texts:
I am trying to write a script to mark a seam on an object around the vertices of the object that are in the field of view of the camera.  Unfortunately, some of my bpy.ops.mesh calls don't seem to be occurring correctly, and I haven't been able to figure out why.

bpy.ops.mesh.region_to_loop() - is deselecting all vertices
bpy.ops.mesh.mark_seam(clear=False) - is not marking any seams, even when region_to_loop is commented out and vertices are selected

Please see the relevant code below:

def find_edges(self, mapping_target, projector):
    mesh=bmesh.from_edit_mesh(bpy.context.object.data)
    vert_list = self.find_intersecting_verts(projector, mapping_target, mesh, True)

    #Select all vertices on the edge
    bpy.ops.mesh.region_to_loop()
    #Mark the edges for the projector
    bpy.ops.mesh.mark_seam(clear=False)

#Compute the vertices of a mesh which are covered
#by a projector's field of view.  This does not perform clipping calculations
#return a list of vertices that were intersected
#Note: Tested & Functioning Correctly
#@param - projector: the camera object being mapped
#@param - target: The target mesh being mapped
#@param - select_results: True to select the resulting vertices, in this case target should be in edit mode prior to running
def find_intersecting_verts(self, projector, target, target_mesh, select_results):

    return_list = []
    mesh=target_mesh

    print("Find Intersecting Vertices:")

    if select_results == True:
        v_list = mesh.verts
    else:
        v_list = target.data.vertices

    #For each vertex in the target, we need to figure out if v falls within the view of the projector
    for v in v_list:

        print("Testing vertex <%s, %s, %s>" % (v.co[0], v.co[1], v.co[2]))

        #Scene
        scene = bpy.context.scene

        #Active Object: Camera (Projector)
        obj = projector.object

        #Point being compared
        co = v.co

        v_proj_n = bpy_extras.object_utils.world_to_camera_view(scene, obj, co)
        v_p = mathutils.Vector((v_proj_n[0], v_proj_n[1]))

        a = mathutils.Vector((0.0, 0.0))
        b = mathutils.Vector((1.0, 0.0))
        c = mathutils.Vector((1.0, 1.0))

        #Run the comparison on the rectangle vs the point
        #Algorithm from http://stackoverflow.com/questions/2752725/finding-whether-a-point-lies-inside-a-rectangle-or-not

        if 0 <= (b-a).dot(v_p - a) <= (b-a).dot(b-a) and\
            0 <= (c-b).dot(v_p - b) <= (c-b).dot(c-b) and v_proj_n[2] >= 0.0:

            return_list.append(v.co)
            print(v.co)

            #Select the vertex
            if select_results == True:
                v.select = True

    if select_results == True:
        # trigger viewport update
        bpy.context.scene.objects.active = bpy.context.scene.objects.active

    return return_list


texts:
I have an object, where I wanted to have specific parts that looks like a transparent plastic.

So I have used the primitive variables to adjust the part that I want to be transparent, and the others that I don’t want to.

I’m using a PxrLMPlastic. But after I tweak all the settings, the material stays like a non-transparent plastic.

The presence parameter is the only one to make something, but it acts like an Alpha channel. When it sets to 0, the material is not visible anymore.

Is there any tips on how to achieve a transparent plastic in Renderman?


texts: Blender Texture Paint applying to incorrect object

texts:
I have an object in Blender, and have disabled visibility of all other objects in my scene. It is already  UV mapped and set up with a material. However, whenever I go into texture paint mode, any strokes that I place get applied to the incorrect image (one for another object), even though that object has dissapeared

Here's the interface

However, whenever I try to paint on it, it gets applied to a completely separate texture.


texts:
Please help. As I am facing a problem regarding this modifier.
all other edges and faces are fine but few edges and facing are stuck to Vertices/ Edges and are not smooth. The crease of all edges is 0.


texts: Alpha Mask a texture with a mask having a different UV Map

texts:
I have a textured model for which I would like to apply an alpha mask - it can contain several materials with several textures. The textures were applied using a given UV projection, and the mask I created needs another UV projection/unwrapping.

Can you tell me how to tell Blender to mask the object material (make it transparent) where the mask says so (values in [0, 1]), even if it uses a different UV maps than the texture (I cannot therefore use an RGBA texture). The ideal solution would not use Nodes, or should be as cross-render compatible as possible (switching from Blender internal to Cycles should bring no additional steps to get the same alpha mask effect). I am definitely open to Python scripting (I'd like to implement this functionnality in a script).

Any hints appreciated, Thanks !


texts: I dont know how to remove these white dots. I already tried to make the lamp bigger. More samples does not work aswell. I dont know what can I do?


texts: How do I copy tracking data from one project to another?

texts:
I've got a piece of footage that I have already tracked.

However, I can't just seem to 'copy' the tracking data, or the tracks itself. Selecting them all and copy-pasting between projects does nothing at all.

Pretty much, I want to reuse the same footage and tracking points in two different projects.

I can copy objects (ie. 3D models, armatures, lights, etc.) perfectly fine.

Question: Is there any way to copy tracking data? Or export/import it? (Data as in the keyframes of the tracking points that is used in camera solving, similarity to how armatures retain their animation keyframes and actions)


texts: In Compositor, is it possible to change multiple node values simultaneously even though there is no input socket?

texts:
In Compositor, some nodes do not have input socket for that value. Can I change these values at once?

For example, my node group has Distance input socket. I want to use this value to Distance value of Dilate/Erode nodes, but there are no input sockets.
I know it can be done with Python script or with Driver, but I want change it only within Compositor.


texts: How to make object hair particle a texture for low poly mesh

texts:
I'm modeling a bush for unreal engine.

I'm curious if there is a way to convert my particle system into a texture i can wrap around a 3d model. Or if there is a way to use planes to simulate a high poly model with the particle system.


texts: Partially semi-transparent texture in Cycles

texts:
I have an image texture with a couple of parts that I'd like them to be semi-transparent. How can I achieve this? I know how to to make the whole texture semi-transparent and control it's transparency, but how can this be done for only a few parts of the texture?
In photoshop these parts aren't semi-transparent but I could make them, if it's necessary.


texts: How can I subdivide this surface or what do I need to do to the surface to make it able to subdivide

texts:
I am building a tunnle. I used torus meshes to build the roof and sides and then just added a face to the bottom.

problem is that I want to subdivide it and can't seem to. When I try to just hit subdivide nothing happens. Then I tried applying sub-surface mod and the mesh deformed.

What can I do to the mesh to divide it up??


texts: How can I apply curve modifier to a mesh without it changing position?

texts: Basically I have 3 meshes connected to each other I want them to rotate in the positions they are in but I also need them to bend at a certain point. The rotation is fine the problem is with the bending. The bending effect will be done with a curve modifier. The curve will change shape at a certain point and I'll save it as a shape-key. The problem is when I apply a curve modifier to one of the meshes and choose the curve that passes through the three meshes, the mesh changes position and messes up the whole thing. how do I apply a curve modifier while maintaining the position of the mesh I apply it to?


texts:
I want to run Flamenco on the Blender Cloud server.

The installation of Flamenco Manager is OK (just be careful to run all the programs while being administrator). I downloaded the cloud add-on for Blender and now I can upload files in my Manager from Blender.

When I look at my Manager, my job is queued forever. I think it's normal because Flamenco Worker has not been installed yet.

The problem is precisely with Flamenco Worker:

I don't know if the folder where I extract the ZIP file is important (I unzip it in the folder "Blender Foundation").
When I run "flamenco-worker.exe" (in administrator mode), this appears in the black box and then the black box closes:

2020-05-29 11:47:15,572     INFO flamenco_worker.cli Starting Flamenco Worker 2.4

2020-05-29 11:47:15,572     INFO flamenco_worker.ssdp_discover Finding Flamenco Manager through UPnP/SSDP discovery.

I have not really good knowledge in programming and in data management. And I don't understand very well the "READ-Me" inside the Flamenco Worker:

  Install FFmpeg and make sure the ffmpeg and ffprobe binaries are   on $PATH. If you only intend to run
  Flamenco Worker and not run any unit tests, you can   skip ffprobe.

  Install Flamenco Worker in one of two ways:
  If you have a distributable zip file (see
  Packaging for distribution) unzip it, cd into it,
  then run ./flamenco-worker (or flamenco-worker.exe on Windows).
  If you have a copy of the source files, run pipenv install then run flamenco-worker.
  This requires Python 3.7 or newer.

Do you have a solution?


texts: creating four symmetric holes from one along two axis

texts:
I want to create four symmetric holes from one along two axis. While the object(a box) itself is fully symmetric along the Y axis, but is only partially symmetric along the X-axis, so I can't just use one mirror modifier and select both X and Y axis of symmetry. See the picture:

What is the proper way to deal with the partial symmetry along the X-axis and create the second symmetrical hole on one side of the box? At the end I want to have this - if I change the original hole - all other 3 holes change itself automatically.


texts:
I am using blender as a video editing software. And I wanted to know i it is possible to get this effect from it -->  https://youtu.be/BXbBTTmdYtA?t=65

The effect causes a flickering screen can this be done by inserting black frames?


texts: Is running cloth physics without animation, or an endless non-looping animation possible?

texts:
Background: Essentially I'm doing some stuff with cloth and multiple pinning groups, and moving those groups around via empties which the cloth is hooked to (so, a person picking up a napkin in both hands and then moving their hands together). This requires me to move the empties while animation is running, as if I move the empties before running the animation (or let the animation loop) it applies the empties' location as a pre-animation position, which results in stretching the mesh by displacing the vertex groups and results in ugly bad behavior.

However, I'm not actually looking for an animation, I just want a single frame after cloth physics have had time to run. So ideally I wouldn't be time-limited in how long I have to tinker around with moving the hooks based on however long I set the animation to. Is there a way to accomplish this? Or would my best bet just be to lower the FPS of the animation and crank the number of frames way up to give myself more time to tinker around with positions?


texts:
I have a rig with the arm limb bones all aligned along one axis. When i add an IK Rig (with a pole target) to this setup, then the elbow no longer bends as expected (see upper part of the image):

I can make this work nicer by doing one of 2 things here:

I can add a tiny angle to the FK elbow bone (the one highlighted in the image) in pose mode. But this approach would break as soon as the user resets the Rig to Rest Position, then the small corrective angle is reset to 0 and then i am back at where i started (the Elbow no longer bends).
I can add the angle in Edit mode. But the entire rig is exactly predefined. When i introduce even a tiny change here, then i get visual differences on the rigged meshes between what i see in Blender and what i see in the Target System.

