node has different Blend modes, but I have no clue how to apply those certain colors to the natural shadows a light source would cast.

Any idea how I would do this?


texts:
To reproduce:

Download this example FBX: https://github.com/shasaur/babylonjs-playground/blob/master/SK_Western_Badguy_01.fbx
Import into Blender

Mesh:

With armature:

I'm running Blender 2.90.1


texts: How to make the light emission invisible?

texts:
I was experimenting with a scene with an object that is unwrapped so that every polygon has the same texture so that I can use it as a wireframe. The object is sitting on a plane. I tried this node setup, but it is not as I expected, because for some reason the main material casts light.

Here is what I want to achieve: the wireframe should be a light source that doesn't cast light. By the way, there is no other light source in the scene that is lighting the object.

However, it works this way:

However, in this way only the wireframe of the object is visible.
How can I make the wireframe only to be a light source and not to cast any light?

If I confused anybody, then this is what I mean:
http://cgcookie.com/blender/2011/10/20/blender-tip-creating-invisible-lights-in-cycles/


texts: I'm new to Blender and am having a difficult time with UV mapping and was trying to add seams to unwrap things a bit more predictably, but I'm getting unexpected shapes and I'm not sure why.  It's a basic lathe bottle shape with a cap.  I was hoping to have top and bottom circle shapes and 3 rectangle islands to position onto the UV image.  But for some reason it splits it up into way more parts than I want and they are scattered all over the place.  The different projection types give me equally weird results and Active Quad never seems to work as elegantly as all the tutorials say it does.  The closest I can get is a smart Unwrap, but the points are not aligned so the art gets messed up.  The problem is, I'm so new, I don't know if I'm making a lot of work for myself or if that is just how UV mapping goes in blender...  Is there a dummy proof way to unwrap and get just 5 simple islands?  Or how to I undistort a group of points?


texts: I can't delete rigid body cache from scene. When I delete old objects and add new ones they are acting like the old objects. I tried all options under rigid body cache panel in scene properties, Free bake, Bake All Dynamics and others but none of them is working. I wonder how can I delete old rigid body cache from scene?


texts: Can anyone give me a detailed description on all the maps in blender?

texts: Can anyone give me a detailed description on how to use different types of maps(eg: albedo,opacity, normal, displacement,et cetera et cetera ); which all maps are to be set to non-color data or sRGB; if I should use a certain shader node to connect some maps(like how we use a normal map node to connect a normal map to the principled BSDF; and yes, I do know we have to use a normal map node for that). If you guys know a video or a website which explains it all(emphasis on all), then I'm all ears. Thank you UwU


texts: I'm trying to scale up the hands but the vertices aren't selectable. The hands were made separately, but it's all in one object now with an armature and all that. All the other vertices are editable.


texts:
Hey guys I hope you can help me out, I am struggling on a cream.
Right now I am doing it with particle but I don't like the result, maybe you have an idea. And maybe u have also an Idea for the marshmallow shader.
Would be nice, already thank you.


texts: New install of Blender; extremely slow when panning a video

texts:
I have read a lot of posts here and on other forums about Blender being painfully slow, to the extent it closes in on being unusable. Here is my scenario:

I have a 11 second 4K video (30 MB file) that I import into Blender "Video editing"
I drag the video onto the timeline/sequencer
When I drag the time-marker, it is super laggy, updating maybe once every second
When pressing SPACE to play the recoding, the framerate is around 5

Hardware:

AMD Ryzen 9 3900X 12C on base clock 3800 Mhz (on GIGABYTE X570 AORUS ELITE)
NVIDIA GeForce RTX 2070 SUPER, 1605 Mhz, 8 GB memory
32 GB DDR4 RAM
Samsung NVMe SSD (4x 8.0 GT/s)

Software:

Windows 10 x64
Blender 2.91.0 (latest, installed from Steam due to this post)
Blender is set to use "CUDA" under Preference --> System; my graphics card is selected
Win, Blender and the video file are all placed on the same NVMe SSD drive
Nothing else is running except the basics; CPU and GPU is idle, plenty of RAM available, as well as space on drive

I suspected something weird with the video file itself, so I took a look at it in MediaInfo. This info doesn't tell me much:

Anyways, I thought that maybe the video file is bad somehow, so I imported it into Adobe Premiere (latest version), and the video works fine there, no lagging, smooth time-scrolling and playback.
Here is a video of the Blender lag: https://screencast-o-matic.com/watch/cYlO6c878q

