texts: Rotate edge loop in oval cylinder object

texts: Hi, everyone. I have a problem with an oval cylinder object. How can I rotate the horizontal edges (highlighted in image) without ruining the shape of the object?


texts: How to create a "always have snapping on for this object" driver

texts:
I need a way to turn on the "snap during transform" tool for a single bone using drivers. I know there is a tool_settings.use_snapping data path from the snap during transform tool that can be used in drivers but I have no idea how to say this_bone.use_snapping or something to that effect.
here is an example of my desired behavior except I want to do it with drivers:

I want to be able to do this with drivers because I want to be able to drive the location of the bone around the surface of the sphere without running into problems where other bones snap to the sphere as well. I need this for an eyelid rig system.
How would I create a driver that says "snap only this bone to objects as if the snap to transform tool was turned on".
Keep in mind if need be I can code in python I just need to know generally how to access this for blender and how to "apply" any scripts to my blender.
Before anyone asks, yes I tried a bone constraint shrink-wrap modifier to have the selected bone follow the sphere's surface but it doesn't conform well to the sphere when I move my mouse around and it sometimes has a very hard time finding obvious surface vertices.
Relevant blend file for testing:


texts:
whenever i press f12 in blender 2.8, it doesn't start to render.
In the other hand, it only shows this

if you can help me , please leave your suggestion in the comment.
thank you.


texts: What does the Roughness setting on a diffuse shader do?

texts:
What does the Roughness setting value in a Diffuse shader actually do?

The wiki says:

  Surface roughness; 0.0 gives standard Lambertian reflection, higher values activate the Oren-Nayar BSDF.

But what does this mean in terms of how rays are affected?

Roughness of 1:

Roughness of 0:

The results are different, but what are the technical differences of how these shaders are calculated?


texts: "Dimensions" not shown under "Transform" panel

texts:
I'm just trying to edit the dimensions of a cube, and I've hit 'N' to open the properties panel, but there's no "Dimensions" that I can edit under this tab, just "Median", "Vertices Data", and "Edges Data".  Does anyone know how to get blender to show me the dimensions table?

Thanks


texts: Texture Painting Not Appearing In Render Mode

texts:
I've modeled a medieval Tankard here. It has been UV unwrapped and a wood texture applied to it. After doing so, I decided it would look nicer if the bulged portions were made of metal instead of wood. I opened texture paint mode, found a metal texture and attempted to paint the area.

But when rendered it does not appear

Decently new to Blender and am not sure how to fix. This is my first post on Stack Exchange


texts: How do you optimize Blender/mesh for sculpting with multiresolution modifier?

texts:
When I sculpt using Multirezolution modifier I use the following tricks:

I start with a base model which has 1000-5000 vertices
For each subdivision level I try to finish all work which can be done there
I only do fine details when I reach multimillion faces level
If things are too slow -- I make a copy of my model, move it to different layer,
apply Multires, sculpt, and then reapply my changes using 'Reshape' button of Multirez modifier

Can you advise on other settings to make Multirez perform faster?

I would like to clarify -- there are situations where Dyntopo is not a right choice: for example after you done with exploratory sculpting, went through retopology, created UV maps, and reintroduced details level lost during retopology.


texts:
I'm trying to UV-unwrap the body of my character and for the head it works well. The body texture, however, is behaving strangely. The texture moves, when I rotate around the mesh.

UV Map:

EDIT:

Files:

blend: http://pasteall.org/blend/index.php?id=51686

texture: https://i.stack.imgur.com/8A5jT.png

What's going on here?


texts: How to pack all linked data inside the current .blend file

texts:
I'm working on an animated short. I am trying to send my final results to a render farm because I don't have the processing power to render it on my computer. Each shot is in a separate linked .blend file, and the render service cannot see the linked data.
Note : All paths are relative and File->External Data->Pack All Into .blend doesn't do it

Is there a way to send a linked file as its own isolated .blend, with its own path data?


texts:
I'm traying to make a material for the leaves of an ivy, and i got 2 different images of leaves.

I would like to keep all the leaves as a one object, with one, material, and somehow mark the faces to use different images and get a better result.
Is it possible, or do I have to select random faces, separate in a new object, and use a different material?

I could use the same material and object id to switch texture, but if possible, as said, i'd prefer keep al the leaves in a single object.


texts: Would it be possible to dynamically update the collection offset for instancing?

texts:
So I like the idea of collection, but the main problem I have with collection is the lack of a define pivot.  When I use collection for instancing, I need to place all the objects around the origin.
To deal with this problem, I can "use the offset from 3D Cursor" option or I can also move the pivot of a Collection instance.
However, all of these pivot points needs to be reset as soon as I need to move all my collection objects to a new area of the viewport (maybe to make more room to layout more assets).
Then I have to redo the "use the offset from 3D Cursor" or set the pivot of my collection instance over again.   If I have hundreds of collection groups, this becomes a big hassle.  Would it be possible to define a reference object (an Empty for example) instead of "use the offset from 3D Cursor" to dynamically update the reference point every time I need to move the objects in the collection.


texts:
I am trying to create a wall with planks set at a certain angle. With the Array and Curve/Nurbs i am trying to follow the Curve. For some reason the planks direction distorts in all directions. Can anyone help me creating this? Added are some pics for reference like the shape of the Curve, the result in Blender and an example of what is should become.

This is the Curve (topview).

This is my Blender result...

This is what is should become when finished.


texts:
I'm trying to unwrap some new faces after fixing some topology on a model that is already textured (in particular at the edge of the mouth).

For some reason a number of faces just won't seem to unwrap or show up in the UV editor after I select and unwrap them. I've tried pinning vertices around them, messing with seams, and checked the normals, but no luck.

In the viewport, they seem to take the texture. But the faces/verts just aren't showing in the UV editor, so I can't get them in the right place.

The picture shows the gap in the UV where the new faces need to be and on the right are the faces I'm trying to unwrap.

blend file


texts: Weight painting mode right click action differs from time to time

texts: Anyone know why sometimes when you weight paint a rigged model, right click selects the bone and allows you to rotate it, while other times, it kicks you out to object mode even if you right click the exact same spot?


texts: Trying to copy objects across scenes but it duplicates my scenes instead (BGE)

texts:
I am ctrl+c some objects (planes and texts) from one scene to paste (ctrl+v) into another scene. But in the other scene (the one I want to copy them to) they do not show up and it duplicates all my scenes (see image below). I am in BGE and the texts have logic bricks too if that matters. What should I do?

I have no idea what the L means.


texts: How do I fix the Denoiser's cloudy render glitch?

texts: I have another problem. I've been trying to create a render of my IES light with the Denoiser,but when I do,a weird cloud/noise effect appears in the render. Could someone please help me?


texts: I have 2 separate textures that are the same resolution... But when compared side by side, one looks more "low res" or blurry than the other... help?


texts: Is a smaller object better for the framerate

texts:
I was wondering if having a smaller object would cause the frames to drop less when animating and if so what are the drawbacks.
I have a background that is really big so i decided to ask this to know how to keep the frame rate from dropping too low.

i am using blender render to do this and i am using a castle as the background.
i just used the scale button to make the background bigger so i would not have to constantly scale down the characters that go in it.
i have used a few methods of making the frame rate higher such as using simplify and turning off shadows.


texts: Why image distorted by UV Map node is like lowres on output?

texts:
Image texture distorted in compositor by UV Map node koks like lowres on output. For distortion is used render of UV pass. Screen bellow explanes situation better. Did I missed something in setup?

Example-blendfile is linked for short time. Or is it possible to upload zip file too?
https://dl.dropboxusercontent.com/u/55113627/%3E%20Blender/test-NODE-UVMap.zip


texts:
I want to model a piece of paper that has curled edges, similar to those created when one keeps a sheet of paper unprotected for a long time, the edges will somewhat shrink. I tried creating a thinned cube and beveling it, but it only gives me rounded corners.

Any thoughts? I am trying to create this effect:


texts: How to copy objects and set their origins with Python console?

texts:
I am trying to copy Cube and set different random origins to the copies.
I use the following code:
import bpy
import random

C = bpy.context
src_obj = bpy.data.objects['Cube']

for i in range (0,5):
    new_obj = src_obj.copy()
    new_obj.data = src_obj.data.copy()
    new_obj.animation_data_clear()
    C.collection.objects.link(new_obj)
    new_origin = (0.0+random.randint(1, 9)/100,0.0+random.randint(1, 9)/100,0.0+random.randint(1, 9)/100)
    print(new_origin)
    C.scene.cursor.location = new_origin
    new_obj.select_set(True)
    bpy.ops.object.origin_set(type='ORIGIN_CURSOR')

The objects are successfully copied, but their origins are always the same: they are equal to last generated coordinates. I added print to make sure that new_origin is always different, but the last value of new_origin is applied. What I am doing wrong? How to make the origins to be different?


texts:
When I render Image in Blender 2.8, the final result in the viewport are really beautiful with good color, contrast, etc...
When I save the render in JPEG, TIFF, PNG, etc... the result are not the same, less contrast, less color, etc...
How can I save my images with the same result if possible?
Screenshot render in Blender:

The saved image:


texts: This is a very nooby question but is there a way to have a (magic) texture with an emission (in EEVEE)?


texts: where can I get ADDONs for 32 bit blender

texts: due to my PC's 32 bit OS, I had to download blender 8.0 32-bit. After I tried to install an add-on on the face build, it didn't work saying "you are trying to install a 64-bit add-on into a 32-bit blender". Then I browsed a lot trying to find a 32-bit add-on but in vain. Can anyone suggest a solution, please?


texts: How to squeeze and stretch a pipe? Organ (intestine) animation

texts:
I'm doing my assignment which I have to create an animation of organ(intestine)'s digestion.
I have to make organ (let's call it 'pipe' from now on) interact with excrement inside of itself.

The pipe should be squeezed(tightened?) a little bit before and after excrement passes the pipe, and as the excrement passes the pipe, that part should stretch(bulge?).
bowel movement? peristalsis? don't know the exact term...

https://www.youtube.com/watch?v=Ujr0UAbyPS4
https://www.youtube.com/watch?v=6CoIDScAzog

links above are ideal animation I want as a result...

I'm a real beginner, and I learned basic modeling, sculpting and rigging tutorials.
But I have no idea how to do this.
Should I use IK rig? or soft body collision..?
I don't ask for full solution. I just want to know the direction.
I't would be great if there're some tutorials how to use those tools...

Help plz...


texts: Where are the brush settings in the Image Editor in Blender 2.80?

texts: Where are the brush settings in the Image Editor? I can't find them anymore:


texts: How to make the camera move with the object while animating

texts: I recently made a drone in blender and i want to make an animation while it flies. There i have a problem because the camera stays in one place and i want it to move with the drone so can anyone help me out.


texts:
I have an array of objects that I applied the curve modifier to and then the Follow Path constraint, in order that the objects would follow the shape of the curve as they moved along it.

Unfortunately, the BGE doesn't accept the curve modifier, so the objects don't take the shape of the curve and only move in a straight line. No good!

I tried baking the actions, but that doesn't work either.

I've already reviewed similar questions on this site and they don't provide an answer.

So do I have to somehow get the LocRot values for each object in the array and manually make them follow the keyframe values I got from the bake?


texts:
The displacement map is an animation of the letters being engraved in the metal. The animation itself works just fine. The only problem is the edges of the letters. How can i get them straight instead of this?

-I tried a higher amount of subdivisions but that doesn't seem to work (blender crashes).
-I am also pretty sure it has got nothing to do with the animation i made in after effects.


texts:
I'm designing a piece which I will cut out of cardboard in real life. Since the surfaces are curved, I need to flatten them out without changing the dimensions to be able to measure them correctly in the flat cardboard. Here is the surface I want to flatten:

As you can see, it's slightly curved. I'm almost certain someone has asked the same question, but I can't find the answer.


texts: How to make objects clickable hyperlinks in WebGL?

texts: I am making a webpage, and I am using WebGL for animation and making characters in blender. I want to know how to make those characters hyperlink so that when I click on any character it takes me to another webpage.


texts:
I am new to scripting in Blender and I'd like to script a bezier curve by only using points as inputs (see image below from Wikipedia):

Can anyone let me know how to do it? I have tried using the attributes (coordinates handle_left and handle_right) but it doesn't give me the right answer.


texts:
I have created a simple hair system but the strange thing is the particular hair on the left is not affected by the simulation.
There is nothing special about it,I just use curve bevel and convert to mesh to get the particle system.
What should I do?


texts: How to remove this black spots in texture

texts: I have made the model and textured it. I did not get where im getting this black spots on it. I have attach my model.


texts: Curtain simulation not following pegs enough

texts:
I'm having an issue with the curtain I need to make in a scene.

This is the curtain at it's rest position. (It's stats at the right)

This is more of a close up on the pegs. I have it so that the pegs do have collision properties at all default values. As you can also see the whole that I've cut out of the un-applied solidified mesh is what the curtain will react to and ultimately be dragged around by.

This is the result of the simulation I have at around 90 frames. The pegs themselves move to the shape-key I've applied for them, but the curtain itself moves only slightly, and it's the top parts that's supposed to carry the rest of the it along.

I've tried varying presets, ones with heavier cloth, more and less dampening, and I've also messed with the structure as well. Then when that didn't work right, I moved onto the collision sets and tried to tamper with those, but all of them seem right.

I don't have a picture to show you this, but the general way I want to curtain is to move left and carry the bottom parts along with it close behind. It's not silk, but it's not rubber either.

I'm almost done talking, but in case you're wondering, the stage is hidden in the pictures, but I've checked, and the base of the cloth does not touch or intersect with said object.

Any help is appreciated.

EDIT: Here's the .blend file in case you are wondering.


texts: I have a large set of quads ready to be made, but there are several of them and I want to know if there is a way of getting them filled in. CtrlE Does not work, because both sides are part of the same edge loop.


texts: BGE place object on 3D graph based on user input?

texts:
I'm putting together a simple political graph for a friend of mine. For example, the x-axis represents economic freedom, while the y-axis represents political freedom, and the z-axis represents personal freedom. What I'm struggling with is having BGE ask the user three questions(or more in the future) for determining their political position on each axis, and then have an empty navigate there and spawn a sphere.

Here's a link to the file so far:

https://drive.google.com/open?id=0B6_5f6jmSaHOQ0g5RWxhRDBkWG8


texts: My AMD GPU is not available in Cycle Render Preferences on version 2.8

texts:
I am using laptop with AMD Radeon HD 8670m GPU in it. I have latest drivers installed. But when I access Blender System Preferences it displays:

"NO COMPATIBLE GPU'S FOUND. CYCLES WILL RENDER IN CPU".

I used the same in 2.79 and I found  no problems. Please help me fix this issue. Thanks in advance.


texts: Duplication following a path not rendering

texts:
I have two sets of object duplicated along a path (speed checkbox unchecked) and they are not rendering (though they used to do before) either in viewport or in real render.

It's driving me crazy. What I've checked:
— Little camera in outliner selected
— Layers are selected in the render
— Visibility to camera not unchecked in object
— Material visible (works when not following a path)
And a few other techniques seen on the web.

Can someone please have a look at it?
Here is the link to the file

Thank you so so soooo much.


texts: Fluid simulation not baking with fluid object

texts:
I've been having a little bit of trouble getting the fluid simulator to cooperate with me.

I have a relatively simple scene setup with plain rectangular objects that are scaled to realistic sizes.

Here's a rough idea of what I'm trying to accomplish: (Ignore the background dirt and grime, I'm just trying to show the scraping action on the machinery.)

My plan was to use the fluid simulator and animate the membrane material moving forward and having the top liquid layer scraped off on the edge like in the example photo.

For some reason, the fluid simulator will not bake correctly and change to a liquid. The domain just remains a rectangle.

I've tried:

Making the domain bigger or smaller
Changing the resolution and fluid
world scene units
Double checking that scale has been applied to all objects
Changing directories for where the baked files are stored
If I just create a small fluid cube and put it inside of a larger cube set to be the domain, I can bake that for whatever that's worth.

I've got a blend-exchange file posted with everything pretty much set to defaults for simplicity.

Let me know if there's any more information I can provide.


texts: How to add bubbles inside of a mesh that will undergo a softbody sim in Cycles?

texts:
Problem :
Mesh is required to be jelly like. Hence the softbody. Looking to add realism by adding a couple bubbles on the inside like real jello. SKipping the bump map as I have no idea what kind of bump map works on this mesh. Hence planning to use this to add touch of realism.
What I have so far :

Obviously needs bubbles. Looks very flat and unrealistic as of now. How would I ad particles like real jello, inside the mesh? Issue is, this mesh will undergo a softbody sim. I do not want bubbles to interfere with the main mesh's softbody animations in anyway in the softbody sim. Just need it inside the body of the mesh staying put the entire time like a falling jello cube
This is the exact bubble effect I am going for

Link to my file : file


texts: How to improve topology around an E-pole?

texts:
I'm trying to find a way to make the area around the E-pole less stretched (marked in blue on the pics below) while keeping the mesh geometry as clean as possible. Is there any solution or method I could apply?

Just for info, the selected part in white will finally be separated from the rest.

As I'm quite new in 3D modelling, let me know any flaw you might notice on my model. Thanks in advance for your helpful feedback.


texts: Is it possible to parent bones between armatures?

texts: I have 3 separate armatures, A, B, and C. I want to parent one bone from Armature A and another bone from Armature B to one bone in Armature C. I'm trying to make one bone in Armature C offset the other two bones in Armatures A and B whenever it is moved in pose mode. Is this possible? If so, what is the process for setting this up?


texts: Blender undesiredly merges objects into single object at export

texts:
I have the following Blender structure:

When I export it as an obj with default export settings, I see the following if I import it for example into Unity:

As one can see, Blender merges the 4 objects into a single one.
However, I don't want that.

I have tried changing the export settings, but none of my approaches kept the objects separate.

Can somebody explain why Blender merges my objects and how I could keep them separate (as children of a main object)?

This is what I tried and what didn't work:


texts:
Is possible to offset animation in Blender.

For example. I have an animation of a hand grabing a gun, but I need to change how hand grabs the gun. Is there a way, to change only first pose, so any later ones will update?
Something like offseting mode for transforms, to add an offset to actual transforms. Am I clear?


texts: I can't seem to reset the position of the control bone

texts: I have made a foot control rig here, but I try alt-G, and alt-R and it does not reset the pose. I even tried resetting it from the pose menu up there in the top left. Any ideas? I'm just sure it has to do with the bone constraints, but I can't figure it out on my own! Thank you all in advance! You all are the best! Here's a picture if that helps lol.


texts:
I'm modeling a large set of similar objects (a deck of cards) and I'd like to have a "master" shader that takes an image input. Is there a way to create an Abstract (programming term) shader that I can instantiate in each card shader so I can adjust the look and feel of all the cards while not messing with the UV maps for my images?

Basically I'd like to replace PrincipaledBSDF with MyCardWhichIsAPrincipaledBSDF shader. I can copy and paste the variables to 54 objects one at a time but I'd love a better workflow in the future.


texts: why do game textures that shouldn't be transparent have an alpha channel?

texts:
observe

I have seen alpha layers in diffuse, normal, and specular maps. what purpose does it serve and is it useful in blender in any way?


texts: Glass spherical lamp - How to create correct light diffusion inside the glass

texts:
I am trying to render a suspended lamp made of spherical glass with led source inside. Here is my reference image:

I have modeled a very simple object made by 3 elements:
- Light source: An hemisphere with emission material, like is in real world (see this diffuser for led: http://download.khatod.com/documents/pljt20_test_report.pdf). Light orange in the image.
- A painted metal tube for suspension (dark orange in the image)
- A glass sphere diameter 7.5cm with hole inside, like is in real world (black in the image). The glass is 3cm thick.

And this is my result (5000 sample), quite disappointing.

I tried many variants with Light Path in the glass material, different glasses roughness... without results.

How can I improve? I would like my glass sphere will be "real".
Many thanks!

Blend file:


texts:
I'm trying to use the Image -> Edit Externally menu option, but I get the error message: Image path '.' not found, image may be packed or unsaved.

My Image Editor preference is set to: /usr/bin/inkscape which does exist and is a regular executable file:

$ ls -l /usr/bin/inkscape
-rwxr-xr-x 1 root root 12406776 Jan 22  2014 /usr/bin/inkscape

$ file /usr/bin/inkscape
/usr/bin/inkscape: ELF 64-bit LSB  executable, x86-64, version 1 (SYSV), dynamically linked (uses shared libs), for GNU/Linux 2.6.24, BuildID[sha1]=44e349b8449f6a5de13f0224193b6157bdda0ae6, stripped

I have seen another post that asks a similar question, External image editor not found?.  However, it that question a file system link was used for the editor whereas I am using an executable.

My blender version:

$ blender --version
Blender 2.77 (sub 0)
    build date: 2016-04-08
    build time: 19:05:34
    build commit date: 2016-04-05
    build commit time: 18:12
    build hash: abf6f08
    build platform: Linux
    build type: RelWithDebInfo
    build c flags:  -Wall -Wcast-align -Werror=implicit-function-declaration -Werror=return-type -Werror=vla -Wstrict-prototypes -Wmissing-prototypes -Wno-char-subscripts -Wno-unknown-pragmas -Wpointer-arith -Wunused-parameter -Wwrite-strings -Wlogical-op -Wundef -Winit-self -Wnonnull -Wmissing-include-dirs -Wno-div-by-zero -Wtype-limits -Wuninitialized -Wredundant-decls -Wshadow -Wno-error=unused-but-set-variable  -fuse-ld=gold -fopenmp -std=gnu99  -msse2  -msse -pipe -fPIC -funsigned-char -fno-strict-aliasing
    build c++ flags:  -Wredundant-decls -Wall -Wno-invalid-offsetof -Wno-sign-compare -Wlogical-op -Winit-self -Wmissing-include-dirs -Wno-div-by-zero -Wtype-limits -Werror=return-type -Werror=implicit-function-declaration -Wno-char-subscripts -Wno-unknown-pragmas -Wpointer-arith -Wunused-parameter -Wwrite-strings -Wundef -Wuninitialized -Wundef -Wmissing-declarations  -fuse-ld=gold -fopenmp  -msse2  -msse -pipe -fPIC -funsigned-char -fno-strict-aliasing
    build link flags:  -Wl,--version-script='/build/blender-mzA9Fo/blender-2.77-a-1459879952/source/creator/blender.map'
    build system: CMake

UPDATE:

The sequence of steps I follow leading up to the error:

When using the video sequence editor, press F12 to open the current frame
In the image editor:

Click the Image menu
Click Save All Images
Click the Edit Externally sub menu
Error message Image path '.' not found, image may be packed or unsaved. is displayed by Blender

Note that the Save Image menu option is greyed out.

When I click on the image list, I only see the Render Result.


texts: How to combine large scale and small scale in one project

texts:
I want to animate a space scene of stations and ships in the orbit of Mars.
I thought about two ways to do this:

Planet as a rendered picture on the World texture
I cannot make this to work as the picture is deformed - not suitable for a proper skybox. I tried texture mapping.

Actual Planet as a large (cubic) sphere
Either the mesh become too large (artifacts on surface when zooming out) or the planet still looks too small.
I will also try to move the Planet together with the camera to make it look static/large by connecting the coords. Have just to pay attention to shadows and mesh "collision".

Are there any general ideas on how to approach? I will post pictures or even the scene later on today.
I am quite inexperienced. Using blender 2.9+
Thank you in advance.


texts: Material "Base Color" doesn't change when "Use Nodes" selected

texts: Okay, first off, I'm a totally new Blender 2.8 user. I'm pleased that so much of what I've encountered is very intuitive. But the one thing that I'm having trouble wrapping my head around is changing the material. Starting with just the default cube: I found the Materials palette, changed the Base Color, and it's still just a grey-white cube. This seems to conflict with every tutorial I've seen -- the cube should change to match the color. On a lark, I turned off Use Nodes, and then suddenly my color appeared, but many of the other options in the Material palette go away. Turned Use Nodes back on, and I'm back to a grey-white cube. Is this a bug, or am I missing some step?


texts: Half of my video rendered and red line middle of the display

texts:
There is no problem in rendered image. When i combine images and make video. So the problem begins when i rendered the animation and it shows up like this. Can somebody explain me why this is happening..?
(i cropped the image because of the size)


texts: Setting a Different axis for child and parent objects

texts:
I have several meshes I have set up with primitive rigging, however one of them is designed to slide at an angle. When I set the angled meshes Axis correctly it also changes the parents Axis, which makes the other rigging not work as intended.

Is there a way to have each on a different axis without changing the others?


texts:
I would like to model a shape which is enclosed like such a chandelier, so that I can apply some wind force to make it move.

The basic structure of the enclosing, cloth like material should somehow look like that:

I have had a look at lot of tutorials showing how to make String/Noodles, but there are two things I do not really know how to do:

1.:  How to attach a rigid Disk on a string, or chain of vertices

2.:  How to create this whole lot of string with this whole lot of disks attached?

I appreciate any help, since I do not have any Idea how to do that. If coding is necessary, its no problem, I fine with it, since coding is what I normally do!

Thanks in Ahead!


texts:
I need to make a flat circle as a floor for one of my objects, but I don't know how to make a circle.

I have tried different methods, but they don't work.

I have tried to make a mesh circle but nothing comes there, so can anyone help me?


texts: Viewport render image does not work correctly

texts: If I render viewport im wireframe, solid and material preview shading, it works correctly. But if I render viewport in render shading, there are only lines without material. In other scenes it works correctly


texts:
Image Texture Didn't Apply in Model and when i try apply it's look like that
Here is the blend file:
https://drive.google.com/file/d/1SvSTPzqZeT0I65Z2vVyeBkcGPSM2FFyK/view?usp=sharing
Here is the texture:


texts: Make Less Water Come From an Inflow Blender

texts: How can I make an Inflow release less water? I looked at the Inflow settings and there is nothing. What settings in the Domain (I would assume it is the Domain) would make it look like there is less water coming out of the Inflow object? I want there to still be the same amount of frames, have the water travels just as far (I can't just slow down the time), and have everything else look the same.


texts: I downloaded a model that already has a texture attached, why doesnt the texture appear on the model?

texts: My previous question was closed and linked to something about cycles, as I've just started using blender I have no idea what that is. I want to know why a model that already has a full texture map still appears as grey.


texts: Can color management (e.g. filmic) be disabled for specific file output nodes for raw data?

texts:
I know for Blender sets the color management setting globally for the project. As far as I am aware every data that is saved as image, will pass through the color management of Blender.

Now the problem is, I have data that I want to store as an image format (e.g. png not OpenEXR or HDR), that shouldn't be passed through color management. For instance I have an ID-mask in compositing, that I would like to store. This isn't an image, like a render, were the transformation through the LUT makes sense (or does it?).

If my understanding is correct, the color management used by the file output node treats the values like pixels, mapping each value to the corresponding value in the LUT. However with such data like the ID-mask the function should either be

1) the identity, if the output format allows to store floating point ([0.0, 1.0] -> [0.0, 1.0], f(x)=x) or

2) only scale to the range of output format (e.g. [0.0, 1.0] -> [0, 255], f(x) = (int) x * 255.0).

The latter of course introduces inaccuracies due to different ranges of values, but still does what is expected.

How can this be achieved or is my understanding of color management fundamentally flawed?


texts: How to use pointcloud_write(...) and pointcloud_search(...) ? (Open Shading Language)

texts:
I am learning Open Shading Language these days,
but I don't know how to use pointcloud_write(...) and pointcloud_search(...),
what does pointcloud actually mean ?
how to create a pointcloud in blender ?
how to use pointcloud_write(...) and pointcloud_search(...),?


texts: Does cycles or prorender use combined Ryzen 2700 & Vega 56 capabilities?

texts:
Ryzen 7 and Vega 56 uses OpenCl.

Does cycles or amd prorender uses those opencl capabilities combined or do you need to choose gpu or cpu rendering.

I amasking that because i saw in benchmarking that those two are similar in results. So if they aredo not using combined capabilities i could save some money.


texts: I'm trying to model a bird following a tutorial and I'm freezed on the shape keys tool. I would like to mirror the left eyelid so that I can open the right one using the secret entry mirror shape keys but the problem is that it doesn't work. The right eyelid doesn't open. Infact it says that 1 vertices mirrored,12075 vertices failed. Do you have any suggestion to give me why it does not work ? thanks. As usually you can check the attached screenshots to better understand the problem.


texts: I have a small problem with blender render, I have a template and I want to make it smooth so I set frame rate at 60 but it become so fast, how to fix it ??


texts: How to stop blender game engine using Python upon reaching a condition in the script?

texts:
I have the following script(pistonMover.py) which runs in the Blender "game engine" mode and I want to stop the game engine when posdiff is less than 0.0001.

import bge
import COM
import time as t

def calc_com():
    obj_list_real = []
    for item in bge.logic.getCurrentScene().objects:
        try:
            if item.name.startswith('Cube') and item.name != 'Cube.004':
                temp_dict = {}
                temp_dict['x'] = item.worldPosition.x
                temp_dict['y'] = item.worldPosition.y
                temp_dict['z'] = item.worldPosition.z
                temp_dict['mass'] = item.mass
                #temp_dict['name'] = item.name
                obj_list_real.append(temp_dict)
            if item.name.startswith('obj_'):
                temp_dict = {}
                temp_dict['x'] = item.worldPosition.x
                temp_dict['y'] = item.worldPosition.y
                temp_dict['z'] = item.worldPosition.z
                temp_dict['mass'] = item.mass
                obj_list_real.append(temp_dict)
        except AttributeError:
            pass
    com = COM.COM(obj_list_real)
    return com

def getPistonpos():
    pistonpos = 0
    for item in bge.logic.getCurrentScene().objects:
        if item.name == "Cylinder":
            pistonpos = item.worldPosition.y
            break
    return pistonpos

def main():
    cont = bge.logic.getCurrentController()
    player = cont.owner
    scene = bge.logic.getCurrentScene()
    keyboard = bge.logic.keyboard
    player.localPosition.y -=0.1
    pistonpos = 0
    flag = False
    try:
        pistonpos = bge.logic.globalDict['pistonpos']
        flag = True
    except KeyError:
        bge.logic.globalDict['pistonpos'] = getPistonpos()
    posdiff = abs(getPistonpos() - pistonpos)
    if posdiff < 0.0001 and flag:
        print(posdiff)
    bge.logic.globalDict['pistonpos'] = getPistonpos()
    if bge.logic.KX_INPUT_ACTIVE == keyboard.events[bge.events.DOWNARROWKEY]:
        calc_com()

main()

I have tested this script and works perfectly but, I was unable to find a way to stop game engine anywhere. Also, I invoke this script using bpy.ops.wm.blenderplayer_start() from Blender in "render mode" using another script called "renderer.py". I want to do this since I want to run this simulation for 100 times and as I said, I want to stop it upon reaching a condition in every simulation.
Here's how my game logic looks like.

Thanks in advance!


texts:
So the other day I was making a window frame and baking to a plane..Got my results.. Then, Made several out of planes..baked, worked fine..

Now.. I am making a building model and tried the same thing...Horrible results.

Can anyone look at this and give me some ideas? Thanks.

Both models are in same exact location..I have tried different shaders.. I'm trying to keep tri and vert count low as possible as it's a mobile game.

First image shows the window frame..second the ugly normal being baked..then low pol and high pol meshes.

I'm relatively new and this is my learning model so I want to perfect everything possible on this model before I move on to the next.


texts: Imported object is messed up when zoomed out

texts:
I've imported .obj file (from 3ds Max) to Blender. If I zoom in, the rocks and the sand appears to intersect nicely.

However, if I zoom out, the intersection appears to be highly messed up.

Is there any way to make the intersection appear good even when I'm zoomed out?


texts: When Blender says out of memory error what exactly do I need to free up or replace?

texts: I am trying to render this complex scene I am using an hdr and a couple of hair particle systems and when I tried to render the animation it said out of memory so what do I need to do ? Do I get a new bigger ram or a new graphics card . I’ve been using blender for about a year and it was rendering fine but now I am trying both cpu and gpu renders and it won’t work .


texts:
I'd like to know if it's possible to link a .blend with another .blend file.

For example, I have a House .blend file, but it has no doors. I'd like to add multiple of the same door .blend file to the house, and have it so that if I edit the door .blend file, it will update all of the corresponding doors in the house .blend file, and possibly have it editable in the house .blend file too, where editing a door in the house .blend file would update all other door objects and the door .blend file.

I just find it would make life much easier for making models for things like games, where it's tedious to edit everything in 1 single file.

Thanks in advance!


texts: Blender 2.83 Cycles Not Rendering New Objects

texts:
I added some new objects and changed the HDR rotation in an existing blend file, but whenever I hit F12 or Ctrl+F12 I only seem to get a render output of the scene before my recent additions and changes.
As the attached image shows, the added items are outlined/selected and visible in all viewport versions including render view and the new HDR position shows correctly.
Some objects are newly created within this file, some are duplicates (not instances) of objects in this file, and others are copied/pasted from other blend files. They are all scattered within several existing collections and render layers that have previously rendered correctly.

All the visibility and render options are correctly set in the outliner.

Composite node is set up correctly.

I've saved/closed/reopened blender and the blend file.

I've gone through the checklist of all likely causes for objects not showing
Why does my object not show up?

Although I am not a newbie to blender, I have just switched from 2.79 to 2.83 so I'm not sure if there is something new I haven't learnt yet but it seems like this is rendering a cached version of the scene or something and not what is currently there.


texts:
I am trying to modify an object after importing it. This post is related to this question

import bpy
full_path_to_file = "C:\\Users\\xyz\\Documents\\test.obj"
bpy.ops.import_scene.obj(filepath=full_path_to_file)
# create the material
mat = bpy.data.materials.new('MaterialName')
mat.diffuse_color = (1.0,0.0,1.0)
mat.diffuse_shader = 'LAMBERT'
mat.diffuse_intensity = 1.0

# get the object
obj = bpy.data.objects['Cube']

# get the material
mat = bpy.data.materials['MaterialName']

# assign material to object
obj.data.materials.append(mat)

I wanted to add a material to the imported object but that is not happening. So I tried to scale it even that is not happening.

I realized that no operation is being performed on the imported objects. But the same operations are executing on the objects that are created (i.e. not imported).

Any help would be appreciated.


texts: smoke comes out in bursts from moving object

texts:
I am making a firework with a fuse to look like a S, and when i bake the flame, it is OK at first while the firework is not moving very fast, but when the firework speeds up, the flame comes out in bursts but I want it to come out continuously.

It looks fine at the beginning while not going too fast,

But when it catches speed the flame comes out in bursts

My domain settings

My emitter settings

Blend file-
blend file for download


texts:
So i have bone which i rolled and now i want to rotate it in pose mode around it's local axis but it is not rotating it around local axis.

I have looked at this and this but it is not working.
Why is this happening?

Here is image of setting it up:


texts: Smoke (Explosion) Simulation Shading Displays Properly in Viewport Render, But Not In Final Render

texts:
The title more or less sums it up. I’ve simulated an explosion for a project that I’m working on. Out of seemingly nowhere, I can preview the explosion with all of its textures in the viewport but it just shows as regular smoke when I hit F12. I’ve attached some photos below, including the node setup for the explosion. Oddly, it did render just fine earlier today.
I’m an AMD user, so the first thing I checked was if the issue persists during CPU render and it does. I tried adjusting the number of cycles and light bounces, just kind of throwing anything at it. I do have some denouncing and glare set up in compositing but I was under the impression that that’s applied at the end of the render. Otherwise I can’t think of anything that would be causing this. The only things I (knowingly) changed in my scene today was adding a couple spot lights and adjusting the strength of my key light.
Any and all guidance would be deeply appreciated!


texts: Showing the volume using 3D Printing Toolbox

texts: I want to optimize the volume of the intersection of 4 cameras(not blender camera). I assume that the camera FOV(vertical:70.6 grad and horizontal:60 grad) is a mesh(pyramid with the same FOV angle). I can rotate the 4 of the cameras but I can't change the position of them. Now I put 3 Boolean modifiers on mesh 1 with the operation Intersect and the objects are the other 3 cameras. The Boolean modifier is good because we can rotate it real time without destroying the object. Now what I want to do is counting the volume of the intersection of all of them real-time(I see the volume changing as I rotate the camera. I am using 3D  Printing Toolbox with the Statistic button. Why wouldn't the volume change(always about 443) although I am making the intersection bigger or smaller. Am I doing it wrong? Thanks


texts: Change Blender's Preferences Dynamically

texts:
I have a bit of a tricky request. I am trying to create a dynamic script that changes Blender's user preferences based on the current selection. Basically, I want to change the user preference option, "rotate around selection" when I don't have anything selected. This means I can dynamically change between selections as I work in the viewport. I have gotten the basic functionality down, but I ran into two problems.

The first issue is that it doesn't automatically run on start up. I have tried putting it into the registered function but to no avail so I have to activate it with a keypress.

The second issue is what I am really curious about. I have looked all around but it seems the only way to continually look for input is to use a modal operation. I don't want it to affect the speed of the viewport, but i would really like to take advantage of the events in the modal operations. I don't know if there is another way to handle this, but one of the issues i have found it that it stops the script refreshing command (F8). I can turn the script off with F8 and then press the F8 shortcut again but i would really not like to do that. I was wondering if after the process is killed with F8 it can automatically call the refresh script function. I am not entirely sure how to approach this and any help would be greatly appreciated!

import bpy

    class NewPreferenceOperator(bpy.types.Operator):
        bl_idname = "object.modal_timer_operator"
        bl_label = "Modal Timer Operator"

        _timer = None

        def modal(self, context, event):
            if event.type == 'F8':
                return {'CANCELLED'}

            if event.type == 'MIDDLEMOUSE':
                selected = bpy.context.selected_objects
                if not selected:
                    bpy.context.user_preferences.view.use_rotate_around_active = False
                else:
                    bpy.context.user_preferences.view.use_rotate_around_active = True
            return {'PASS_THROUGH'}

        def execute(self, context):
            self._timer = context.window_manager.event_timer_add(0.1, context.window)
            context.window_manager.modal_handler_add(self)
            return {'RUNNING_MODAL'}

        def cancel(self, context):
            context.window_manager.event_timer_remove(self._timer)

    def register():
        bpy.utils.register_module(__name__)
        wm = bpy.context.window_manager
        km = wm.keyconfigs.addon.keymaps.new(name='Object Mode', space_type='EMPTY')
        kmi = km.keymap_items.new(NewPreferenceOperator.bl_idname, 'Y', 'PRESS', ctrl=False, shift=False)
        pass

    def unregister():
        bpy.utils.unregister_module(__name__)
        pass

    if __name__ == '__main__':
        register()


texts: How to rename Action/Anim in NLA editor?

texts:
I copied an existing "Run" animation to make a different variation of it, Blender auto renamed it to Run.001.
I can rename the Action itself on the left, to "Run_02", but I cannot find a way to rename the animation.

Any help appreciated.


texts:
I am trying to slide a bunch of selected edges past an edge, as is done at 19:27 of the blender guru tutorial on "how to make a beer".

AltRMB to select the edge loop
Press G twice
Move the mouse cursor up and down, while holding Alt

The edges only move down and also along the plane in which the circular loop resides (imagine for instance the top of the cylinder being the loop, and I'm trying to slide the edges to form a concavity in the cylinder)

I want the edges to move past the vertex loop.. Can someone help me?


texts:
Is there any function or method to obtain the slope (first derivative) of an fcurve at a particular point/frame? (Corresponding to velocity or angular velocity or "velocity of scale" or any other rate of change of a property with an fcurve).

At the basic level I'd like to have a driver depend on whether a scene object is travelling upwards or downwards, not just on it's instantaneous location. The velocity would have even more uses than just a simple sign.

At the moment I can approximate it by sampling the fcurve a little before and a little after the frame in question, and calculating a slope from there, but it feels a bit like a hack, particularly if a better way to calculate it exists.

The maths for calculating the slope of linear and Bezier interpolated fcurves isn't that difficult, but so far I've been unable to find an elegant method of doing so. The upcoming easing equations would also have an simple mathematical solution, but again it's a matter of whether it's implemented as a python function or whether it would have to be calculated from the control points. (If it does have to be calculated that way, I'd love some advice on how to calculate it best).

Further, is it possible to obtain the second derivative (acceleration) for use in a driver?


texts: Add text outline to extruded text edges (or "insides")

texts:
I'm trying to make some text objects for a Unity game. Essentially, letters will be falling from out of frame and rotating in 3D space. I've created extruded text and added a front and back "face" in a darker colour, and with a different fill mode.

However, I would like the "edges" of the letters in-between the two faces to be dark as well. Is there any way I can do this without converting my letters to a mesh (that is, this would make it easier to bulk-edit the alphabet and retain the ability to change fonts). Below is a screenshot outlining what I mean by trying to "outline" the "edges".

I consulted this resource, but I seem to need something a bit more specific: How to add outline to text?
Thank you for any input.


texts: Cannot Get Transparent Object to show up in reflections

texts:
I am not sure if this is a limitation in Evee or a setting I am missing.
I am using Blender 2.9.0 on Mac OS X Catalina.
Making a scene (I know, my mom told me not to make a scene) and want to have a transparent container catch some lemons and spill them. However

and it works fine, but NO REFLECTION.
But if I disable the refraction settings, I get a reflection, but I can no longer see the lemons!  Oddly, I can see the environment image but not the lemons.

I did play around with the screen space refractions of the Lemons, but it had no difference.
This does work as expected in Cycles, but 350 frames will take 7 hours to render.
I appreciate suggestions, thank you in advance.


texts: Create an edge between a "real" and an array modifier vertex?

texts:
I want to hit "F" and add an edge between the last vertex of the real object, and the first vertex of it's array-modifier-duplicated clone.

The problem is, selecting the first vertex of the clone actually selects the first vertex of the original instead, so the edge goes in the wrong place.

This is wrong: the new edge should connect the gear teeth together, not close off the tooth.

There doesn't seem to be a way to set the cursor to the cloned vertex either.

What's the fastest way to add an edge (and required vertex) as if the cloned vertex were actually there?


texts: Custom exporter and problems with matrix and rotation order

texts:
I'm trying to write a custom exporter for cameras from/to Blender, but I'm having some problems with rotations and rotation order. In my mind I should be able to extract euler values from the world matrix in whatever rotation order I want, and as long as I make sure my camera in my other app use the same rotation order it should all work. But no.

Here's some example code:

import bpy
import mathutils
import math

item = bpy.data.objects["Camera"]

rot_mat = mathutils.Matrix.Rotation(math.radians(-90.0), 4, "X")

wm_src = item.matrix_world.copy()

wm = wm_src @ rot_mat

wm.transpose()

# Only works if rotation order is set to this.
rot = wm.to_euler("ZXY")

rotx = -math.degrees(rot.x)
roty = math.degrees(rot.y)
rotz = -math.degrees(rot.z)

rot_fix = (rotx, rotz, roty)

print(rot_fix)

This code works and the values match with the Alembic exporter.

However, it only works when I set the rotation order to ZXY. If I don't use ZXY, the camera is not rotated correctly. Am I missing something to be able to use whatever rotation order I want?

I'm not great with C++ code but is the Alembic exporter hardcoded to this order as well? It seems so.

Also, why do I need to transpose the matrix?


texts: Too much RAM after load scene textures in high resolution

texts:
My current project contains many object with 2K and 4K textures. I don't have problem with RAM during render, but only when I open this scene. It take more than 20GB and it take long time to display. I understand that Blender need load all textures, but is there some method to optimize it? I even don't need see these textures in the viewport. I tried several things:

Viewport textures limit size to 2048 had no effect
Change Image Display method had no effect
Show object only as viewframe had no effect (object restriction)

It would be nice to have some solution for proxy (low res) textures for viewport and high res textures for render, because I can not use smaller textures during render.

My last option is a make some script to rename folder with textures, so Blender will not find it and show it pink :) And before render repair paths back.


texts: Can I create Walk throughs from external designs

texts:
Can I create a design(house) using Sketchup, import the design into Blender and then create a walk through presentation using Blender?

Regards,
Dion


texts:
I have a complex animation movement so I parented my mesh to several empties that I animate separately.

EDIT : eg. a robot character, made of serval meshes; which are parented to :

a null who rotates on the Y axis (main move); which is parented to :
a "ticking" cycle on the Y axis; to break the "linearity" of the rotation with a stopmo-like movement.  The tick is only a few keys with a cycle modifier applied on the curve.

I personnaly think that it's more easy to "break" the animation steps.

I was wondering if, rather than doing this (can be a mess for complex animations), it was possible to stack several time the same channel (here, Y rotation) so I can combine those two movements while keeping my keys clean ?
If it is possible, how ?
Thanks !


texts: If my mesh is quad-based and retopologized does the poly count (high number) matter for successful deformation? I'm wondering if I have a high poly mesh, does that make rigging and animation easier or harder? And is best practice to use shrink wrap/displacement maps? I'm new to it so not sure. Just trying to avoid a bunch of trouble. Thanks!


texts:
I'm pretty new to 3d modelling and have been working through a lot of tutorials. Something I see come up often is users importing sketches of objects such as people, the then seem to create the model around these front, top and side view sketches.

Would anyone be able to link me to a tutorial explaining this feature and its benfits, tricks, how to do it properly?

Sorry if this thread already exists. I couldn't find one

Thanks


texts:
enter image description hereHope someone can help. When in blender 2.8 sculpt mode the color of my object changes. Look like mocap from 2.79, except I have'nt enabled the mocap in preferences. Also when I tqab into edit or object from sculpt the display stays the same as it was in sculpt mode. and I getno grid displayed either.
I did'nt change anything from the original download.
I have included some screenshots. I am pretty sure I hit something but I have tried everything I can think of. checked under materials nothing uninstalled then reinstalled,


texts: BMesh: How to get a list of faces and edges, given the vectors (and delete them)?

texts:
I have a list of a centre vertice along with all its surrounding vertices.

listOfVectors = [ vertice, neighbour1, neighbour2, neighbour3, ... ]

I need to remove all edges and faces regarding those vertices to create further geometry and move the centre vertice around.

I'm actually creating a valley by dragging down a vertice inside a circle (with some cubic bézier parameters).

Currently, I'm iterating every face and edge on the mesh to see if every vector is contained in listOfVectors and removing them from the BMesh object. The problem is that my mesh has over 310,000 faces.

I've tried using bmesh.ops.delete(bm, geom = verticeList, context = DEL_EDGESFACES) (see below for list of constants), but that accomplishes exactly nothing. No errors, no changes.

Is there a way to make bmesh do the hard work for me? Or some approach to get the faces that's better than iterating on each one?

References

Constants used:

DEL_VERTS = 1
DEL_EDGES = 2
DEL_ONLYFACES = 3
DEL_EDGESFACES = 4
DEL_FACES = 5
DEL_ALL = 6
DEL_ONLYTAGGED = 7

Source for the constants: https://svn.blender.org/svnroot/bf-blender/trunk/blender/source/blender/bmesh/intern/bmesh_operator_api.h

bmesh.ops.delete reference: https://docs.blender.org/api/blender_python_api_2_71_release/bmesh.ops.html#bmesh.ops.delete


texts:
I was reading a wikibook about Blender, and it started talking about view coordinates. I don't exactly understand what they are or the purpose of their existence.

Could someone please explain them in a newbie friendly fashion?


texts: How can I transfer weights from one bone to another?

texts:
So I have a model in Blender which I would like to port to the source engine, in order to do this however, I have to change the skeleton to one that will work for the source engine.

The trouble comes when I switch the rigs I loose all the weight painting. I need a way to copy weights from one bone from one rig, to another bone in a different rig.

Any help is greatly appreciated.


texts: Make a bezier curve into a subdivided mesh?

texts:
I have created a shape using a bezier curve.  I want to give it depth and then apply an image as a displacement modifier.

I have added a face to the shape and extruded the shape into 3 dimensions. However I cannot get the face to subdivide so I cannot apply the displacement modifier.

How can I get a detailed enough mesh across that face?

The face I want to add detail to is selected.


texts: Physics Simulation. How to set current frame to first frame?

texts: I need to do a simulation of bottles stacked in a bin in blender, as shown here. After 114 frames, I get the result I want, but I want to define this state as frame 1, how do I set it?


texts: How to flattern/resize part of a rig but keep curve when already subdivided

texts:
very specific question that i had trouble finding an answer for online.
Basically, I misjudged part of a mesh object I created and I'd like the back of it to be more flat/ small without using the size controls as that only works for axes... hard to explain, so I'll add images.
This is what the object currently looks like from the top:

And the red line in this image indicates what i want it to look more like (happy with the Z and Y viewpoints, just the X I'm wanting to edit):

I tried to sculpt it like that but it won't work with the edges that aren't connected to 2 faces.
Thanks for reading, hope you can help. I know there is probably an obvious solution to this but I am self taught and again couldn't find info online.


texts: Weird spiky shadows around the edges of my walls

texts: I am new to blender and was trying to model an interior of a room. I used an Irradiance volume around the entire house and an environmental lighting. In the render properties, I have enabled ambient occlusion and screen space reflections with default settings. After baking the indirect lighting, I am getting these spiky shadows around the edges of the walls.


texts: How to prevent modifiers from transferring onto separated faces?

texts:
When you separate faces into an object of its own, it inherits the modifiers. How do I just detach my faces without those modifiers?
Thanks in advance.


texts: I'm not quite sure the approach for this and would be grateful for any tips. Using cycles in 2.81


texts:
I need help creating an eyeball for my steve.
How do I go about hiding the part of the eyeball that went out of the white area?
I had a guess it's about masks, but I have no idea how to implement it.

Thanks


texts: Mantaflow flame - How to increase flame definition without adding detail?

texts:
How would one go about making the mantaflow flames more defined without adding details to the flames?
I find that increasing domain resolution does make the flames more "crisp" and well defined, but it also adds detail to the flames making them look bigger.
In other words: How to make a "simple" yet "crisp" flame?


texts:
I noticed when I add objects to my scene they will be created in the layer 3. It isnt like that from the beginning but it suddenly starts to place new objects into the third layer after some time working.

I dont have any problem with that since I just can use the third layer as "main" layer. My question is if there is a possibility to set an active layer where new objects get placed into? So that I have control over the objects placements in layers from the beginning. For example when I know I place a lot of "unnecessary" stuff I choose one of the last layers and dont have to manually drop them into that layer after i created them.

Thanks in advance


texts: How do I get the normal vector of a selected vertex?(BMESH)

texts:
I'm trying to Orient my gizmo according to the normals, but I can't do it exactly. Sometimes perfect, sometimes not. Can you tell me what's wrong?

ob = position_matrix()
orig_loc, orig_rot, orig_scale = ob.decompose()

uniques = bpy.context.objects_in_mode_unique_data

# Selected Object(EDIT_MODE)
bms = {}
for obj in uniques:
    bms[obj] = bmesh.from_edit_mesh(obj.data)

# Selected Vertex
verts = []
for obj in bms:
    verts.extend([v for v in bms[obj].verts if v.select])

# Get Faces Normal
faces_normal = []
for vert in verts:
    faces_normal.extend([f.normal for f in vert.link_faces])

# Delete Duplicate Vector
def del_duplicate(list):
    newList = []
    for i in list:
        if i not in newList:
            newList.append(i)
    return newList

# Tangent
faces_tang = []
for vert in verts:
    faces_tang.extend([f.calc_tangent_edge() for f in vert.link_faces])

faces_normal_Sort = del_duplicate(faces_normal)
faces_tang_Sort = del_duplicate(faces_tang)

normal_vector = Vector(sum(faces_normal_Sort, Vector())).normalized()
tangent_vector = Vector(sum(faces_tang_Sort, Vector())).normalized()

axis_dst = Vector((0, 0, 1))
axis_dst2 = Vector((0, -1, 0))

vec1 = normal_vector @ ob.inverted()
matrix_normal = axis_dst.rotation_difference(vec1).to_matrix().to_4x4() #@
ob.inverted()

vec2 = tangent_vector @ ob.inverted()
matrix_tang = axis_dst2 @ matrix_normal.inverted()
mat_tmp = matrix_tang.rotation_difference(vec2).to_matrix().to_4x4()

matrix_rotate = mat_tmp @ matrix_normal

matrix_rotate = matrix_rotate.to_4x4()


texts: Displacement settings in Materials turn material black

texts:
I've been trying to fix this forever and I dunno what to do anymore,
I have a plane (over 100k subdivisions)
I set cycles render to experimental (every tut tells me to do so)
now I read that in order for displacement to work you have to change the displacement type in materials settings from bump to displacement and bump (thanks for the default settings which disable functionality?!). I saw that in Blender guru's tutorial.
But when I do that, the Material turns black, I can only use bump only in material settings.
BLENDER FILE: Blend file - displacement bug
All i basically want to do is to displace my ground material i downloaded from quixel megascans.
Every image I see of the quixel megascans looks photoreal, but when i export via bridge they never displace and are flat. So i always have to find a way to displace them, when i do with the displacement modifier it only displaces one the texture i load in, i want to use a bigger plane and use the texture multiple times (using blender gurus poliigon addon).
Does anybody know a good tutorial for ground material + displacement ? I am 100% sure there's gona be a silly problem anyways, so far there wasn't even one tutorial where i could just follow along without any functionality, interface, location, glitch or bug issue.. This is by far the most tiring software i learned (and still learning) hands down. But I won't give up! Sorry just had to let some steam out...
Appreciate your help!


texts: How to unwrap and apply tileable texture on a cone?

texts: I tried distorting a texture to polar coordinates and apply on cone shape and scaling the the uv and I got like in the pic, How to unwrap and use tileable texture on cone properly with scaling the amount of bricks as in reference image below? or should I generate different kind of texture for this?


texts: How to recreate this "default-like" look with Cycles?

texts:
could somebody please help me to recreate this particular look with the cycles render engine?

I want to create this specific default-like look to present my 3D scans with all their fine details and render single images of it with a very high resolution.
It looks like a mixture between a clay-like material, sharp shadows and fine outlines.
I know, that this image was rendered with Marmoset Toolbag. I was able to get close to it with Workbench + Matcaps, but to render in high resolution I think cycles would be better?
I am very thankful for any ideas!


texts: How can I get a vertex count for an edge loop in Python for Blender 2.8?

texts:
I have an object that consists of two polygons. I'm trying to get a vertices count for the first polygon so I can select it's last two vertexes by index. I know that it starts at Index 1.
I can use
bm.verts[firstindex].select = True

bm.verts[secondindex].select = True

and then bpy.ops.mesh.loop_multi_select(ring=False) to select the edge loop, but is there any way I can get a vertex count only for the vertices in the edge loop? Thanks.


texts: How to sort Shape keys by "a to z" in blender 2.8?

texts:
In 2.79,we could sort them by "a to z".But in 2.8, the function has disappeared.
Is there any addons or python scripts?


texts: automatic weights won't connect skeleton to mesh

texts:
I have a mesh and constructed a skeleton from armatures, single bone & extruding, inside the mesh. I press CTRL+P, I click on "set parent to- with automatic weights". In every tutorial I watched this connects mesh and skeleton like magic, yet in my it does literally nothing.  I move the skeleton in pose mode, nothing, only the bones move.  I only found one person having the same problem as me and the question wasn't answered.

.blend file available here: https://ufile.io/304451 (apologizes for the crappy site).  This is after I used automatic weights.

I also tried with really simple things like a cube scaled to be a door and a single armature. still nothing.


texts: The object used as boolean appears in the rendered image, even though it was disabled in the viewport

texts:
When I applied the boolean modifier (and hide from view the cylinder at the bottom) it shows when I am editing. But when I render, the cylinder still shows up like in the picture, but when I duplicate (the one on the right), it works. How to fix this problem?
I'm using the blender 2.91 on windows


texts: Why does "merge by distance" not work here?

texts:
I'm using blender 2.92 and trying to apply "merge by distance" on a mesh. You can see in the gif that I first select the vertex to show it is overlapped, then "merge by distance". I expect that after the "merge by distance" was applied I would end up with only one vertex but we can see that nothing changes after I apply it.
For context, I created the mess by starting with a cube, scaling on the X axis then I scaled the two sides to 0 on the x axis to create an edge shape so at that point there are two edges overlapped. I'm guessing it has something to do with how I attempted to create the edge on this mesh?


texts: Baking Shadows onto textures in Cycles Renderer

texts:
I'm trying to bake a lightmap in Cycles Renderer to a texture.

The problem is it only bakes Ambient Occlusion properly, but no shadows.
You can see in the screenshot to the left that in the Rendered Preview there are some hard shadows, but when I bake that object to an image the shadows are gone.

What am I doing wrong?

Thank you!


texts: How to aproach painting/changing texture dynamically

texts: I was wondering, if I for example have animated guy that is painting fence. How should I make it look like he is actually painting it? Like only after every stroke, the fence would change color. But I don't think texture change is the right approach. Any suggestions?


texts:
I'm new to blender and I have a problem that I can't solve and where the internet won't help me.
I have a column and want to make it look like it was cut. So I want that the upper vertice goes into the blue circle and that the other vertices makes a straight line to the lower vertice. I tried to use the proportional edit tool but none of the meshes  solves the problem. So is it possible to use the proportional editing but fixing a vertice and making the other vertices do a straight line between the fixe vertice and the edit one ?


texts: How to apply collision physics without destruction?

texts:
The sphere rolls down a plane though I it falls through the tunnel. How can I apply Chris' answer without applying the modifiers?
Tried[0] as well

[0] Passive rigid body physics not working with screw modifier


texts: Is it possible to get the status of the Shader Compilation with python?

texts:
I'm wondering if there is any API to configure and get when the shader compilation is ready.
It would be useful to me to see when I add a material via script, when this is actually compiling and finished compiling
I have the feeling that this is not possible, but I wanted to get rid of this doubt


texts: Is it possible to make a sequence of renders and give the user the option to cancel the process through the UI at any given time?

texts:
I'm trying to make a script where I have to render several images of the same scene at the same frame, and write to disk with appropriate names. The problem is that although this works fine with a non-responsive UI, it doesn't work well when the render progress appears in the Blender UI.

I mean,

bpy.ops.render.render()

uses "EXEC_DEFAULT" when called from a script. This leaves a blocked User Interface until the render finishes, meaning that you can't cancel the process, except by killing Blender. The problem is that the render may be too big in resolution, and the user could want to stop the process when realizing that the render could take hours, so the idea is to cancel this process without losing the currently opened project.

If I call,

bpy.ops.render.render("INVOKE_DEFAULT")

I get a nice preview bar in the Info Window with a clickable "X" button.
I want the user to be able to press that button to cancel the operation if needed, but for a series of renders (not animation).

The problem here seems to be when trying to loop this command with the INVOKE_DEFAULT context to write several renders. I made a lot of testing, and this way of calling the render operator seems to continue with whatever is next in the script, so it loops very fast and ends before the rendering actually finishes.

I think that I need some way to stop the script and make it wait until render finishes to continue looping with the next ones. I tried the "render_complete" and "render_cancel" handlers, but I can't use them to start a new render or even make the rest of the script wait until the loop of renders is complete. I tried threading and events without success either. Maybe I'm doing something wrong.

import bpy

render = bpy.context.scene.render
path = render.filepath = "/tmp/"
shots = ["one", "two", "three"]

for x in shots:
    render.filepath = path + x
    bpy.ops.render.render("INVOKE_DEFAULT", write_still=True) # this doesn't work

    # but if I use:
    # bpy.ops.render.render(write_still=True)
    # without the INVOKE thing, images are written as expected,
    # but losing the possibility to see the progress and cancel rendering


texts: Is there a way to toggle objects' ability to be selected on/off with a hotkey similar to hiding objects with Shift + H / Alt + H?


texts: Camera not visible after changing units to mm in Blender

texts: I changed SI units to mm and set the scale to 1,1,1. Now my camera is not visible or it is too small. Need help!


texts: Colour shift when viewing render outside of blender

texts:
So this is what occurs the left is original right is when its saved

knowing tiff saves it raw, I did it and was able to open it in Photoshop the same way(correct) it was in blender but just like blender when I tried to save it in Photoshop the colour keeps changing


texts: How to get Enumerations correctly right aligned

texts:
I try to create a box with 3 EnumProperty elements. When i just create the items in a box like here:

box = layout.box()
box.label("Add new Avastar")
col = box.column()
col.operator("add_avatar", text="Create")

col = box.column(align=True)
col.prop(self, "mesh_type",   text='Character Mesh')
col.prop(self, "rig_type",    text='Rig Type')
col.prop(self, "weight_type", text='Weight Variant')

Then i get this result:

So i see how the selection menus are a bit too wide and because of this the text label to the left side gets truncated. However there is a lot of free space to the right side of the button labels. So i first checked if maybe one of the option texts is too wide, but that is not the case.

Here are the text labels for all options involved in this example:

character type: [ Rig only | with Tris | with Quads ]
mesh_type:      [ Classic  | Extended ]
rig_type :      [ Classic  | Extended ]

Next i thought maybe i can get an improvement when i use the alignment property as follows:

box = layout.box()
box.label("Add new Avastar")
col = box.column()
col.operator("add_avatar", text="Create")

col = box.column(align=True)

col.alignment='RIGHT'         # <== See Here!

col.prop(self, "mesh_type",   text='Character Mesh')
col.prop(self, "rig_type",    text='Rig Type')
col.prop(self, "weight_type", text='Weight Variant')

But this gives me following result:

Next i tested what happens when i replace 'RIGHT' with 'LEFT' in the alignment. But that does not change anything, the alignment looks the same for 'LEFT' and 'RIGHT'.

So what is the trick to get the selectors all aligned to the right edge of the button?

Here is what i hope to achieve (mocked up with my 2D image editor):

How can i create this (or at least something similar)?

Here is a Blend file with an example script:

http://pasteall.org/blend/40501


texts: How do I put a stencil-like texture across a sectioned object?

texts:
I have a rough wood board crate I want to apply (UV map) a stencil on, but only on one side of the face AND I want it to disappear in between the boards --just like the attached example image (created in Photoshop). Any suggestions?

UPDATE: Secondary Problem in attempting the 2nd answer below: Following the answer below I could duplicate the nodes as outlined to get the decal on the bars however it still wraps around the edge of the bars and does not show just on the one side as I want it too. What am I doing wrong? (Please note: there is a follow up to this in the 2nd answer below) As you can see I applied the answer / solution  on test bars until I can figure out how to move that to the main wood shelf object's middle section.

UPDATE 2: For a 3rd very good answer please refer to this link https://blender.stackexchange.com/a/45708/1853


texts: Scale and dimensions problem importing to Unity

texts:
I'm trying to import a simple plane mesh into Unity (to generate some map)

I have my simple plane that I want scale to be 1x1x1 and dimensions 50x50 but whatever I do; change dimensions scale changes i cannot make it align perfectly in Unity.

If i can align one edge; the other is not perfectly aligned.
I'm exporting as .blend file.

I've tried the following answer :How to align a cluster of points?

But i can't make all my points 'z to be 0; why ?
What am i missing here ?


texts: Can't make the OpenGL Render Active Viewport work on Rendered Shade mode

texts:
I'm using the OpenGL Render Active Viewport to preview an animation, but even if I'm set the viewport shade to "Rendered", it switch the shade mode to "Solid". I can make it work with any other mode but the "Rendered" mode.
(I can set the Rendered mode in the viewport with no problems)
Any idea why?


texts:
I am totally new to blender and 3d rendering.

What I want to create is something similar the water filling an object except in reverse.  Meaning, I want it to simulate natural gas fumes that rise and fill up pockets above and then spill out of that and continue to rise.   This would be a constant flow. I looked at the smoke effect, but I didn't see where you can adjust the opacity or color of the smoke to make it adjust to look more fume like.  I thought if you could reverse the gravity of liquid and make it flow upwards, I could possibly adjust the material to look more like fumes.

Here is the scenario - There are CNG (compressed natural gas) gas pumps.  If there are leaks, these fumes (unlike regular petroleum fumes which sink) rise and can collect in certain pockets within the dispenser and just like a glass filling up, if you continue to pour (or gas continues to leak) it spills over.  This is the effect I would like to try and create.

Is there some sort of tutorial that I can look at that will help guide me in the right direction?


texts: Why does the mesh look complicated when I import the SVG file?

texts: I think there is some conversion error when importing SVG into blender. As you can see in the picture, the mesh is complex, so I think, it's hard to make a material. is there a way to remove the dirty mesh inside the shape?


texts: How to export animated object using NurbsPath to Unity

texts: I work with Blender 2.8 and create a 3D animation using Path. How can I export my animation as .fbx to my unity project. please help me.


texts:
Whenever I add a node that constructs a curve, e.g. RGB in cycles, or interpolation in Animation nodes. I can see and add points, but there is no line or curve connecting them, and I cannot find any options to change this.

I've probably broken something, but I can't find what!

Here's an example.


texts: Baking animations on a Rigify rig with child of constraints does not preserve constraint

texts:
I am trying to bake a simple animation made with a Rigify Human rig. My rig is a humanoid mesh (the Unreal Engine mannequin but configured for use with Rigify). I have placed a "child of" constraint on the left IK hand, parented to the right IK hand so that they move in sync w/ the tool or weapon that the human mesh is "holding". A screenshot of the configuration with the right hand selected in pose mode:

A gif image of it playing to demonstrate the (very simple) animation: https://imgur.com/a/SvwQXy3 It's not particularly pretty but this my first time attempting this. The animation works as I expect. I have only placed a keyframe on the right IK hand for now, and the left IK hand follows along.
How the constraint is set up:

Now I would like to bake the action that I have created so that I get an animation with a pose on every frame that respects the constraint without actually having the constraint in place. Following guides I have seen online, I do this by selecting my animation in the dope sheet, selecting the armature in object mode and doing: Object -> Animation -> Bake Animation.
I have tried many combinations of the following options in that tool:

Visual keying
Clear constraints
Clear parents

No configuration behaves as I expect - namely that the left and right hands should keep the same poses they had before, but the constraint is removed. Instead, the left hand goes back to the rest pose and follows the animation from that starting point. The right hand adopts another incorrect pose. Screenshot of the pose of the baked animation on the first frame (this is with the option to enable visual keying, but other options turned off):

Perhaps I am misunderstanding what this tool does? Or maybe baking the rigify rig is the wrong course to take? Should I create a separate skeleton, constrain all its bones to match the rigify rig, and then bake that instead? I'm a little unclear on what best practice typically is when doing this sort of work.
Thanks in advance for any assistance. Let me know if any additional details would be helpful. I have attached the blend file here (pre-bake) if you would like to take a look.


texts: Strange dark color and reflection spots on solid mode

texts:
I am new to Blender. My model appear darker with strange white reflections/spots, even on Solid Mode.

Parts that are disconnected from the main body are fairer for some reasons, and the mirror modifier edge has more spots than other places (when I deactivate the Mirror modifier, those spots disappear).
Those spots are visible in material preview too

The texture is completely homogeneous, and it is not the weight painting, right? Must have activated a special view or something.

I think I must have pressed a shortcuts while working on it. I tried copy-paste it on a new blend file, but the problem is copied with it. Complete new blend file don't have this problem, though.*
How do I repair it?
Or, in worst case, is there a way to only copy vertices (without the problematic properties) into a new blend file?


texts:
I'm working on a project with a lot of objects, I want to make the file a lot smaller, because its overloading my hardware.

I want to see which objects are using the selected texture. I'm in the shader editor, and I don't know how to look in my scene, and I have made a mess of the scene and materials.


texts: The Properties Shelf is empty after scrolling over the area. How can I remedy that?

texts: I'm using shelf transparency but I hope you can see the Shelf and that it is absent of anything. It happened when I was scrolling over the shelf unintentionally. I'm using the latest daily build of 2.79


texts: Animation in Blender Game different from Animation Player Preview

texts:
I have animated a torch and added the text "torch" in the end which only becomes visible when the torch is in the center of the screen. I've used both the eye and the camera in the restrict viewport visibility to make the text appear. When I play the animation with the Animation Player, it works perfectly. In game mode (P), the animation is triggered by a mouse click on the torch. Everything works fine apart from the text which is not visible. What am I doing wrong?

I have already checked the action brick and the settings are fine.

Here's a video:
http://dropshots.com/miracleshappensgoogl/date/2017-05-04/19:20:07


texts:
The below shading has me scratching my head.
The faces are coplanar, as far as I can tell.  It's not a normal issue.  The faces are attached (I can drag them around and everything stays attached.)  Also, I confirmed there is only one face present.
If I delete the faces and recreate them, the shading is corrected.
Thoughts?


texts: Blender 2.79 on Mac Os 10.12 import csv data using Python

texts:
Most advice on importing csv files seems to assume users are on Windows, not Mac and many hours of effort has not helped this noobie to figure out the Mac setup and paths to import csv files to Blender text window. So I'm thinking just create a big string as below outside Blender and paste into Blender Python text window and then program a way to convert this string to a list(lines of data) of lists(variables). Does this make sense? Simple enough but somewhat defeatist!

CSV FILE 5 LINES
number,y,x,z,m
1,0,0.44,8.19,11.21
2,-11.68,8.13,8.31,7.22
3,-1.54,1.42,5.93,2.16
4,-7.1,3.13,6.25,1.42
5,5.17,3.13,8,1.39

(REAL DAT WILL BE 1000+ LINES)

MANUALLY CONVERT TO A LONG STRING
quakeTxt="1,0,0.44,8.19,11.212,-11.68,8.13,8.31,7.223,-1.54,1.42,5.93,2.164,-7.1,3.13,6.25,1.425,5.17,3.13,8,1.39"

PASTE INTO BLENDER

Because the script below doesn't work

import os
import bpy

blendPath = /Users/dickmeehan/Desktop
fileName = "xyzevents.csv" # name of the csv which is on Desktop

txt = open(blendPath + fileName, "r") # open the file to read
quakeTxt = txt.read() # read the entire file into a string
txt.close() # close the file
print(quakeTxt)


texts: How to get to the Material tab of the properties window?

texts: Each tutorial for coloring and painting mention a Material tab, that icon never shows on my screen. How do I get to this option?


texts: Object suddenly and randomly turns translucent in edit mode

texts: the xray function is off and I have no idea what I did to get it to be like this. It happens even in new projects (such as default cube)


texts: Eye white disappearing while looking up at an angle

texts:
Any Unity users here? I have this issue where the white part of the eye partially disappears while looking up at an angle while in the Unity Edit. This never happened on this model until recently. The whole head parts were joined together at the time. On this version, I decided to separate them.
When I imported it to Unity, suddenly this happens. I checked the model again in Blender but no such issue occurs in the blender file. How do I fix this?


texts:
I have these two models:

As you can see, they're the same base, but one has a lace running on the hilt. Now I baked a normal map (because the lace is about 120k poly, pretty impractical I think), here's the result:

(The normal is 4k, probably overkill but I'm experimenting)

There are two problems:

1) The lace is too aliased. You can clearly see the aliasing of the normal if you're close to the hilt.

2) Minor, but still, on the circle and the simbol, there are those bumps that should not be there, I think. Keep in mind the only thing that's different in these two models is the lace, the ring and the simbols have the same number of faces, that's why I think those bumps are some kind of errors. They were way worse before, playing with the bias and the distance settings in the baking menu (I used standard blender to bake the normal) reduced but did not fix them completely.

The end result looks pretty good (viewed from a distance) and those bumps on the ring aren't really visible:

How can I fix this?


texts: Planning - how important is it to create mostly quads and few triangles?

texts:
I have imported the image below as a plane, and am adding lots of vertices to the plane in preparation for dividing it into quads and triangles that are aligned with the contours of the mountain shown.

When going through tutorials, I recall it being said that one should avoid triangles whenever possible. Once I have created all the vertices and start connecting them, dividing up everything into spaces that make sense to stretch vertically and thus form the contours of the mountain, do I need to plan well to avoid triangles? These points are going to be pulled fairly far along the z axis, and then they will need to be proportionally edited and subsurfaced to get the soft shapes of its slopes correct. I wouldn't want patches to start misbehaving once I've gotten to that point. Are there general guidelines about this?


texts: Blender painting brushes shortcut selection polygons 2.82. Coloring a character with vertex-group in draw mode

texts: How do I select through the shortcuts the polygons that I am going to color or modify? In the video-tutorials I often see using the selection of polygons in the edit mode but I don't know how to use it and how to use it then in drawing mode


texts: If I Put In OpenEXR Frames For HDR Would I Be Able To Use Blender To Export The Video As HDR

texts: If I were to make 120 HDR Frames would I be able to use blender to export it as a HDR video?


texts: How to ease out the retopology works on Blender, like in Zbrush with groups and remesh, for a character you need to animate?

texts:
I've been using Blender to sculpt recently, and I'm sculpting a character that I want to animate.

I'd like to make groups to remesh separately from the rest of the mesh, and ease out the retopology work to then project it on the hi-res mesh, then make a displacement map out of the hi-res mesh to apply on my low res retopology.

A bit like what you can do in zbrush.

Is there a similar way to do that in blender ?


texts: How to export a camera animation to Houdini?

texts:
Does anybody have ever dealt with camera import from blender to houdini?
Recently I'm dealing with some projects that needs this step but when I do the fbx import, all the settings are completely wrong.

I know the difference between the axis system between the softwares, but also the rotation goes wrong. I didn't manage to find nothing, a constant or a matrix in order to fix this.

Does anybody have an idea or suggestion?
Thanks in advance

Edit

I manage to get the right position with the format FBX 6.1 ASCII with Y up and X forward but the orientation still doesn't fit. (Blender 2.73 and Houdini 12.5)


texts: Why is blender treating vertices differently when applying subdivision surface modifier?

texts:
I applied subdivision surface modifier to my model and afterwards, I found some annoying burrs on the surface. Taking a closer look revealed that these burrs are caused by vertices - the surface is kind of snapped to these vertices instead of going smoothly.

I have pretty just begun learning Blender so can neither explain or solve this problem. Please help.

P.S. Most vertices have surface goes smoothly under them.


texts:
I'm coming from After Effects background, where I often parent and link properties using Expressions to copy and delay animation across multiple objects. I'm trying to do similar in Blender with Animation Nodes. I have a solution that works already, but I am wondering if there is a better and "cleaner way" to achieve similar outcome.
My set up has an Empty Master Animation object animated on Z Rotation, Z Position and Scale (X,Y,Z).  I am using that Empty to animate 4 "data servers" - 4 simple objects with Array modifier added to each one. I set it up in a way that each object has additional parented Empty inside it. Each Empty "copies" Master Animation Empty animation with a delay and uses this data to animate Array modifier.
Also, I set object's themselves to copy Master Animation Empty animation as well.
Here is how it looks:

Master Empty with all the keyframes:

Modifier stack on each object:

And here is Animation Nodes Set Up:

Is there a better way to do it? For example, if I have 20 objects that I want to delay animation from 1 Master Animation Object? I don't want to set up spaghetti node group with lots of individual nodes for each object.
Is there a way to grab a list of objects in Collection and add animation to each one of them with a delay? But without changing their position, for example? I tried this, but I can't figure out correct node set up.
Any pointers would be much appreciated.


texts: Animation of Dupliverts with Shape Keys with Python api

texts:
Description of Problem

I would like to create an animation of 100,000 atoms with 10,000 frames from my molecular dynamics simulations. Currently I am using dupliverts with a single uv sphere for each atom type. This has worked great in creating a single frame using the python api. However, I am unsure on the correct way to specify the change in vertices at each frame in Blender. I have data that will give me the position of each atom at each timestep/frame.

What I have Tried

What would be the ideal way to animate this simulation? From reading I have seen that using shape keys would allow me to specify the change in the vertices from initial positions (Basis). However, this would mean that I would have to create 10,000 shape keys and change the value from 0 to 1 for each step but would allow me to take advantage of interpolation. The best example I can find showing how this can be done using the blender python api simple example of shape key python api. However, when I used this I was only able to create one shape key not the 10,000 that I would need.

edit:
So I got the functionality that I need using this code. But it still does not answer are shape keys the correct way to handle 10,000 steps?

obj = bpy.context.object
shape_keys = ['step ' + str(i) for i in range(10000)]
for shape_key in shape_keys:
    obj.shape_key_add(name=shape_key, from_mix=False)

for shape_key in shape_keys:
    bm = bmesh.new()
    bm.from_mesh(obj.data)
    shape = bm.verts..layers.shape[shape_key]
    for vert in bm.verts:
        vert[shape] = 'change vertex position here'
    bm.to_mesh(obj.data)

Probably very inefficient would be interested if there are better ways.


texts: Hi any idea to insert color from other booleon object in geometry node.


texts: How to specify Nurbs path vertices in python?

texts:
I'm trying to write a script which creates a Nurbs path curve, bevels it, and then stores the location of each vertex/point in that curve. I've been writing it based on the code displayed in the info panel, but it doesn't show what the vertices are supposed to be called - so I can't refer to them in the script.

Update: After following Ratt's links, I modified ThomasL's code for Nurbs Path and am now stuck again, though it's still progress. Below is one version I tried out, but the error message says that Curve has no attribute path_points. Of course it doesn't, because I made that up because I don't know what the Nurbs Path equivalent for bezier_points is.

import bpy
import random

def pathPointLoc(cu, typ, points):

    for (n) in enumerate(points):
        nurb = cu.path_points[n]
        print(nurb.location)

    return

cu = bpy.data.curves.new("MyCurve", "CURVE")
ob = bpy.data.objects.new("MyCurveObject", cu)
scn = bpy.context.scene
scn.objects.link(ob)
scn.objects.active = ob

cu.bevel_object = bpy.data.objects["BezierCircle"]
cu.taper_object = bpy.data.objects["BezierCircle"]

pathPointLoc(cu, "NURBS", [(0,0,0,1), (0,0,1,random.randint(1,4)), (0,1,1,1), (1,4,1,1)] )


texts:
When im painting im getting some gray lines on the paint.

When i fill the color i dont get any lines

But when i paint with color with the brush i get those lines.

How to clean those gray color lines. Any suggestion. Thanks


texts:
I love the look of Blender after after many years of not paying it any attention - the features look great si I would like to start learning and using it.
However, I'm stuck at the beginning of just setting it up.
I'm coming from Modo, Lightwave and Maya and this is how I want to control it. The Maya preset is not enough, and I don't want to adapt to the Blender right click.
When I set it up to mouse Left click and combination of Alt, Shift or Alt+Shift for screen navigation, I then cannot select between verts, edges and polys.

Is there a way to set this up or do I have to accept the Blender way of doing things?

Also, the axis are changed from 'normal' - is thera way to change the Y axis to up and down and have Z for depth?

Thanks in advance!


texts:
With the subsurface modifier i made the model. In the 3D view it look good

In the preview render also looks good Shift+Z

But when i click F12 start render i get this unsubsurface result

May i know the reason why the result is different. I copy the only the model  in a new file and render same result. Any suggestion or help. Thanks


texts: How to get the smoke animation to disappear after end frame

texts:
I have made an animation, which lasts from frame 1 to 3600.
Within this frame range, I have made another animation from frame 2260 to 2600.

The problem is, that this smoke animation from 2260 to 2600, does not disappear after frame 2600. It just freezes and stays as it was at frame 2600 for the rest of the animation. Instead I want it to disappear.

Do someone know how to do that using blender internal render?

Thanks for your help.


texts: How to shade an object blue outside of my two decals using cycle nodes

texts:
I'm SUPER frustrated with the UVmapping in Blender.  I'm also a frustrated with working with nodes which admittedly is mostly my own ignorance.

I have an object I want to be blue except for the two decals I have placed.  But blue only appears on the faces that I've uvmapped the decals onto.  I've marked in the photo below some locations that should be blue.

Here is my node setup.

I must be missing something.

Here is my blend file...  https://drive.google.com/open?id=0B8ZnFrE6fxi_R29mZnBkXzF5dm8

EDIT:

I also tried this setup which produces the exact same unwanted result.  It is curious because it worked for the rear portion of my Zamboni but it isn't working here.

So it seems Blender is just really arbitrarily annoying and my nodes were right.
 Tried to replicate the solution provided below but have the front decal wrap around a bit...

I am so pissed at Blender right now.

Edit:

Ok it is working after I had the uvmap overflow the bounds of the image in the vertical direction like in the answer below and still have the decal wrap around a bit on the sides of the Zamboni.  Seems like a bug to me.


texts: How to assign different background images for different 3d views?

texts:
I was following this tutorial about creating a spaceship in Blender:

As advised I created 3 background images for the three views to be uploaded via the properties bar (N). I did not fail to switch to the ortho mode with the NumPad 5, so that is settled.

After importing the three pictures there is a problem: I assign for example the top view background picture to the top view, NumPad 7 and it is visible. As soon as I assign, say the front picture to the front view and I switch back to the top view, the picture cannot be seen there any more. I have been trying all around for hours and I always end up with the only the last assigned background picture visible and the others then "gone".
I run blender 2.76 in portable mode.
Anybody any idea?

Sorry for the bad link, I forgot to set the filefolder to visible to others except me... Since my status does not allow to upload more than the 15 screenshots here is the correct link

I think I managed to generate a .blend with the images stacked. The link to upload it in MrZak's post did not work though. I am posting an alternative for the download.

I have read through your advised literature. The load UI was not unchecked.

Meanwhile I have noticed that whenever I try to save the project in the .blend, only the last uploaded picture/blueprint remains, even with the image packed. This means that when I open it, only the last picture remains.

Again sorry for any inconvenience with my virtually poor formatting skills and I much appreciate your efforts.


texts:
I'm using Blender 2.83 on mac. I don't use any environment map. When switch to cycle, the my viewport has black background but in eevee, the background is grey. How can i make it black in eevee ?
Thanks