texts: Blender script keyframe in loop doesn't affect first element

texts:
Here is mine area with objects (frame 0):

I'm trying to make objects move with python script. Every object on list should move into center of my area. I'm using for loop. Unfortunately first element doesn't want to keep it's initial position on 0 frame. It looks like it is replacing 0 frame position with 20 frame position and then it works properly but it makes every move 20 frames before rest of them. I don't have idea why it is not working properly. Can you see my code and try to find out what is wrong with it?

Code below:

new_loc = [0,0,0]

frame_num = 0

for obj in creatures_names:

    ob = bpy.data.objects[obj.name]
    scene.frame_set(frame_num)
    ob.keyframe_insert(data_path='location', index = -1)

new_radius = radius - 4

while frame_num < settings['frames']:
    frame_num += 20
    for obj in creatures_names:

        ob = bpy.data.objects[obj.name]

        loc = obj.location
        x = float(loc[0])
        y = float(loc[1])
        z = float(loc[2])
        creature_angle = math.atan(y/x)
        print(creature_angle)
        new_x = new_radius * math.cos(creature_angle)
        new_y = new_radius * math.sin(creature_angle)
        new_loc[2] = z
        new_loc[0] = new_x
        new_loc[1] = new_y

        ob.location = new_loc
        ob.keyframe_insert(data_path='location', index = -1)
        frame_num = 20
        scene.frame_set(frame_num)

    new_radius -= 4

Here is frame 20:

And frame 40:


texts: How can I use the curve modifier with curves that have sharp corners?

texts: is there any way that I can get a mesh to follow sharp corner better. I'm using the array modifier and the curve modifier. As you can see from the image, the corner is very messy, so any suggestions would be appreciated, thanks.


texts:
I wanted to make a ribbed edge to a container lid. I started with a plane and subdivided a couple of times and extruded the a couple of sections. I then added the array modifier to give me the desired circumference and then used simple deform to wrap it in a circle. This is what I get.

I was expecting to have the ribbed edge outward, sort of like a cylinder. What I got was flat. I can't seem to find a combination of settings in array modifier or simple deform to make this work out how I want.
How can I change the orientation of the Simple Deform to make this like a cylinder?


texts: Texture Painting not working on some parts

texts:
Sup. I made a Knife Model recently, and tried to texture paint on it. The Problem is, that there are Parts where it works and parts where it doesnt, and only changes the solid color if I paint somewhere. If I open it as OBJ there is a different part which is just black and cant change the color. Is there a way to "rasterize" the object as in Photoshop, so i can paint all over it? And yes, its a single mesh i guess...

Try Texturing all over it please: https://drive.google.com/file/d/1AOTmQfrKYmQ0X-Pz1rQ9HU_E_SLflNA1/view?usp=sharing


texts: Is there a way to make an operator know if the context viewport is in ortho or perspective mode?

texts:
I would like my custom operator to have 2 behaviours :

Case 1: Viewport is in perspective mode, do function 1.
Case 2: Viewport is in orthogonal mode, do function 2.

How can I get that information with the Python API?


texts: How can I delete an Empty with it's dependent objects?

texts:
Hi I'm hoping someone can help me.

I'm running Blender 2.82 on Windows 10 with a 3.10 GHz 4 core processor and 16 gig of RAM.

When I delete an Empty (with multiple objects within it) the dependent objects (I think children is the proper term?) remain in the scene, but are transformed to astronomical sizes - 1000's of meters instead of mm.

I seem to have to delete each object individually, which takes forever.
Is there a way of deleting the empty along with it's dependent objects at the same time?

Having read the posts on this site, I've made sure that I'm in Object Mode before I try deleting anything.


texts: "I" hotkey for key frame in pose mode not working

texts:
Blender 2.8

I am not sure if I mishit a command or something.  But, the option menu for inserting keyframes such as location, rotation, etc do not appear when I hit "I" in pose mode.  However, hitting "I" in object mode works.