Note that I am click-and-dragging the time-marker, so I am holding it all the time
Both drag and playback is extremely laggy as you can see
Note that it is not the Blender UI that is slow; it isnt, its snappy and fast

Here is a video of the same video file imported into Premiere: http://somup.com/cYlO6e27hY

As you can see, its smooth and fast

The above leads me to conclude that it is not the specs of the computer, the hardware, OS or the video file; this seems to be a Blender-specific issue.
Questions:

Is this lag in normal / expected behaviour in Blender?
I read some "hacks" around it, to use some lowe-resolution hacks, but I am not after hacks, I wanna know if this is normal, or if I am missing something?


texts: How To Make a Composite Texture Map For Exporting

texts:
beginner here.

I'm trying to import some of my Blender models into Unity. I export as .fbx but the texture apparently must be imported separately.

The problem is that for a lot of my models, different faces have textures that I pulled from different images, or different parts of one image. So if I model a cube, for example, that's 6 different images for each face of the cube.

Is there a way to snapshot a texture map directly from the model? Meaning, if I had a cube with 6 different images for each face, is there a way to save or export the texture as it appears on the model? Or do I really have to go into Photoshop and painstakingly re-create an image texture map by hand?

Below:
First image is the model. Second image is the real thing. I spent a lot of time applying different parts of the image to different faces to create a nice looking result, but if I simply import the image into Unity as-is, it won't look the same at all. :-(


texts: Particle Sampling - how to change the time

texts:
I have a question relating to particles, one that I couldn't find answer to on google.

How can I change the time at which a particle emitter samples the particle? In other words, if I have an animated particle, how can make the emitter emit the particle with it's animation running from different point other than default. (in normal situation - all particles just duplicate the same animation, regardless of their birth time)

If that helps - I seek option similiar to particle sampling in After Effects plugin - Trapcode Particular.


texts: How to work with layers in 2.9x like in previous versions (2.7x)

texts:
I'm trying to learn Blender using version 2.9.  I'm watching a tutorial from Blender Guru, Andrew Price, in which he uses an earlier version (tutorial made 2017).  This is the Anvil tutorial.  However I am trying to "interpret" what Andrew is doing on his version and how to do the same on 2.9.
A prime example of this is Layers.  In his Anvil tutorial he makes a duplicate anvil and places it on a spare layer for use later on in the "bake".  This allows him to work on the first layer and keep the other for later.(High poly and low poly version)
In 2.9 I have found the box with layers in the top right.  I have tried copying to a new layer, but when I sculpt on the original one it changes the other layer too, which can't be the aim.
I can't seem to create the same actions in the latest version and run two distinct layers with different info on each.


texts: Modify bone roll without breaking existing animations

texts:
Is there a way to edit bone roll on an armature with existing animations, such that the animation data is automatically recalculated for the new bone roll? I.E. the keyframes/fcurves are updated so that the final, visual animation does not break with the modified bone roll.

There seems to be colloquial knowledge that the general answer is "no". Yet, animation is a series of well-defined transformations, so, surely, there must be some way to automatically recalculate the posing to preserve the animation?

Specifically, I am working with a rig that does not use any kind of IK. I imagine that a solution for rigs using IK constraints would be vastly more challenging, if not actually impossible. In this case, that is not what I'm looking for.

In my particular situation, here is an excerpt of an armature I am working with:

Demo of the problem:
The armature has a single-frame animation. The arm is posed in a gripping position. This visual animation (and all others) should be preserved after modifying the bone roll of any and all bones in the armature.
1. The initially selected bone in the demo has a roll of 137 degrees.
2. I want to change it to 50 degrees.
3. Changing the bone roll to 50 degrees in edit mode, however, breaks all animations. This can be easily observed with the included animation. After changing the bone roll, and returning to Pose Mode, the bone does not rotate the same way it did before. Thus, the arm mesh rotates differently, breaking the animation.


texts: Object falls though other objects even when given the same physics

texts:
So, I made a bunch of spheres (they don't bounce yet) that are supposed to fall and hit the plane beneath them, and stop. All of them, big and small, do exactly that... except one. This one keeps falling right through the plane. First I changed all the physics in the physics tab to make it work, and when nothing changed, I deleted that one, copied directly off of another ball, and placed it where it was supposed to go.
And it fell through.
Its an exact copy of the other one. Does Shift-D only copy the physical properties of something, and I was just unaware of this?