Is there any solutuon which would preserve the strict alignment of the FK Bones and still allows to bend the elbow (as seen in the lower part of the image) when the IK Bone is moved?


texts: Track object position during an animation using python script

texts:
I'm trying to write a simple script that displays the position of a falling cube on a custom panel. I want it to update the panel throughout the animation.  Here is the code so far:

import bpy

class MocapPanel(bpy.types.Panel):
    """Creates a Panel in the Object properties window"""
    bl_label = "Display Data"
    bl_idname = "OBJECT_PT_hello"
    bl_space_type = 'PROPERTIES'
    bl_region_type = 'WINDOW'
    bl_context = "object"

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

    frame = bpy.context.scene.frame_current
    print(frame)
    bpy.context.scene.frame_set(frame)

    obj = context.object

    body = bpy.data.objects[obj.name]
    row = layout.row()
    row.label(text="MocapData", icon='WORLD_DATA')
    pos = body.location.z

    row = layout.row()
    row.label(text="Active object is: " + obj.name)
    row = layout.row()
    row.prop(obj, "name")
    row = layout.row()
    row.label(text="object position is " + str(pos))
    print(pos)

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

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

if __name__ == "__main__":
    register()

all it does is display the start position at the moment. Can I get it to update with every frame?


texts: Baking displacement map with Cycles Experimental

texts: I want to bake some displacement maps for Unity Engine. I want to use Cycles renderer. I have read that it's only available in Experimental version of Cycles, but when I changed Cycles to Experimental version there isn't baking type for Displacement map, there are UV, Normals, Shadows etc. but there isn't any Displacement/Depth map choice. I have Blender 2.78a (2016-10-24) downloaded yesterday. Where can I find this option or how can I enable it?


texts:
Ok I’m trying to get darker, noticeable shadows in eevee, yet I’m barely getting anything, even with contact shadows on:

What can I change?


texts:
Ok what Ive done so far to make a meteor is this - just a ball at the front of a particle system contained in a weird shape -

Tried using density vertex groups to clump more particles near the comet head but this looked too clumped. Also, I need to have the head be breaking apart slightly -

How can I do this properly/with animation?


texts:
I would like to create uv coordinate locally for each hair particule ribbons strand

I have created a plane with ribbon hair particules:

I would like my texture to be aligned for each strand.

Here are the piece of information I have found on nodes:

HairInfo.Intercept contains 0 to 1 value from root to tip. Which could make the v value for example

But I cannot find anything for the other coordinate (u). Is there a way to get this information in material nodes?


texts:
Is it possible to create a volumetric cube but mask only the space of that volumetric cube by a mesh?
Hence if I put Suzanne inside the volumetric I only see her?
The effect I am looking for is how at night with a torch if you shine it in smoke you only see the smoke as it passes through the light ray. I want to make shock wave torus rings that mask a volumetric cube with a random noise, so that the torus rings only expose the smoke.


texts: Lazy and right-to-left evaluation in the node tree

texts:
As someone with a programming background, here's a fundamental thing about the Cycles node tree I've been thinking about. Let's say you have a node setup like this:

Here we have two computationally intensive shaders, called "Gigantic Shader A" and "Gigantic Shader B", and a Mix Shader is used to switch between them using some black-and-white mask.

In programming terms, this setup can be thought of as an if-else construct, with shader A and B being the two execution branches of the if-else construct.

Now, in basically every sane programming language, the two if-else branches are evaluated "lazily", meaning that either only the first branch or only the second branch is evaluated, depending on whether the if condition evaluates to true or false.

So here are my questions:

(1) Does Cycles have this lazy evaluation optimization as well? More specifically, is Cycles smart enough to figure out that if Fac=0 or Fac=1 in the above Mix Shader, it can completely ignore either shader B or shader A?

(2) If Cycles does have this optimization, then is it also true that the node tree is actually evaluated from right to left, starting at the Material Output node, and not from left to right, as one would naively assume? Because I can't think of any other way to implement lazy evaluation than going from right to left.


texts: Why is the object move arrows no longer fixated to it?

texts: not sure what I did but when selecting the move tool the arrows around the object popup, however when I move the object the arrows themselves stay fixated. I would like the arrows to be fixed on the object itself like the default setting. Any idea how to fix this?


texts: Influence Geometry Node "Point Distribute" density based on distance to empty

texts:
I've been playing around with the new Geometry Nodes features in the 2.92 version of blender, using it to distribute objects on another mesh. The way I have it set up is that when an empty gets close, they scale up, and when the empty moves further away they scale down to 0 making them "disappear".
It works for the most part, but I feel like I could make it a bit more efficient and performant if I had the density of the points influenced by the empty as well. Since even though the object is scaled down to 0, it's still technically "in" the scene. The fix would be having the density change based on distance. That way the computer isn't factoring the objects that are scaled to 0 into scene calculations and such. So that areas of the mesh far from the empty don't have points at all, while areas of the mesh close to the empty can be denser without any real performance cost compared to if I had just turned the density up by a flat value.
I've been fumbling along well enough figuring things as I go along with the new nodes, but I can't seem to figure out how to do this or what to plug into the density attribute of the "Point Distribute" node to have its value influenced by the distance of the controlling empty.
I'd rather not use a particle system for this, as the idea is to learn more about the new Geometry Nodes and what I can do with them.


texts: Reflection on an semi-transparent object

texts:
I'm trying to create projection of objects in my scene onto one specific object (in my case a sphere). In theory it is simple, by giving the object a reflective surface but here is my problem, the sphere has to be semi-transparent. Meaning it should be reflective and showing the other objects in the scene clearly but at the same time then parts of the sphere not showing any other object should be semi-transparent.
I'm trying to get this working with cycles (cycles is a must) but no luck so far. I'm open for any ideas.

Update:

I created a small test case containing my sphere and a cube with a marked corner. The reflection of the cube is on both sides of the sphere but I want it to be only on the side pointing towards the corresponding object. Additionally, the Mix Shader of the Glass and the Transparent BSDF turns the reflection grainy (for lack of words).

Update 2:

I found a way to remove the unwanted reflection but this results in the reflection that I want to only be visible from the direction of the reflected object. I can not see the reflection through the sphere, which is the reason I want the sphere to be semi-transparent.


texts: Passive rigid body physics not working with screw modifier

texts:
I'm making a rolling ball animation where the ball will roll around a set of pipes, planes and other objects. I created a spring using the screw modifier and then made a second slightly smaller spring inside it to create a track like effect for my ball to roll on.
When I add the passive object to them, they still will not hold up my ball. The ball falls straight through them.


texts:
I searched around Blender SE, and I have seen no questions down this slant at all, so I'm going to ask it.

Blender uses all the information necessary to successfully solve a track to re-position a camera in 3D space in relation to the tracked footage.

My question is, since all of these "Control Points" get solved to some high degree of accuracy, and become a known distance and angle to the camera, is there any quick way to actually build a mesh from the video track once it is solved (allowing the rest of the texture to become auto-trackable based on commonality between frames - maybe something similar to how microsoft kinect gets used for 3D scanning, but as a post process after the solve of course)?

To maybe add more references of my thought process into something (at hopefully the most simplistic level) most could follow (as you jump into my rabbit hole of theoretical thinking), it would be something like the following image portrays.

If I imagine this fast wiggle as an accelerated fast-forward/rewind view of the footage & solve, my own brain is solving the 3D of this image (even if I close one eye - unlike stereo view).

This leads me to believe that Inverse to a stereo camera (such as a kinect/artec snanner/ etc... - which uses at least two camera's to form a triangle to millions of points in space, and solve their positions) you would have multiple basically solved locations in the space triangulating back to at least a single camera (eg. my one eye open that is pretty stationary OR both eyes open which helps average the solve in my brain I guess, Ultimately the Blender Camera(s)). This effect works so well, because it acts as a POV (persistence of vision - not referring to point of view) to the brain. It just so happens that Blender has this information in the next & previous frame locations in the form of pixel data of the footage, so what's the technical difference in terms of visual memory/persistence?

Also this image is very clean in terms of focal subject and little occlusion, except for at the very perimeter of the sphere. All the rest of the Image Texture is clean and trackable (hopefully with some sort of automatic help in the future).

I've tried this visually/manually from two images, and got some pretty amazing results, but it requires manipulating the mesh in such a way to where the topology in true 3D space & the UV's in 2D space would form the solve to look good.


texts: What snapping technique to scale edges out to be exactly upright in this case?

texts:
I'm wondering if there's a snapping technique I could use to get a
scaled edge ring to be exactly straight up and down?
I can just scale and guess, by eye, that the edges that get scaled out
are exactly upright, but I want to be exact, without having to set the
location of each vertex manually.
Thanks for any ideas.


texts: Shading issue with parametric modelling and booleans

texts:
I'm new to Blender and I started to learn by modeling an old camera lens with the help of this excellent tutorial on parametric non-destructive modeling:
https://www.youtube.com/watch?v=v9CXeprYW1M&t=1626s
I've now encountered a problem that I can't seem to find a solution. I have modeled the lens body with only about 100 vertices and a screw modifier.

I then used BoolTool to create screw holes into the lens body. However, this somehow messes the topology and creates these ugly shading issues.