I have tried different blender files, and the same thing happen.

What gives?  How can I fix it?

thx

update May 29, 2020

Since nobody seems to know how to proceed.  I would like to share a blender file.  In this file, I try to hit "I" to insert keyframes in pose mode.  but the keyframes menu will not pop up.  How can I fix this?

PS. I reinstall the blender already.

(dont know if I m following the proper procedure on updating question here or not.  If not, let me know.  So I can rectify.  Thank you.)


texts: I'm trying to shade objects in a very specific way.  What I'd like to do is make my shading only 3 distinct shades.  Similar to a comic book.  Rather than a gradient, there exists only a darkest, medium, and light.  Is there a capability to shade a spherical object in such a way that it only uses 3 or 4 distinct tones rather than a continuous gradient?


texts:
i was just wondering if someone could tell me how to rotate everything at the same time on the Z Axis.
https://i.ibb.co/YRfMGGm/adsasd.jpg


texts: Any Idea how to get rid of those shading issues?

texts:
I am currently working on a knife but get some weird shading on the Blade.

I am using a edgesplit modifier with sharp edges on the model.

I think the cause of the problem is that on the one side the vertices are all aligned to the same x coordinates and on the other side every vertex has a different x coordinate (see last picture).

If anyone has an idea how to fix the shading/make it less obvious please let me know.


texts: Edit multiple parts of tower mesh simultaneously

texts:
I am trying to edit the following mesh from a game:

I would like to know if it is possible to link the 30 buttresses and walls together so that if I edit one of them, I will edit the other 29 as well? I am aware of X mirroring but from what I have read, this only appears to allow editing of two parts of a mesh at once.

Alternatively, is it possible for me to delete all except one of the walls and buttresses then, once I've finished my editing to the two, copy-paste those vertices in a circle around the centre?

I am still learning Blender so if anyone who answers can give step-by-step instructions, I would greatly appreciate it. Thanks!


texts: EEVEE scene illuminated but no lights present in Render view

texts:
I found a Tutorial by Blender Guru on Youtube, on doing architectural renders in EEVEE, so thought I'd give it a go.

For some reason, when I switch to render view, everything is illuminated, so adding lamps as he does in the tutorial doesn't have any effect.

Am I missing something simple? Even if I add a light it has no effect on the objects in the scene. (this is illustrated in the attached images.

The room is a cube with a solidify modifier added and a boolean modifier to create the window. The boolean object is set to bounds (all as in the tutorial.) Any Ideas what i'm doing wrong?

Simon

Here's the second one showing the lights not affecting objects

Also makes no difference if materials are added or not


texts:
I'm new to Blender and I'm trying to create a 3d scene starting from a csv file. I explain my problem: I have some 3d objects that I append in the scene with this function:

import bpy

bpy.ops.wm.append(
directory= "C:/Users/Valentina/Desktop/ku/stadium.blend\\Object\\" ,
filepath= "stadium.blend" ,
filename= "stadium")

stadium is the 3d element that I have to put in the virtual scene.
If I create a csv file like this:

name; path
stadium; directory= "C:/Users/Valentina/Desktop/ku/stadium.blend\\Object\\" , filepath= "stadium.blend" , filename= "stadium"

cinema; directory= "C:/Users/Valentina/Desktop/ku/cinema.blend\\Object\\" , filepath= "cinema.blend" , filename= "cinema"

...
...

Will I be able to import the 3d object in the scene by reading the csv file? For example:

import csv
with open ('my_file.csv', 'r') as f:
   r= csv reader(f, delimiter =';')
   for row in r:
       bpy.ops.wm.append(row[1])

Am I totally wrong?


texts:
I want to demolish the planks building applied with physics, use with particles system like bullet physics.
I spend more than one weak with particles system.
and I can't find anything useful.
please help me.


texts:
If I set the rotation X of a bone lets say

bone.rotation_euler = [rotX, 0, 0]

and then I want to set the Z rotation, how can I get it so I don't overwrite it?