texts: Make Gradient between two gradient spheres

texts:
I have two Empty Objects. They are both Scale 1, but have different Sizes set in properties:

They are each used as Object Texture Coordinates for a Spherical Gradient Texture. The smaller one is scaled down via a Mapping Node. The big one is in Blue, the small in Black:

I want to somehow get a gradient between the edges of these spheres. Here's a mockup of what it should look like (made by color ramping the big sphere):

Note that its hit full White by the inner circle. Here's another ramp from black to white to black to make it more clear:

The idea is that whatever I scale the Objects by, I'd always have a linear gradient from the edge of the outer sphere to the edge of the inner sphere.
Is this possible? I can think of some ways to do it with drivers (and a lot of setup), but I'm looking for a method using only nodes.


texts: When I try to extrude faces on a pipe it removes material from the base.


texts: Reverting an object back to mirrored state (for symmetrical editing) after "APPLY" in Modifier panel was used

texts:
I created an animal body using planes, extruded it, then mirrored the extrusion. 2. I then clicked "APPLY" in the modifier panel so that I could extrude the legs individually in different positions on either side of the mirrored halves. Everything is fine up to here
Now I need to get back to where I can edit with symmetry (like you can do right after a mirror) and I can't find how to do that.


texts: When I grab an object I move the originpoint of it, instead of the object itself. What has happened and how can I change it back?


texts:
i want to create a character with differents shape keys for modify things like if the character is big or small, if he smile or not... and i want to modify values or shapes on blender game engine.

To do that i create my character i create the differents shapes, i add driver to every shape and i connecte driver to cuve or plane or empty.

It work great in the 3d view but when i play standalone or embedded game the driver don't work.

I try to create a cube and make the empty parent of the cube to se in the game,
the cube move well but not the shape:

In some forum they say that from blender 2.5 the driver is not compatible with blender game engine but at this  forum:
www.elysiun.com/forum/showthread.php?320528-Drivers-in-BGE&p=2535731&viewfull=1#post2535731

somheone arrived to create what i want:

But i do not arrive to reproduce that to my .blend, i copy the code, i don't know verry well the python but i understend, but i don't unserstend why create bones to apply the shape smile, or eye, why and how does it work?
If somehone can explain me step by step how it work?
Thanks.

Sorry for my bad english i'm french.


texts: Understanding mirroring and inverting an object

texts:
When you look in the mirror you see your face flipped left to right. What you don't see is your skin turned inside-out. That would be horrific! Now if we take the gorgeous Suzanne (Monkey) and tab into Edit Mode, and then enable the Normal direction indicators:

we see all faces and vertices are facing outward:

Now, if I chop off half of the mesh, set the Pivot Center to 3D Cursor:

and select all A. Then duplicate shift+D and mirror ctrl+M along the X axis, the faces and vertices on the mirrored half are facing inward:

This could be a programing error, or a bug, or maybe theres a very good reason for it. It can be quite irritating to have to keep flipping the Normals:

I know that the Mirror Modifier doesn't have this problem, but what about ctrl+M, can anyone please enlighten me on this?


texts: Moving a character with a walk cycle on a path with these requirements?

texts:
I have a Rigify character performing a walk cycle. I’ve been able to determine exactly how many Blender units the character’s root bone has to walk on the Y axis for a certain number of frames so that the character’s feet don’t slide (e.g. “for every 13 frames, move the root bone forward 0.25 Blender units”). I’ll call that value the “exact forward amount”. Using the “exact forward amount”, I can make the character walk in a straight line on the ground along the Y axis perfectly – the walk looks exactly right and there’s no floatiness whatsoever.
Now I want to make this character walk along a path. I’ve watched several Blender YouTube tutorials (some with what appears to be really terrible advice) and am not sure of the best approach to make the character walk along a path with these particular requirements:

I do not want to use the NLA editor. I want to use the Dope Sheet and copy/paste my walk cycle (and tweak it) as needed.

I want to move the root bone of the armature, not the entire armature object. In other words, I want to leave the armature object itself at 0,0,0 while the root bone moves along the path object.

I want to use the “exact forward amount” value to move the character along the path a certain amount between two frames. I do NOT want to have to estimate a value between 0 and 1 indicating the relative location of where the character is along a path object.

I do not want to start walking on frame 1. I want to control when I make the character start and stop walking on the path.

Bonus, but not necessary requirement: I would love to be able to have a character walk along a path, then leave the path (perhaps not following on a path at all), then start following a different path object when needed. This is a pie-in-the-sky sort of wish, though. I don’t know if this is feasible or relatively painless to do.

Any suggestions?


texts: Why is the ring at such an angle when animated?

texts:
So I was doing a ring attached to chains... I've been helped before and decided to start over again... however this time when I animate by alt+a this happened: the ring stays at this angle... I've included the blend file... any help would be appreciated... thx

And also...can someone tell me how to increase the preview animation in the timeline (so that its longer than 250 frames) setting the end frame to 300 doesn't animate it further than 250... it's like the 50 frames were never there...

Here is the file:


texts: Scrolling doesn't rotate around the model anymore, just zooms in and out

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I'm not sure what I did, but scrolling no longer lets me "look around" my object, it just scrolls in and out of it.

Edit: So this morning, I open up the program, and it's working again. I didn't change any settings between using the 3-button mouse settings like Chebhou said. Not sure what happened. Thanks for all the help!


texts: Strange issue regarding procedural textures

texts: I am fairly new to this software and have been experimenting with the interface for the past month. Recently I wanted to create an object with a voronoi texture but something strange is happening. The texture splits in half in inverts the 2nd half. I have looked up online to have found nothing discussing this problem. The normals on the object are all fine and I have even pulled up a new file just to test it. Here are some screenshots of what is happening. I'm sure the answer is fairly simple most likely a setting I accidentally activated. Thank you.


texts: Blender 2.8 physics simulation with python

texts:
I want to simulate gravitational bodies, like planets orbiting each other and whatnot. Is there a way to do this in python or any other way? Thank you!
Specifically, what I want to do is for each object in the scene, add a pulling force to every other object in the scene towards the center of mass of the given object based on the object's mass and distance to the other objects.


texts: Blender model gets extra bits when opened in unity

texts:
I have this weird issue when i try to move a model made in blender to unity my model will get extra bits in unity.

Viewed in blender:

Viewed in unity:

Anybody had this issue before? If so how did you fix this?


texts: How to follow dynamic paint brush direction with object in Blender V2.80 beta and 2.79b?

texts:
I am floating this boat on an ocean, created with the ocean modifier. I use dynamic paint to move the boat on the surface of the water with the help of a 'cage' which contains the boat inside it, with constrains. The 'cage' is the brush, of course, and the ocean is the canvas for the dynamic paint.
See image below.

I animate the 'cage' and the boat follows on the surface of the ocean. The problem is that when I animate the 'cage' to turn, the boat does not turn with it, only follows the original heading and moves sideways with the 'cage'. The animation below shows after turning from the straight movement but still follows original direction.

How can I make the boat turn with the 'cage'?

Just a note: I do not see the dynamic brush paint on the dynamic canvas, unlike in V2.79, not sure if that should be reported as a bug.

Since the initial writing of this question, I have tried to do the same in Blender V2.79b and I have the same problem there too, see image below with the ocean Surface canvas view and render. It shows the 'cage' and the boat facing to 2 different directions and from the render you see that it is sliding creating the froth towards the top of the screen. Obviously I am missing something.


texts: Can I apply a rig from character to another in Auto Rig Pro?

texts: I have rigged a character using Auto Rig Pro. I did some custom bone positioning before binding it. It works great. I am now adding additional characters to my project. I would like to avoid having to take the time to position the bones each time I add a character. The characters are in the same position. Is there a way to apply the rig to additional characters rather than going through the process of the custom bone positioning over and over again?


texts: 2.8 UI missing all menus, cannot interact with Blender at all

texts: I'm on Win10 at work, purged everything Blender related from my PC, all files, cache, settings, registry, everything. Updated Nvidia drivers. Still getting this weird issue on a fresh 2.8 (official) install that 90% of my UI is not there and I cannot interact with the program at all. Any ideas what could possibly cause this? A few days ago this was still working fine :\


texts: I need to merge these two objects together, with different geometry

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Image of two separate objects, the outer shell of the helmet and the neck piece

Here is another image to represent the difference in the geometry of the two objects

What I am attempting to do is to merge these two objects together so I can give a solid look to this helmet, any ideas of what I can do to accomplish this?