Does anyone have an idea how to fix the shading without applying the screw modifier? I would like to maintain the fast editability of the lens body.
I have tried increasing the steps of the screw modifier and moving the place of the screw hole a little bit, but none of them removed the issue, just changed the appearance a little.
Thanks in advance!


texts:
I have a bone called 'Hips', i want to set it's parent to bone 'Root', how can i do this?

these are some codes i've tried but didn't work

bpy.context.object.data.parent = C.object.data.edit_bones['Root']
i tried to select Hips bone then run this code to set the selected bone's parent to Root, but it gave this error IndentationError: unexpected indent

i also tried this code bpy.context.object.data.parent = bpy.data.armatures["Armature"].["Root"]
no wonder it didn't work either.

i'm using Blender 2.82


texts:
New to blender, so advice is appreciated! I’m in a 2D project and working on a complex shape - namely a hand - and am trying to interpolate it into another pose. However, things turn out wonky during the interpolation because some of my lines are out of order or were made in the wrong direction.
I know that in most tween-capable animation softwares there’s a guide to stroke order and direction. Arrange strokes doesn’t seem capable of this, and I’m not yet aware of a function that is. Does Blender 2.9 have a way of guiding or changing stroke order/direction to better accommodate interpolating?


texts:
When I Alt+S on the UV Image Editor so that I want to save just the image of my UV laid image then Blender returns:

  path is not writable

What does this mean?


texts: Can Blender render pngs with the background transparent?

texts: I would like to render an animation as a series of .png images with transparent backgrounds for use in a video. Is this possible?


texts: Changinng in-game Armature Object's Armature Data

texts: I'm my current game project my main character needs to transform into another character, i can easily change the mesh data from the gameObject, but i can't find any documentation about changing the Armature data for my Armature object.


texts: How to create list bullets in an operator's class description? (see example)

texts: I noticed this description for the measure tool. How do you create list bullets in an operator's class description?


texts: Eevee render with blurred textures when not facing the camera

texts:
I run into a problem while doing something in eevee and texture painting.
I noticed that a texture is not rendered properly when not facing directly to the camera. It is blurred and low res.
As you can see, the steps are blurred and ugly.

when facing the camera, it is all good

Is there a way to make step's texture looking good even if it is not facing the camera?


texts: Set the correct orientation when exporting from Blender to Unity

texts:
When exporting models from Blender into Unity one must take into account the handedness of both programs.

Blender considers Z vector as the UP vector, but Unity considers the Y vector as the UP.

Now, if you want a model who is facing up in Blender (along Z) to be facing up in Unity (along Y) when imported, people recommend this simple fix:

model your 3D model in Blender along the Y axis and apply the necessary rotation onto the model.

Now when working in Blender if you want to use Z as the UP vector, you simply transform your model by a positive 90 degree rotation around X (but don't apply the rotation).

I export my model using Blenders built-in FBX exporter with the default settings (UP = Y axis and FORWARD = -Z axis).

When imported into Unity, my model is facing upwards as expected along the Y axis.

But, what I don't understand is why my model is also rotated 180 degrees around the Y axis?

In the first image from Blender you can see that my cup handle pointed along the x axis aka right, but now is facing left (-X direction).


texts: Material turns black through Glass material (Internal)

texts:
I am using this Glass material (http://www.blender-materials.com/material/glass-cg001) for this model here.

The thing is, the yellow color of the Diffuse material on the base of the model turns black when rendered:

I have little to no experience in designing materials in Blender Internal. How do I go about fixing this?


texts: How to fix these weird shading problems?

texts: when ever i use the Boolean modifier i usually see these weird cuts in the shading, the same thing happened when extruding too. Does anyone know how to fix this?


texts: how to make a shader that doesn't react to shadows

texts: is simple as that and i don't know a  way to print something to exemplify it, i want to add a shader in some faces of an object that cast shadows, but doesn't catch, and have the same principal BSDF of the resto of the model


texts: Displace modifier does not match the texture

texts:
I'm having troubles since few hours to texture a mesh (a character's face) : it has a texture made from different maps (color, AO, normal..) made from Nodes.

I finally want to use a displacement map to physically slice or displace the mesh through a given image, so I use a Multires + a Displace modifier.

The displace modifier is set to follow the UV Map on which my mesh is unwrapped.

But in the end, the displacement does not fit with the other components of the texture (especially the color & normal map). It is not scaled the same, neither mapped the same.

I saw some posts giving the crop settings of the displace modifier as a solution, but it is not practical at all.

Do you have any solution ? :(
Thanks


texts:
Hello everyoane.
What settings should to apply to the light point to create in blender a scene light this?
I come with a past in Cinema 4D, there was very easy, just set the visible light to Volumetric and set the intensity, but how does this work in blender?
I have searching for an answer here, but nothing matches with what I need...
Kind Regards!


texts: How to install Pyserial for Blender 2.83

texts:
I was looking at the answers for other Blender versions but it seems like it's always changing.

I don't know if I'm correct but something called "pip" is supposed to come with blenders python in 2.83
and you're supposed to use that to install a custom module.

My end goal is to be able to use "import serial" with my scripts.


texts: Freestyle, render some objects with dashed lines and others with solid lines?

texts:
I have two objects in my scene.  I'm using Freestyle.  I can't figure out how to make it so that Object 1 renders with a dashed (or dotted) outline, while Object 2 simultaneously renders with a solid outline.  I tried a lot of different settings - unfortunately, every time I select an object and change the Freestyle Line Set or Freestyle Line Style settings for it, it seems to apply the change to both objects.

(FWIW, when I change the Material for one object, it only changes the Material for that object.)

Any ideas?


texts: Is it possible to save a preference for not showing the Menus in the Startup file?

texts: I work on a small laptop and find the Menu Tabs (File, Edit, Render, Etc) prevent some of the Workspace Tabs from showing.  I've found the Headers>Show Menu check box, but its annoying having to click click it every time I open the program.  Saving a new Startup File with the checkbox cleared doesn't preserve this particular preference.  Is there a way to hide the Menu Tabs by default?


texts:
I am working on the mesh that I'm trying to bend 250 degrees around itself.

I tried using simple deform modifier but as a result I keep on getting following result.

What should I do in order to 'block' or make all the lines follow the bend so that when looking from the top view none of the line would surpass?


texts:
I was making a lightsaber material, and after several days, i have found one, that is "almost perfect". Except it reflects light. Is it possible to add some filter on it, that would disable any reflections, while keeping all other properties, including it emmitting light.

Edit:

Here is an example file with a few "lightsabers" in a simple scene. The problem is, that for example the "red" one is getting so much refractions, that it ruins it's color.


texts: How to change order of F-curve's modifiers?

texts: Is this possible at all? Because UI isn't obvious in this case.


texts: How to use a video as a reference on a plane?

texts:
Can I use a video to texture a plane so I can use it as a reference for animating? It is important that I can view the texture without rendering the scene.

Edit: After loading an image as empty, I can't access the controls to Match Movie Length or Auto Refresh
!]1


texts: separate a model with shape keys (recalculate shape-key vertex indexes?)

texts:
From this UE4-reddit comment , I got the idea of separating head/body for game performance while getting all the shape-key goodies from Manuel Bastioni.

However, is there a way to "cleanly" separate a model without damaging its shape-keys?

(i.e. re-calculate shape-key vertex indexes during separation?)

From what I've seen from some maya-unreal tutorial, messing with shape-key vertex order seems to have hideous effects...

Thank you!


texts:
I have two Motion-Capture recordings of the same scene that start at slightly different timestamps, so if I import them into Blender the two animations are not in sync with each other. Is there an easy way to shift one of the animations by a certain amount of frames?

I tried to do that via the dope sheet, but it's quite hard to select all the relevant bones of one animation and move their keyframes by a specific amount of frames, primarily because the interface becomes very laggy and unresponsive. Therefore I'm wondering if there might be a better way to do that.


texts: How to copy the vertex position to the inbetween values of the shapekey? (Not Basis)

texts: I see no one is talking about this but I'm wondering if there is a way where you can edit the models like say copy from 0.500 to  1 in my current shape key  so I can edit it easier similarly to how maya function works because in blender from what I've known so far (Since I'm still fairly new in this)  keyframes can only be set for timing with already pre-existing deform which is locked to the shapekey values rather than actually editing the vertex.  I do not want to change the basis because I already have set to default.


texts: I've noticed that Blender changes the size of my Meshes by himself. Is it allright?

texts:
I have one mesh 10m*2m*20cm for example. When I check it's size in N-window it shows 20cm - here it's ok. But when I duplicate this mesh and rotate it on 90 degrees - mesh's size changes by itself! When I click again on the size line in N-menu it shows me not "20cm" but "20.000002cm". So the change is very small but still it's not normal.
It doesn't happen all the time I work with the copy of the mesh and I can't actually find out when it happens. But i face this changing quite regularly.

Blender version 2.79. Is that ok? I wonder how I can avoid this bug.


texts: How do I fix black faces and the wrong texture baking?

texts:
I'm just trying to bake textures. Please explain to me, as if I was 5, what the Max Ray Distance and Margin settings do and how the interaction of both settings works. I'm trying trail and error on an object where I get black areas after the final baking. So how do I get the black areas and the wrong baking under control?
First picture: How the final baking should be.
Second picture: What it looks like on my place.
(That the object is so messy and fragmented is supposed to be so).


texts: Fluid Simulation: Inflow is stretching to the edge of domain when baked

texts:
Here you can see an animation of my fluid sim. The inflow is that small black circle.

For some reason, the fluid flows in from the space between the inflow and one edge of the domain...

Here are a couple other views showing the domain and inflow windows.

How might I go about fixing this?

Additional notes:

I get "No active UV layer found in the object" when I bake via the render panel (not when I bake via the physics panel). I don't know if this is significant or not.
Object scales are all at 1.0x, 1.0y, 1.0z.


texts: I currently have version 2.74. How do I update to version 2.76? I do not see any links in the UI to update my version of Blender


texts: How to change direction of view by Python?

texts:
I have an idea.
For example, I have three 3D View areas. And when I change view in the biggest one, in another 2 views direction must change too.
For example #2, if I press 1 when the biggest window is active, then in 2 other 3D View windows view direction must change to Top and Right. And if I press 3 in biggest window,  directions of view in other windows must change to Top and Front.
Now I just have access to all areas by using this code

    bpy.context.window_manager.windows[0].screen.areas

I hope you understand me, sorry for bad english.


texts: Trying to render with GPU but it is not working

texts:
I'm not sure if there is a question already about this but when I try to render with the GPU and change the Compute Device setting to my GPU, I am missing the Feature Set and Device options under Render which don't allow me to change the device used.

Can anyone guide me on what I am doing wrong? Thanks.


texts: How do I create custom materials properties in the node editor?

texts:
Okay, so I have DONE this. Multiple times. But I can't remember wtf I did and searches for this are useless for the same reason you can't easily do research on the word "The".
What is the node that I use to create custom values to be adjusted in the materials settings? You know, so I don't have to go in through the shader editor?
Thanks.


texts: I'm pretty new to blender and trying to finish a simple animation of a kaleidoscope that I modeled. It looks fine in the viewport and all of the materials are assigned, but when I render it shows up pink. All of my materials were made by changing settings for the Principled BSDF. This is what the render looks like,  and this is what I'm seeing in the viewport. Here's the top of my materials panel. I don't know what's helpful to show, but I can upload any other screenshots, just let me know! I'm sure I'm just missing something simple but I've tried everything I can think of. Any tips are appreciated! Thanks!


texts: Why does my object increase and deform when i first select the object, then the armature and afterwards go to Set Parent With Automatic Weights?

texts:
Recently i've downloaded the Minecraft-Character-Rig from Rymdnisse, but i was a bit unsatisfied with the the backbone of the armature (it had altogether only 2 bones). At the beginning it wasn't possible for me to rotate the pelvis. But i was able to solve it. However, the upper body was affected too heavily, so i had to add another bone. So i selected the bone for the lower body in Edit-mode, pressed W and subdivided it once. Then i adjusted my modification (Clear Parent etc.) so that everything works fine.

But there was one problem. i had to adjust the weights for the three bones that had been affected by this modification, otherwise nothing would have been changed.
Therefore i first selected the object, then the armature and afterwards i selected with ctrl + P Set Parent to / With Automatic Weights, but there was a very strange result. The whole body was increased ~10 times, shifted a bit down and two places were completely deformed.

I also tried to use Set Parent to / With Envelope Weights or With Empty Groups, but the result remained the same. Even after i've deleted all Vertex Groups, Physics, Modifiers and Shape Keys, the result was still the same. So i conclude that there might be a problem with the object, but i'm not sure about it.

How am i able to solve this problem or are there any other options to adjust the Weights properly (but not manually since it's not very accurate)?

Here is the Minecraft-Rig i've used: https://rymdnisse.net/downloads.html (i've used this file: Minecraft_Character_Rig.blend )

This is the object with my modification (3 bones now).

Here is the object after i selected Set Parent to... (Head and armature remain in the same place.


texts: I attached Array and Curve modifier to an object, there's no problem, but the Curve deforms the object as usual. So, my question is: What should i do to make Curve modifier not deform the objects?


texts: How can I create an edge between a vertex and another edge?

texts:
I want to be able to create an edge between a vertex and another edge, as shown in this picture.

I haven't had much luck with the knife tool since it seems to be a projection rather than a truly vertical cut based and the local Z axis of the vertex.


texts:
I tried to change the separate shortcut to another button in preferences, But it still didn't work, I can use the scale and move shortcut and other shortcuts, I tried reinstalling blender deleting the left over files too, The blender version that I am using is 2.83.2
This problem didn't happen before it used to work fine
here is a screenshot of the separate keymap
http://prntscr.com/tidli7
I tried download a previous version of blender 2.82a
but the problem still stands.


texts: Export from Blender to Maya preserving Materials and Crease

texts:
I have a character in Blender. It needs to be exported to Maya for rendering in VRAY. I need to figure out how to preserve the following:

1) Textures and UVs.

2) Material assignments to different parts of the mesh.

3) Crease. Currently the model is using a subsurf modifier in Blender, and some edges need to be creased. Maya also has options to smooth and subdivide the mesh, and it's own form of Creasing to preserve edges.

4) Group assignments of multiple objects.

5) Challenge Mode: The rig. The character will actually be rigged in Maya, so I'm not worried about this for this specific project. But it'd be nice to know how to do it in general.

What format and settings do I need? Is there one that can handle all of these issues?


texts:
Hi I've tried rendering through both concierge redner and garageFarm.net but both farm are rendering blank frames,
I have an active camera, and when I hit ctrl f12 it works fine.
What's happening, files are packed.


texts: Having an issue with mantaflow fluid simulation with flow object inside of another object

texts: So I am working on a model currently of a banana being cut open that I am trying to make have blood come out when it's cut. I have animated the object being cut by swapping out the whole object for two split halves at a certain keyframe and I have the flow object inside a smaller duplicate of one of the halves that has its normals reversed so as to allow the flow object to recognize where to collide with the object. I've played around with resizing the objects and changing the flow resolution divisions to see if that was my issue and I was able to get fluid to come out of a separate banana half object that I set in the air but after resizing my original objects, no fluid comes out of my flow object. I have the outer banana parts not set as collision effectors for the fluid so I'm not sure what is stopping the fluid from flowing. I'm attaching a link to the project here. Any insight would be greatly appreciated. Thank you.


texts: Rendering with background, but saving with alpha?

texts:
Excuse me for my language)
I want to setup render view like V-Ray Framebufer in 3Ds Max:
 I'd like to render object and see it on a background image. But it still needs to have alpha-transparency, so if I'll save it to png there will be only the object with no background.

Here is what I'd like to see:

And here is what I'd like to save (in alpha chanel):


texts:
How to move one edge's vertice without interrupting other mesh - Here on picture, how can I make one more white vertice and slide it to the right to make 2 squares instead of this weird looking n-gons.
EDIT: Here on picture you see I have selected one edge, and it has 2 vertices. That edge seperates mesh in 2 weird n-gons. Left one is triangle(marked as "1." at picture I uploaded), right one is some weird quadrangle. I want them to become 2 squares(something as close as marked in picture "2."), obviously by adding one vertice more but don't know exactly how.
Also, how can I make edge loop to continue through this n-gon, beacuse as you can see it stopped right top of orange vertice.
EDIT: I marked with red dashed line on the picture where I want to cut mesh, but can't do it with CTRL+R.
P.S.: sorry for the unclear information, but I am pretty new to Blender so I don't know proper vocabulary for those problems. Hope now it is little bit clearer.


texts: I want to make my glass transparent and reflective

texts:
I using Blender 2.9 with Cycles render.
I want make a texture glass with a transparent and reflective, but I can't make it work.
I search with google, but I only found a no texture tutorial.


texts: How to Export this final product with Sound Animation to Unity?

texts:
Is there a way to export this animation into Unity, with all the material settings (especially the water droplets on the apple) AND movement intact from the "bake sound to f-curve" feature?

Here was the tutorial I basically followed to build this product: https://www.youtube.com/watch?v=l8RHRNZQEuE


texts:
I'm making a video with resolution 1920 x 1080 in the 16:9 ratio.
I have a recorded a clip from my phone screen in portrait.
I am using my version of the default Video Editor screen layout. My edit simply has an extra window for a File Explorer.
The clip isn't 16:9 so I first tick Image Offset to stop Blender from stretching the clip, and then make the Blend field Alpha Over in the dropdown list so I can add a background that is 16:9.
The problem I'm having is that the clip is not centered, but anchored to the left. I can change the X Offset value but I can't be certain of what value is exactly centered.
Any help is much appreciated.


texts:
I'm trying to export a .gltf with animation, but it doesn't work. I turned on "animation" in the export window, but it doesn't export animation. if I then import the .gltf back into blender, the object is exactly the same only without animation ...

(I work with the blender version: 2.81.16)


texts: How can i control the extrude size of a curve while creating it?

texts:
i need to make a sightly smaller subdivission on my curve because i need to reach a part of the 3D enviroment without having to move the object, so i use extrude (pressing E) but the curve created is too long and the shape is lost.
Is there any way i can control the curve size while pressing E?


texts: Placing spheres in a perfect circle on a ring

texts:
I am trying to place multiple spheres on a circle ring but am finding it really hard to get them into position. Is there an quick method to accomplish this or is there a tutorial that teaches such stuff.

Below is a quick illustration of what i want to achieve


texts: So this is my first try with cycles and I was wondering what can I do to make the image clearer?


texts: Looking for script that zoom in less on selected object

texts: I am looking for a script that zoom in a little less on the selected object. I always end up zooming out again because in order to be able to select all vertecies, see attachment.


texts: Exchanging objects between 2.78 and 2.80

texts:
So, I have a scene put together in Blender 2.78 and a model made with Blender 2.80 that I want to use together. I downloaded the scene (version 2.78 required) and made the model myself beforehand. Apparently, I can neither open the older version's file with 2.80, nor the newer version's with 2.78.
I tried exporting the model from 2.80 to various export formats and import it in 2.78, and vice versa, but that didn't work either. Is there any way you guys know of, how to make this work? I'd be glad, if I wouldn't have to model that all over again.


texts: I recently asked a question on how to make text with a transparent overlay and I was wondering if I can make that text fade in and out. An example of it is on the first part of this video (the text).


texts: Saving progress while Cycles is rendering

texts:
Let's say, I am rendering an animation and I am half-way in (frame-wise). I would like to save what has been computed so far and resume the rendering later. I can see that the generated .avi file is updating as the rendering goes, but I am not sure if Blender is smart enough to bootstrap from this file and concatenate more frames later.

Is it possible to save the progress of rendering using Cycles engine? If so, how?

Cheers

Edit:
Running on Blender 2.82


texts: Why can't I change the weights of subdivided bones?

texts:
I have character with ready armature. I want to make forearm twist & for this need to subdivide bone. When I do this, I can't change weights for these bones.
Maybe there is some way for weights to be automatically distributed when bones are subdivided? Or at least how to fix weights in this case?
I tried Assign automatic from bones, Normalize, Normalize all, I even removed all weights from this bone, but result still remained the same:


texts: graph editor - moving key up and down on particular frame

texts:
is there any option to move a key in one axis up and down in graph editor , like in maya we press shift +click and drag ,

For example if i am moving a key up and down on amy frame its shift's to other frame .


texts: How do I get a popup UV Image Editor and force it to show the Active Paint Slot?

texts:
This is a question that is an aside from my previous question of How to get name of image corresponding to active paint slot?

And in that question, I was looking to ultimately arrive at an Image Editor as a popup to use quickly while painting in 3d view that would immediately show the active paint slot to take advantage of the way that the Editor only shows one image at a time.

My own code from the previous post only gets the active texture to coincide with the current active paint slot, but by myself I did not get the popup editor to show it.


texts: Keyframes for seperate objects appear linked in dope sheet post-seperation

texts:
I'm animating curves with the Start and End Bevel parameters in the curve options. I have a letter sequence that has to repeat a tracing effect on each letter in succession, one at a time, left to right.

So I joined the curves for this sequence of letters into one curve object, set the directions for each letter, and then keyframed the Start and End Bevel over a few frames for a tracing effect. I then separated each letter into its own object.

Great! Now I don't have to keyframe specifically the same thing for each letter and can just drag over the start/end keyframes for each letter .. But wait. Now I'm trying to move those Start/End keyframes in the dope sheet to create the letter by letter effect, and each keyframe wants to move with every other letter, as if they were somehow linked, even though they're separate curve objects now.

The idea is I could save time by doing the letter by letter animation by only by moving the keyframes for each object in the dope sheet. I'm also concerned why things are linked in the dope sheet. I literally cannot animate!


texts: List of hot Keys for Mac Mini. OS X10.6.8

texts:
Having issues following the tutorial because the hot keys and short cuts are not working for me. If I click my spinwheel it won't allow me to orbit my 3D View instead it toggle windows on my computer.
Toggle full screen Alt F10- doesn't work
Toggle Quad View doesn't work, etc....

I am a novice attempting to learn Blender but it just makes it more difficult not being able to follow the tutorial.


texts: Compositor - How to math same Result for any Render Size

texts:
Any time I change Render Size it ruins all my node-tree setup.
Common workflow in compositor is to work in some lower resolution to set wanted effect. Like 50% or 25% of final size.
But many values are based on current image size on input.

Does exist any math combination that can be applied to a node-tree to protect result? A math that equally increase or decrease values in one place?

In this gif example is used the same node-tree to generates lens flare.
Rendered on 10%, 25%, 50%, 100%


texts: How to to set fixed delta time for physics update?

texts: I need physics depended on FPS, not delta time. Or how to set fixed delta time, same for every frame for physics?


texts: I want to rig a car,so I used bone constrain trasform which will rotate a bone accrding to another bone's traformation,now I'm getting problem when i rotate the source bone it changes the axes according to rotation,i want to fix the axis so that the bone's axis remain same like -objects not world- forward-backwar for x axis,object left-right for y,objects up-down for z although I rotate it in any axis...


texts: Can the Measureit Addon measure an animated armature?

texts:
https://ephmedia.giphy.com/dbe8121d-4453-4ae0-9569-97093c12948b.gif
I am using the Measureit Addon to measure the angle of these 3 vertices. When I parent or hook one of the vertices to an empty and animate the empty, the angle no longer displays.
Measureit only seems to work with vertices, not empties or bones. I can use animALL Addon to manually keyframe a vertice (second gif), but I want an automatic setup.
https://ephmedia.giphy.com/28d1e277-ee90-4b8f-b48d-8b0197196b30.gif


texts: How to display line using Measurelt between two vertex

texts: I'm using Blender version 2.83.  I have enabled the Measurelt addon. I can view the distance between two vertex in the Measurelt panel, but I cannot figure out how to display the line and measurement in the 3D viewport.  In the picture I have select two vertex assigned them to group C and changed the color to red.


texts:
Here, I have to execute some part of coding through selecting options in Enum property.

Here is my code

class MAYA_OT_Regg(bpy.types.Operator):
 bl_idname = "maya.regging"
 bl_label = "Regging"
 bl_description = "Regging"

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

 def invoke(self, ctx, evt):
    return self.execute(ctx)

class MAYA_OT_Dynamic(bpy.types.Operator):
 bl_idname = "maya.dynamic"
 bl_label = "Dynamic"
 bl_description = "Dynamic"

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

 def invoke(self, ctx, evt):
    return self.execute(ctx)

class MENU_OT_SET(bpy.types.Menu):
 bl_label = "Menu Set"
 bl_description = "Menu set"
 def draw(self, ctx):
    ui = self.layout
    ui.operator("maya.regging")
    ui.operator("maya.dynamic")

class MAYA_OM_Panel_OP(bpy.types.Panel):
 bl_label       = "maya Tools"
 bl_space_type  = "VIEW_3D"
 bl_region_type = "TOOL_PROPS"

 def draw(self, ctx):
    ui = self.layout
    r = ui.row()
    r.menu("MENU_OT_SET", text="Menu set")
    # HERE I HAVE to COMPARE with that menu Regging and Dynamics

How to compare that Menus(Regging and Dynamics) If it's Dynamic,I have to execute some part of coding, else If it's Regging,I have to execute some part of coding.

I have searched out but none is matched with my code, so How It's possible?


texts:
I am completely lost on how to even word what I want, but here goes.

I have a video clip of someone holding a screen up to a camera, what I want to do is track all four corners of the held screen and crop/transform/stretch it to the entire view. Like a really bad screen grab.

Apologies if this is a duplicate, I have searched high and low and just can't find what I'm looking for. Maybe it's just my wording. Links to any resources/videos that can help me would also be greatly appreciated.

:)


texts: When I rendered my model with Cycles, it seemed to flatten out

texts: I noticed that when I rendered my model with Cycles, it seemed to flatten out. No matter how much more I rounded the model out, and no matter how I lit it to eliminate shadows, there was still a hint of this. I noticed what looked like other examples of this online. Is there an adjustment I should know about? Also, I tried to re-enter color and texture information and render with the Render engine but this does not work now. Did I change something by using Cycles that I cannot reset?


texts:
I'm actually working on a server with on Rtx 8000
-Driver update
-virtual session Optimized for 3D
-All other program like, zbrush, UE4 is working correctly.
But my blender is lagging when I move in the viewport. blender have some difficulty to render the update image.
Do you have any idea to fix the lagging problem? Any setting in blender?
I saw a post about the windows draw method but is not available in 2.82
Thanks


texts:
I managed to be able to control my player hand with mouse using mouse actuator.However, the hand move at the opposite direction i want. For example ,  when i move mouse down , the hand go up .And when i move my mouse around , the hand kind of turn around .

What is wrong with my actuator settings?
Here is the sample file:   http://www.mediafire.com/download/1sz9taf3bd8j28u/samp.blend


texts: Is there a way to get Blender display the nodes and edges of the national_trade_graph.x3d?

texts:
I am trying to get started.

Pajek does well with outputing 2D graphs, e.g as SVG or JPG, but suggests X3D and several other choices for 3D output.

I would prefer a Blender solution for visualization of 3D graphs because of Blender's additional capabilities, if I succeed with getting the hang of it for simple uses, as I am a total novice with Blender now.

Blender does not complain about the X3D file I output from the Trade.net sample data set for Pajek on relations between nations in global trade. But Blender by default does not display the nodes and edges of the national_trade_graph.x3d I exported, just a cube with a central set of blue, red, and green axes around an orange square surrounded by orange and white circles.

If you have a suggestion to point out how to have Blender display the nodes (nations) and edges (trade) I would appreciate it.

Additionally, I only found one reference to use of Blender (for astronomical data), but none for social network data; if you know of any others using Blender like I want to, I would appreciate it.

I can provide sample data, a JPG image and the X3D file if you want.

I am willing to read the fine manual for Blender if you can point out to me where. Otherwise I will go back to Youtube tutorials.

Original data, JPG 2D image, and X3D file, requested by Duarte Farrajota Ramos in his edit, are hopefully now in Blend-Exchange but original data file, Trade.net provoked the message "You can't upload files of this type.",
and national trade graph.jpg provoked same message, and also for national_trade_graph.x3d so my Upload there seems to be a failure. I guess Blend-Exchange is limited to .blend files.

I next tried Google Drive where I succeeded in uploading the files (and included national_trade_graph.x3d.blend) and have a link readable by anyone with it, no sign-in required
https://drive.google.com/drive/folders/13xNc92zIJ2iAUwIekMRzbhgOjANKkfdr?usp=sharing

I saved national_trade_graph.x3d.blend and attempted to upload it to Blend-Exchange but got the message for this URL,
https://blender.stackexchange.com/posts/143893/edit
"The provided url is not valid, please copy and paste the entire url, including the "https://" header." I tried without the /edit but got same error message.

I hope with that trail of partial failure there may be clues of what I might do to correct the provision of data and graphs for this discussion.


texts: Animate a tube cylinder with "build" modifier - problem with round shape

texts:
I'm trying to recreate this animation: https://laravel.com/img/hero/hero.mp4
I've got 2 tubes one inside the other (bezier curves + bevel attribute to make them thick).
Since I need to animate the internal tube (the colored one), I'm using the build modifier.
The problem is that the build modifier create the shape in a strange way similar to "wall brick building" (check the screenshot), while I need the tube to animate as it is made by water (so the internal tube grow parallel to the circumference), so smooth filling of the tube.
Any idea/suggestion on how to proceed?


texts:
This will be my first post to the forums and I hope this is in the right place.

So I have recently switched from Modo to Blender and am really enjoying it
Im at a stage where I am trying to add some wear to my edges on my current project, and I'm getting some weird results on certain portions of my model

My have applied subdivision because I heard that the pointiness node works well with Hi poly models
I  am also using bool tool for my punches and have tried applying booleans and keeping them non destructive with the same results
Here is an image of my current situation

Any help will be greatly appreciated

Thank you

Laurence


texts: Why is my mirror only reflecting things that are close to it?

texts:
I am trying to render out a scene of a bathroom. I am attempting to make a mirror material. It doesn't reflect anything that isn't very very close to it. I made a cube and put an array modifier on it and colored it blue to see how far the falloff went. As you can see it doesn't render all the cubes. Also for some reason, it reflects the front face on the cube closest to it as grey.
My node set up is not convoluted. It is simply the Principled Shader, but with adjusted settings, as you can see below. I would like the mirror to act as a mirror in real life as much as possible. I am using Eevee and I need to stay in Eevee for my purposes.


texts: How to show more digits in blender when working at a small scale

texts:
How can I get more digits in the user interface for modeling.

Of course we can scale up the scene always, but that is just annoying, I like to work in millimeters for example which is possible with the Metric settings in blender, but the UI only shows floating point up to 3 digits?

Is there any way of improving this? Especially the scale in the transform property tab only shows 3 digits, that's annoying :-)


texts:
I'm updating all the vertex coordinates of a mesh frame-by-frame in python and need to animate but can not figure out how. Here is a small abstracted script - the python isn't pretty, but it makes an icosphere gaussian hiccup (a little like this coarse GIF):

import bpy
import bmesh
import numpy as np

pi = np.pi
make_ico = bpy.ops.mesh.primitive_ico_sphere_add
ok = make_ico(subdivisions=3, size = 2.0, location = (0,0,3))

ao = bpy.context.active_object
oo = bpy.ops.object
ok = oo.mode_set(mode='EDIT')
me = bmesh.from_edit_mesh(ao.data)
ico0 = np.array([vert.co for vert in me.verts]) # get ico vertices
ok = oo.mode_set(mode='OBJECT')

n_frames = 101
bpy.context.scene.frame_end = n_frames

zmin, zmax = ico0[:,2].min(), ico0[:,2].max()
zc = np.linspace(zmin, zmaz, n_frames)

sig = 0.3
ico = np.zeros_like(ico0)
data = []
for i in range(n_frames):
    ico[:,:2] = (1.0 + np.exp(-(ico0[:,2] - zc[i])**2/(2.*sig**2)))[:,None] * ico0[:,:2]
    ico[:,2] = ico0[:,2]
    data.append(ico.copy())

for i_frame in range(n_frames):
    ok = oo.mode_set(mode='EDIT')
    me = bmesh.from_edit_mesh(ao.data)  #DO THIS EVERY TIME?
    for (vert, co) in zip(me.verts, data[i_frame]):
        vert.co = co
    bmesh.update_edit_mesh(ao.data)  # update
    ok = oo.mode_set(mode='OBJECT')
    bpy.context.scene.frame_current = i_frame + 1
    # something about keyframes HERE?


texts:
I need some help figuring out how to model some rocky ground. Basically, I want to model the Ludendorff Bridge and I'm in the process of trying to create the ballast-like area of the train tracks, for example:

You can see a train track situated on the rocky ground I'm trying to create.

How would I go about doing this? I've tried creating individual rocks and then dropping a bunch of them with the Drop To Ground add-on, but it doesn't really give the effect I'm going for.


texts: Is there anyway to match a sun lamp to the direction of the sun in an environment map?

texts:
I'm in the process of building a shadow catcher for a Cycles scene lit with a .jpg Environment Texture (equirectangular) - but it seems that the shadowpass will only work with a lamp in-scene.

I'd like my sun light to match the angle of the light from the Environment Texture. Can anybody think of a way to get the sun light angle from the Environment Texture without just eyeballing it?

--Rev


texts: How can I use the bump node and wave texture node to create ridged spirals around a vase?

texts:
I'm trying to replicate the ridged spirals around this vase model that I saw.

I can't seem to get the spiraled ridges to appear though. I'm using the wave texture node and bump node with texture coordinates and mapping to get the effect that I'm after, but the bump node doesn't seem to be doing anything (the ridges are flat). I tried adding a color ramp node between the texture node and bump node, but it didn't seem to change anything. Is there something that I'm missing?

Thank you so much for your help!


texts: Create the circular distorion from an anamorphic lense

texts:
I try to recreate the circular distortion of an anamorpic lense
like here

I know about this way to strech the bokeh vertically.
Bokeh - From Horizontal to Vertical

and i have seen this one were a fisheye lense is used.
https://code.blender.org/2014/08/anamorphic-bokeh/

and im using a lens distortion node in the compositor to achive additional realism.
Is there a way to create this circular distortion in the bokeh without a fisheye camera?


texts: how to color in 'wave' procedural texture (cycles)

texts:
I'd like to add color to a 'wave' procedural texture.

Other procedural textures come with color options (like cheker e.g.) but this one doesn't.
I am new to the Cycles rendering engine and I don't know how to use nodes or combine them.

Is there a way to mix this with another shader so i get a colored procedural texture?


texts: How would I go about turning this object into a 3D model with the same colours?

texts:
I've been using Blender for educational purposes for the past few years making some general models like figurines and furniture but for my next project I want to make a 3D model of this image and I don't know where to start.
I've tried searching up tutorials but they all are too vague or just do not work.
What I am trying to do is convert this image to a 3D model while keeping all the colours and shapes within the picture. Could anyone lead me down the right path?


texts: How do I composite a transparent texture over a masked Render Layer

texts:
I tried to composite a transparent texture over a masked Render Layer, but the render layer mask doesn't detect the transparency of the texture.

The layer with the transparent texture has transparency, and the texture too, but the render layer mask doesn't detect the transparency.


texts: Merging Multiple Textures on a Single Model into one Mega-Texture?

texts:
Every time I try to search for an answer or solution to this problem, it always comes up with the wrong information or something that is so outlandish that I don't understand.

I'm relatively new to Blender and I have a 3D model I downloaded that has a multitude of textures, from eyes, mouth, and body. I want to merge all these textures into one image so there can only be one texture file associated with it.

How can I do this? Do I need to compile the images in the UV/Image Editor, then re-UVmap the images in Blender? If so, could I just copy existing maps and somehow paste them onto the compiled version? Is there a wizard or file format that can do this for me?

Thank you for any help and I'm sincerely appreciative of any assistance.


texts: How do I delete vertices that clip inside a mesh?

texts:
I'm trying to merge the sculpt of this head together with this body.
I used a boolean modifier, applied it, and saved my work. I didn't realize until later that the mesh is still visible on the inside. I can no longer select linked with ctrl + L to separate the head from the body to start over, as it selects both the head and the body.

I did some research and found this. I tried to use Faces > Intersect (boolean), with no results. Instead, I see a message on the bottom right of Blender saying "no intersections found".

How do I get rid of the vertices from the head sculpt that clip through the body sculpt? Thanks in advance!
UPDATE: I guess what I'm trying to ask is why isn't it letting me select linked?
The vertices here aren't merged, but whenever I press L to select linked, everything is selected.


texts: So when modeling, sometimes I add so many random edge loops to tighten up subdivision that the topology just ends up looking ugly. These random edge loops come from creating detail (such as a fin on a dolphin or a wing on a plane). What is the recommended way to deal with things like this? Is it better to simply add more edge loops/geometry to fit this extra detail in? Or is it better to create a brand new object/mesh/shape and append that to the current geometry?


texts: Exporting to Max from Blender 3D distorts the mesh

texts:
I am trying to export models from Blender 3D to 3D's Max and my model distorts for no reason. Is there any specific settings I need to take care of?

Blender has export options to .3ds, .fbx and .obj (none of them aren't working properly)

Your help is appreciated.

Thank you,
Waqas


texts: There is a delayed lag when texture painting in 3D

texts:
can anyone explain this type of weird lag? (Smooth at first, then after 2 sec my computer fans start to spin and lags begin)
(texture painting)
(doesn't matter how small the brush size is)
https://i.gyazo.com/a332e2f73f5009af1a48f8574d398aa3.mp4


texts: The object covers/block all other objects in front of the camera while rendering

texts:
Issue: Object that represent my studio for rendering characters
bothers me. It cover over all objects within it and stay in front of camera . And it only creates such a problem when I try to work with a cryptomatte. In the third picture, I show that the cryptomatte produces, although the character is visible on the render itself, everything works fine. I did a test render without a studio object (the object that is causing problems) and the cryptomatt works fine in this case.
Question:  What is the problem? How to make sure that when rendering both the studio object and objects inside the studio object, the cryptomatt will work normally, and not be a solid fill, as if there is something in front of the camera that blocks the whole view


texts: after rendering animation 60 frames error blurring tiles occurred i started at 80th frame but still same problem. the blurring starts with small boxes when the tiles tries to render at 60th frame and covers everything.


texts:
When I import  a model for 3D printing, I find that I prefer the mesh in  perspective view to the mesh  in orthogonal view.
How can I transform the mesh  to perspective effect in the orthogonal view?


texts: Using a hair particle system to emit an object that already has a duplivert?

texts:
Apparantly it isn't possible to emit another particle from an existing particle system. i.e a nested particle system.

However is a possible work around to emit an object that already has a duplivert of another object?

It's been suggested that is a duplicate of another question however this isn't connected to a particle system emitting another particle system. This is specifically about a particle system emitting an object that has a duplivert.


texts: I'm creating my first blender project and I'm trying to have the animated character follow a path. When I add the path in, there are no control points to make the path longer or  curved. I've googled it and haven't found any answers. Ideas? Thanks


texts: I put a building image onto a plane to use as the background. However the camera doesnt seem to see it. Even though when out of the camera it is there

texts: I will attach an image from the camera view. I am very new to blender (only a couple weeks) and I have not done this before until today. So clearly I have a setting wrong but I have no idea how to correct this. Thanks to anyone that can help!


texts: Change object orientation to be parallel with the orientation of a normal of plane

texts:
So I have an Object that is orientated in the World like this:

Even dough, the object is located and rotated with 0 values in all axes, the planar part (bottom / not round) of the mesh is not align with the X axis like intended.

I have already changed the origin, to the place that I want using the "Set Origin".

But what I really need is to change the orientation of the mesh, and I don't know how.

This probably happened because of some transformations that where made in the Mesh or something like that. So here the Mesh is rotated and not the Object, and I need this the other way around, the Object rotated and not the Mesh. So the orientation of the object and the orientation of normal of the planar parte of the Mesh precisely parallel, and not changing the form of course.

So, how do you do this?

What is the proper way to handle things like this?

Thanks for any help in advance.


texts: Use the console to orient the camera plane exactly parallel to the x-y plane?

texts:
What I have been doing in blender requires me to orient the camera to face planes oriented along the x and y axis head on.

In other words, the camera plane needs to be perfectly parallel to the x-y plane.

I can more or less get what I want if I choose top view and move the camera and center it on the x-y axis. But then I need to rotate it to face the x-y plane directly.

This is tedious and the result is imprecise.

(It's been far easier to just rotate whatever object I'm working with to face the camera's weird default angle, but then I lose the sense of logic in the coordinate system, and it's still imprecise.)

A programmatic solution might be best.


texts: How do I animate a rotation with 3D cursor as pivot point?

texts:
I am trying to animate a bell swinging. I've managed to make it rotate from side to side using keyframes, but I want it to rotate with the 3D cursor as its pivot point. How do I do that?

https://imgur.com/mkNV7fZ

https://imgur.com/KRRbF9S

As is shown in the pictures, the small "top piece" of the bell isn't fixed to the 3D cursor; it is not its pivot point; and that is my problem.


texts: What's the best practice to modify view port 3D camera.via bpy

texts:
I want to be able to change the current view port camera angle, as well as change to orthographic view mode. I couldn't find anything in the blender docs, so after searching it on the internet I found this stack overflow post from 2012
Though it appears to solve the problem, it's draw back is that it's almost a decade old. I was wondering if in that time, any changes have been made to bpy that allow better control over the viewport camera?
Specifically, like it's mentioned in the question I linked, I'd like to set the view port camera to the presets you get from typing the num keys, and I'd also like to switch between perspective and orthographic modes.


texts: Can't get model manifold for 3d printing

texts:
I got the following model:
http://doekewartena.nl/temp/sw_test01.obj

Which is kind of crazy. When I upload it to shapeways it tells me it is not manifold and it is unable to repair it.

I did remove all doubles. I fixed the holes I could find. I did the check with the 3d printing add on and there it is manifold.
So now I have no clue of what to do next.

Is the model just to complex itself?


texts: I have Eyelid bones set up (and working) in Blender, but I can't figure out how to control the bones in Unity

texts:
In Blender I have a bone on each eyelid. In Blender, they make the character's eyelids move up and down, as expected.

But I can't figure out how to get that same behavior going on in Unity. When I import the FBX model into Unity (Armature included) and find an eyelid bone and move its transform, nothing happens to the character's eyelid.

Why would moving the bones in Blender do something, but in Unity nothing happens? Appreciate any help.

EDIT: The answer was that you use Pose Mode to create Blendshapes and then export the model with those Blendshapes into Unity!! :D


texts:
I want to render the normals of a scene in Blender, and I'm doing this with the the 'normals' matcap texture. It seems to be mostly correct. At least in some simple test cases, the pixel intensities matched my calculated values.

However, I animated a 360-degree camera spin, and at one point many of the pixels turn grey. This is super weird to me since in the frame before and after (where the camera angle is slightly different), the colors are strongly red or blue. Is this a bug or is this expected behavior?

Here are the frames before and after the greying.

 ->
 ->


texts: My Blender is crashing after I installed an addon twice by accident. How can I fix it?

texts:
System: Ubuntu 15.10 (so I can use GPU in Cycles since my GPU isn't supported for anything newer)

Installation:  Installed with my Steam account since it makes keeping updated versions of Blender easier.

Hi, I installed an add on and it didn't work the first time.  I installed by going to properties and addons and then install by file, next I selected the zip file and it didn't show my addon was installed and nothing changed after I clicked on save.

So I restarted Blender, and it still didn't show so then I clicked install by file and selected the .py files in the folder after I extracted them.

Then Blender complained that multiple addons installed with the same name.  Rather than trying to figure out which one installed to what location I just deleted the entire /scripts folder. Now when I start Blender it crashes immediately.

I tried to re-verify the files within Steam.  That didn't work, then I tried downloading a Blender from it's website.  It will launch from its' own installation.

I replaced the entirety of the Steam Blender folder with the new one I downloaded. It will not launch from within Steam, but if I launch it from the file browser it launches.

I clicked on reload default startup file. That should tell Blender to not install any mods that aren't default ones (pretty sure that's what I needed).  I clicked save startup and then removed Blender from Steam and then re-downloaded.

After re-installation within Steam I checked the addons folder.  It contains all the addons I previously had selected.  After trying to launch it, it still will not launch from within Steam.  I'm out of ideas.

Does anybody else have any?


texts: How to create and render clouds in blender cycles

texts: I am creating an outdoor scene and need to create 3d clouds. What is the best way to go about this in blender cycles. I know you can't use the cloud generator addon since cycles doesn't have support for volumetric shading. Any help is apreciated.


texts: How do I make the Cycles world background a vertical gradient?

texts:
Blender render has a nice vertical gradient for the background. I cannot find a vertical gradient background in the cycles render, only a horizontal gradient. How can I use a vertical gradient as the Cycles world background?

Cycles render horizontal gradient:

Vertical blender render gradient:


texts: How to get mouse position in a window with Python?

texts: I want to detect if the mouse is in certain area of the 3d View, so I can display a custom menu when it will be in the left top corner, over the view name ("User Persp" etc).


texts:
This is within blender. In game, I am allowing a player to type out words for items. I need to be able to sense keystrokes in game. I have seen this done before in BGE but I don't know the particular code. my question is what is the code to sense keystrokes within python, so I don't have to make a billion sensors

I know this is a noob question but I need to know how to sense keystrokes so I can recognize words in an application I'm designing. for example, what is the code for sensing when the "k" button is pressed?


texts:
I want a texture to have the outlines of the mesh (not using the "Export Layout" feature in the UV editor). The outlines must be in the texture only (maintaining the the Original mesh).

In the picture above I duplicated the model and applied the "Wireframe" modifier to the duplicate. Now I'm trying to bake the "Shadows" of the Wireframe mesh into the original's texture, but I couldn't make it work (I'm very new to blender).

How can I achieve this (using this or any other method)?

P.S. I'm aware of the "Freestyle" feature, but it can't be baked into the texture (to my knowledge).


texts: Why are my vertices being mirrored and how do I fix it?

texts:
Bear in mind, I am quite new to blender.

I've run into a problem. I'm trying to model a head and I'm creating the vertices and faces, but when I move some vertices another one snaps to a completely unrelated position.
Here are some images highlighting the problem:

All I did in there was move the selected point a little bit back along the y axis.

Do any of you know why this is happening and how to fix it? I really need help on this.


texts: Is it possible to render AO with the OpenGL render?

texts:
Is it possible to render AO with the openGL render?

I know there is a technique called SSAO which is used in some video games, so it should be possible.

How can I achieve this?


texts: Can I make character hold hands using contraints?

texts:
Trying to solve a problem here. I've got two characters, each with an already animated walk cycle. I want them to be holding hands:

I tried doing by hand but the result is too jerky:

Is there some way I can constrain the child's hand to the adult's to get a smooth result?

Thanks!


texts: using boolean modifiers and shape keys in animation

texts:
what i am trying to do is an animation exactly like the shown above, which is captured from youtube. for the sake of simplicity let's talk about the far left split cube.

so as little as i know i thought so far the only way to do it, preferably in python, is to successively add and apply a boolean modifier in difference operation with object set to the sphere, after that adding a shape key to allow me to keyframe the cube's mesh shape, meanwhile changing sphere's location in this direction in small increments, and repeat. to put it clear all of that successively in each iteration of a for loop.

so here is the problem, applying a modifier for a shape keyed object is not even supported in blender. moreover i intend to use this in a far more complex animation, and i am not sure will that be reliable, or will it freeze when i execute that script?

so i wonder what is the best way to do it, and how is it made in this video?


texts: Blender Resume baking simulation from a specific frame?

texts:
does anyone know if it is possible to resume a water simulation from a specific frame?
I already baked the water falling and I forget to add an effector at the bottom, and I wanna rebake but not the whole thing since I already have the first part that is not affected by the effector.
I backed the water sim from frame 0 to 400, and I wanna resume the bake from frame 300 is it possible?


texts: Viewport colors look darker in Vertex Paint mode Blender 2.8

texts:
Viewport shading set to solid and color to vertex with flat shading,
the colors appear to be darker in vertex paint mode than in object mode.


texts:
I want to create an animation with a ball that hits a lot of boxes.
The movement of ball must happen in a few fractions of a second > 5 frames:

here is my blend file v2.8, same bug in blender 2.79
https://drive.google.com/open?id=1yI7ClLijo1Ktlw_jCPS6PqY5VyZ-Gd0r

First of all, I made sure that: I checked the normals, increasing the scale of the objects, I applied all transforms for scale, position and rotation
set Origin > origin to geometry, I increasing the Steps per second and Solver Iterations in the Rigid Body World settings (I tried with the maxima 1000 and 100), I set collision shape to Mesh and tried 0.4 or 0 as margins and source to final, I increased the size of all objects

Is possible to create an animation like this in blender?


texts: How to draw a cylinder with an irregular cross section, which varies along the cylinder length?

texts:
I want to draw a cylinder which has a different and irregular cross section along the cylinder length, with precise measurements

?

At each angle the cylinder has a specific radius, therefore the cross-section shape is nor regular. (like the figure)


texts: How to paste images onto particular faces of a UV map?

texts:
I'm modeling a simple tile for an isometric game. I've UV unwrapped to this:

I have textures for the top, bottom, and sides of this tile. I just need to paste them onto the UV map, but I can't find any way of doing that.

To clarify: I want to select a particular image I made in GIMP, then copy/paste directly onto a specific face of the UV map. I know how to paste an image so it's the background of the entire UV map, but I do not want that.

I've tried exporting the UV map as an image, drawing on that in GIMP, then importing it back, but the map exports with nasty antialiased lines, so that is a very ugly system.


texts: Is possible to generate a preview material from python?

texts:
I would like to generate the preview of a list of materials. I could create a sphere and apply the material, render and save it in a loop, but what I would like is to use the internal functionality of template preview.

My idea is to get the image object of the template preview, and then save it as any image.

I have seen something about using a custom render, but I don't know where find more information.

I will appreciate any idea.


texts:
I've been looking at videos that create what is called Droste Effect
where an image contains smaller version of the same image and they spiral ifinitely into each other.

like Escher's Print Gallery

or

I've looked at the math behind this here but I don't know I would deform an image recursively to make it repeat itself endlessly,

There are a few videos creating this effect using a tool called Pixel Bender.

https://www.youtube.com/watch?v=CEauXI6fV2A

https://www.youtube.com/watch?v=9WHdyG9mJaI

https://www.youtube.com/watch?v=jrUFx0f_GR0

How can an image be deformed like on the reference the videos to create an infinite tunnel in blender?


texts: What can I do to get rid of ugly triangles

texts:
I have a problem with baking textures and ambient occlusion. Weird triangles and artifacts appear at end of process. I have tried (i think) everything on internet like soldify, triangulate faces, recalculate, reinport from .obj format. I'm beginner with blender, so please, could someone find solution to this? All I can add: Corupted Meshes have been made new from plane surface like all others and I join them in to single object.

https://goo.gl/photos/h9463isytcmiqUyq7

I think problem is with mesh. Because when I import mesh with other program where I can bake AO too, same problem happend.


texts:
I have a problem with grabbing uv maps in the UV Editing window. I can select an uv selecting a mesh in the Edit Mode, then when I'm trying to use move, scale  or rotate uv in the UV Editor, nothing happens. In case it was a bug, I've just downloaded the newest build and unfortunately still have the issue.
Does anybody know how to resolve this problem?
Thank you.


texts: Boolean Difference failed - Give me an alternative

texts:
I often model separate pieces and modify them with boolean operations to get to a final result.  I'm stuck with a quarter of a cone intersecting with a hollowed cube (think of an inverted tray). My goal is the union of the cone and the smaller portion of the cube/tray. In other words the cone is larger than the diagonal of the tray.  I'm not getting desired result in Blender 2.77, but I really think I'm missing a step somewhere.  If you don't have and answer for that, how about a link to  steps to manually do it? It really is simple, but I'm afraid I've been away too long.
Thanks for your thoughts.
Looks like it worked - Nope


texts: How do I recreate this translucent/subsurface material?

texts: I thought it'd be rather simple as it just looks like something with a lot of roughness and subsurface, but I can't get it to work somehow. Help is much appreciated.


texts: Can't see the particle system in viewport

texts:
I was making a doughnut. After adding sprinkles, It is not  visible. But, if I select the whole icing with sprinkles, I can see the sprinkles outlines, and rendered results show sprinkles as well. And, if I tried to zoom closer, I can see sprinkles.
What can I do for this?


texts: Change length of motion track marker trails?

texts: I thought I had remembered there being an option to adjust the length (in frames) of the red and blue motion trails of the markers in the movie clip editor.  Does such an option exist?


texts: Camera is rendering in another collection

texts:
I am using version 2.8 and Eevee to render. When I try to render my scene it goes blank. What I mean by that is that it just renders the background. I tried changing the active camera by control and number pad 0, but no change. I then tried going to the scene tab in the properties window and changing the camera. I then tried deleting all cameras but one. I thought that maybe somehow I am inside an object so I made everything but what I wanted to render invisible in the viewport and in the render. After each time I tried something I thought could be a solution I kept staring at a blank solid background.

Edit: Here's a link. http://pasteall.org/blend/index.php?id=52107


texts:
Is there a way to cut these dome shaped edges with another mesh/curve?

Knife project, Bisect and Booleans only work with meshes that have faces.


texts:
Okay, so I downloaded a .blend of Tux Penguin, but because I'm too dumb to know how to remove some sort of transform lock thing that came with the model, I can't rig it the way I want to. For some bones, it is impossible to transform them, and attempting to do so will result in switching tools to the rotate tool instead.
How do I remove these locks?

This is the problem.


texts: Export an object from Blender 3D into using it in GTA5 game?

texts: I need to export my Blender 3d OBJ file into YDR file to use it for GTAV game mods. anyone knows a good converter that does the job ?


texts: Recreate material from blender sculpt mode with nodes?

texts: When you are sculpting in blender sculpt mode you can switch between a number of different materials. one of them is a red clay like material, i would like to recreate this specific material using nodes. i have attempted to get something similar with the principled shader but to no sucess. could anybody instruct me how to do this? (attached picture depicts the material i am refering to).


texts:
I'm animating an action in blender using a rigify metarig, but it's acting weird. There are screenshots for each step so you can follow along and see clearly where things go wrong.

This is the first frame:

Ok, so far so good. Then, I move some bones and add another frame on frame 5:

Still good so far. Then it starts breaking. Without changing anything, if I go back to the first frame, the left arm bones are in a new pose I never made, but the loc/rot values are still the same as before:

If I move the left arm bones to a random position but don't overwrite the old keyframe:

Then it arutomatically goes back to the pose it's supposed to be in:

But then if I go back to frame 5, that one becomes broken instead!

I've made tons of animations on other model's before using rigify metarigs and this is the first time I've ever seen this. It's super frustrating and I need this for a class assignment. Does anyone know what the hell is going on here?


texts:
I seem to be locked into Object Mode.
When I hit Tab, Blender won't switch into Edit Mode.

Why is this happening? And how do I fix it?


texts: Object with transparency makes the object behind it transparent

texts:
I have an object that consists of two layers, one of which is transparent, the other is opaque. However when viewing the opaque object through the transparent one the opaque material has some transparency and you can see objects that are behind it. Can anyone let me know why this is happening?

The screenshot below shows the issue along with the node structure of the transparent layer.


texts: Accessing Viewport Render Result pixels from script

texts:
am attempting to access the pixel information for a viewport render, but sadly, I'm coming up short...

Getting that information using Python would be ideal, because it would allow me to update Blender, and still maintain that functionality. Worst case scenario would be to alter source code for that specific feature. I’m not shy of getting my hands dirty,
I’m currently in my Masters degree in Informatics Engineering, but again, this would not be ideal.

I can’t use either the write_still = True or the save_render(filepath), because writing to file takes too long to do (it costs around 70ms on my machine, meaning it doubles my times).

So far what I tried was accessing the Render Result in bpy.data.images, only to find it empty. I used the trick described here. Long story short, you dynamically add a Render Layer Node in the compositor and connect it to a Viewer Node, and there you can access the pixel information.

This works… for renders only. I am bound to using viewport rendering because it is the only way I can get remotely acceptable times for the task I was assigned. For viewport rendering, the Render Layer Node is always empty.

I can visually see in the image editor that the Render Result has finished, and the render is successful. However, the Python API from everything that I researched doesn’t allow me to access those pixels… Anyone have any guesses?

Even if you don't have an answer, thanks for taking the time to read this!


texts:
I've set up some directional movements for my main character;
Right, left, up, down, up left, up right, down left, down right.

This works ok and I also want to use this information to trigger the movement of  other objects within their own states. However, if I send a message 'ultrue' (upper left key has been pressed), then inside other objects' states that message is not recognised.

Is this even possible or should I use a property? If so, how?

Thanks,
Ian


texts: Can I import Autodesk Inventor 2016 models?

texts: I am working on a new video game idea and am well versed in Inventor 2016, but, new to Blender. How might I import my Inventor models into Blender 2.77?


texts:
Hey I've been trying to render a basic scene in Blender, when viewing the scene in the render display mode the lighting appears pretty normal but when I actually render my scene it appears almost fully black, might be missing something obvious but at this point I don't know how to solve this.

This is how it appears in Render Display mode.

This is how it looks in the actual Render.


texts: Lazy way to make variations on complex sculpt?

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this might be a stupid question but since I have only a few months of experience in 3d art I'd thought it's better to ask.

I'm making a complex sculpt of an african elephant, it's got a lot of detail and came out pretty awesome for a complete noobie. I went back to a previous save of the basic shape and thought I would revise the sculpt since I have a bit experience now and the result will be better.

I am however making this for a video game I'd like to create and I was wondering if there's a lazy or fast way of making variations without all the time consuming work of sculpting.

I'm taking about things like different shape of the eyelids, different ear shapes with different cuts, maybe some anatomical "anomalies" like a slightly misshapen skull for example, and things of that nature.

For simpler things like tusks size and shape, that's easy to do in a short time, but do any of you have a lazy guide or advice for the more subtle and detailed variations?

Thanks so much for reading through this, hit me up with any questions you might have if what I'm asking isn't clear enough!


texts: Normal/Bump map show in Look Dev but not on Render

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I am trying to bake a diffuse texture with all the shaders applied to it, including the bump map effect just applied to the texture instead of having a seperate normal map.
In Look Dev I can see the result I want to achieve, but when I switch the viewport to Render the bump map is missing.
I watched several tutorials already but I am apparently still missing something crucial and just can't figure out what.
This picture shows my shader setup and settings for the bake. Also you can see what I am trying to achieve in the Look Dev Viewport compared to the Render I get.


texts: Rendered file black, even though Play Rendered Animation is correct

texts: I downloaded a Blender intro template. I rendered it and it saved. I went to open the file, but the video is all black and only the music is playing. I looked at the Blender Play Rendered Animation (Ctrl + F11) and it was fine; with video. Please help.


texts: How to make constraint permanent once disabled?

texts:
I have got a beautiful bone constraint:

I would like to be able to enable and disable this constraint without the bone reverting to the original position.

By default, the bone appears to return to it's original starting position when influence is set to 0 or visibility is set to off.

So, for example:

Constraint is "on" or "enabled" - bone follows Hand.L as expected
Constraint is "off" - bone stays where it is at this exact moment and does not move.

I would like to be able to 'apply' the constraint without actually deleting the constraint, as I am intending to turn it on and off frequently during animation.


texts: What is the Ambient Color in the Blender Internal Renderer exactly?

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

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

Unfortunately the official Blender Render manual does not offer much in-depth/under-the-hood insight on how stuff really works.

QUESTION: - What ARE the World: Horizon, Zenith and Ambient colors?
Are they real light sources (which gets internally ray-traced) or simply visual overlays which gets mixed onto the camera image?


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I copied original objects and mirrored them. But one object never be mirrored. Why does it happen?

The black colour is the original object, and the selected meshes are what I duplicated, and mirrored. However, the middle triangle never get mirrored. I do not know why? every object has the same pivot point (Center) what should I adjust to solve this problem?