Something like:

rotX = bone.getRotationX()
bone.rotation_euler = [rotX, 0, rotZ]

PS: I must do it separately


texts: Render a surface transparent only if directly visible

texts: I want to render some glass, in order to actually see something it requires a background. However I want the glass object to have a transparent surrounding. How do I make a background which is considered by the refraction of the glass but is transparent when it is seen directly by the camera?


texts: Does Blender support a uneven texture Sizes?

texts:
Hi is there a way to disable the auto-correcting it does.

For example a 1k-2k trim texture will always get unwrapped stretched by default(because Blender wants to compensate). If there's a way to turn it off that would be great.


texts: How to make glass clear at overlapping point

texts: Is there a way that I can make the overlapping points of these three glass objects clear, or would there be a way that I can control the colors of the overlapping points? I don't want to change the glass shaders of the objects, though, I want to be able to control the color of the glass in that area. This would be extremely helpful.


texts: Remove double vertices for multiple objects at once

texts:
I'm using cell fracture to cut a model into a lot of objects and need to uv map the insides of the faces correctly onto the same UV map as the outside faces.
By using a UV project modifier for the inside faces, the inside faces are unwrapped, but in a separate UV map.

I need to export it to unity3d, which only uses 1 uv map, so I need to copy the UV coordinates in the inside map to the outside map.

I found some ways that would get me close, but I need to do some operations by hand for each object, which takes too much time.

I could join the all the objects, but then I would need to separate each piece one by one, as cell fracture also splits edges, meaning I cannot use P> by loose parts to split all the pieces back into individual objects.

If I could remove double vertices and make the inside faces and outside faces for each piece connected, I would be able to separate by loose parts after I joined and unwrapped, so is there a way to do this for multiple objects all at once?

Is there a way in blender to repeat a certain action (e.g. remove doubles) on multiple objects?


texts:
I have a hard modelling addon idea for blender. I have no coding experience and have no idea where to even start with learning coding or what I need to learn. It's an add on building on an existing function in blender which I guess all addons are haha. Could someone point me in the correct direction to learn to code an addon ? Or an easier option for me would someone like to support me and help me build it ? I think it could be quite successful as I am a digital modeller and the function I want to create does not exist in the way I want it. Thanks for reading ! Any help would be really appreciated!!
Have a good day,
Max


texts: How can I move an object along it's local axis?

texts: I'm looking to move an object, just when I edit it, along its own axis rather than the world's axis.  Is this possible?  Also is origin synonymous with axis?


texts: What version of Blender to use with 10.14.6 Mojave

texts: Version 2.79b of Blender won't open in on my Mac. Which one should I be useing for 10.14.6 Mojave?


texts: How must I adapt my workflow to work with Scene Referred Data?

texts:
I just took the red pill and started watching the real world, in fact the CG real world. I've understood that the default sRGB view workflow is bad.

I'm using the color management LUT bassam-test from troy_s (thanks a lot). But now, how and what must I change in my workflow to really benefit of working with scene referred data?

Is my hdr lighting well suited for that workflow? Must I have to throw all my RGB textures and only find exr ones?

I'm a little bit lost.


texts:
I am new to 3d modelling and blender and I am confused with why my mesh colour looks different to the one in DARRIN LILE's video.

This is mine, but it looks a bit metallic or something compared to his which looks smooth. Im not sure wats wrong.


texts: Could not Render Loaded Texture in 3D View by bgl module

texts:
I wrote below scripts  to render texture already loaded by blender.

However, no images are rendered on 3D View.
This code works correctly when I run this script on blender 2.70.
But, this script doesn't work on blender 2.72 or higher.

Is there any ideas about this problem?

bl_idname = "uv.tp_texture_renderer"
bl_label = "Texture renderer"

__handle = None

@staticmethod
def handle_add(self, context):
    TPTextureRenderer.__handle = bpy.types.SpaceView3D.draw_handler_add(
        TPTextureRenderer.draw_texture,
        (self, context), 'WINDOW', 'POST_PIXEL')

@staticmethod
def handle_remove(self, context):
    if TPTextureRenderer.__handle is not None:
        bpy.types.SpaceView3D.draw_handler_remove(
            TPTextureRenderer.__handle, 'WINDOW')
        TPTextureRenderer.__handle = None

@staticmethod
def draw_texture(self, context):
    wm = context.window_manager
    sc = context.scene

    # no texture is selected
    if sc.tex_image == "None":
        return

    # setup rendering region
    rect = get_canvas(context, sc.tex_magnitude)
    positions = [
        [rect.x0, rect.y0],
        [rect.x0, rect.y1],
        [rect.x1, rect.y1],
        [rect.x1, rect.y0]
        ]
    tex_coords = [[0.0, 0.0], [0.0, 1.0], [1.0, 1.0], [1.0, 0.0]]

    # get texture to be renderred
    img = bpy.data.images[sc.tex_image]

    # OpenGL configuration
    bgl.glEnable(bgl.GL_BLEND)
    bgl.glEnable(bgl.GL_TEXTURE_2D)
    if img.bindcode:
        bind = img.bindcode
        bgl.glBindTexture(bgl.GL_TEXTURE_2D, bind)
        bgl.glTexParameteri(
            bgl.GL_TEXTURE_2D, bgl.GL_TEXTURE_MIN_FILTER, bgl.GL_LINEAR)
        bgl.glTexParameteri(
            bgl.GL_TEXTURE_2D, bgl.GL_TEXTURE_MAG_FILTER, bgl.GL_LINEAR)
        bgl.glTexEnvi(
            bgl.GL_TEXTURE_ENV, bgl.GL_TEXTURE_ENV_MODE, bgl.GL_MODULATE)

    # render texture
    bgl.glBegin(bgl.GL_QUADS)
    bgl.glColor4f(1.0, 1.0, 1.0, sc.tex_transparency)
    for (v1, v2), (u, v) in zip(positions, tex_coords):
        bgl.glTexCoord2f(u, v)
        bgl.glVertex2f(v1, v2)
    bgl.glEnd()


texts: how to transfer animation from a No-IK animated rig to an IK-constrained rig with similar bones

texts:
I have old fbx file with animations. I imported the skeleton and added IK and constrains. I wanted to copy the animation data from the old fbx to the new RIG but when I use the Non linear animation(NLA) actions to copy the animations from the old fbx file, it does reflect and it seems that the New IK constrains are preventing it to pose correctly. Any idea how to solve this? I am fairly new but I appreciate any advise and tips! H

Thanks! I love the new Blender 2.8


texts: How to attach colors (e.g., gradient color) to fluid particles

texts:
This is follow up question based on {this post}, indeed.

The question is how to attach color attribute to fluid particles?

For example when a part of colored fluid (as explained {here}) separates, how to keep the assigned color moving with the particle?

For demonstration check the following:


texts: How can I create topology that is going to stand up to bevel and subd modifiers?

texts:
I was about to model a game console and this shape came up and I just froze ... how can I create a topology that is going to stand up to bevel and subd mods.

This is my first pass... curious if someone would be interested in presenting a better method.

Thank you all so much!


texts:
I create different poses in blender with my character, that I made with makehuman. I want to export this character to Indesign for a workoutmanual.
When I export the character (to meshlab for example) the poses are gone an the character is silver, so it doesen´t wear the clothes that I put on in makehuman.

Any ideas?


texts: How to scale primitive shapes in Blender so that they are within a [unit] sphere?

texts: I wonder how is it possible to scale all shapes so that they are within boundaries of a [unit] sphere? I know how to do this for a cube: if radius of the sphere is S I set the length of X, