texts:
I understand how you animate something (say bones location and rotation in an armature). Doing so creates an action; that action can be renamed in the Dope Sheet. In the NLA Editor I can create a NlaTrack from that action, but what is that for?

To quote the manual:

  The NLA editor can manipulate and repurpose actions, without the tedium of keyframe handling. Its often used to make broad, significant changes to a scene’s animation, with relative ease. It can also repurpose, and “layer” actions, which make it easier to organize, and version-control your animation.

Ok all that sounds great, but what is it really used for and how does one reuse an action in the NLA Editor?

As may be quite obvious from my question, I have not done much animation, nor used the NLA Editor.
So what is the NLA Editor used for?


texts: Ok so, whenever I go in material preview the model is transparent. This happens with every model that I've been doing. If anybody could explain it would be great.


texts: On my Mac, I can't get the zoom circle for vertex selection to appear on proportional editing. Any suggestions for fixes?

texts: Not sure if there's a setting in Blender I'm missing or something with my mouse settings, but the zoom circle does not appear when I click proportional editing to select vertices. Nothing online addresses this issue. Any ideas to fix this?


texts: Combined Two objects now i can no longer texture paint

texts: I created a head, and a body, I had a uvmap for the head and body seperately, and combined them when i combined the meshes into one.  I have two materials, and a combined uvmap, and the model looks fine.  I have to two associated diffuse images associated with the head (which I can still texture paint) and two associated with the body that I can no longer paint on.  What's going on? I didn't find a solution with related asked question, none where a perfect, I tried their solutions to no avail.


texts:
What is the way of emulating the Snap to Grid feature from the 3D Viewport in the UV Image Editor? In my case, vertices of my mesh are never aligned with gridlines, which in turn results in some artifacts on whole scene.

Also there is not consistency in mesh shape if perform "Lightmap Pack" as can be seen from image. Some of the actual mesh faces are more kite shaped, but map as squares or rectangles when it's "Lightmap Pack" unwrapped.


texts: Duplicating objects using Animation Nodes' 'Grid Mesh' node

texts:
I'm trying to create an image similar to this.

I can create the sine wave using nodes but I can't get them to repeat. I was following the tutorial https://youtu.be/o3N8H8X-GJk

My nodes are below and also the image it creates. I circled the node which seems to have changed from the tutorial. I'm using Blender 2.79b and Animation nodes 2.1.2


texts: How to have a color transition material on a mesh?

texts:
Basically, I have a simple sphere and I want the the most inner part of the sphere, so the center of it, to be once color and to gradually transition to another color and it approaches the most outer part of the sphere.

Can you achieve this effect without having to rely on placing another sphere inside?


texts:
I have no prior experience with graphics at all. I only found Blender useful and interesting, and as a result, started trying to make use of it.

I want to master skills like modeling, animation and texturing.

What will be the best way to learn and master this very good tool? Are there any resources that would be useful?


texts: Why are my videos rendering in black and white?

texts:
I am making an animation and when I render the animation, it turns out black and white.
I have no idea why this is happening.


texts: Cloth simulation bouces around when falling - does not settle

texts:
Thanks in advance! Version 2.82.6

I am trying to drop a bedspread on top of a bed.  When I run the cloth sim, the bedspreads falls just a little then bounces/dances around and never reaches the mattress, or almost reaches the mattress and wiggles, never really 'grounding out'.  I tried the most basic example with the default cube (collision) and a plane (cloth) and it worked great, the cloth simply landed on the cube and steeled - I tried identical settings and it's still not working as desired.  I've also reviewed the collision object settings - What am I missing?
Bedspread having a dance

Cube looks nice


texts: Is there an alternative to the Geometry -> Normal Output?

texts: This is the matte I need, created from the mesh with this ring displacement using the "normal" output. I will be using a different displacement in the end but I need this specific information. I am making a fully procedural material and want to avoid baking this texture. I could just manually make circles where they are here but I'd rather use this idea so I don't have to manually change them later if I need too. Is there some way of locking this texture to stay how it is now or is there an alternative node with a similar effect? I just want a matte that's white where the outside and inside wall of this displaced ring would be.


texts:
I have several rendered images of object from different views. I take one rendered image. Every point on rendered image (2D coordinates) is matched to point in world (I call point of image as "projection", because it is a projection of point in world on camera plane), so list of points in world are presented on chosen rendered image. My goal is to explore what points from list are presented on other rendered images. I believe this process can be done before getting rendered images.

Something like that (red and yellow points)


texts: msgbus subscribe_rna callback not invoked during UI changes

texts:
If I have the simple callback subscription:
def a_callback(*args):
    print("Something changed")

bpy.msgbus.subscribe_rna(
    key=bpy.types.Object,
    owner=object(),
    args=(),
    notify=a_callback,
)

Why does it only get invoked if I change an object via the Item interface, and not if I move/rotation/etc with my mouse?


texts: Change the "used UVLayer" in all materials in texture_slot 0

texts:
i have a model with multiple materials and i like to change the UV-Map for the texture slot "0"
I got it to work with only one material:

import bpy
bpy.data.materials["Wand_Putz_Weiss02.tif"].texture_slots[0].uv_layer = "UVMap"

or like this:

import bpy
bpy.context.object.active_material.texture_slots[0].uv_layer = "UVMap"

is there an way to change the "used uv layer" in all materials assigned to an object?
thank you very much for your help!

greetings,
simisoad


texts: Blender won't allow me to select a single bone

texts:
I am trying to rig this horse model I made (first model I have made as of now) and whenever I try to select a single bone it automatically selects its parents and children bones along with it.
I still have to fix the ears, mouth, and tail but before I do that I would like to rig the legs and neck. Please help.
EDIT: I made sure that all my bones were in pose mode.
EDIT 2: After much tinkering I got it to automatically assign weights that I could then edit but I could not create my own weights.


texts: Randomly switch camera and start animation with Python

texts:
What I have set up:

I have camera_0, camera_1, camera_2, camera_3, and camera_4.
In front of each camera stands a character. (character_0, character_1 and so on)
Each one of the characters has an animation.

What my script should do:

After completing character_0's animation with camera_0, switch randomly to one of the other cameras (1–4).
Start characters_X's animation with camera_X.
After that character's animation ends, again switch randomly to another camera.
Continue in a loop.

The animation should be played in the game engine.

Is that even possible in Blender using Python?


texts: AMD RX 460 GPU multiple layers incorrect render

texts:
I've come across this weird issue.

I have two layers I want to render and combine. Those were set up with the "Setup Tracking Scene" button. The first layer always renders without problems. However, the layer that contains my shadow catcher renders with the top of each render tile's top missing, or artiffacted (based on what tile size I choose). But when I turn off rendering for the first layer, the second one renders fine. Also, if I render on my CPU, everything renders OK, but it takes about twice as much time (I'm using an old Athlon II).

Here's what the scene looks like:

And here's the background layer rendered:

I'm using cycles in Blender 2.78, on Arch linux. My GPU is an AMD RX 460.


texts: Cycles render is rendering everything transparent

texts:
Cycles renders everything as the transparent checkerboard in both the viewport and the rendered image.
it renders the first time you activate cycles but when you move the camera or anything it freezes the rendered image and everything turns transparent. As shown below with the cube it has a ghost like effect.
I'm using 2.83.5 it also doesn't work on GPU rendering CPU or experimental all my drivers are up to date i have tested this in new documents, on new projects and there were lights in the scene to provide shading. but it still looks like the image below.


texts: Texture doesnt render correctly when rendering final image

texts:
I have some strange problem in my recent Blender project.

I modelled a room with some stuff in it and I added some simple wooden texture to the floor. When I am in the 3D view and change it to "rendered" everything renders correctly. When I hit Render through the menu, I have some weird effect on the floor, somehow its totally messed up.

Does anyone know why this happens? And do you may have some advices for me , to get a noise free interior scene with blender without sampling everything thousands of times?!

Thanks in advance! -Marten


texts: rotate bone around 3D cursor in pose mode

texts:
I would like to pose my armature using the 3D cursor as pivot point. However, the bone rotates around its own center, even when I set its origin to 3D cursor. I also tried parenting this bone to another bone that I put in the rotation center. However, my bone of interest steadfastly rotates only around its own geometrical center.

How do I get it to rotate around the 3D cursor?

Edit: It is actually a chain of B-bones. It works for the bone that is highest up in the hierarchy, but not for the rest of them.


texts: White line across my blender sample render?

texts:
A nasty white line runs horizontal across my sample render and I can't seem to find what's causing it! I'm using blender internal render.

Blend File: http://www.filedropper.com/grass

Thank you! :)


texts: How do I make the popup menu that appears after you use a tool open at the cursor?

texts: In Blender 2.8+ when I execute a command such as extrude or bevel the property pop-up menu opens in the bottom left of the screen. Is there an option to set so that property pop-up menus open at the cursor?


texts:
I am following a tutorial on how to make a walking animation (https://www.youtube.com/watch?time_continue=548&v=gFf5eGCjUUg&feature=emb_logo) and at 8:52, it says in the dope sheet to press shift-control-V to paste the animation flipped. Whenever I do this it only does it for the spine and head and not the arms or legs. I named all the bones appropriately (RightHand and LeftHand or RightArmIK and LeftArmIK) but still whenever I try to paste the flipped animation it doesn't work. Does anyone know how to fix this?

Doesn't paste anything that says left and right


texts: How to automate a script execution on import actions?

texts:
Basically, I would like a way to let the user select a file to import and then transparently execute a custom script.

Most of the time, I use Blender in a work flow. When I do some changes on my models in other programs (like a sculpt program), I would like to keep the work I've done in Blender (mostly materials and lightning). The mesh I import already has different materials assigned to different parts of the mesh like "skin", "hair", "cloth", etc... but I heavily modify and tweak them in Blender. When I reimport, the new imported mesh get a "skin.001", "hair.001", etc... which are really basic (mostly a diffuse colour). I then have to reassign every time materials myself.

I couldn't find a handler for Collada import and didn't find a way with modal operators.


texts: Viewport Shading vs Render - height offset / discrepancy - Eevee

texts:
I have shader that calculate color based on height. I have exact same shader setup in Unity and when I'm comparing results - Unity shader and Blender Viewport Shading giving me matching result. Unfortunetally render in blender messes up either height or something else and I have different result then expected. I've tried all possible color management setups, filetypes, switched off all stuff that was on. Checked combined render, diffuse color render - none of this works. For materials I'm using Material Override plugin for Eevee. Shader is just combine RGB node connected directly to Material Output surface, so as far as I understand no additional color alteration should be there.
Left: broken. Render.
Right: correct. Viewport.


texts:
I was following this tutorial - https://www.youtube.com/watch?v=TpWI2rU8iF0 and applied it to my model. However, despite being lit from above, the shadows seem to persist in certain angles with the top half of the car only visible from viewing it directly from above.

any idea how i can fix this?
Thanks,


texts: Smoke trail Effect particles not showing up in image render

texts:
I have created a particle system but when I try to render an image none of the particles show up. Only the plane used as emitter is rendered.

The particle circles show in 3d camera view but not when I render an image.

Have I forgotten something?

https://www.dropbox.com/s/ta1hqu2orzzubma/screen%20capture.mp4?dl=0
https://www.youtube.com/watch?v=NmYYIrwTBEs


texts: I tried to union all the mesh.But inside all the geometry getting mess. I tried to boolean again, but still find some mesh not join and i want to delete and make it clean. Any good way to make it clean.


texts:
I was modeling a chess set. Bishop was my biggest problem. The slice looks ok without a subsurf. Add a subsurf of 2 and ugliness happens.

I went to just practicing on a cylinder. looks ok, but I'm still get creases/folds. I get the slice by beveling a flat cube and booleaning.

So far this is the best I can get.

Thanks for any help or suggestions. Just another noob wading neck deep in blender water.

Not sure if my solution is a perfect as I would like, but here is what I ended up with.

I removed the edges inside the slice and allowed the Subsurf to create the curve. That eliminated the mega ngons that was being created.


texts: Setting object property with a python module's function

texts:
Is there a way to set an object property using the return value of a module function like this?

I'm sure the module works because I can catch the final "value" of the function with that print() in the console.

It works if I put this line instead of the return:

bge.logic.getCurrentController().owner["Text"] = value

but I would like not use it this way.


texts: i have a problem. i want the lego-minifigure to walk without sliding. I tried it with a rootbone and a path but i always get sliding. i also tried offset- walking, but it did not work. what else can i do? i want to reuse the walkcycle for other animation.s i spent 3 days but can't make it work. i watched a lot of tutorials, but is is still not working. i need this animation, but i can't go on without a working walkcycle.


texts: Cloth hanging over a cube but the cloth is floating

texts:
The tutorial on YouTube said something like these:

Place a plane on a cube.
Select some faces as a new vertex group.
Add cloth to the plan and select the vertex group as the pin group.
Add collision to the cube.

The guy's screen looks like this,

but mine looks like below. It looks as if the pin group portion is glued on the top of the cube, but wind is blowing from the left so that the rest of the cloth is trying to be blown away. What do I do to make the cloth look like the YouTube guy's cloth?

PS: The project file can be downloaded from this link. The upload service that a person suggested in the comment seemed convenient, but I did not like their term, that I must give them an irreversible permission to use the file. I could want to delete some file for some reason in the future.


texts: How can I fit one complex object into the bounds of another (simple) one

texts: For example if I would like to reproduce a chick growing in an egg. I create the skeleton, the egg, but how can I fit the skeleton into the egg. The morphing from one shape to another might be an option but seems more like a hack. I assume a lot of people need this in character modelling and maybe there is a standard way (modifier) to achieve this. Also if there is a tutorial for something similar it would be great to know.


texts: Blender cycles - Diffuse + transparent map in one material

texts:
So I'm trying to make a material by using two maps: diffuse and transparency map but I can't get these two maps to work together.

This is how my nodes and specific textures are looking.

https://imgur.com/a/giSp9eH

I hope that the issue is perfectly visible. I just want to "cut off" this black part of flag to make it look like a torn fabric by using diff and trans like in PBR.

Thank you.


texts: Am I using Pin in the UV map right and showing pinned items?

texts:
More basic questions. Is the purpose of the 'Pin' option in the UV map editor so I can unwrap one object at a time as I make them and move them around the UV map? Because that's how I'm using it and I don't want to get bitten in the ass by it later.
For instance, in the picture I've seamed and unwrapped the underframe and then pinned it to the bottom corner, and rescaled it a bit. I've done the same to the coupler and pinned them to the top right.
If this is so, is there a way I can see the other pinned items on the UV so I can keep track of where all the other bits are?

Once again, excuse my noob questions. This is only day 4 or 5 now. So getting my head around all this new stuff is a little overwhelming sometimes.
Thanks for helping keep it all straight! :)
Cheers all


texts:
I'm creating a stop motion animation that requires to Insert Keyframes of visibility. I was attempting to work out a script to make this process faster for me, but being new to python this has evaded me. Any help would be appreciated.

My work flow goes as:

Select object (with mouse)
Insert key frame on both viewport and rendering visibility
Hide Viewport     bpy.context.object.hide = True
Hide Rendering    bpy.context.object.hide_render = True
Move Next Frame
Un-hide Viewport     bpy.context.object.hide = False
Un-hide Rendering    bpy.context.object.hide_render = False
Insert key frame on both viewport and rendering visibility

Update based on accepted answer

Other then the following comments, I can't find any other issues.

If you run the script multiple times It will continue to add buttons.
Also I agree with you on Just inserting a keyframe instead of hiding and adding a keyframe.
Is there any way to apply the Hide keyframes to multiple items at once? It seems only the last selected item receives the keyframe change.

Also once again a huge thanks, here is a frame of how it turned out!


texts: How to set up min/max/default value for node group socket via Python?

texts:
Could you tell me how to set min/max/default value for node group socket via Python?
Something like this:


texts:
I am currently working on a model where I find myself making 4 different repeated insets with different depths and thicknesses for bolt head recesses.
The inset tool remembers the previous used setting. Is there a way to load and save a preset for it, and save me typing it in each time and reduce the number of post it notes stuck to my monitor?

If the answer is no could someone indicate if this is the sort of automation script suitable for a relative newcomer to scripting? I'm tempted but a little wary to give it a go.


texts: How to align a single bone between two animated empties

texts:
I want to align a single bone along the thought line between two empties in a way, that it can be animating along this line. The empties are animated also.
I tried to add two IK-contraints, one using the "tail" of the bone and the other don't and as targets the according empty, but this does not work.
How can I acchieve it?


texts: How do I restore my User Preferences>System panel?

texts:
I went to User Preferences > System panel to change my viewport anti-aliasing settings, but all I see is this column:

I'm using Blender 2.78c, on Windows 10.

Here is what I'm expecting to see, screen-capped from an older version that I have installed (2.77a):

I've tried uninstalling/reinstalling Blender and updating my graphic card drivers (Geforce GTX 980).
I've also tried Loading Factory Settings without any luck.

Edit: I just opened the info panel up and I'm seeing this error, it seems like it might be relevant:

"
Traceback (most recent call last):
  File "C:\Program Files\Blender Foundation\Blender\2.78\scripts\startup\bl_ui\space_userpref.py", line 433, in draw
    userpref.addons['cycles'].preferences.draw_impl(col, context)
AttributeError: 'NoneType' object has no attribute 'draw_impl'

location: :-1
"

It seems switching to Cycles and making the Viewport Draw Mode as 'Rendered' causes Blender to crash.

Any help is greatly appreciated!


texts: Weird problems when I extrude or try to shape vertices

texts: So I start with a normal cube > I Extrude and it doesn't work right ( Grey faces and missing faces ) I try to move a face/vertices with G and right click but it selects some sort of ghost vertices. Help I can't solve this and it's making me want to give up Blender. I tried looking for solutions but it seems like it's a bug.


texts: Render 100k objects each with independent color and scale through time

texts:
I'm trying to visualize some data that is essentially 100k time series, each with an associated position. I'd like to render this with each object a sphere whose color/scale/alpha is driven by it's time series (something like https://youtu.be/JH6WOUFjAys?t=19 but orders of magnitude bigger).

I currently have a script that populates the scene with UV spheres for each of the objects, inserts all the time series points as keyframes, and uses drivers to share those properties. It works but is incredibly slow to set up. Part of that is inserting all the keyframes, but even duplicating the object that many times is challenging.

I've consider trying to use animation nodes, but don't see how I could pipe in custom data. Particles are the typical answer for this many objects, but I don't see how I can control their position exactly (although I have played with using  PLY point cloud) and for sure how to map a time series to each particle.

I'd be happy to write a custom particle system if that's the sensible approach, but can't really find any examples where to start for that.

I have a first pass template working with animation nodes (see attached diagram) but find this takes 10s per frame to prepare the scene, even with only 500 objects. I suspect this is because each pass it has to reparse the entire text file for each frame. Would there be a way to cache this or use a binary format? Given each frame corresponds to a sequential row into the text file it seems like there should be a more efficient way.


texts:
How to add coastline detection (for smoother transitions between the water and the coast) using blender cycles material nodes?

My intention is to do something like this water shader made for the Martinsh from BA.

http://www.blendernation.com/2013/06/22/waterunderwater-sky-shader/

But insteed of a real time shader, I wish a blender cycles shader!

I managed to recreate all major aspects... volumetrics, caustics... but I can't find a way to do the smooth transitions between the water and the coastline!

Someone have a hint?


texts: How do a put a movie over a rotating cube?

texts:
For a project i need to have a video play over a rotating cube.
Each side of the cube needs to be a continuation of the next frame of the movie.
I have put a reference image down below.


texts:
I have code to make a copy of my scene.

bpy.ops.scene.new(type='FULL_COPY')
cloneScene = bpy.context.scene
cloneScene.name = 'clone'

I wish to adapt it so that if the .blend contain several scenes, it will make a copy of the scene named 'Scene', i.e. The default scene (in my use case, it is reasonable to suppose this exists).

First thought is to do:

bpy.context.scene = bpy.data.scenes[ 'Scene' ]

Doc on bpy.context here http://www.blender.org/documentation/blender_python_api_2_57_release/bpy.context.html says 'Note that all context values are readonly, but may be modified through the data api or by running operators'

So I assume I cannot do this.

I found a related thread: http://blenderartists.org/forum/archive/index.php/t-201501.html

which recommends:

bpy.data.screens['Default'].scene = bpy.data.scenes['Scene']
bpy.context.screen.scene=bpy.data.scenes['Scene']

But I don't understand what's going on here, so I'm hesitant to blindly copy the code across.  Does each sub-window have an associated screen, so my 3-D view could be viewing one scene whereas the animation view could be looking at another?


texts: Dissolve or disintegrate part of mesh while it is animating?

texts:
Is it possible to dissolve each vertice of a part of a mesh while it is on the course of its own animation?

I.E have an animation for the mesh and have an animation for the disintegration and have the disintegration say remove half of the mesh while it is animating on its other animation (the transformation, rotation, scaling of its other animation that is not disintegration)?

Then I can make multiple disintegration animations, say 4 total and each will disintegrate 1/4th of the whole mesh, and play all 4 at the same time of its other animation to see the whole mesh, not just part, disintegrate while the single mesh is moving over the course of its animation?

Basically dissolve the mesh without having it jump to some pose before it can dissolve. I.e. it can be in any animation pose when it can start dissolving.


texts: Object appears as orange points in object mode, but looks fine in edit mode

texts:
I cant see my gas station building while in object mode.

Looks good in edit mode:

But only dots are visible in object mode:


texts: Is there a way to change the size of the viewport grid in 2.8?

texts:
In versions of Blender before 2.8 you could change how much of the grid was visible in the viewport.

Is there a way to have it so it's smaller like it is in default Blender 2.79a?


texts: Is it possible to access the angular velocity of an object from a driver?

texts:
Is it possible to access the angular velocity of an object from a driver script? I know how to do this in BGE but this is for an animation.

Currently I am saving the current rotation for use in the next iteration to calculate the angular displacement, however the time between iterations is variable. Before I attempt calculating the time offset, I wanted to ask if there was an API for the non BGE physics engine.

I am working on a governor for a steam engine with bob weights that swing out when rotated. The displacement of the weights is proportional to square of the angular velocity.


texts: While I was working on a game my logic editor tab got very tiny and I can barely see it! How do I undo or fix this? I am new to blender so I didn't want to really mess with anything yet until I know what it all does. So if someone could explain it to me that would be great. I also have join.me if anyone needs to check my screen for it. Thank you.


texts: Particles render at origin every other frame when they shouldn't

texts: I was curious if anyone else had run into this or knows what could cause this.  So basically I have a scene and in the middle of the render some particles are created.  However, during the part with the particles, every other frame shows them at the base plane they exude from instead of where they should be.  So when it's finally rendered it looks like its flashing, going back between how it should function and being stuck to the plane. Any help is appreciated. Thanks guys! I'm using the Cycles render engine.


texts:
This might seem completely nooby to a lot of people but I just seem to be unable to do this.

I created a small Animation containing 2 planes and 6 Curves Resulting in:

Now I am attempting to Export this as fbx and import in the Unreal Engine 4.23 and to use. But it seems that only a part is exported.

After Import 5 Parts appear in Unreal Engine 4. 1 Mesh, 2 Animations, 1 Physics, and 1 Skeletol Mesh.

But After taking a look at the Animation:

But the Only that seems to be exported is one of the circles and the rest has dissappeared as well that the animations are not playing.

I selected every part in blender executed Ctrl + A and Scale. Then Exported as .fbx, Sleceted Mesh and Armature.

Does Anyone have an Idea what I am doing Wrong?

(ADD Part)

I do not know if this helps. I attempted to just export the first ring as fbx an import to Unreal. Again the same result the mesh appears but the animation is lost, but even though:

So it tells me that the import has an animation of 24 fps and 40 frames long? So it was exported correctly I assume, but importing the circle again to Blender, in that case the is animation is also not present!! What is going on?? I am lost on this.


texts:
Hi ,

I am working on a scientific illustration.
This is a porous structure of a membrane.

How can I create the bottom part of the block?
Can I convert the density voxel to mesh?


texts: I need help with transparent images in blender,

texts:
I am new to blender, I moved to this animating program from adobe animate(flash) recently.
In blender I have set up a sphere, but I want to add eyes onto this sphere like a face.
Whenever I try to do this by adding materials it just merges them both and makes a weird effect. What I want is to be able to have this eye rig on top of the current texture of the sphere. I wish to be able to set up a slider to change the eye emotions and the position of the eyes as well. I have linked a image which visualizes it

Sorry if I sound sort of picky, I've been having a go at this for a few hours now with no way of doing it found on my own.


texts:
On Blender 2.80, lights (other than the sun) have various options for their strength. By default there is Power, measured in Watts, and a color option. If you enable "Use Nodes" you also get a generic Strenght value and another (seemingly ignored?) color option.
I know that the Size option doesn't affect how much light is emitted, but just from where and also the shadow penumbra/softness.

But which value should I use when I set the power of my lights? For example, I have a simple scene with two area lights (30m in size), at the default power they were too weak to light the objects I have placed in the scene (it's a smoke simulation). I had to increase the Watts to 100000 to get the a good lightning. The lights weren't very close to the object, but not too far either.

1000W with 1 in Strength is quite a faint light.
10W with 1000 in Strength is very strong instead.

Is Strength basically just a multiplier? Which means that the light emits 10.000W?

Which one should be used? Or how should I use both to get a "correct" (as in physically correct) result? Also does scale impact the amout of light? I usually set blender to centimeters instead of meters, because I use it with UE4 and UE4 uses centimeters as the unit.

Here is my blend file: https://we.tl/t-n4dS51e9AP


texts: I am new to blender and was wondering is there any way of importing and exporting animations as we do in maya (.anim)


texts:
In the Blender Manual "Free Bake" is defined as

  Mark the baked cache as temporary. The data will still exist, but will
  be removed with the next object modification and frame change. This
  button is only available when the physics system has been baked.

What is exactly meant with Object Modification and Frame Change ?


texts: How to keep constant angle between two rotating objects using animation nodes

texts: How can I calculate angle between two objects using animation nodes and constrain the rotation of one object to a constant angle, say $90^\circ$, to be maintained throughout their mutual rotation.


texts:
I have a prop class

class Jbeam_NodeProps(bpy.types.PropertyGroup):
    name = StringProperty(name="ID",description="", default="")
    group = StringProperty(name="Group",description="", default="main")
    selfCollision = BoolProperty(name="Self Collision",description="", default=True)
    collision = BoolProperty(name="Collision",description="", default=True)
    nodeWeight = FloatProperty(name="Weight",description="", default=50.0, min=0.0, max=10000.0)

I add it to the vertices type like so in the register function

bpy.types.MeshVertex.jbeam = PointerProperty(name="Jbeam node settings",type=Jbeam_NodeProps)

But I obtain this which isn't usefull to store or display the informations

(<built-in function PointerProperty>, {'type': <class 'io_mesh_jbeam.Jbeam_NodeProps'>, 'name': 'Jbeam node settings'})

PS: This addon is to make a sort of skeleton for an external game engine


texts: Is 2000 materials a lot? Is there a better way?

texts:
I'll have about 1000 cubes, with the color of each top face, and the color of the other five faces of each cube set by an algorithm in a script, basically two NumPy arrays. Right now I just create two diffuse materials in script attached to each cube, and continuously update the values with statements something like this_cube.data.materials[5].diffuse_color = (r, g, b)

My question is, is there an even more primitive way I can pass an RGB value directly to a face of each cube, or are dedicated materials the only (or recommended) gateway. I'm using cycles.

So far I haven't actually had a problem using materials, but I want to check if I'm missing a better method when I scale to larger problems.

The NumPy arrays can be pre-calculated and saved to disk if necessary. They change as the animation (simulation) progresses, but this is just one more dimension in the arrays top_color[nframe, nx, ny, 3] and other_color[nframe, nx, ny, 3].


texts: How to make a .mtl file from .obj file ?  I just have the obj file of a Open quick haptics and i cant work with it without the mtl file,


texts: 2.8/Grease P/How to rotate only a few strokes by the Cursor?

texts:
I see there's a tool called Cursor, but nothing happens when I click on the canvas with it. I was hoping it would allow me to choose a different location for the cursor so I could rotate by it. As if defining a Pivot point.
DPC


texts: How to adjust transparency of alpha channel on a png image, without completely making it vanish?

texts: I don't know if I am making myself clear, but the logo should still be visible, but the background removed. Lastly, I would want to make the logo itself transparent, if possible, how do I accomplish this?


texts: Is there away to export textures created with nodes to fbx?

texts: I had my monkey textured with nodes, and did an fbx export. Usually fbx takes my materials in blender render, but in cycles, the nodes don't transfer so there is no texture. Is there a file I can export in so the nodes come? Thank you so much to all my helpers!


texts:
I have this mesh with their bones... the first (upper, called Target) bone is selected in pose mode. The bone next (down) the "Target" has IK.

as you can see the location and rotation are with cero's.

But when need to move or rotate trying to use the location and/or rotation transform... the axis are inverted...

If I modify the axis Z in location, the bone moves across the Y axis... why is that?

NOTE

That bone is not connected with others bones, to be a target bone, with the IK.


texts: How to create an arch (vault) that is curved inside?

texts:
I've been struggling for several weeks' time to get this right. I have ideas, but nothing that is efficient to get the same look. I tried using half-spheres and cuts from spheres to do it, but I just can't get it to contour correctly without going the only way I know: vertex-by-vertex placement for the shape. I tried other ways (like "stealing" the edges and extruding them), but then I can't bevel them correctly to make them curved). I can manage the profile, but not the arch. Here's what I'm trying to do:

Any help is super appreciated!

EDIT:

This is the idea. Extrusion was a possibility, but something that was simple that would fit the window profile is what I was aiming for. My attempts to get them fit the profile didn't look good because beveling wouldn't work if multiple faces were extruded from the vertices of the window profile. So, manually placing two triangles and connecting them with vertices was how I managed to go about it, but it was tedious to do. Obviously I now know how to do it efficiently thanks to the answer provided below.


texts: Animation: Rigid body physics on chain links how to move the object?

texts:
What I want to do: One plate fixed to "wall" chain linked to cuff on hand of the armature. move arm chain gets tighter or looser.
Newb Question. I created individual links in a chain; added rigid body physics; played with the settings a bit. 2 fixed endpoints - chain has physics. hit space bar chain falls but held at both ends - very nice.
now I want to move on end over timeline as well so that it gets looser.
START

After Physics Animation

All Works well!
Obviously in object mode grabbing just moves individual objects (single chain links)
but what I want is to move the cuff left and the chain gets tighter over timeline as well. Loose to taught. But how do you do that when they are all individual bits.
You cant move timeline, then move the object and take a keyframe - or do you have to move every chain link independently?
-- Ignore the curve I was just testing yet another option (it's not linked)
Any Ideas.
Basically, if it could apply the physics as I move in object mode that would be cool - but I can't see how you can do that. Any help/alternatives greatly appreciated.


texts: How to display my rendered scene on a new monitor while i am still working on solid mode in my laptop?

texts:
I have connected my monitor to my laptop and I want the rendered view to be seen in monitor and I want to work on solid mode at the same time.
Is that possible?


texts: I seem to be having a problem joining these 2 faces together on the letter A. This is not created using the text feature in blender, but an imported SVG file. I have limited dissolved the mesh to get to where I am now but I can't figure out how to merge these 2 together. Image attached. Any help is greatly appreciated!


texts: edit mode (wire) renders different than object wire frame mode in blender 2.7.9

texts:
Someone else must have asked this but I'm not searching the right phrase or words to get at it/them.

I'm extruding plane edges from a 4 point plane to create a mesh, and I extrude one or more edges at a time.  There is a shrinkwrap and mirror modifier applied to this geometry.  The attached shows my object renders all valid faces in edit mode, but in object mode it looks like some interior faces might be invalid or missing.  Some of the interior edges 'skip'.

I have tried selecting all edges in edit mode and removing doubles (no impact).

Is this something to worry about?  The face count blender shows me in edit is right (24 total faces).

A shows the object mode, B is edit.

Thx


texts: blender automatically add faces in object mode

texts: I'm having some problem with blender, I was working on a sphere in edit mode but as soon as I turn to object mode some faces automatically reappear.


texts: How do I have random color variations for grass?

texts: im trying to recreate this grass. i want to have spots with an orange hue, how do I do this?


texts:
I have selected one edge and would like to split it. When I click on the command in the menu, nothing happens. When I use the modifier, nothing happens. My selection on the object remains.

I am definitely in edge mode.
It is definitely selected and it is the only selected edge/face/vertex/object.
No UVs.
Shading: nothing selected, neither smooth nor sharp for anything.

I'm pretty new to Blender, so I apologize if this is silly/dumb.

This does not work:
http://blenderartists.org/forum/showthread.php?279119-Edge-Split-Not-Working

Stats:
Blender 2.71
17" MacBook Pro from mid 2009
OSX version 10.7.5 (lion)
8 GB of RAM
NVIDIA GeForce 9400 M 256 MB
2.66 GHz Intel Core Duo Pro


texts: Rigify pose Issue Mesh Deforming on knee

texts:
I have this problem with my leg rigging.

Every time I move it up with IK Leg it would bend the opposite direction which would make my character look like a Centaur. Cool but not what I'm aiming for.

Why does it do that but I think it could be because of how I created my character. I created him facing the back view. So when I added my Human meta rig, I rotated it 180 so it can face backwards.
If that's the reason why can someone please tell me how I can fix that with out starting a new Human Meta Rig?

Here's what happened when I tried to fix it by placing the knee's target in the front instead of the back.

Here's how it looks when I don't fix it.


texts: Is it possible to make a boundary box for an object while sculpting?

texts:
I am modelling a statue which will sit on a stand. While I'm modeling, I would like to make it so that I can't sculpt past the surface of this stand:

I have manipulated the mesh in edit mode so that it's flat against the stand. But the moment I want to sculpt the bottom part further, I risk making the statue go past this stand. Is it possible to make the stand an obstacle/boundary?


texts: I have some strange noisy places in render

texts: When i render I'm getting strange places which are grainy, only on the right side of the picture. Would appreciate help.


texts:
Can float vertex layer data added with bmesh, be used in rendering?

Let us say we added some data to all verteces:

bm.verts.layers.float.new('G')

Can this "G" be used in Cycles rendering nodes? As a source for a factor, etc?


texts: I want the Cloth to drape over the cup, but It creates gap between them

texts: Can someone tell me why this happens? I created a plane, subdivided it to 50, and smoothed it, and went to the physics, and clicked on cloth, then selected the cup, saucer and plane and went to physics and clicked on collision, but when I play the animation, it gets space from the cup.


texts:
I'm trying to create a cycles lamp shader that only lights up the diffuse component of the materials around it. Kinda like having its Glossy component turned off in the Ray Visibility box under the object tab. But it is not working. I seem to be missing something quite basic.

Here's my node setup:

When the material is reflecting sharply (with roughness turned down to zero), the node setup works. But with blurry reflections, it stops working. What is it that I'm doing wrong?


texts: Left Click in File Browser (fe Open Dialoge) or Outliner not working

texts:
I had a strange expierience this morning. When I started blender I tried to open a file. Most strangely enough I couldn't click a file or a folder anymore or anything inside the file/folder part of the window.
Same is true for the Outliner: I wanted to rename some files but I just couldn't interact with them. I had to use right click / rename. Or for selecting object in the outliner I had to use right click / select.
Apart from that every left click works as it should.
I tested several other mice - all have the same result.
Please note that this issue is blender only. I can click everything in any other program.

Another thing that started at the same time was the behaviour of the menu bar. When 2 instances of blender were running and I hovered over the opened windows they immediately collapsed again instead of showing me selectable previews.
This is system wide though... I have no idea what the cause might be.

To make it more clear I am talking about this part of the outliner:

and this part of the file explorer:


texts: How do you decimate a photogrammetry model so it compresses the textures like

texts:
Hi how would you reduce both the geometry And the texture of a photogrammetry model such that the texture is compressed like such:
I can use the decimate but it keeps the original photo detail. In the above example was the photo courted to something like vertex colors?
Is this possible in Blender? Or should I try MeshLab?
Thanks!!
~be


texts: On many sculpting tutorial videos when they enter sculpt mode their mesh becomes a rich red as in here. On mine, it remains in the same black/white layout as in edit mode here. It's much easier for me to see gradients on the red so how do I go about changing this?


texts: How to popup simple message box from python console?

texts: How can i popup message box from python console ? something like message('test').


texts: Soft Body hooking stretches instead of moving

texts:
I'm trying to animate a soft body in Blender by using hooking, but it doesn't work right. The following is what I do:

I create a mesh - in this case it is an elongated object, like a thread/yarn - and assign its ends to vertex groups. I create a vertex group for both ends too.
I assign the Soft Body physics modifier to my thread, and make settings on it, see screenshot below. Note that the Soft Body Goal is set to the vertex group of both ends of the thread.
Then I go into edit mode, select the vertex groups of either ends individually, and then assign a new hook to them with Ctrl+H.
Then I give some keyframed translation/rotation/whatever to my hook, and I expect that the soft body I made should follow it "as a whole", moving and stretching accordingly and preferably realistically.

However, instead of this, what happens is that the hook pulls the vertices of its hosting vertex group, and stretches the faces connected to it, but the rest of the object doesn't react.

In the Modifiers tab I tried various settings, like specifying both the hooking Object and the Vertex Group, and hitting the Apply button; or not hitting the apply button, just leaving it like that; or not specifying the Vertex Group. None of these work.

Could you please point out what I'm doing wrong?

These previous posts didn't help (I could only post here one):

Rig a rope spanning two objects


texts: Segment bone fractures and reduce them virtually (for 3D printing)

texts:
After importing an STL model of DICOM images into Blender, is it possible to select the fractured bones individually (segment each bone) as shown in the attached pictures to then virtually reduce (replace) the fractured bones into position ?
I'm new to this. Is it possible to "paint" on the fractured bones in the 3D reconstruction to select it?
Should I do this with another software instead ?
My goal is to 3D print the reduced fractures.
Any instruction that can pointed out to me to perform this task ?

Thanks for your constructive input!


texts: Removing face details with Movie-Clip-Editor

texts:
I try to use blender for removing (e.g.) eyebrows from a face in a video clip.

I did some practice and came along with this procedure:

Add tracking-points to face
Mask the area that I want to remove, in this case one eyebrow for
test
Linking the mask to the tracking point
Start to play the video and adjust the mask to still cover the area, while face is moving. Red Button "Automatic keyframe insertion" is enabled for this process
Use the node editor to use "Distort => Translate" on the mask and create set Y-value to -2.XXX to fill the mask with the skin color above the eyebrow. Attaching a blur-filter and I'm finished.

Do you know some more efficient techniques ? Maybe one to cover the hole face at once with the skin color ?

At the moment I'm trying to add tracking points to the video clip, to use them in the 3D-View. In the final step I would try to add a mask that attaches itself to the 3D-View in face area.

It's all like searching for Gimp's clone-tool, just for a video.

Ty


texts: Why spot light coming through out the mesh

texts: I have render with Eevee 2.82. Why the spot light coming through out the mesh. Any suggestion whats going wrong. Thanks


texts:
Basically this my problem, i dont even know how i disable the "dots" in the faces, and yes, the model is set to "face select".

Is there any way to restore the configuration without delete my model?
or any solution to my problem?

Here is blender showing the dots in the model

And here is Blender not showing the dots in edit mode


texts: How to join my object with its mirror modifier?

texts:
I have an object that I would like to have it joined with its mirror modifier (I've already selected clipping inside the mirror modifier's settings). How do I do this?
Here's an image of the half-cube separated from its mirror modifier:


texts: Animation object position..origin point, proper pivot

texts: Can someone please tell me a better way to keep objects aligned when animating them. What i'm currently doing is moving the cursor and the origin point to a vertice at the corner of the object and pivoting from there  and every time i run the animation the lid is slightly off its axis and i have to realign it. How do i make sure it stays aligned after running the animation?.


texts:
I'm working on a model at the moment and I've spent hours texturing the torso of my character. The node setup is okay (I think), the paint worked perfectly, it was all fine and dandy until I stopped to texture a 2nd object. As soon as I had done this, the texture on the first object disappeared entirely, to be replaced with solid black. I suspect it might be something simple, but I honestly can't for the life of me figure it out & would really appreciate some help.

P.S I did UV unwrap, did create an image texture, and the image texture is still saved in the blend file. Did I need to save the UVs somehow perhaps?


texts:
Continuing my star flare question. I am now teaching myself Eevee and Blender 2.8. I'd like to add the star flare as seen in this screenshot to one of my sets. I want to set it to a stage light bulb. Anyone have any suggestions?

EDIT compositing seems to work but not quite as I expect. Index OB and Index MA are gone and I'm trying to assign the flare with streaks to one object or one material. Suggestions?

EDIT 2 I am so close with this! But it's hitting the neon lights, which I don't want it to do. Just the stage lights in the back. By the way, super thankful for your help! Any suggestions on separating? The neon is a different hue of blue, but it seems to hit all blues.


texts:
I have already done this before emitting a particle out of an object from another instance object, yet this time it doesn't show up in the render, no matter what I do.

If I have overlay on I can see the particle animation, but when I turn the overlay off, there is nothing. I cant for the life of me figure out whats happening, I even followed a tutorial - same result, nothing in render.


texts: Blender EEVEE pixelated render. No denoise options?

texts:
I'm a beginner in Blender and I'm trying to render a scene using Blender 2.8.

Unfortunately the result shows strong pixelation.  As far as I learned for version 2.7 (Cycles) you have to use a denoise function as described here.

But I don't find a function like this for EEVEE. I have tried to use a higher number of samples. this also improves the result. But these coarse light pixels remain. Does there exist a function or method I missed to reduce pixelation?

Main Object

4K resolution - 512 Samples

HD resolution - 32 Samples


texts: Strange render, though in object mode I can see the object just fine

texts:
I am having a strange issue where I could see well through camera in object mode, but when I am trying to render it, the result seems to be grainy color of the object but the actual object is not visible. The following is the view through camera:

after rendering the exact same frame.

Added the blender file. Yes, I have tried the camera settings and added additional lights into the scene, it is rendering on the final frames, but it is not rendering in the very first frame, the camera is set to follow a simple path.


texts: How to create a human walking nicely on slope or uneven ground? I used mocap and IK. I think I need to add physics in the animation. How to let the human know he is walking on a slope and change his feet....?


texts: How do I keep cloth attached to a rig while still falling with gravity?

texts: So I made this character yesterday, and today I added a scarf and a rig and such. I assumed the cloth would follow the mesh with the rig, which it kinda does, but now when it falls if I lean the character over it's not following gravity.... any thoughts? Thanks!!!


texts: Is there any support in Cycle or Eevee for volumetric data rendering on a non-uniform grid?

texts:
I have some volumetric data (on a non-uniform grid) in files and I would like to be able to use blender to make volume rendering of them.

The difficulty here is that the data is actually sampled on an octree with a fairly large depth, which prevents any reprojection on a uniform coarse grid.

Is there any support in Cycle or Eevee for volume on non-uniform grid?


texts: How can I setup blender for texture painting?

texts: I want to create hand painted textures for my game assets which I will then use in unity game engine. What render engine should I use and what setting do I need to turn on/off for the best result? I’m just worried about lighting mostly because i don’t want my textures to be influenced by extra lights in blender.


texts: How do I model across a mirror modifier?

texts:
I am modeling on a set of windows right now, and they are not symmetrical along the X axis, where I need the mirror modifier to mirror the other half of the superstructure. This is what it looks like. The problem basically arises when I need to make the windows non-symmetrical across the mirror.

One possible way would probably be to apply the mirror, make the adjustments, then separate the windows from the main superstructure and finally joining them with the superstructure afterwards?


texts: How can an equidistance, spherical panorama image be generated from Blender Cycles?

texts:
I'd like to use Blender cycles to generate an image which can be used as a world background image. An example is this kind of image is from hrdmaps.com

How can a blender scene be rendered like this?


texts: Set Blender's UI Guides to match 3D Printer

texts:
For some reason, this origin question
(here) was marked as a duplicate of a question about setting the grid floor size. Really strange, because this question isn't just about the floor, or about grids. Its about the full interior space of a 3D printer. As in a full, inverted, 3D cube, including left, right, front, back, and ceiling grids/walls. I've modified the question a little, but not in any way that would make it less of a "duplicate" to setting the floor grid. Perhaps the question was just difficult for some people to understand? Anyway, here we go again:
Is it possible to setup Blender guides (not just the floor grid) to match a 3D printer's printable area? I'm hoping its possible to setup Blender's built-in guide systems to represent the interior of a cube that matches the dimensions of a 3D printer, rather than having to create custom objects. The main reason being that custom objects would be saved, exported, and/or printed as scene geometry. I would rather have the guide data saved in user preferences only, so that adjusting the settings later will update all previously saved files automatically. And when loading the model-file onto another computer that has a different size 3D printer connected to it, the environment should instantly match that one, rather than whatever PC saved the file.
If something like this isn't possible, perhaps there is a plugin/add-on out there to accomplish the same objective?


texts: Objects transformations not present in appended file

texts:
noob here struggling too much with something I think it must have a simplier way!
I'm practicing modeling food, so I made a bunch of grapes in a plate so I can place them in a table.
They look nice and all, but to place them in the place I made them active rigid bodies, so they can fall over the plate without intersecting each other and the placement looks also nicer and chaotic.
Well, the thing is when it finally looked fine I saved the file and then tried to append it to the other file where I have the table, but most of the grapes' location where wrong! I supposed it was because I didn't apply location/rotation to each grape, which was hard too because I used alt+D to duplicate them so I had to pick one by one to apply the locations... and when I do it they move to other location and again it's like I need to manually put them back over the plate one per one so is like I never used the physic's modifications

Is there any way I can save the location of each object AS IT IS and export it to use somewhere else?
thanks in advance!


texts: Copy Pose and Copy Inverted Pose Buttons

texts:
I'm following a Blender book on character creation. It mentions about clicking on Copy Pose and Paste Inverted Pose buttons on the header. I'm guessing it's referring to on the Dope Sheet, which I have open in a separate partition. Either way, I'm not seeing those buttons anywhere and the buttons I thought were them don't do the job properly, but copy/paste the keyframes to the copy/paste buffer.

Do these buttons exist? If so, where are they?

Thanks.


texts: How do i change encoding settings with python

texts:
import bpy
for scene in bpy.data.scenes:
    scene.render.image_settings.file_format = 'H264'
    scene.format = 'QUICKTIME'
    scene.color_mode = 'RGB'
    scene.audio_codec = 'AAC'
    scene.audio_bitrate = 128
    scene.render.resolution_percentage = 100

I have no idea how to get this to work right


texts: Is it possible to do pic collage (compositing nodes)?

texts:
I would like to build a python script that takes in entry a list of pictures, set them into a layout like in the above pictures, animate the pictures (ken burns effect) and render.
I would like to know if it is possible to something similar in blender?
I would like to know if the layout could be animated too?
I guess it could be done with the compositor and creating and manipulating masks but i don't know how to do it, so some resources would be welcome.

Thanks.


texts: How are textures generated in 3D in compared to 2D

texts: I'm curious on how Blender generates textures in 3D space for Volumetrics compared to 2D textures for a surface.


texts:
I can't figure this out. My geometry is about as simple as it gets, a solidified cube with some extrusions to make a building. I have no doubles, my normals are all facing outward, I have no nonmanifold geometry. I placed the boolean modifier on a cube to have it cut through the building but it still isn't working, any help would be appreciated. Below is my file.
https://drive.google.com/file/d/1Ni3dds2R7q9e4eNVVJBpxgr0tjf7Rck8/view?usp=sharing


texts:
I have some hair being controlled by a bendy bone, set up following this tutorial (head bone > bendy bone > tail bone): https://www.youtube.com/watch?v=BsJ3Grq_3GM

This rigging method is convenient for hair as I can do all the manipulations by moving/rotating the tail bone, and it doesn't have issues with pole angles/bending angles like IK. But I want to get a bit more control. I would like to be able to grab individual segments and move them around, like adding more points on a curve, or do some other effect that is similar. Is there any way to do this, or a similar rigging setup that would allow for it?


texts: Generate multiple renders of same scene, each at a different resolution?

texts:
I would like to generate several renders of a static scene, each render being a different size (eg 1024x1024, 512x512 etc). Other than the size, each render will be identical.

Is there a way of doing this using, say, the command line, or a script? I am currently doing this by manually changing the dimensions within the render panel every time, but I was wondering if there's a quicker way.

I am using Blender Internal in this specific instance.

Many thanks


texts: How to select faces/edges/vertices on one side of an object?

texts:
I would like to select one side of an object, like shown in the image below (this is a very simple object that I created for the purpose of demonstration).

I did it in this image by going around the edges of that face with Alt+Right-click and then Ctrl+E and select Loop Inner Region. This works fine when the object in question can easily have the border regions selected.

My problem is the objects I will be looking to do this for are fairly complex.

In the end, I want to use Python to select these edges, and then create new edges based on the positions of these faces/edges/vertices. I just don't really know where to start. I am not the greatest with blender, which right now is my biggest downfall. I think the best method would be to have the complex mesh become a simple like binary mesh, with as little faces as possible. Or something along those lines. I would be interested to know what you guys have to say. Let me know if you need more information.

EDIT:

I am trying to place cylinders a certain distance behind a certain "side" of an object. I plan on doing this (using python) by getting a coordinate of a point on that "side" and then generating a circle, extruding the edges of that circle upward a certain distance, then checking that the new circle is still the same distance away from the "side" that was chosen. So even if the side chosen is very complex and bendy, the cylinder that I create will be a set distance away from and follow that side. In the simple example, it would be something like:
. Note here, I have just manually placed a cylinder behind the "side" I show in the first image.

The best way to think of it, is I want to create tubes that go through the object, but just at a set distance from a side. Example of an end result, but done manually (would be nice to automate with python).


texts: How to import ogre .mesh & .skeleton files in blender

texts:
Using blender I generated .mesh & .skeleton files for use in OGRE. In OGRE I used skeletal animation to modify the skeleton. Using the modified skeleton & the original mesh I want to get the new mesh.

MY question is how can import the .mesh & .skeleton(modified) into blender.
Also how do I get/save the modified mesh in blender?


texts: Camera direction and `view_frame()` - How to calculate the direction vectors that describe the corners of the camera frame

texts:
The camera origin is:

scene = bpy.data.scenes["Scene"]
camera_origin = scene.camera.location

The camera direction is calculated with

camera_direction = scene.camera.matrix_world.to_quaternion() @ Vector((0.0,0.0,-1.0))

The view_frame i.e. camera_corners are:

camera_corners = scene.camera.data.view_frame(scene=scene)  # camera corners

At this point camera_corners contains 4 vectors.

Question:
From the camera_origin, how do I calculate the direction of the view_frame/camera_corners similar to the camera_direction?


texts: How to add a range of separate images to VSE without merging them in one video strip?

texts: I press Shift+A, choose image, then I see the menu for browsing images. So if I select several pictures and add them, Blender will join them in one video-stripe, but I want to avoid that. I want to add a range of separate images at a time to work with them in the VSE.


texts: How to get rid of unnatural green glare from grass?

texts:
In a blender cycles project I am working on, I made a scene that includes grass, and it all renders fine, but there is a rather serious green tint in the shadows under the deck. The lighting is a flattened sphere with the normals turned inward and a sky texture node applied to it. The grass has a simple dark-green hair texture node. Farther out, I have a flat plane that is also green, with a noise texture and color ramp to generate a sort of clumpy grass look.

I definitely don't think I would see a green tint in real life, but I don't think a camera would have it either. I thought it was kind of interesting that it had such a sunrise/early morning feel to it when the sky texture has the sun straight overhead.

Light Sphere nodes:

Sky Texture - Preetham, Turbidity 2.2, Vector from Texture Coordinate: Object Vector
Emission texture - Strength: 1, Color from Sky texture

Grass nodes:

Hair BSDF - Color: Dark green, both roughness set to 1.0.

Grass plane nodes:

Diffuse BSDF - Color: varied dark green, roughness: .358


texts:
So i imported a model from mmd, and i need to materials tab to add textures to it.
but the materials tab is nowhere to be found.
I tried selecting the model( Also tested it on a basic cube mesh, and the tab suddenly appeared )
And also tried to change the blender render.


texts: Material applied to vertecies not changing color

texts:
As shown in the pictures below the green material I changed to this blueish color, doesn't change in solid mode but it does in material preview and render preview mode. Did some reading regarding the issue but couldn't find anything I could fix it with.
Still bit of a newb in Blender and 3D, I do not understand many concepts but I hope someone can give me some pointers. Any tips and help is greatly appreciated, thanks in advance guys!


texts: Which is faster, KDTree, BVHTree, or closest_point _on_mesh()?

texts:
I have to sample milions of nearest points on the surface of a mesh, all speed is welcome.

I need to know if there is a acceleration structure that can deal with it as fast as possible.


texts: I have blender 2.91.2 portable but i do not have boxcutter in preferences . What should I do?

texts: I have blender 2.91.2 portable in my computer but I do not have boxcutter in preferences . What should I do?


texts: How to change vertex color using a key in blender game engine?

texts: I have a cube having vertex colors enabled, i want to increase and decrease the alpha color component of its vertices when i press up and down arrow keys respectively. How can i do this without writing a fragment shader, just by using Blender's Logic Editor?


texts: How to get hidden selected objects using Python?

texts: Can I get a list of the selected objects from Outliner, not from the scene? I want to create a script that unhides the objects selected in the Outliner: the problem is that if I try to grab the objects using bpy.context.selected_objects the hidden objects aren't included.


texts:
Hello i have made a looped wave animation with a size of 16 following various tutorials.
the modifier creates an array which is tilebale, so i can put many grids side by side and have a continous mesh. Now i want the grid to be created at a lower resolution , but changing the size, changes also the animation timing and i cannot find the way to realign so to speak
how can i solve the problem ? thanks for your time


texts: how to control the same value on multiple different materials with an object's z location?

texts:
You can do this with drivers, and I've seen multiple blender channels that use an empty to control the value of multiple lights.
i was wondering how i would use drivers to control the value of multiple math nodes within the margin of -1 to 2 with an empty's z location. the reason i want to do this is because i need to control the transparency factor of multiple objects but only in the viewport so that means not an animation.
also, what i mean by "within the margin of -1 to 2" is that if i move the empty up then the value will only increase up to the value of 2 then after that point, no matter how much i move the empty up, the value wont go past 2.. and same with the -1 value.
there is an equation out there that lets us do this but i have yet to find it. :(
you don't have to tell me the whole equation i just need some better insight on how i would achieve this or maybe someone's experience using a similar driver setup in there own projects. thanks.


texts: I have had this problem since I fixed my previous problem of have my model disappearing when I closed in on it. I have tried the "Limit selection to visible" at the bottom of the screen and some other method but end up nowhere. If you can help please do so If you need the .blend file I can provide


texts: How to create a pole to follow and empty with arbitrary origin

texts:
I want my "pole" follow point B from point A with no stretching, this way

Intead of this I get this:

How can I follow the point B using the pole, keeping the point A as origin, and keeping the movement as you can see in the empty C


texts: Facial / body topology of this hunchbacked cartoon model?

texts:
I have tried multiple times to do this but I am having a hard time getting it right.  I have a cartoon mummy that I want to model for use in a game using this as a reference:

As you can see the model itself is fairly simple.  However, I am having trouble figuring out how I would go about modeling the thing without the topology getting out of control.

There are a couple of things about this model that make it difficult to make:

It has a hunchback.  This means that the traditional "start with the face, then work your way back to the neck" style of facial modelling doesn't work effectively.
It has minimal facial features, and only one eye.  This means that the topology is often "irregular" in that half of the face is topologically different than the other half.
The clothes - how the heck do I add these in?  One method is to use the knife tool to "cut" the mummy robes out and extrude them on normals, but this would lead to terrible topology.

Can anyone give me any pointers?


texts: Blender crashes on start- "failed to set 44100 hrz"

texts:
My friend was having trouble with Blender launching. He has tried reinstalling, updating windows, and updating drivers, but always gets the same message in the console before the program closes-

UpdateDeviceParams: failed to set 44100 hrz, got 480000 hrz instead
found bundled python: C:\blender-2.78c-windows64\2.78\python

He also tried installing through Steam and got the same problem. Anybody know how to fix this?


texts: Can I use blender VSE as if it's power point?

texts: I'd like to write some text and animate it. I also would like to put some shapes like arrows, circles, rectangles, and lines. I might need to animate the shapes too. I know that the best software to do it is powerpoint but I'd like to use open source software so does blender VSE has the same efficiency as powerpoint?


texts: How would I go about making this fuselage?

texts:
this is my first post on here.
I am working on making a 3D model of the Hawker Siddeley Nimrod.
I have used some de Havilland Comet blueprints for the main part (because the Nimrod is a modified version of the comet) but the problem is, the Nimrod fuselage is made up of two cylinders and I am having trouble making it look good.
Here is what I currently have:

And here is what I am trying to do:

As you can see, the parts appear to be jagged where they intersect.
I am also having difficulty with making the two parts appear to be smoother and connecting at the front.
My priority, however, is removing all of the parts of the bottom object that intersect with the top one, without any shading issues.
I have tried using the Boolean Modifier to subtract the bottom half from the top, however this caused shading problems.
Sorry if I was not clear enough.
Also, I need to be able to solidify the top half (I am making this for Roblox)


texts:
i have created a 2d animation but it needs text as narration that will change with frames. I am able to add text as object but it stays with all the frames a static object.

Can anyone tell me how to add text as strokes that can change with frame or how to convert object text so that it changes with frame?

thanks in advance.


texts:
I have this character with a helmet.

I want to see his face clearly through the glass and see clear reflections from the environment

I also want it to have an orange tint.

something like this:

Clear see through glass, clear reflections

And tinted color

This is how far I came:

I tried shader with glass and shader with transparant and glossy combined with a diffuse shader.

With a HDR and a sun lamp.

Not really reflective maybe?

Kinda better I guess but a little dark and now has double reflections?

With this shader:
How to illuminate the darkness inside glass objects in Cycles?

And volume aborbtion but still double reflection?

I appreciate any help


texts:
I would like to know how to create an iris with animation nodes.
Specifically to be able to create one leaf so that it can be duplicated placed around a circle and aligned to the edge of circle and then be able to rotate inward, as an iris would do as in this example, https://www.youtube.com/watch?v=QINfesdpxVs.
I would like to be able to do this with animation nodes so that I could can just make and modify one leaf and also control the amount of leafs as needed without having to create and move things as I'm doing now outside of AN in Blender.


texts: Can I add a Decimate modifier on all of the objects at once?

texts:
My project has over 7 million vertices, 6 million faces and 12 million tris's.

I'm also new to rendering but it's slowing down my project A LOT.

My scene has a lot of leaves and grass and I bet they are the ones that have a lot of the polygons and are the ones who causes the slowness.

My animation is 800 frames long, and each frame takes ~2-3 minutes to render...

I looked for solutions in the internet, there were some options like: Decimate Geometry; select all vertices and give them a Limited Dissolve option; and for triangle reduction I should do Ctrl+T.

Problem is, there are way too many objects to click and apply these settings manually, is there any way around this? Or maybe there is an add-on that does it all even better?


texts: how to keep Smooth mode from making ripples?

texts:
The smooth shading mode is nice, but often times it seems to leave ugly marks where edges are. it doesn't do that between every face, but it does for some faces.
I tried flipping normals but all that does is make it lighter or darker, but doesn't actually smooth it out. I tried making all the faces merged, but that didn't help.


texts: 3ds importer porting for Blender 2.80 is done?

texts:
I've been spying hard on when 3ds import/ export functionality will be ported to Blender 2.8/ 2.9.
Looks like it's done or at least in advanced development stage and it's already usable.
Please see there:
https://developer.blender.org/T66329
There is a DIFF file shared and I don't know how to use it. It's not a fully usable add-on itself, right? How can it be turned into a usable script that I can install in Blender 2.8?
I completely don't understand devs' discussions. I'm just a beginner user, so I don't even dare to post anything on DEV forum. Just want to know if the data they shared on the linked page can already be used as a functional importing add-on.


texts: Messed up intestine animation with lattice modifier

texts: I have modelled a digestive system. I have to animate the food movement inside the gastrointestinal tract. I have learned to do it with lattice modifier from another post. I have done it for the food pipe. When I tried to apply same for the intestines the animation is somewhat messed. I created intestine, made a bezier curve in the shape of intestine and created lattice to deform the intestine. When I made the lattice to follow the path of the curve the deformation occurs but the other parts of the intestine are also affected by the lattice which makes the animation so messed up. Please help me get a clear animation of material through the intestine...I have attached a gif of the animation which I got...


texts: Maintain equal rotation on multiple objects

texts:
I am making a model with gears. I want to be able to turn any gear and have the others follow. Using constraints or drives only one gear will rotate (and the other will follow). Is there anything I can do?

edit: To clarify what I mean: I don't want to use physics, I want to be able to select any one of multiple gears, rotate it and have the rest rotate too. Using constraints or drivers I am restricted to only being able to turn the one gear that all the rest are constrained to.


texts:
So, i rigged my mesh, and started making some animations, just to check if everything i did was working OK and porting to unity in the right format, so i can keep doing more stuff. (No point in working in clothing if the base body wasnt working, etc)
Problem is, i made some animations during the week, and today i started adding bones for facial expression, and even tho they are child bones from the head bone, they are at the original position and not traslated in the animations with the head.

So my question is, is there any way to make all the bones in the face, keep kinda locked into the base-face position? so when i move the head they move together?
Just for the lols, this is how it looks with the bones in the wrong positions

truly a hideous view.

Or, if i can't set the face-bones to move together and keep position with the head one, is there any other/better way to make facial expressions?


texts: How to delete an image that was drag and dropped instead of added with Images as planes?

texts: i accidentally added an Image by drag and drop into 3d viewport instead of adding it with    add images as planes .It shows up only in orthographic view and in camera view but i can not select it and i don t see it in the Outliner.How can i delete it?


texts:
I tried folowing this tutorial (https://www.youtube.com/watch?v=YCdQgREfVq8&t=362s) Im at 6:15 And my smoke ball looks nothing like his. Mine looks like this
Ive seet my baking resolution to 150


texts: How to combine Meshes created with python

texts:
I have a "good practice" question. I am importing multiple meshes as Mesh objects with python. Before assigning them to an object and linking them to a scene, I would like to join certain meshes.

The only way I find to do this is to create objects, select them and then join them.

Is there a way to join the meshes without making them into objects?

Thanks a lot.

(Edit: Sadly I can't use bmesh for this operation, because i'm using custom split normals)


texts:
The question itself is really simple: How can I make the sphere draw a line?

The only idea I had was to use a particle system to create a trail of particles behind the sphere. This didn't work since I wasn't able to make the particles stay in place. I didn't find anything by using google so I hope someone can help me here.


texts:
I added textures to a minecraft character, but I realized I forgot the holes for the eyes. So I used a boolean modifier to make the holes, but it was unsuccessful. The holes appear except the texture wrap becomes messy and doesn't go around my character properly.

Without Boolean modifier

With Boolean modifier


texts:
I have a floor tile which is basically a square, but isn't quite.  I want to add a small strip around the side to be able to paint/texture this strip separately from the floor.

I've used some maths and the location of the other vertices to calculate the width of the strip.  I've then manually added extra vertices to the edge of the square floor, and manually connected them to "next edge" and run them straight along the x/y axis until the intersect with the opposite edge, to form a straight line.

Problem: doesn't create a face; without a face, can't select in Texture Painting.

So I took the 4 vertices I'd created and hit F to form a new Face.

Problem: have new face (one edge of the outer strip of my square) directly overlapping the square that was there before.

I'm guessing they haven't auto merged some how?

How do I tidy this up while ensuring I maintain my outer strip?

I have checked for doubles etc.

Thanks,
A


texts: Apply "backface culling" if the surface is not visible from the given point

texts:
Given the point (x,y,z) and meshes scattered around this point in the space, where each triangle on the mesh has its normal known, I want to be able to detect which triangles are not visible to the camera (from all possible angles of view from this point). What would be the best way to implement that in Blender - is there maybe already a possibility to achieve this using some higher level API functions or shoud I implement it from scratch?

What I did so far was reading about backculling, but all the algorithms I found so far are related to a specific camera view, not in all possible directions from the point (I guess logic should be similar?).

Thank you for the provided ideas and answers!


texts: I have weight paint and made the vertex. I have made 3 tress group. In the particles tab with the tree group selected. The problem is the weight paint i have made i dont need the trees in the way. I have click the side arrow negative the effect. Yet the result as u seen below the trees are in the way. My weight paint vertex is straight like a road but the trees coming the way. Why the trees not arrange in a row so that i can see a straight road.


texts: Why my Eevee material with Alpha won’t show correctly

texts:
I have 2 objects:
1. An imported Image as Plane (2D).
2. And a simple 3d object.
I was following the advice in this video.

The Alpha is working fine for #1, but not for #2. They are using the exact same nodes though. Both have their Blend Mode as Alpha Blend.

The Alpha may be working for #2, but its texture got all screwed up. I thought it was just a mater of fiddling with the Normals, but that didn't help :frowning:

What could be the solution then?

Feel free to play with the .blend file attached herein.
https://blenderartists.org/uploads/default/original/4X/2/1/0/210127fbbbc80c006ad8bd33fe25be210d0d6490.blend

Thanks guys!


texts: How To Get 360 Panorama Equirectangular In Blender Internal Render?

texts:
I wanted to know, how to render 360 panorama equirectangular like in cycles render... to post it on Facebook and get 360 image feature, but I want to render it on internal render this time

360 Panorama Equirectangular:


texts: Some shadows are too sharp in the render

texts: do you know what is causing this type of shadows? Does it have something to do with the way the mesh is?


texts:
i am trying some simple animations on blender and keep getting this problem.
between the keyframes that i have set there is suddenly some distortion.
the time before that i got that iwas able to get rid of it by cleaning the keyframes, but not this time.
apologies if that was asked before. i couldnt find an answer so far and i dont know what it is that i am doing wrong.
here is a gif to see my problem.

i am thankful fur every kind of help.


texts:
How can I make a working wrist? Not just having the hand rotating because that will always break the mesh.

Actually having the Hand and the Forarm rotate(just like in real life).

Could anyone share on how they do it, please?


texts:
I have a bit of a problem, at the moment I'm creating a few rocks for game purposes. Im starting of sculpting them and then baking them from multires, and applying that to the lowest "subdivision", just plain hi-res to low-res.
Now the problem I have ran into is that when i use the lowest subdivision all my quads are "broken" and when rendered it looks all weird(I'm attaching a picture of it). And this is not a one time thing, this happens on every rock i create!

Now my question is, how do I solve this? without having to manually change every vert, which i tried but it took like 1 hour, and when i was done i noticed that changing them made a bunch of other quads get broken instead.

And is there a way to get around this completely?
And i have also noticed that this only happens with Cycles and not with blenders internal render!


texts: Selection of 'Backface Culling' in Edit mode

texts:
I have imported a Shapefile through the BlenderGIS Add-On into Blender (v 2.79). It consists of a lot of Multipolygons with x, y and z-values as a subsurface layer.

The problem is, that a big amount of Polygons seem to be displayed the wrong way round. If i switch on "Display face normals as lines" I can see that these lines go into both directions, up and down. The lines of the polygons that are wrong way round show downwards.

In the "Shading" settings, there is an option called "Backface Culling" and all the polygons wrong way round are selected (in "Object Mode"). As soon as i switch into "Edit Mode" the selection is gone, all polygons are selected. A "Flip Direction" of Normals is not possible, because the polygons just toggle. Ctrl + N shows no effect and the Strg+G selection of similiar normals is not the best, as you need a threshold to adjust the tool. I have so many small polygons in there,  that the option "Backface Culling" can be used in "Edit mode" will be the best and safed option to select the wrong oriented polygons.

Is this possible or is there another way to turn my flip polygons that are the wrong way round?


texts: Support is planned OpenCL 1.0 in Cycles?

texts:
I have an AMD graphics card (HD 5830), but the rendering runs on the CPU, because Blender not see my graphics card. I think that it will render faster on the GPU than the CPU.

UPD:

I waited the final release version of Blender 2.75 and is now sees at once my GPU, but Cycles Render will not start. The message "Loading render kernels (may take a few minutes the first time)" and then appears "OpenCL build failed: errors in console", in a console Error E013: Insufficient Private Resources OpenCl

On my computer, little RAM, 3GB. Device Manager shows that at the time compilation uses all available memory. Maybe 3GB not enough to successfully compile?

Someone you know, there are cases of successful run in cycles of rendering graphics that do not support AMD GCN?

P.S. Maybe in my case worth trying to start already compiled kernel OpenCL?


texts: High to Low poly normal map appears to have seams all over and looks warped

texts:
So I'm at a loss. After baking a normal map to the low poly retopology, the end results are as seen in the posted images. The polygons are visible, and there are a large number of visual oddities. There appear to be seam-like lines all across the mesh, which I think are the polygons of the low-poly. In addition, there appears to be warping of the map around the top of the head of the mesh as seen in the first image under the horns. I don't think it's supposed to look like this is it? I appreciate any help on this problem. Thank you.

The images are as follows:

Mesh with applied/baked normal map
Close up of mesh with applied/baked normal map to emphasize the odd seam-like lines mentioned
High Poly Mesh
Low Poly Mesh Retopology

Update (1): Okay, so I've messed around and clicked "smooth" for Faces, Edges, and Vertices under the Shading/UVs tab. I then checked Auto Smoothing, making the angle maxed with 180 degrees. This actually wonderfully solved the seam-like edges. But a strange effect remains across most of the mesh, it appears like a wet stain, and the .PNG of the low poly's head (with normal map baked) below elaborates the issue. It resembles ink blots.

Update (2): Baking process, ultimately results in weird, warped, stain-like normal map.

[

Update (3):Picture of "blotty-ink" artifacting of normal map bake. This is for clarity's sake.

Update (Final): I've finally come to a close on this horrible problem. I don't know the full details of the solution, and it's still wishy-washy at best. I'm assuming that ray distance projects face normals outward. I've noticed the issues much closer to faces that are close to each other, and this is likely because the ray distance projects the normals so much that it hits the mesh itself. So, I lowered the value from 1.0 to .050. I treated the ray distance value very arbitrarily, just playing around until the UV mapping issues were at its smallest. I eventually got a cleaner uv map than before but it was still messy. But since there were only a handful of artifacts, I decided that fixing that in photoshop would be more efficient.

If anyone had a better solution that's less time-consuming/efficient, go ahead and iterate below but I have a solution that works for me for now.


texts: Blender 2.83.1 Can't find render bake option in cycles

texts:
I am making a floor texture and want to create a normal map. I looked up some video's and they refer to the Render -> Bake option in cycles. I can't seem to find it. Here is a screenshot:

Am I doing something wrong or is the option elsewhere?


texts: When I open a specific animation the character shrinks and turns sideways

texts:
Whenever I reopen the .blend file sometimes some of the animations will break and when I load them in the dope sheet or action editor, the skeleton rotates 90 degrees on all axes and shrinks down too.
Animations play just fine while its like that but when I try to rest the rotation and scaling Alt R and Alt S doesn't fix anything. But apparently When it is exported as an fbx then sent over to unity there aren't any problems.
Is there a way to fix this or just keep it from happening in the future?

Error:

How is should look:


texts: How can I make these drivers "Blend" these shapekeys properly and with acuracy?

texts:
Is there a way to blend several shape keys with only drivers properly? This seems very possible but complicated to understand, like for example in how to use the equation, and understand it and how to setup the other values and properties...

The first two (1 and 2) shape keys seem to blend perfectly but the 3 and 4 doesn't do it well, the variable equation I used is from this answer: How do I get a driver variable to taper down to 0 once the variable is doubled?
This seems to work for what I need, which is for triggering a value a from 0.000 to 1.000 of the shape key slider (but being triggered from a different smaller/bigger value for the bone/object controller location, rotation or scale), and then from 1.000 goes back to 0.000 (also I need to know how I make that transition slower or faster, whether the speed of the activation and deactivation) but still I don't get to make the settings to blend all shapes keys when I move the empty...
I want the shape keys to blend at a specific value like for example if you notice in the cube, when it moves 1 key to 1.000, then when it decreases down to 0.500, and the 2 key increases perfectly hitting the same value at the same time, and then the 2 key goes to 1.000 and then 1 key goes to 0.000, and so on with the other ones....but I want to understand how i properly match up the values in every setting (from the equation and the generator modifier) to vary the speed of this, and without messing up the sums of values...

Also please can someone please explain very well about how to use properly the drivers f-curve editor? i have been struggling on how to use it to create this type of complex shape keys, and as well still no success looking for a really good tutorial for explaining all the possible equations to use, hacks,tricks, and the uses given for every type of tasks...
I need to implement this in a facial rig, so the cube is just a demonstration for what I am trying to do so I hope you understand the setup, (seems pretty easy setup but its actually not) for later use this in a facial rig (like when opening the mouth to smile but with different scale in each shape key, from closed smile to open smile)


texts:
So lets say I have a cube with length of 6 and I would like to slice it in 4 pieces, leaving me with 4 cubes with length of 1.5 each. I am aware that I can do that with knife tool, but how to slice cube in exact 4 pieces?

Is that possible with Blender?

UPDATE:

Slicing with Loop Cut and Slide as will work on normal cube, but in case geometry is a bit complex, it will not work.


texts: Trying to add image to my model. I added in UV editor but it is not showing in render

texts:
I'm new to blender and am having a difficult time trying to understand textures.  I don't want to add a repeating texture but just an image.

I have added in UV editor as such...

It reflects temporarily in my 3DView window as such...

But it doesn't appear when I render..

What steps am I missing that makes my UV map editor changes permanent?  How can I make it render correctly?


texts: "Spikes" are created when I add a sub surface modifier to my model, even though everything in edit mode seems to be alright

texts:
Just like my title says, I add a sub surf modified to my model and I get these weird spikes. Its like an intersection gone wrong but I am not sure what is going wrong and what I should even be looking for... Lots of 3D experience, but very little Blender experience.

I was having trouble with duplicate edges just before this started happening, so I deleted all of the bottom edges and started over. Its built pretty simply so I am not sure where its going wrong... Quite simply I just want the bottom edge to be smooth, so that is my ultimate goal.

Also, on a side note, not sure what the red lines are around the other bottom edge. I believe it is a bevel or fillet of some sort but I don't remember what I did to get it on there...

Thanks in advance]1
[]2
[]3


texts: How to force self.report({'INFO'}, "message") to appear immediately?

texts:
The result of a print("message") command called inside an operator appears immediately in the System Console.

However the result of self.report({'INFO'}, "message") called inside an operator's method, appears in the INFO window only after the operator finished its job. The same applies to bpy.ops.console.scrollback_append(text="message") used to print something in the Python Console

Is there a trick to force messages produced by self.report({'INFO'}, "message") and/or bpy.ops.console.scrollback_append(text="message") also to appear immediately?


texts: Rendering objects in the same scene with different sampling?

texts: I'm rendering a crystal like object and another with a single planar texture, the first one needs to be rendered at high sampling and the second one doesnt, yet i need to render them both together, is it possible to give an object a number/quantity for sampling while for the others another number/quantity?


texts:
I am trying to make animation node run on a specific frame. I compare the time info with the frame i want the node to execute on, and if they are equal, they return true. But I do not understand how do I execute an action if it returns true.

edit: Okay, so I used expression node to return a value if time info is equal to a specific frame. But is there another way?


texts: How to decrease the size of particle for fluid simulation(2.9)?

texts:
I'm following this YouTube tutorials and making fluid go through the pipe.
https://www.youtube.com/watch?v=3ChtnI8GNtM
When I make pipe very thin (e,g, 0.03m in diameter), then particle size of fluid exceeds the thickness of pipe, and the particle will not go through the pipe.
Is there a way to control the size of particle itself so I can make the  particle go through the pipe?


texts: Techniques for modeling a network of blood vessels

texts:
If you've ever seen anything like Body Worlds or the Bodies: The Exhibition you'll know how they dissect individual organ systems and put them on display with a technique known as plastination. For instance, plastic can be pumped through the circulatory system such that when it hardens, acid can be used to dissolve the rest leaving the underlying network of blood vessels underneath.

I'm looking forward to modeling something as intricate as this, but my first attempts have failed. The initial idea was to generate a tree structure with the Sapling Tree add-on. Then I could do a Boolean modifier with my model, and touch up the end points individually by extruding to follow the contours of the model's surface. However, the Boolean modifier fails in this example.

Do I have to code this procedurally with a Python script or is there some other method I should try first?


texts: I used cylinder projection on this cylinder, but now there is a noticeable seam when i apply any texture, How can I make it seamless?

texts: -Cylinder Projection used for Unwrapping-


texts: offsetting textures of cycles materials to simulate movement

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I have a tank and some treads with a texture that can be translated along the x axis to simulate tread movement.
This is easily done in the blender internal render by going to the texture tab, under mapping there is a section called offset, and I can easily keyframe it to change the treads "movement".
However, considering how you apply a texture in cycles, you can not do this, it seems unless you are able to use textures created in the texture tab rather than in the nodes or material tab.

Thanks for reading and any response is appreciated


texts: yellow dotted wireframe appears when I mistakenly press Shift-t instead of Ctrl-t

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When I attempt to triangulate a mesh I end up with that dotted yellow bounding box when I mistakenly press Shift+t instead of Ctrl+t.  I cannot get rid of it by using Undo.

From what I can tell, it has something to do with Texture Space but I cannot find anything in the Object Data panel that will remove it once it's there.

So does anyone know how to get rid of this and set things back to how they were before I hit that wrong shortcut?


texts: Why/how does tile size effect performance?

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The general wisdom is "for CPU use 32x32 tiles, for GPU use 128x128 or bigger, depending on your card".  But why?

Why should a CPU need much smaller sizes than a GPU?  I know this has something to do with CPUs doing multiple tiles at a time, but I still don't see how this effects tile size choice.

Why does tile size even effect render times at all?  Isn't cycles tracing the same number of samples no matter what?

So how should I determine what tile size I should use?

I am looking for a technical answer as to how tile size effects performance and why different hardware should have radically different tile sizes.


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I have mirror model, that I made to save the size of textures. But in testing I see, that part of model, that must be flat, has a visible seams:

Normal map is configured to non-color, so it isn't a problem.

The problem, as I see, that there is no color in RGB that corresponds to 0.5, 0.5, 1. #8080ff is bigger than this value, about 0.503, 0.503, 1 and #7f7fff is less (about 0.498, 0.498, 1)

So now I found only one method to solve this problem - create a mask and mix them this way:

Less then value is 0.00001

So is there a suitable  method for using normal map on a mirror model?