texts: increasing density of beam light in volume rendering

texts:
I am simulating in animation a film projector with a light beam in volumetric.  On the pic attached you can see that the beam is quite light.. I want to densify the beam more like an intense light coming from the lens..  I attach the blend file http://pasteall.org/blend/index.php?id=45259 and a pic showing my current state..
I have tried to balance volume scatter and  absorption but with no satisfactory result.. Can you suggest something
Thanks


texts:
I wrote s simple script that lets me manage Blender's geometry smoothing a little easier and faster but I'm struggling with something. Since I'm fiddling with the smoothing, I'd like to "Copy" Blenders Auto Smooth checkbox and Smooth Angle slider for a faster and more convenient workflow.
I tried a few things and nothing worked. I created a Custom BoolProperty for the checkbox but I can't get it to control the setting. This is the Custom property:
class AutoSmoothData(bpy.types.PropertyGroup):

auto_smooth_toggle: bpy.props.BoolProperty(
    name="Auto Smooth",
    description="Toggle Auto Smooth",
    default=bpy.context.object.data.use_auto_smooth
    )

After this, I just put it on the UI, but I have no idea where do I have to "tell" it to change the actual built-in Auto Smooth setting.
I also have this function:
def auto_smooth():
    if bpy.context.scene.smooth_prop.auto_smooth_toggle == True:
        bpy.context.object.data.use_auto_smooth = True
    else:
        bpy.context.object.data.use_auto_smooth = False

But as I said, I don't know where to execute it.


texts:
Is it possible to wrap an STL around a cylinder in Blender using one of the deforms?

E.g. is it possible to wrap this STL
https://www.thingiverse.com/thing:651829
around a cylinder to create a face mug?

(I was thinking of using a wave deform one wavelength long and then splitting the STL, inverting one half of the wave and rejoining it with the other half of the wave deformed STL, but that would not result in a circular shape.)

Thanks


texts: Copying objects in 3D view along with nodes and other stuffs

texts: while I am trying to copy a object (with nodes) (e.g. cube) to another blend file. The object that I am trying to copy was modified with nodes and I can't copy the object with nodes or manually copy the nodes. Can anyone tell me how to copy the object with nodes and other properties? Or copy the object to another blend file with all of it's modifiers and stuffs. Thanks!


texts: Windows 10 blender blackscreen, no cursor, no USB power

texts:
I get a black screen after working a few minutes on blender with the Cycle render method active.
Most of the time I have a second window of blender open, set to a camera with Viewport Shading on.
Until today there weren't any problems with that.
Now, like I said, I get a blackscreen after a few minutes without error message etc. and on top of that the USB power goes out on the computer, it would still be on but
none of my display show anything and I can't do any shortcuts. The USB back- and frontports are affected by that. So I have to force shutdown the computer.
I only get this kind of phenomenon with blender.
Here is what I tried:
Working without the cycle render window, everything works just dandy. No blackscreen, no errors, nothing.
I reinstalled blender multiple times, on different drives (C:/D:). I used 2.91, installed 2.83, installed the Steam version, on all versions the same behaviour.
I reinstalled my graphics card driver with Geforce Experience and over the device-manager, even completely reinstalled my whole Windows system. Same issue.
The event viewer doesn't give me any info I can work with and no further error messages are displayed after a restart.
I can run a GPU benchmark and bring the GPU to 100% for a prolonged time without any problems.
My specs:
OS:     Windows 10 Home
Version:    10.0.19042 Build 19042
CPU:        AMD Ryzen 7 1700X Eight-Core Processor
GPU:        NVIDIA GeForce GTX 1070
Motherboard:    PRIME X370-PRO
Version:    Rev X.0x
If there are any missing infos, please tell me and I will try to provide them.


texts:
I want to create a own UI for a add-on which I am writing.
The user should have the ability to do different things with this add-on.
For example he can choose a cube or a pyramid. If cube or pyramid is choosen the ui will change. Some fields should be hidden and some should be visible.

Okay, first step: Create radio buttons. And now I am stuck :/

As far as I know I need a EnumProperty, which has the attribute items. Items has all the "values" the radio button can have.

Sadly it's not working for me.

I did this:

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

        obj_types_enum = ('0','a','a')
        obj_type = bpy.props.EnumProperty(items = obj_types_enum)

        layout.label("Select original form")

        col = layout.column()

        col.prop(self, 'obj_type')

Any advice?


texts:
I have made a sphere with multiple levels of noise to create a unique map.
What is the best way to then export this as a flat image to edit in photoshop. The goal is to further create height, texture and colour. Then bring back in to Blender and apply the changes to the sphere.


texts:
Among a whole bundle of NaN's, i get this.

transform.position assign attempt for 'Preview Scene Camera' is not valid. Input position is { NaN, NaN, NaN }.
UnityEditor.AssetPreviewUpdater:CreatePreviewForAsset(Object, Object[], String)

Whatever it is that caused this error is corrupting the sub models as well, i can't get any of them into unity because of these errors.


texts: How to use the Alt + Right click in edit mode in Linux

texts: I am trying to use the Alt+Right Click to select edge loops in Linux Mint but this shortcut doesn't work it is already used for Linux to reduce a window. I have checked the keyboard shortcut but it doesn't appear.


texts:
I am new to blender and trying some basic animation. But having some wierd behaviors I am not able to fix. Can anyone help. The arms of the rig is having very wierd vibration in a point I dont even have a joint (bone).
Check this: https://imgur.com/uyx4Ewk
I dont have any key frame for those ofcoz.
Plz help this is really frustrating coz I redo the whole thing and it appeared again.
Blender: 2.9
Thanks


texts: Eevee screen space refraction weird black shadow

texts:
I noticed there's a weird second shadow in a plane with screen space refraction in Eevee. How to remove that weird duplicated shadow?
Weird duplicate shadow in Eevee:

Correct result in Cycles:

In Blender:

Blender file here
Using Blender 2.83.4
Edited:
Although setting Refraction Depth to small value such as 0.1m works removing the unwanted "shadow", but it also removes the refraction effect. To get refraction effect, the value has to be more than 1m to see noticeable effect. Putting another object on top of the plane with refraction along 1m value, the "shadow" is back.

New edited Blender file here


texts:
I have a house that I'm trying to make it seem normal by attaching the solidify modifier to it. After doing this, the thickened faces seem to be thinned out when near edges. look here. In the last picture, you can see the same thing happen in the cut out hole acting as the doorspace.

If this is just how the solidify modifier works, I'm open to another alternative on making the walls not paper thin.

I will be importing these into Unity, so I just want them house to be blocky, not curved weirdly at parts.


texts:
I am new to Blender. My model doesn't have subsurf modifier or any materials. In Blender Render my model renders properly, but in Cycles Render blender stuck. I have no idea why this is happening.

My model link: https://drive.google.com/open?id=1ucDpaQ2jrebaJRdSSQLY0wbUsF11_Yi9


texts: I need to cut some grooves into a flat surface. I have watched tutorials with cylinders, where they extruded faces inward to create the required effect, but rectangles only have six faces, so extruding one of them would accomplish just as much as simply resizing the object. How do you divide a rectangle's face into a grid of extrude-able squares?


texts: How to get proxy_render_size via python?

texts:
I need to get the value of the Proxy Render Size using python, but I can't seem to figure out how to do it.

When I mouse over, this is what I see:


texts:
I am trying to achieve a snow effect with billboard particles, everything is fine until I render the scene where my flakes don't appear.
I understand billboard UV are automatically generated but couldn't sort my problem.
The UVmap slot uses the unwrapped emitter plane (I though it would sort the situation but it obviously doesn't) as the Normal and time index UV.
Thanks for your help.


texts: My eye is turning black when adding the transmission on the BSDF node

texts:
I'm trying to make an eye and while adding the outer later that makes it shine it's turning it dark instead.
It's supposed to look like this:

But ends up looking like this:

Does anyone know what's up?
Here's my blend file.


texts: Assign more than 2 shape keys to same object bone

texts:
Initially I had 2 shape keys for my eyebrows which I used as a driver using a bone z location (-3*var and 3*var). This worked fine. But now I wanted to create a third shape key. So after that I added this key to the same driver bone using expression 6* var. But this does not work. Seems like only 2 shape keys work at a time using this setup. Can anyone explain it to me why so?

Thanks!


texts: Cutting a 2D plane using intersecting planes as a guide

texts:
Sorry if this seems like a newbie question (I'm very new to Blender!), but what's the easiest way to cut into a mesh using other objects as a guide?

I attached an image for clarity. I want to remove the section of the horizontal plane highlighted in red, using the perpendicular planes as a guide. I tried boolean but just deletes the entire bottom plane. Knife also doesn't seem to be able to use other planes as a guide.

What's the simplest way to do it?


texts: How can i animate my object with one bone?

texts:
I`m trying making an animation with an wand to my game, i follow this tutorial from Blender Youtube Channel: https://www.youtube.com/watch?v=cZ3o5tjO51s

I create my wand with 3 separeted meshs and merge with CTRL+j then i create an armature with only one bone and set inside:

Then i selected both armature and wand and click parent with automatic weights.

But when i move the armature in pose mode the wand don't move. Is there a diferent set to make a object move with only one bone


texts: Display connected vertices in UV editor?

texts: Is there any way to show other vertices attached to the current activated vertex in the uv editor without enabling "sticking selection mode"?


texts:
can somebody help me please? I just started animating in Blender and I've been walled hard by something I can't seem to be able to fix. I've looked and looked around forums and youtube to no avail, I still cannot fix it.

I created a rig, joined it to a mesh and set 4 IK bones (for hands and feet). Everything works perfectly so far. Until I try to animate it... I tried animating without IK first and it works perfectly, everytime I select all the bones and create a keyframe, it works. But when I use IK, the IK bones ALWAYS stay in the same place. They change the starting keyframe and everything, only the rotation of the bones will be recorded.

I'm attaching a screencap to demonstrate it.

See, the first keyframe had the model in a standing position with his arms down, then I jump a few frames, change his pose, press A to select all bones, I to create a new keyframe and suddenly the first keyframe pose also has the goddamn arm lifted in this position!!! As I said only the rotation changes, everytime I move the IK bone it affects every other frame and the model stays like that.

I've tried absolutely everything, still can't fix it and it's driving me crazy. When I disable the IK, it works, so I'm certain the root of the problem lies there.

GIF:

https://i.imgur.com/4T8kd9W.mp4

As you can see in the first frame his arm is down, when I create a second frame in a different pose and I go back to the first frame, his arm has changed...

If anyone can help me I would appreciate it a lot because I'm getting desperate :(

Thank you very much.


texts: The dialog box size cant show all the letter

texts:
I am change the resolution of my pc.
The dialog somehow can't show all the information.
How to fix it...?


texts:
I'm in Blender 2.82.7
I have a project on which I have worked for several days. I have been modeling a lot these last 2 days, and didn't give much attention on material preview.
When I came back to preview, I noticed that everything was black, but it was not before :

Compared to a new project :

It seems that the environment itself is all black. I have tried to change the surface type, its color, Sky Texture, but it always remains black.
Maybe I have stroke a wrong shortcut keyboard during 2 days of modeling that has deactivated "something", but I'm short of ideas!
If anyone could help, I would appreciate ! :-)
Thanks


texts: How do I make an Icon look like glowing water in cycles?

texts: so i'm trying to get an icon of mine too look like it is water that is glowing it doesn't have to be transparent or anything. I just want the object to have the illusion of glowing water. i have tried mixing and adding shaders and a few different textures but can't seem to get anything that resembles glowing water. any help would be very much appreciated. i am still a very big noob at blender (only been learning it a hour here and there between my job and relationship for the past week) so something very simple would be great. I have also included a picture of the icon below, its the grey middle, (just a simple extruded circle that has been smoothed, with a Torus wrapped around it with a emit shader on it) Thanks in advance :D in the meantime i'll keep tinkering with it and update if i figure something out and hopefully help someone else with this type of situation


texts: What is it that create this creepy effect


texts: Instancing a space theme with a draw callback

texts:
In a somewhat tongue in cheek answer to https://blender.stackexchange.com/a/197340/15543 have come across the possibility of having one instance of a 3d view showing a different theme than another.
Updating  a space theme color within a draw callback, and again,  is setting the colour for an instance.   Any  bgl required is being done for us. (Not the right one, shows the concept.  Code was cobbled together for a question revolving around a scene property (same scene per screen))
Feel this could be useful https://blender.stackexchange.com/a/161773/15543 in finding a combination of region and event type.
The question.
How can I harness this to show another theme (or one colour of as above will suffice)  based on a space property correctly. per instance.
My particular use case is being able to "theme" a particular script in the text editor


texts: How can I set vertex color values accurately?

texts:
I'm using blender 2.79 and I try to modify some vertex colors using a script.
When I try:
color_layer.data[idxmain].color.b = 0.0088
print("COLOR AFTER:", color_layer.data[idxmain].color.b)

the output is 0.0078 (0.001 less) and the same value will be displayed if I pick the color with the eyedropper.
It always seems to be 0.001 less than what I'm setting up, and not matching my assignment.
What setting could be affecting this?


texts: UV Editor - It's selecting multiple vertices

texts:
How do I select only one vert/edge/face at a time without it selecting all the corresponding ones? It was working fine before and I must have hit a hotkey or something that has changed it.

I've tried turning off UV sync selection (the parallel lines button in the top left) but it doesn't help. It was working with this on before.

Has anyone had this problem before and is which button/hot key allows me to select just one?

Thanks in advance :) Also this is Blender 2.82.


texts: Show unselected vertices in UV/Image editor?

texts: Is there a way to show all vertices (even if they're unselected in the 3D view) in the UV editor?


texts: No idea why the loop tool is not working here

texts: No idea what's wrong here. It is just deforming in a strange way and I have no idea why.


texts: Make a fan rotate constantly throughout the game in BGE

texts:
I'm a currently starting to work on a blender game and I'm beginning to worry about the small details.

For example if I had my characters in a room and there was a desk fan on a table, how could I make that fan constantly move throughout the game?


texts:
How can I pass data from operator to another operator in one panel?
Specifically I have a dialog box, I want to get back the path of the selected box to a label and activate another operator(button)
Thanks


texts:
Looking for a script that runs through the animation frames and at each keyframe it exports just the mesh as a .fbx (no cameras, bones or helpers) at that specific frame, preferably with a filename that includes the frame number.

If nothing like this exists, I'll attempt to write it myself soon, but I've never written a blender script before and it's been years since I used Python at all, so I may need some instruction (library reference or similar).

Using this output as an input for morph targets in another application.


texts: encode video through windows command line

texts:
I am trying to integrate the Windows command line functionality of Blender into a program I am writing to perform some ProRes/XDCam to DnxHD video encodes. I am currently using FFMPEG to perform DnxHD encodes but would like to test out Blender to see if there are any quality differences. Only problem is I am really confused on how to do this through the command line with Blender. My current FFMPEG command looks something like this:

E:\FFMPEG\bin\ffmpeg -y -i "C:\testing\somefile.mov" -c:v dnxhd -s 1920x1080 -pix_fmt yuv422p -r 29.97 -b:v 145M -acodec pcm_s16le -ac 2 -ab 1500k -ar 48000 -threads 1 "DnxHDOutput.mov"

Could any of you provide some sample command line arguments to get this working or provide me with a guide/link on how to do this?


texts: Rendering video from image sequence. The result is low res and with wrong colors

texts:
I render my animations as "png" at first and then I put them together with the sound. There is nothing wrong with that.

But I have been trying to figure this out for so long, and still can't do it.
When I render, the video comes out with less resolution. AND it literally ruins all the colors in it.

The Colors (Normal and after rendering):

Here is my settings for it as well:

I am so desperate for help at this point. I would be SO happy if anyone can help me with this.


texts:
I have a video reference in my Video Sequence Editor while I animate my scene. However, when I try to render, it just renders the video file that's loaded in the VSE instead of my scene.
I'd like to just disable the VSE's influence over my render so I can have my reference there without affecting anything else. How could I do this?


texts:
I have a problem when I try to make a single user of two linked objects. I have been successful at this in the past but for some or other reason I am not successful now. First I select the two linked objects, then I select in object mode Object>Relations>Make Single User>Object & Data & Materials. Absolutely nothing happens after this. When I left-click one object, both objects are still selected. I have tried Blender 2.7, 2.8, 2.91.2, 2.92.0 but without any success. I include a screenshot.
Can someone maybe hint me in the right direction. Your help is much appreciated!


texts: I do not know what I did to make it do this, if anything. After creating an eye. I went back to my other object to palce it inside of it. Resized eye. But now when I try to move it into place it moves in chuncks. Like it can only move by one of them "block sizes" in the graph that shows in the vewier. No longer able to move in minutiae movements.


texts: Is there a way to rotate a plane in a way that its normal will face 3d cursor?

texts: Is there a way to rotate a plane/face in a way that its normal will face 3d cursor?


texts: Is it possible to make fluid stick to vertical surfaces without using control object?

texts:
Looks like Noslip setting doesn't affect it that much. I'd really like the fluid to stop at the place where it touches the surface, while the upper rest of it would flow further till it contacts the surface and so on.

Also, I'd like to know how to make fluid to avoid collect/assemble/gather/flock/congregate in one place.


texts: Particle system not rendering, emitter rendering see-through

texts:
I need to motion track a fireplace to some footage. Everything looks fine in the render preview, and even in the viewport, however the actual file that renders doesn't have a fire, and the emitter is see through looking.

The photos are of the render itself, and the render preview.


texts: Can I attach clothes with ropes for a simulation?

texts:
I'm trying to create a boat sail & simulate the sail moving by the wind force

but I can't make the the clothes move the rope (or a wood stick) by the wind force like this video

https://www.youtube.com/watch?v=-DQdzhTH6PA


texts: As the pic above , in the tile there us small squares , each square have its own drawnings , how can make the same tile in blender ?


texts: left click select in edit mode just positions 3D-cursor

texts:
in Blender 2.82a I am facing an issue when trying to select with left click in edit mode.
In object mode I can left click select. But in edit mode this action just positions the 3D cursor to mouse position.
Alt-left click still selects loops.

My settings are configured to left click select.
I also tried to revert to factory settings.
I also deleted all settings in AppData and restarted.
No change

I found that this isssue is file relatd. I don´t see it in other files.
What went wrong? Or how can I fix that issue?

Some more research gave me somebody with the same problem here:
3D Cursor follows Mouse Movement


texts: How to animate a character with the new Asset Browser?

texts:
Despite it still being in development, the new Asset Browser in v2.92 is a game changer. I'm wondering if it's currently possible to have a collection containing a rigged character and animate that character's rig after adding it via this asset browser? If this is currently possible, how might I do this?
At the very least, is it possible to assign any animation to the rig?


texts: Does Blender support OpenType features of TTF fonts?

texts:
I have a TTF font equipped with some OpenType features and would like to use lnum (Lining Figures):

This feature changes selected non-lining figures to lining figures.

From: https://www.preusstype.com/techdata/otf_lnum.php
Is there any chance to use OpenType features like the one mentioned?


texts:
So Im having a problem with blender find multiple texture images. I downloaded an object that came with textures and imported the object. But the textures came up pink and there are a lot of textures so I am trying to avoid importing each texture . I tried to add the images by using the "find missing files" option but it keeps saying it could not find the files, even though the file names are exactly the same as the textures in blender.

Not sure how to fix this, any help would be great

Thank You


texts:
I just created a model (using for a game) that uses several unconnected bones within the same armature to animate the model.

It wasn't until I spent several hours modeling, that I realized the exporter (in this case it is a custom torque .dts exporter) doesn't work with armature/bone animations and only works with objects parented to empties; the empties are then key-frame animated.

Is there a way I can convert/copy all the bones into empties with the same animation movement?


texts:
I'm currently running Xubuntu 16.04 and I would like to use my 2 GPU's for rendering in Blender. They are currently unused and my CPU is doing all the work. But what have I got my GPU's for anyway?

So, I tried the tutorials here on stack exchange about the GPU setup stuff on Ubuntu.

I got 2x AMD R9 280's, and OpenGL is working like a charm.

But I don't have any other option than the CPU in my Blender settings.

I have to use the Xorg drivers because the official fglrx drivers doesn't work on Ubuntu 16.04 anymore. They are missing basic stuff like multi monitor support. But video-radeon is working great so this is not an issue. and AMDGPU-PRO is not working at all.

Any Ideas?


texts: How can I make a shiny edge material in cycles?

texts:
Is there a way to replicate this pseudo-shiny effect that appears on Sonic from Sonic Generations in cycles?

 Image Link


texts: I am new to blender and currently trying to learn modeling techniques. I would like to change a square into cylinder. From what I've read the easiest way would be to use the array modifier and warp it around a bezier circle and then extrude that object. But I was wondering if there are any tutorials on how to do this using only transforms and only a few subdivides....To be specific, I'm trying to make a pillar object from a cube


texts: All white and untexturable part of my mesh

texts:
It my 2nd week of using blender and still learning. My problem is a part of my mesh is untexturable and all white but my mesh is not 2 or more objects its only 1 joined mesh

heres my blend file


texts: Resolution drops after rendering animations

texts: The resolution of animations on my device look good in blender, but after rendering them the video quality drops greatly, even when increasing the sample rate. The first few frames, mostly of the still image also do not show any flaws, however, a few seconds in there's a great resolution drop. How can I fix this please?(https://i.stack.imgur.com/njRkp.png)


texts: How can I view the reference image behind a cube?

texts:
I want to model an oven.
I want to use an image as a reference.
To do that, I use Image on a Plane:

The first thing I do is to add a cube to model this oven from it.
However, the geometry covers the reference image:

How do I make the cube transparent so that I can see the reference image again?
Thank you!


texts: Blender 2.80: How to obtain a white background using the workbench render engine?

texts:
I'm trying to obtain a white background for a render using the workbench render engine. I have set the "Viewport Display" inside World settings to white but the background renders light grey.
What is the correct procedure?


texts: Move randomly a plane with cut parts| Paper Furr

texts:
I am looking to create a sort of "flag", a plane with some cuts that are creating sort of "leaves" and I need to open these apertures with turbulence or wind.
Basically I need to recreate the same thing that is happening when you take a piece of paper and made a lot of cuts inside. When you will blow behind these little parts will open showing the hole of the paper
I tried with a particels system and vertex group. I created a surface with the holes and in a separated object, I have several "leaves" grouped with different vertex groups.
The static render is nice but for animation is absolutely not realistic and super heavy.

Is there any good way to approach this animation?
After I should shrinkwrap the entire thing on a curved surface that will be hidden.
Any suggestion?


texts: Gray edge at the edges of texture when using alpha transparency

texts: I try to make a tree model and apply alpha on the leaves, but somehow the shadow of the leaves form some sort of transparent masking like the image shown, what is causing the problem?


texts: normal pass from volumetric shader [EEVEE]

texts:
I'm trying to export a kind of Normal Pass from a group of cubes with a volumetric shader inside.
Is it possible to do? I'vesearched a bit and I've found some tips for recreating normals into shaders, but when I try to transport it into volumetric all goes wrong.
The file if you need it:


texts: How do I render viewpoint shading in Blender?

texts:
I am new to Blender and I'm struggling to render texture shading. My object shows up fully texture painted in the Viewpoint Shading window, but in the Render (Cycles), it is only partially colored or completely gray (depending on my setting). Can you help me render with the same texture paint as is seen in viewpoint shading?
I am not sure if this is a node, material, or other issue. Any advice is greatly appreciated!

Update: I have changed the nodes due to helpful input from @Kyriakh, however, I am still missing part of the texture. Can you help me determine why the texture isn't fully showing up?


texts:
I'm trying to export as nif, but i get this error whenever I try.

When I apply size and rotation it looks like this

and still gives the same error.


texts: smokefluid simulation without "quick smoke" does not work

texts: I made two simulations: One with quick smoke that works fine in rendering (left) and one where I manually made a fluid-domain and a fluid-inflow object (right). Both work in solid view but only the quick smoke version works in rendering. Settings are more or less the same. Why doesnt the right version work properly?


texts: Why does the rendering look way less quality in the shading parts than it does in the preview?

texts:
When I render my character, everything that is shaded kind of metallic, except the balls that are flying around the model, does have these triangles of low quality in it. In the preview everything looks perfect but when I go into rendering mode, it looks pretty bad in comparison.
I already tried to change the render devices and to work on the light paths but I just can't find the source of this. I'm rendering in Cycles btw.
To be more precise: My problem is all about the parts you can see on the render image where the reflection and distortion of the metallic surfaces is almost cut out of the model but it should be looking like on the preview version (1st image).
preview version

render version

I want to get rid of these areas.

And here are my settings :\


texts:
I've created some STL files and can successfully import them into Blender.  The shapes I've created overlap in a meaningful way (think partially overlapping spheres, but more complicated), and I'd like to make them translucent so you can see how the overlaps happen.

I thought the following would work, but it doesn't:

Select one of the objects.
Go to the materials panel and select the 'Transparency' box.
Change the 'Alpha' setting to something less than 1.

At this point the material preview shows a translucent sphere, but my object doesn't change at all.

What gives?  Am I missing some small step that activates the material?  Do I need to have other, opaque objects in my scene in order to observe the transparency?  (Currently I've only loaded these STL objects and nothing else is in the scene.)

This seems like a very simple question and I'm sorry if it's a duplicate.  Ultimately I'd like to make the materials for these objects glass-like to end up with a nice visualization of the following geometry:  http://www.unf.edu/~ddreibel/research/milnor/milnor.html

Thanks in advance for your help!


texts: When I apply a material objects loses self shadow

texts:
When I apply a material in Blender the objects lose self shadow.

Not the shadow it casts but on its back faces, if that makes sense.


texts:
I have a file that has 25 MB, but in the scene I just see a mesh with 6000 vertices. How can I find out where all those MB are coming from?

Edit: It turned out there were several textures packed. One surprisingly had a size of 23 MB. Surprisingly, because the texture unpacked didn't look like 23 MB. So, the question remains, how could I find out FAST where those MBs come from? Digging through materials (unpacking each) certainly wasn't fast. Using blender --debug and Memory Statistics didn't expose what I was looking for at all...


texts:
I'm using Blender to create meshes I want to fracture in UE4.
For this they need to be closed, otherwise their inner is not fractured correctly.
I'm creating a basic house from a cube. First I extruded the "door" inwards and made the vertices there so that it's closed. I exported it and it can be fractured correctly.
Now I tried to extrude two windows, but when I fracture them, they are fractured like it's not closed.
Anyone knows why or how I can check if it's closed?
The windows I extruded:

Other view:

Wireframe:


texts:
I've animated a dome which opens using bones. The shell of the dome goes down into the ground. My problem is that when this dome is mounted on a tower, the player can see the shell going through the floor and walls. These shots might explain it better:

What I would like is the vertexes of the dome shell to 'pile up' at ground level, so they stay within the boundries of the physical model and not clip through walls or floors.

Since this is animated for Source, I'm bound to using bones. I thought of cutting up the shell into small sections so I can move them individually, but the Source skeleton system is quite rigid, so I can't bind all those individual sections to the same bone. Since it treats it like a skeleton it will always move the previous bone with it (like an actual arm works).

Any idea's how I could do this? I'm still quite new to animation...


texts: How can I make a driver use bone translation with local bone axis instead of global axis

texts:
What I'm trying to create is a driver that moves a target along the Y axis when a bone is moved along it's local Z axis.
This is what I currently have.

However with this, when I rotate the bone 90 degrees then move it along it's local z axis the target doesn't move. How can I make it that so that it takes rotation into account? Is that even doable ? I tried changing the driver space to all of the options and none of them solved the issue.


texts: How to increase size of physics time steps (delta t) in BGE?

texts:
I am evolving A.I. and I need to run blender as fast as possible, somewhere around 400-600 FPS, but when I increase FPS in World > Physics section it increases both number of logical steps and physics steps while decreasing size so physics steps Δt so physics stays same compared to real world time as opposed to staying same compared to logical steps. Is there no way to change Δt of bullet physics other than to go into source code?

What I basically want is to make physics frame-rate dependent.


texts:
I am trying to figure out how to make a Christmas wreath in blender. The only tutorial I have found is time elapsed and super complicated. I was wondering if there is an easier way to make a wreath in blender, or if there is some tutorial that I am missing.
Here is an idea of what I want to accomplish.


texts: After reading many tutorials and watching videos, I don't fully understand how to get it to render for a still image. I have a car scene I'd like to have the wheels rotating for in the shot. Can someone explain the steps to doing it?


texts:
I have a problem. When I import a stl file from solidworks into blender for rendering it doesn't match the scale of the scene. It is gigantic. The object is a chair and I have checked the scale in solidworks and here it is ok.
Hope someone can help.

Thanks

PrettyP74


texts: How to add a normal map texture and a diffuse texture on a model in cycles?

texts:
When I add a normal map texture in cycles I do this -

How to combine the normal map texture with a diffuse|color texture?
I don't have much knowledge about the nodes in cycles and I have no idea which node will combine them? Do I have to use the Color-Mix node? If so, how?


texts:
I'm really new to this. I could edit this file until I had rendered it and now I can't. Please can you help me.

I've also tried to register as a User this evening, but neither of the links in the two emails you have sent me have connected me back to the Sign up process.


texts: Best solution for hinges and pistons in Blender + Unity?

texts:
I am looking for the best process in exporting assets to Unity which have interacting hinges and pistons, such as the image below.

I am assuming that weight painting won't work in this case, and that some parameters (such as constraints) don't work in the export (and that the programmer doesn't want sub-meshes), hence my question.

In other words, the piston and hinges are supposed to move with the bouncing wheel while staying rigid.


texts: Python: Create a plane from selected vertex

texts:
I've a mesh (a foot sole) and I would like to select 2 vertex of this mesh and create a plane.

I select the two vertex (V1 et V2)

Then a plane is automatically added. Vertex of the plane are:

V1 X, V1 Y-100, V1 Z +10
V1 X, V1 Y-100, V1 Z -10
V2 X, V2 Y +100, V2 Z +10
V2 X, V2 Y +100, V2 Z -10

Do you have any idea?

Thanks,

Maxime


texts: Problem with curve / spline modeling, scale factor

texts:
I'm trying to taper a tube-like (beveled curve) object using another curve. Should be simple ...
But im always getting a strange 'scale factor' and I dont understand where it comes from.

The 'Curve' should be tapered exactly like the 'Taper' (top view). No 'scaling' in x- or y- direction. I watched many tutorials but they dont really help.

https://mega.nz/#!viwAyRCI!dNA4-x5LDpn3DYTxzF6Tf8_sg7DwlMmmQOUsIfaKfuI


texts: 2.8 - Non Linear Animation Editor - How to remove tracks?

texts:
I was wondering, how can I get rid of unwanted/unnecessary tracks in the NLA Editor? (i.e. [Action Stash] & [Action Stash].001)
Rightclick -> Remove Empty Animation Data does not do the trick.
Thanks!


texts: Translate texture from outer bounds to center

texts:
The motion I want is very close to water soaking in the sinkhole (just without spiral aspect).

I'd like to use Noise texture on a flat plane - it should move to the center and preserve pattern as much as possible, without morphing into "Saturn rings"


texts: Joined object not acting as its parent with a Curve Modifier

texts: I added this long band on the side of the main object, but when I apply a Curve modifier on both, the band acts weird... I don't understand why. They now have the same origin since they are joined.


texts: Why does my Python script "Onionize" my cone?

texts:
I have created the python script found at this link. The link also includes the associated Test.csv.

The purpose of my script is simply to create two cones, but somehow, for a reason I cannot figure out, the output of Blender (see image below) is to "Onionize" my cone; my cones look like strange pointy onions.

Why?!

Code:

    import bpy, csv

from bpy.props import IntProperty
from bpy.types import (MESH_OT_primitive_circle_add, MESH_OT_primitive_cylinder_add, MESH_OT_primitive_uv_sphere_add, MESH_OT_primitive_cone_add)
#MESH_OT_primitive_cone_add.vertices = IntProperty(name="Vertices", default=32)

for area in bpy.context.screen.areas: # iterate through areas in current screen
    if area.type == 'VIEW_3D':
        for space in area.spaces: # iterate through spaces in current VIEW_3D area
            if space.type == 'VIEW_3D': # check if space is a 3D view
                space.viewport_shade = 'RENDERED' # set the viewport shading to rendered

bpy.ops.script.python_file_run(filepath="C:\\Program Files\\Blender Foundation\\Blender\\2.79\\scripts\\presets\\units_length\\meters.py")
fp = "C:/Dropbox/Blender/Test.csv"
bpy.context.scene.render.engine = 'CYCLES'

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

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

AQ2 = makeMaterial('AQ2', (0.329411764705882,0.505882352941176,0.611764705882353), (1,1,1), 1)
AQ4 = makeMaterial('AQ4', (0.611764706,0.478431373,0.329411764705882), (1,1,1), 1)

with open( fp ) as csvfile:
    rdr = csv.reader(csvfile, delimiter=',')
    for i, row in enumerate( rdr ):
        bpy.ops.mesh.primitive_cone_add(radius1 = float(row[3]), radius2=0, depth=float(row[3])*2, view_align=False, enter_editmode=False, location = ( float(row[0]),float(row[1]),float(row[2])), layers=(True, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False))
        setMaterial(bpy.context.object, AQ4)
        active = bpy.context.active_object
        bpy.context.active_object.name = 'SAQ4'
        active.modifiers.new(name='mysubsurf', type='SUBSURF')
        active.modifiers["mysubsurf"].levels = 5
        bpy.ops.object.modifier_apply(apply_as='DATA', modifier="mysubsurf")

        bpy.ops.mesh.primitive_cone_add(radius1 = float(row[7]), radius2=0, depth=float(row[7])*2, view_align=False, enter_editmode=False, location = ( float(row[4]),float(row[5]),float(row[6])), layers=(True, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False))
        setMaterial(bpy.context.object, AQ2)
        active = bpy.context.active_object
        bpy.context.active_object.name = 'SAQ2'
        active.modifiers.new(name='mysubsurf', type='SUBSURF')
        active.modifiers["mysubsurf"].levels = 5
        bpy.ops.object.modifier_apply(apply_as='DATA', modifier="mysubsurf")

    x = float(row[8])
    save_render = "C:/Dropbox/Blender/" + str("{:10.2f}".format(x)) + ".png"

    bpy.data.scenes["Scene"].render.filepath = save_render
    bpy.ops.render.render( write_still=True )

    # deselect all
    ##bpy.ops.object.select_all(action='DESELECT')
    # selection
    ##bpy.data.objects['SAQ2'].select = True
    # remove it
    ##bpy.ops.object.delete()
    # deselect all
    ##bpy.ops.object.select_all(action='DESELECT')
    # selection
    ##bpy.data.objects['SAQ4'].select = True
    # remove it
    ##bpy.ops.object.delete()


texts:
I have a stick with a protrusion on it:

and I want to copy the protrusion. I tryed to duplicate it and move along the stick, but in this case I get some problems: when I render it with freestyle I may get some unneeded lines and not get some lines i want to get:

and if I move the duplicate from the stick, it just disconnects without modification of the stick.

So, how can I connect the second protrusion to the stick or what is the correct way of coping such protrusions?


texts:
How do I rotate my view by a 90 degree angle?
Regardless of how I set up these hotkeys, they roll the view at different angles than what is specified.
These commands should rotate the view by 90 degrees in orthographic view, so the North rolls to the East or West orientation for each respective hotkey.


texts: What is this mode and how do i get out of it?

texts: Was following blender guru's tutorial(Part 7 lvl 1) to split the screen,and when i joined the split i accidentally joined this view to my colored view.Now i can't get out of this view.When i render the image ,it stills show colour previously used.


texts:
I am trying to set up a model on a Cura Lulzbot software to get a preview of what I am making but I am getting file errors even though I have it all unified with the boolean modifier. There are probably things I have missed so I have the file liked here
https://www.dropbox.com/s/jf9wnb6dgbw7gom/Print%20Error%20Model.blend?dl=0
Hopefully it's something simple I overlooked.


texts: Is there a way to control children hairs so they don't cut through a mesh?

texts: I need to have the children hairs spread out so that it covers the hea, unfortunately this causes the problem of the children hairs not following the mesh it is on and cutting through the mesh, unrealistically.


texts: Split mesh into two pieces using bezier curve

texts:
I've created a Bezier curve, and used to shrinkwrap modifier to project it onto my object:

Now I want to cut along the curve, splitting the mesh into two.

How can I do this?  If I just use knife project, I would lose the 'lid' part.


texts:
Compositor Workspace:
The crop node doesn't work, as even when I put the numbers to the highest value, the movie clip still doesn't appear.
Please help.
Thanks.


texts: Tesla T4 supports RTX, but does it support rendering with OptiX?

texts:
I get this message when I start Blender on a linuxOS and try to do OptiX rendering with a Python script.

File "/home/ubuntu/render.py", line 11, in <module>
prop.compute_device_type = 'OPTIX'
TypeError: bpy_struct: item.attr = val: enum "OPTIX" not found in ('NONE', 'CUDA', 'OPENCL')


texts: Inverse Kinematic Panel disabled from Bone tab

texts:
I cannot restrict the rotation of a Bone in Blender... I have done it on the previous project, but now it is disabled and I cannot figure out why..

Any ideas would be much appreciated, thanks.


texts: Set maximum width for an operator's button in UI?

texts:
How can I set a width maximum or fixed value for a button?

I have an UI looking like this:

The text field would be full path of a file and the 'Set' button is openning a dialog box. How can I go about increasing the text field's width and reducing the button's width?
Thanks
Kaveh


texts: How can I make an NLA strip longer to fit more keyframes?

texts:
I made an animation and dropped it as an NLA strip - now I'd like to tweak that strip to add more keyframes and make the strip longer.

I thought that the Extend (E key) function does that - but no it only stretches the strip. I don't want to scale the strip, because then I'd have to scale down the keyframes to actually fit more of them in my strip - and I can easily break the animation timing while attempting this.

How can I make an NLA strip longer to fit the extra keyframes?


texts: Using image sequence of medical scans as volume data in cycles

texts:
I know it's possible to do this in BI, but I need your help to do this in cycles.
For now, I have a setup to use an image sequence as volume but it only shows 1 slice/frame. I'm using generated texture coordinates for easy mapping (0-1 on each axis). The images are mapped on XY and I would like to use normalized frame# as Z coordinate to map the sequence as a volume.

Images sequence can be found here (I'm using 16-bit TIF files of MRBrain in this exemple).

Any solution is welcome but try to keep it simple and user friendly :).

Final Edit:
I had a hard time choosing between Lemon's and PGmath's answers.
Lemon's is more user friendly and flexible, and uses the image sequence without any change inside blender.
PGmath's uses a 3rd party converter to make the sequence 1 single image, but allows GPU rendering.
Well, ImageMagick's command line is : "convert +append *.tif anim.tif" from the folder where the sequence is unzipped. Not so hard. That's why I accepted PGmath's answer.

Now, i played with it, and here's the result.

The "volume" object contains the volume shader (playing with the color ramp gives funny things) and the boolean modifiers (turn them off to see the complete volume, but reduce the final density multiplier for better view).
The "Slice Control" arrow empty controls the slice position/rotation.
The "Texture Mapping" object controls...the mapping, if it need some tunning (position, rotation, scale, and then tiling if necessary?).


texts: how to modifing existing torus's minor radius

texts: I have had a torus in my scene for awhile but now I want to resize the minor radius.  I don't want to delete it and add another one cause its part of a boolean modifier... Is there any way to do it.. cant find a dang thing on any tutorials or discussion groups other then ALT-s which modifies the whole thing.


texts:
I have a model. I would like it to have 2 different animations standing upright, and both facing forward in the animation library. How do I do that?

I am using makehuman, blender 2.78, makewalk and fragmotion and bvh hacker. And some x , y , Z things keep getting mixed up when importing to and from the diffrent programs and it also screws with animations.

Can someone please send me this model back all set up and tell me how they did that?

I know it sounds quite simple, but it turned out to be difficult. I would like someone to send the file back so i know it can be done.

Blender seems to be incapable of doing what I am attempting to do. Which is sad I Like this program.

Model

bvh file 1

bvh file 2


texts:
Do you know how I can create text objects from a file or list like this?

Text           x        y       z
abc            876      232     12
bcb            365      345     23

etc

Thanks,

Owen


texts: Scaling settings wrong for 3D print (STL-Export)

texts:
Thank you in advance to all the great contributors of this wonderfull 3D solution.
My point is about the 3D-print business or industry convention to correlate STL 0.00000E+000 to 1 millimeter.
Unlike all the slicers, Blender apply a coding which has its own internal consistency: correlate 0.00000E+000 to 1 meter.
It's consistent with :
https://en.wikipedia.org/wiki/Unified_Code_for_Units_of_Measure
But not with users needs.
We experience that using Blender leads to re-scale each export at 1000 ratio.
The STL format does not support units. STL is the most interoperable format, and all software make that STL units are corresponding to millimeters. Blender considers that SLT 'units' shall be meters, and not millimeters. If Blender care about 3D-print, can we avoid the 1/1000 ratio ? Blender could manage STL in accordance with the user needs.


texts: Is there an addon or a trick to prevent objects from being placed inside of each other?

texts: I was trying to make a big cluster of balloons but it toke to much time to place every balloon in a random position without them intercepting. Is there anyting that can prevent this, like an addon that prevents objects or vertex groups of objects from intercepting?


texts: How to make a large library with bookshelves in Blender?

texts:
Modelling the books on the shelf if easy, since only the binders would be visible, but what if we have to model an entire library of books, and books whose spines contain big letters?

Suppose we've got to model a large library of books that we're going to run our camera thoroughly and up very close.

We could model our books but when it finally comes to texturing them, do we texture the entire array individually or is there a workaround?

Since, the books are supposed to carry random styles and letters(describing their titles) individually, is texturing them entirely the only way?


texts: im trying to make textured glass but it doesn't work the way i want, can any help?

texts: so i have been trying to make a glass block in blender with a Minecraft image texture node. and every time i tried it works but it doesn't. the texture shows but the center is black


texts:
The viewer node just shows a black picture. I've checked "Compositing" in render settings. Neither inputting the render result directly nor inputting an external image file seem to work. I'm just learning how to use the compositor and I don't know what to do. Help!

Edit: I'm using Blender 2.76.


texts:
did you guys have any trick on how to snap the loop cut with the same side length of the box?
what I usually did is I always do count the length of the side then calculate the value to match the length. it really frustrates me to do it over and over again. thanks :)


texts: How can I create a mathematically correct arc/circular segment?

texts:
Given 3 vertices, or a chord and height, how can I create a mathematically correct arc/circular segment with an even distribution of vertices while controlling for the number of vertices.

I frequently need to model arcs in Blender from real-world measurements. Typically I know the cord and height of the arc, giving me 3 points on the full circle.

To create a mathematically correct arc, controlling for the number of vertices, my workflow is as follows:

Plug the coordinates of the three vertices into a digital graphics calculator.
Retrieve the location of the centre of the full circle, and the angle between the vertices at either end of the cord.
Place the cursor at the centre of the full circle in Blender by editing the 3D cursor coordinates.
Select one vertex on the chord and use the spin tool, manually entering in the angle retrieved from the graphics calculator and the number of desired vertices.

While this produces an accurate result it is a rather tedious process. How can I achieve this same result using a faster workflow?


texts: Strange artifacts in triangle low poly mesh

texts: here's the problem I have. I triangulated my mesh for better low poly look, extruded some faces to have a little hill and got pretty bad result. My mesh when render has some strange artifacts and I cant figure out why. Can somebody help?


texts: How to Bake Material Output to Images In Cycles

texts: I have created a procedural brick material in cycles that I would like to use in Unity. When I try baking the image, it seems to bake the normal, roughness and color into a single image when I would like them all separate. Does anyone know how to bake a material from cycles into different maps? Or bring a cycles material into Unity? Any help would be very much appreciated! I've attached a picture of my node setup:


texts: Blender 2.8 How to rotate viewport 90 deg after Shift +7

texts:
It is in Blender 2.8
Hello , I want to work perpendicular to the surface in orthogonal view. After I press Shift +7 I get that view BUT I want to be able to rotate that view in 90 degrees increments. How do I do that?
Thank you!


texts: Weird artifacts when GPU rendering amd rx 480 and ryzen 5 3600x blender 2.83

texts: I am having really bad artifacts when rendering with GPU. This does not happen when using the CPU. This is also something that might be to do with the new update. I have fully reset pc and made sure all drivers are up to date.


texts:
How do I deselect the active object from a selection of 2 objects with python?

And if necessary, how do I make the second object (the not active one) active once I've deselected the first one?

EDIT1: Ok I found the answer to my first question doing  that:

bpy.context.active_object.select_set(False)

But I need to make the other object the active one, without using it's name to direct the selection or anything like that.

EDIT2:

Found the answer :)

bpy.context.active_object.select_set(False)
for obj in bpy.context.selected_objects:
    bpy.context.view_layer.objects.active = obj


texts: How do I get my imported FBX files to stop exploding?

texts:
Thank you for your time.  I have FBX files with rigging and animation that I am importing into Blender.  Most of them work fine, but some of them distort the model by moving around the body parts.  For instance, a model I'm importing should look like this:

But when I import it into Blender, it looks like this:

It's not every file, but I've come to realize that it's happening more and more as time goes by, and models that used to import just fine are now exploding.  It's like certain body parts are rotating, and I don't know why.  I can't figure out what I've changed in my pipeline.  It used to just happen in Poser, but now it's happening in Blender, too.  How can I fix this?


texts: Why does my object become so rounded when adding a Subsurf modifier?

texts:
So, I've got about... 2 hours of Blender Experience as of right now. I did try searching for the answer to my issue in a few different places, but I'm not totally sure I know what to look for.

This is my object:

And this is what happens when I apply the Subdivision Surface Modifier:

As you can see the lid becomes significantly more round. I know I'm doing something wrong, but I'm not sure what. Should the lid be a separate object? Or is the issue something else entirely? I apologize if this is a really stupid question.


texts:
Is it possible to cancel a recently run operator from a handler, if it fails to pass some condition?

I basicaly want to restrict some objects which have a custom property from editing, so I want to create a handler that would immediately cancel and abort unnecessary operatios. In short, I want to prevent any changes being done to object's mesh.

I tried checking bpy.context.active_operator in a load_scene_post handler for a specific bl_idname, and run bpy.ops.ed.undo() if it matched the "operator blacklist". However, it makes Blender crash, I think because it tries to cancel an operator when running modal. Is there any workaround to this?


texts: Solid color for each face in cycles when using image textures?

texts:
I'm trying to create a polygonal art background, based on an image texture, like this penguin picture at this link: http://www.polygenapp.com/
That image was generated using this method, How can I do something like it using cycles. Note, I already have a mesh, I just want to texture it.

Ideally I prefer OSL, but anything that is one or two click to update will fly.

The method works by finding the color at the center of the face. I believe the is better then averaging vertexes in many instances.

Note: It would mean a lot if I didn't have to apply any modifiers on the mesh in order for this to work, just heads up.

Here is a practice file with modifiers:

This is not a duplicate of this: Is there a smart way to apply a better transition between colours while maintaining one solid colour per face?, That is not applicable to any textures, just gradients.


texts:
I have two rigid bodies linked together with a constraint. The problem is I need to animate the second rigid body at one point in the simulation. But as soon as I turn on "animate" in the rigid body settings, it seems like the object is no longer reacting to physics.

So my question is this:
Is there a way to drive rigid bodies that have constraints with animation keyframes, while they also participate in the physics simulation?

Here's an animated gif to illustrate:


texts: Why are the vertices extruded instead of the edge?

texts:
I selected the two ending vertices of an edge to extrude it but instead of getting the entire edge extruded (after selection) I got only the vertices extruded? I've met this problem a couple of times before. How do I solve it?

Here's a screenshot of the extruded vertices:


texts: How to append multiple materials from different blend files

texts: I am making a material library file, how can I append multiple materials at once to the file? (each material is in a different file)


texts: When I try using snapping for scale it works only with Increment type (when Snap button is turned off and I keep Ctrl key pressed, with Snap button turned on snapping for Scale tool doesn't work at all). My question is: is there a way of snapping to vertex, face and edge while scaling in Object or Edit mode. Why does snapping work for Move tool and doesn't work for scaling? I don't believe that it can be so.


texts:
As a learning project, I've been modeling the Albion Laird sword. I've got a rather high polygon mesh. Since I plan using this mesh on a game prototype, I've created a lower resolution mesh, with the same proportions as the original, so I could bake the high normals into a texture for the simpler mesh. Below are both meshes side-by-side:

Now, I've placed them both at the same location, unwrapped the low-res, selected the high-poly then the low-poly, baked "Selected to Active" tangent normal maps, just like this video, except I'm using Cycles.

I then attached the freestanding Image Texture on the shader's Normal input, and this was the result:

As you can notice, it looks nothing like the high-poly render and contains heavy artifacts. I assume this is due to the overlap in the handle area, but how can I circumvent that without distorting any of the meshes? Here's the high-poly render for reference:


texts: Help with bridging on a curve, and using multiple edges

texts:
So currently, this is what I have

My goal is to get the middle of the sides to meet in the middle, I used some photoshop to portray what I mean

Though when i do bridge, I have 2 issues

As you can see, there are many edges. When I go and properly select them all before the bridge, they all bridge to each other as well, so only one of them is actually accomplishing the goal.

When I did accidentally get it to work, each one took the shortest path possible, so rather than the curve I was looking for, I got a pavilion type look.

I am doing this one side at a time, but I just need a small bit of help with this. If bridge isn't the right tool to use, or if there is a better tool to use, please let me know. Any help is appreciated!


texts: Merge Two Separate Equal Objects to Edit Them at the Same Time

texts: Is it possible to modify two same objects at the same time (placed in different zones) as when using the array modifier? I tried to split them using Alt + D, but nothing happens. If I modify one of the two objects the other remains unchanged. Using  an array modifier would be a bit complicated for me as the objects are facing each other but in the opposite direction. The objects are windows placed on two walls facing each other.


texts: Making a falling object in "Physical properties"-rigid body soft

texts:
I have a rigid body simulation of a falling object.
Now I would like to make that falling object soft to see how is it deformed when it hits
the bottom plane. Where do I set that softness ?


texts:
I'm trying to add a livery to a car but whenever I use a stencil over this particular part, it turns into something that looks like a barcode, but it works fine on other parts except for this one

Here's the stencil on another part


texts:
Further to this question on how to mark up an any type pointer, can we create one.
How to use template_any_ID() into Ui Layout?
import bpy

class Test(bpy.types.PropertyGroup):
    id : bpy.props.PointerProperty(type=bpy.types.ID)
    id_data : bpy.props.PointerProperty(type=bpy.types.ID)
    id_type : bpy.props.EnumProperty(
            items = [
                ('OBJECT', "Object", "Object type"),
                ('SCENE', "Scene", "Scene"),
                ],
            default = 'OBJECT'
            )

class HelloWorldPanel(bpy.types.Panel):
    """Creates a Panel in the Object properties window"""
    bl_label = "Hello World Panel"
    bl_idname = "SCENE_PT_hello"
    bl_space_type = 'PROPERTIES'
    bl_region_type = 'WINDOW'
    bl_context = "scene"

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

        scene = context.scene
        layout.template_any_ID(scene.foo, "id", "id_type", text="Foo")

def register():
    bpy.utils.register_class(HelloWorldPanel)
    bpy.utils.register_class(Test)
    bpy.types.Scene.foo = bpy.props.PointerProperty(
            type=Test,
            )

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

if __name__ == "__main__":
    register()


texts: How can i update the uv map after modifying the object?

texts:
Similar questions have been asked but i couldn't find one fitting my situation. So i've reshaped a boot model to be used with a new series of textures. Every single vertex has been moved. How do i correctly update the uv map? i've tried unwrapping the mesh again but it repositions the islands (in picture: left - original, right - unwrapped). how do i get it to respect the original layout or update the map without unwrapping?
thank you


texts: SSS + fluid render issues. missing parts

texts:
I am trying to render some fluid with SSS shader but I am getting some strange behavior.

On the left you have a screenshot of the preview and on the right you have the render where you can see the second column from the top and third from the bottom have clean cuts which are not suppose to be here.

Here are the things I noticed

Applying the fluid simulation modifier fixes the issue but as I am animating
it it isn't a solution
replacing the sss shader to any other shader fixes the problem
moving the fluid to another layer or around the place doesn't change anything
Moving the camera around doesn't change anything
On every frame the issue is somewhere else

Any Idea how to fix it?
I'm on blender 2.78c. Here is a download link to the file, but beware, it's 3.5gb due to the simulations (7zip file)


texts: Solidify modifier: have a rim material that takes account of alpha

texts:
I'm playing with sprites within Blender.
My goal is to display a 2D animation in a 3D world, and to give thickness to my drawings.

The thing that I would like to achieve is to give thickness to my drawings (using the Solidify modifier) depending of the drawings alpha.
Actually, I'm able to give my mesh thickness and to assign a different texture to the rim, but...  It doesn't give the drawing a rim, it gives its "container" a rim.

How could I do ?

Here's my actual process:

Load my image using the 'Import Images as planes' addon
Give that plane a material that displays the drawing; but is transparent depending of the alpha channel of the drawing.
Add a Solidify modifier on the generated plane.
In the Solidify modifier, assign another material using the "Material Index Offset"

How could I achieve this ?
Thanks !


texts: What is the hotkey for sculpting grease pencils included in v2.77?

texts:
What is the hotkey for sculpting grease pencils? Hotkey E + LMB doesn't work here as described in this blender wiki page, I can only edit strokes.

Thanks,

Michael


texts: Here is my attempt at dropping things into water. Unfortunately it did not turn to out well especially at the bottom right and this is at 900 cycles. Are there any ways apart from increasing the cycles to make it look better? I mostly want to fix the colored spots from the above the lemon.


texts: how could i compile and update dependencies automatically?

texts:
I find this custom driver on templates / python / driver_functions
and I did it run.
But I realize that always I close and reopen the file, it need to be compiled and updated in the driver.
I try this but it doesn't compile in the open file and also I don't know how to update all dependencies after
import bpy
import os
import sys

if __name__ == "__main__":
    path = "F:/fILES/proyectos/bpy_study/Scripts"
    fname01 = "driver_functions.py"

    if path not in sys.path:
        sys.path.append(path)

    file01 = os.path.join(path, fname01)

    exec(compile(open(file01).read(), fname01, 'exec'))


texts: Strange black shading. Cannot fully light mesh. (Cycles)

texts:
Here is the viewport in material view.  The node setup is just a PNG texture into a diffuse shader.

And this is in rendered view.  I've tried using environmental lighting as well as a directional light, and while the lit parts become brighter/washed out, the darker parts stay dark.

Normals are correct and there is no z-fighting.  Ambient Occlusion is not enabled.  Changing to Flat shading makes it worse.

Here's the .blend

Update:  Any modifier that alters the mesh (bevel, subdivide, etc) make the problem go away instantly.


texts:
I use ubuntu16.04 for blender-2.79b. I have problems where I cannot use the Ctrl in combination with the Mouse action.
Examples are:

Ctrl-Scroll (scroll value)
Ctrl-Drag-LMB (cut node connections)

Ctrl-Keyboard, e.g. Ctrl-Z, works fine.

How can I resolve this?


texts: How to figure out which parts of a track don't have enough markers

texts: I'm tracking a shot where none of the markers stay in frame the whole time, so I make up for the markers lost by adding new ones. I make sure there's at least 9 active markers every frame, but it still tells me I need 8 common tracks on each keyframe. How can I figure out which parts of my shot don't have enough markers?


texts: Error messge: Generation has thrown an exception: list index out of range when wanting to generate rig

texts:
i know this question was asked before but there was never an answer. I used a human meta-rig and wanted to use generate rig. But no mater what I do the error message:

Generation has thrown an exception: list index out of range
apears.

Does anyone know how to fix the issue?


texts: How to stretch selected vertices to mathfunction or bezier

texts:
The situation:
I want to create a splint for my forearm by using a 3d scan.

My plan was to design the basic model with a grease pencil and bsurfaces and add the thickness with the solidify modifier.

My problem:
The entire outline is kind of random, if i use the grease pencil.
I tried to use the gstretch function (looptools addon), but logically I again create a random line.

To reproduce the whole process for another different armscan with a similar outline, I thought I can stretch the outer vertices to a predifined bezier, path, mathfunction, script? But unfortunately I didn't found a way yet.


texts: How can I create a script that resizes every image texture by clicking once?

texts:
bpy.ops.image.resize(size=(2048, 2048))
How do I apply this statement collectively to all image textures?


texts: How can I animate the position of a Bézier curve segment as shown in the images below?


texts: Cycles bump node behaves weirdly non-linear. Is there something wrong with its implementation?

texts:
Cycles and Eevee don't agree, and I think Cycles' implementation of the bump node is wrong. Where do I go to report this?
This is why I think so:
I made a tool that "carves" a bump map I want to use. The shape is like a V, it's a linear gradient from black to white. Imagine it like a tool bit. See example:

This works well and it looks correct in Blender (I make sure to use the "Non-Color" setting):

But now I try to use nodes to soften this shape, to ease into the transition, and give it rounded edges, like so:

To do so, I transform the bump map with a curve (I've tried vector and RGB curves, they behave about the same). The result is hard to achieve and shows aliasing, but looks OK in Eevee, see here:

Now compare this to Cycles, where it doesn't work:

No matter what I do, I can't get the peaks and valleys to curve smoothly like I can in Eevee.
Edit
Here with a much lower bump value, the sides are still much more straight than expected:

Interestingly, at lower bump values the difference between Eevee and Cycles disappears.
If you want to try this yourself, here's the 16-bit grayscale Tiff:
out-cone511d.tif


texts:
I am trying to model a British Sterling L2A3 & I'm having serious issues with modeling the ejection port. The main body of the weapon is a cylinder with many different types of cuts, and I normally approach them with Knife Projecting the shape into the cylinder, then bridging the vertices and adding a few edge loops. In this case I end up with a lot of distortions.

With the cut I am also trying to add that half-cylindrical shape on the right end of the ejection port, as shown in the image. I have been at this for days and I simply cannot find a solution that ensures neat and clean topology.

.blend File


texts:
My problem is that after I export my meshes to Ue4 it shows me that the normals are flipped. I tried both way, flipped and not flipped normals. This is what I get every time.
Any tips what I might be missing?


texts: How do i cut a black and white 2D image into a blender 3d object?

texts:
I want to cut this image

Into a 3D blender object, how do i do this?


texts: Why is this weird line in appearing in Glass material?

texts:
I cannot understand why this weird line in appearing in my coffee

I decreased IOR of my glass and increased density of coffee. I moved light, checked if I have two materials and nothing is working.

It's still there even though I changed the camera view.


texts: How do I stop my mesh from scaling down when I pose it?

texts:
When I pose my mesh , the mesh distorts and shrinks. I followed a tutorial online for weight painting and rigging, but it is in blender 2.79. Is this only a 2.8 problem or has it always been there? It does this to the head most prominently, but it has affected other areas too, like the fingers. However it hasn't affected the hand and arms, which I have weight painted the same way, by selecting the vertices in edit mode and assigning them to vertex groups that were made when I selected "parent with empty groups."

Here is what the model looks like when it is in resting position.

Heres what it looks like when I pose it.

Edit: the problem seems to come from when weights are painted over the same vertices and are combine to equal more than 1, like when one weight from one bone is 1 and another weight from a different bone is 1 on top of the same vertices.

Edit 2: I've done some more testing and it seems like one bone's weight of 1 and another bone's weight of .25 on the same vertices seems to not cause shrinking.


texts:
Take a look at the 3 middle fingers of the left hand. As you can see, one of them behaves differently from the other two in the setup.

Why is this happening?


texts: Using HDR Image makes real world scale architectual model float

texts:
I completed a real world scale architectural (units = feet) that was exported to FBX and then imported into blender for rendering purposes. The model looked great and I needed to finally add an HDR image prior to rendering. My issue is the image looks HUGE compared to my 3D model which checking scale by creating a plane object representing the extents of my model and this looks good to the model but to the HDR image 2 things are easily noticed. 1. Trees and buildings in the image even off in the distance are bigger than my model. 2. my model floats above the ground of the image so even positioning the camera you can tell the model is floating and just doesn't look right.

I tried to scale and reposition but this just hoses the appearance of the image.
Is there anyway to correct this and make my model appear on the ground of the image. I got the image from HDR Haven recommended in tutorials I have watched and with architectural models appears it is sitting on the image ground without any adjustment of the image or the model that is sitting at 0,0,0 location.

Other thing I noticed when zooming and panning is model is getting clipped which doesn't happen when image is removed.

TIA!

Cheers!

Rick...


texts:
The Gemstone was created by starting with an oversize Cylinder which was renamed Gem.
Each facet or Face was created using Boolean Difference between the Gem and a Plane.
This was done 91 times for this gemstone design.
All input values were double precision.

Instead of 91 Faces the gemstone has 94.
These extra Faces seem to always be on an edge.
The pavilion should have 42 faces but I count 44 as shown in the pavilion view.

In addition to extra Faces there are sometimes extra Edges which can be removed by Dissolving.

When the gemstone is rendered in an animation Black areas appear then disappear and reappear in another area. Sometimes the rendering will have extra Faces sticking out of the gemstone.

How do I delete these extra Faces?


texts: I have a pair of gloves and a character where the gloves are from another character. The gloves do not fit the character.What can I do to make the gloves fit the character's hands.I've thought of shrinkwrap, but I am not sure how to group the vertex to get it fit properly.


texts:
Working on a project where it warps bottles using a lattice and curve.
The original one I'm referencing (1st Image) is what I'm trying to recreate. As you can see when a subdivision is applied it smooths out very well.

However with the one that i'm working on (2nd Image) when I add the subdivision modifier it does not smooth out, instead it looks stretched and creates vertical lines.


texts: Bevel Perfectly Round Corner Irrespective of Face Length

texts:
In this screenshot, I have a rectangular-shaped mesh that is taller than it is wide:

I am trying to get a perfectly rounded, symmetrical corner using the bevel tool.  Using the green cylinder as a reference, I have green arrows to show where I want the bevel to begin and end, and the red arrow shows the actual endpoint of the curve.

It appears that the bevel tool takes into account the lengths of the affected faces, among the other settings, when determining where the bevel begins and ends.

Is there a way to have the bevel tool constrained to keep the curve symmetrical regardless of how long the faces are?

I did try unchecking the Loop Slide option, but that didn't seem to make a difference.

I know that I can set edge loops to constrain the placement of the bevel begin and end edges, but I truly hope that there is another, simpler way to create perfectly round corners. In this simple example, I would have to do that for all four corners of this mesh, and that seems to be a lot of unnecessary steps.


texts: convex hull decomposition addon - is there any that still work?

texts:
I have always used the blender addon that uses a V-HACD EXE to do convex hull decompositions, but today it stopped working. the addon i used was this: https://github.com/andyp123/blender_vhacd/releases
when i try to use it, i get an error. seeing as the last update to that was almost an entire year ago, there is probably no point to report a bug there.

I'm on blender 2.82- does anyone know of an addon that does this same thing, but works?
here is a pic of what it does:


texts:
i found that in OSL there is a shader called phong_ramp that creates a color a ramp depending on the amount of light that a surface gets.

is there a way to use that phong_ramp as a factor output? or as any other thing, because working it as a shader is very clumsy, i would love to do a lot of things with it.

thanks!


texts: Can't stop effect of C shortcut in Grease Pencil's draw mode

texts:
Like the title says, I have created a new Grease Pencil Object (GPencil), went into the Draw Mode (upper left menu), than pressed C, but I can't exit from this feature (pressing ESC or anything else doesn't seem to help).

To be precise: pressing C in draw mode constrains the drawing into a circular/radial guide.

Possibly a bug?
Thanks
G

EDIT SOLUTION: Check the box in the upper viewport, with other guides checkboxes (Circular, Radial, Parallel...)


texts: Unable to select only mesh on Rigged Object

texts:
I'm new to blender.   I'm working with a rigged model that I've downloaded from a sharing site.  I'm trying to move the model from one layer to another for compositing purposes.  When I attempt to select the rigged character, however, and then move it using the "M" key, only the underlying rig gets moved to the new layer.  The mesh is left behind.

When I attempt to select the mesh in object mode, however, I cannot.   If I go in to edit mode, however, the layers are no longer available.

Any thoughts?


texts:
I'm still trying to work out my texture distortion issue and while looking through Blenders UV functions I found UV seams.

Can someone explain to me what UV seams do and what they can be used for?


texts: Sequence from another scene imported into current scene causes only audio to render

texts:
I created a "blender scene" each for scene i am going to work Ex
"Sc_1","Sc_2","Sc_3"

Then i Create One more "Blender scene" called "Complete" and shift+A
add scenes "Sc_1","Sc_2","Sc_3"

I have set Render > Post-processing > Sequencer Only

When render or preview I see no image but hear audio. What could cause this?


texts:
https://www.youtube.com/watch?v=6X9YjsR5wSA

As seen on the video, when demonstrating smoothing with Ctrl+B, notice that on the back (when dragging the mouse), the inner circle stays a perfect circle. 1:45 - 2:00 mins

When I do it, the inner circle turns in to an oval when I drag the mouse and as I drag it further the edges of the oval eventually overlap.

Does this sound familiar?

Here is the blend file:


texts:
I would like to move one or two vertices of the initial cube in Blender so that it becomes a bit rhomboidal (deformed) by dragging the captured vertex with the mouse. I cannot find the right place in Blender to
play with deforming the cube. More specifically I need that the cube remains as a whole, just deformed. I have found something similar to this in the l.h.s. but not quite what I need.


texts: i don't know how to make smoke particles in blender render

texts: I'm trying to create an object that emits red smoke from it and i can't find a way to create colored smoke(or ANY smoke). I'm new to this so I don't know how to use Blender too well, can someone please help me? also I'm sorry if the tags are wrong or something (I'm new to this site too).


texts:
I am brand new to Blender and this is the first project I've made. I am using 2.83. I am following this tutorial: https://www.youtube.com/watch?v=6zOjJfc6ZJI to make a fluid fill a container.
Yesterday I baked my data and my mesh and everything seemed to look as it should. I saved this project with multiple versions each time, 5 to be exact. I could close the file and reopen it and everything still looked correct. Last night my computer died of low battery, however, I knew my files were saved, and I was going to save rendering for today. Now that I opened the file today, my fluid looks totally wrong
The fluid and its color is still there but it now fills the container in a weird way:

When I am in the solid view and I move through my timeline I see no particle data and no mesh at all. When I am in the render view it looks as it does in the attached picture. Everything is in this weird oval shape and there is no movement. I've also attached how things should look as in the tutorial. This is how it looked for me yesterday:

I am not sure how to fix this other than freeing the data and baking it all again.


texts: Applying Materials To Objects Causes Faces To Turn Transparent

texts:
I've been using Blender 2.6-2.7 for a few years now, but I've just downloaded 2.81 and jumped in.

The problem I'm experiencing is if I have an object with multiple faces and add more than one material, all the secondary materials applied to faces/vertices/lines turn the faces/vertices/lines the secondary materials applied to transparent.

This happens with new/fresh files, imported files, and files that I append from Blender 2.81 and other versions of Blender from 2.68-2.78. If an object has more than one material, the first material shows, any materials after it show as transparent.

Is this an issue I can fix, or is this a problem with this newer version of Blender, or my older Nvidia Quadro K2100M (2 GB) Graphics Card? I've tried everything I can think of to fix this.

Here is the Blender File Down Below:


texts: Animating ZBrush models with Blender for unity

texts:
Hi Guys I'm trying to make my game and I want to use ZBrush to make my character models, but I want to animate them, to use them in unity with unity new addition (Animator) that is amazing, I remembered that Blender can animate models for using them in unity so I wanted to know if I can make the model in zbrush, animate it in blender and use it in unity!

Thanks


texts: Can one control a property using real time microphone input

texts: I believe it to be doable, but what would be the most intelligent way? Does using a scripted driver reading from a sound stream make sense? Is there some easier way to do the trick?


texts: How to install prototype glTF export addon/module?

texts:
I've read about Installing Add-ons but I still can't get blendergltf installed correctly.  I understand it's an early prototype, but I believe it to be in a state where it can at least install and try a simple export.  I'm using Blender 2.76b.

This addon ships with two files, __init__.py and blendergltf.py.  I made a zip file with both of them, and selected "Install from file..." on the zip file from user preferences.  Blender has dutifully unzipped both Python files and installed them into the correct ...\AppData\Roaming\Blender Foundation\Blender\2.76\scripts\addons folder on Windows.  I have been able to get other (simpler) addons to load from that same folder.

In the Blender system console, I see:

  fake_module: addon missing 'bl_info' gives bad performance!: 'C:\Users\username\AppData\Roaming\Blender Foundation\Blender\2.76\scripts\addons\blendergltf.py'

So sure, blendergltf.py is structured as a module, not an addon.  The bl_info definition is in __init__.py which is in that same folder, attempting to load the other script as a module.

Near as I can tell, the module is being loaded as an addon while the actual addon is being ignored.  I must be doing something wrong.  The addon does not show up at all, not even in the disabled state under User Preferences -> Addons tab -> "Testing" category, which is where I would expect to find the checkbox to enable the new addon.

How can I get this installed?


texts:
I want to make a script that automatically bakes out several passes to several different images. In the standard baking setup, it bakes to the image you have in a texture node in your material. This gets strange when you have multiple image nodes. In my material I have a Diffuse, Gloss, AO, Normals, etc each as separate images. I want to bake each pass to the appropriate texture.

Is there a way to do this?


texts: Custom Menu to access Custom Brushes, Scenes, Layouts, etc

texts:
I want to make some menus (that I can call with a shortcut) that will give me shortcuts to custom brushes, scenes, layouts, etc.

For example

Menu
Custom Brush 1
Custom Brush 2

or
Menu
Custom Scene 1
Custom Scene 2

or
Menu
Custom Layout 1
Custom Layout 2
etc.

I have made some menus for operators and even to do things like switch render engines, but this is beyond my understanding of python scripting.  From what I have read this has something to do with variables.

Thanks for any help.


texts: Blender 2.79b Animation baking, Some Bones missbehave / incorrect

texts:
Why if I bake my animation.
Sometimes there's one or two bones that misbehave/incorrect?

The thumb should make a fist.
And after baking I can't rotate the z axis of that bone.
I also tried to input manually from the input box of the rotation transformation. It always back to 0.
I already tick "Visual Keying" and "Remove Constraints"
And bake for pose.


texts: Why does this add shader create so much noise?

texts:
This question is based on the shader in this answer. When I render the scene using plain glass for the material ball, it takes about 500 samples to converge. Here is the node setup and the result at 512 samples:

When I use the dispersion glass material, however, it produces a large amount of noise. Here is the node setup and the result at 2048 samples (4 times as many samples, which should be more than enough to make up for using 3 glass nodes).

Using mix shaders with 3x brighter glass produces the same result. The image does eventually converge after around a hundred thousand samples, but that's obviously not practical for real-world renders. Here is an overnight render at 65536 samples:

I can get a similar, but slightly different, result in far fewer samples by rendering 3 separate images and combining the color channels in an image editor:

But that leaves me with two questions: first, why does using the add shader produce so much more noise than expected? Second, why does it give a different result than a normal glass shader? Specifically, where does the black band at the bottom of the material ball come from?

Here is the .blend file, for reference:

All of this is observed in the material ball scene as of Blender 2.76. There are no lamps in the scene, and enabling/disabling multiple importance sampling of the world background doesn't have any significant effect on the noise. I haven't tested it in other scenes or other versions of Blender/Cycles.


texts: How can i make images not Split on a Plane

texts:
I'm Trying to make a poster in a room and when I insert the Image Texture
It splits diagonally. I am making a Building FULL of Pictures And Posters.


texts: Joining rooms made with archimesh creates one sided model

texts:
I'm a real blender noob (maybe 4 hours of experience). I created model of a house with archimesh addon. Once I was happy with the layout, I joined all the rooms into one model using CTRL + J. I tried to texture the outside of the house but it does not have vertices, edges nor faces.

Here is image of the faces my model contains when rooms are joined:

I took a look at backup of the model where rooms are not yet joined and I noticed that rooms didn't have "backside" then either:

I want to see the edges of "outside" of the house (and each room) so I can mark seams to start texturing. Please help a noob.


texts: How could one re-create this "blobbing-off" effect in animation nodes?


texts:
I saw this question and learned it's very tricky to export material from Cycles for other applications' use. So let me clarify: I only work with Blender.

Previously while I was working with BI, I can export a plane as a .obj file specifying the geometry and an accompanying .mtl specifying the material, such as specular and diffuse colors, etc. If I import this .obj file back to BI, I get every setting back.

Now I switch to Cycles. I create a glossy material for my cube and export it as usual. Now if I re-import this .obj file back to Cycles, my material settings are all gone.

Before exporting

After re-importing

What is the proper way of exporting a Cycles material?

P.S.: It would be wonderful if the answer could be given from the Python API perspective. :-)


texts: Active dynamic rigid body object does not move since linked to armature

texts:
i have tried everything and it does not move as an dynamic active object. clear parent does not help. it has an "child of" object constraint:

There is no passive object. at least not yet. the closest topic asked previously is this:
Object physics not working when moved with armature?
that says i have to parent the object, containing the active object. i have no "passive" objects to parent to something. the object is parented through constraint to the armature's left hand.
and it doesn't fix with applying scale:
Collision/Rigid body objects not moving an inch
and none of these helped:
Rigid Body Problem - objects not colliding
How do I Attach a Rigid Body to a Bone?
i have removed the "child of" and the object still is not dynamic. the "unlink" option at the context menu at the outliner of the linked object does not unlink it. With the "child of" constraint removed, it then can be unlinked through context menu, but still not moving when animated as a dynamic object. i have tested with a new file. results was that this odd problem occurs only when an item is linked to the armature (through any way), but the problem solves when item unlinked and removed from the armature as an linked object visually at the outliner. but in this blend file, doesn't work. it never moved as a dynamic object by any ways. my scene:

EDIT: Same happens to any item. idk how but before fixed that a new item [a cube] got dynamic physics but i forgot how and never got it to work again. here is a video of what i do.
https://drive.google.com/file/d/1f2eI25hs11jH8Vm5zJzgwCeHA_Ywqpup/view?usp=sharing
EDIT: I got it to work with starting from frame zero. but still not working on the object that was used first in the scene. The video of the same method, performed on an appended and just one part of the desired model from a backup of the blend file, unlinked and no parents, constraints. scale of all objects applied later and had no effect:
https://drive.google.com/file/d/1uunsfdHul5KR2D0OBMXWEC20y8swkwBR/view?usp=sharing


texts: How Blender 2.49 subdivide edges work to implement in 2.78

texts: Hi I need known how  blender 2.49 subdivide edges algorithm work to replicate on blender 2.78. I need for export mesh to another software but 2.78 mode dont work for me , I try with all type of subdivision and any work for me. Thanks in advance. Regards


texts: jagged render using cycles, smooth with eevee

texts:
I've checked other questions with these terms but no answers.

When I render an image with default settings in eevee, I get smooth shadows, when I render using cycles the shadows on  my snowman show some sharp edges.  What can I do to get a better render using cycles since I plan to use this mode for more in depth animations in the future.


texts: Why is my color map gradient (by node xyz value) working for x and y but not z?

texts:
very new to blender and not an expert. Coming from engineering field and want to learn more about rendering CFD/model results in Blender.

Right now I am struggling with adding a coloramp to a surface. I want the color to be based on the x/y/z values of the node coordinates. For example if I want to plot a water surface, I want it to be colored by z-value.

What I've done so far is:

Created a plane mesh
Added displacement modifier to the mesh to give it some bumpiness (z-values)
In the shading editor, I added a Texture Coordinates node -> mapping node -> separate xyz node -> coloramp node -> principle bdsf node -> material output node

My node shading node set up is below.

Right now, when I use separate xyz node to color by x it works fine, and also by y. But if I choose z I get no coloring even though there is definitely z values?

Can anyone explain to me why this isn't working and how to get it working by coloring the surface using a colormap based on z values of the nodes?

Thanks


texts: Rendering artifacts in flat shaded geometry only visible in cycles. What causes it?

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I'm doing the Blender course from Polygon Runway, and in my second attempt I ran into some odd artifacts that I can't pin down. They are only visible when rendering in cycles, and I'm quite sure there's an issue with my geometry, but I don't understand what it is. I've also uploaded the file in question here:

https://www.dropbox.com/s/dx54f64w9yyt5v6/CyclesArtifacts.blend?dl=0

There don't seem to be any overlapping things, as far as I can see
The face appears to be flat
I tried merging duplicate vertices and the like, to no avail
I deleted the face to see if anything else showed, but also negative

It's probably something obvious, so I hope someone here can point me to the issue :)


texts: Cycles Render Delays to Render the First Frame of Animation

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I’m trying to render an animation, and whenever a frame starts to render, Blender freezes for around 20 seconds before doing any rendering. Like, even before loading resources. I can’t even close the render window. It just freezes.
This is a brand new computer, with an 8-Core Ryzen CPU, GTX 1650, and 32 GB of 3600 MHz RAM. It’s not a system specs issue. Once it starts loading resources, the render takes around 7 seconds.

It does this for every frame, and nearly quadruples the render time. My old laptop renders things faster than this.
Does anyone know how I can fix this? I’ve tried copying things into a new project, and it doesn’t change. Rendering the default cube is much faster, but still has about a second or two of freeze before the render starts.
Switching to GPU rendering takes almost the exact same time. Maybe a few seconds longer, even.

This is what my task manager looks like while it’s frozen.
I am using Cycles, but the same thing happens with Eevee.
Here is my project file:
https://drive.google.com/file/d/14J6NJOCtXr4x4eirqrb8Ude1WhHZx1E2/view?usp=sharing


texts: Color distortion when saving as video file

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I want to create a short animation with Blender 2.78c, which should be included in PowerPoint 2010 on a windows maschine. At the end, avi videos are not an option, because either the file size is incredible huge or the quality is not satisfying. In principle I can import an mpeg-1 compressed video into PowerPoint, which would be my prefered solution.

But here comes the problem (which is very similar to  [Compression & Color change)

I created an animation and saved all frames as png images, which I would like to render as a combined mped file. For integrating the animation seamless into PowerPoint, I chose a white (hex-code #ffffff) background, which works very fine for a single png file. However, when importing the mpeg file, the preview image (the still file displayed before pressing play) also has a white background but when pressing play all subsequent frames have a slightly grayish background (hex-code #ebebeb).

I read that my problem could be related to a RGB to YCbCr conversion, but could anybody please tell me, how to correct this small shift? Or is it just not possible to have a background which is equivalent to #ffffff in an mpeg file? The same problem also occurs for H.264 and mpeg-2 or mpeg-4 compression.

Thanks a lot for your help!

Here is a minimalistic working example:

In an empty Blender file (version 2.78c), I switched to Video editor screen and added to track #1 a color (white, #ffffff in rgb). For the output I chose MPEG. Rendering a single frame as a png is fine, however rendering the mpeg-animation changes the white color to a grayish color (#ebebeb in rgb).

Update

I checked now also the color "black" and as Troy_s suggested, also black is shifted by the value 16 (#101010) when viewed in PowerPoint and VLC (no difference between fullscreen and window mode).

However: When viewing the mpeg-1 encoded videos with Windows Media Player there is no distortion. Is it then right to say, that the encoding part worked, but the decoding failed?


texts: Rigging a skeleton hand with separated bones

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I modeled a skeleton hand with each bone separated, but I can't figure out how to rig it. I tried joining the fingers together and all of the bones, I tried to rig each bone separately, watched several rigging tutorials but none of them helped me since I don't want to weight-paint the model (since I want every bone to move without deforming the others).

How should I rig my model?

Thanks in advance!


texts:
I have 01_a.blend. Inside 01_a.blend, I have 10 action (01_a_001. 01_a_002 ....).

I want to render all action by command line. Can anyone help me this problem?


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I'm working on a dragon, building the base in Blender, and adding the details and textures with Mudbox. One issue I'm having though is the "hands" are is much larger and than it should be with the subdiv applied.

Is there any way I can fix this without applying the modifier and editing it by hand?

Edit:
Wireframe images


texts: Blender - 'Aging' textured model with shape keys and animations

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I have a human baby model that is textured, rigged with human bones and has some animations like dancing and smiling. I used shape keys to create older versions of the model, by doing so I had to extend its arms, fingers and legs, but while the model has updated mesh depending on the value of shape key, the bones stay the same, this messes up the animations. I wanted to ask if there is a way to transform the bones depending on shape key value of the model.
My goal is to create a textured human model with animations that is capable of 'aging' depending on some float value that represents time. Animations like crying and smiling should be working at any age. If there are better ways to implement this, I would be glad to hear about it.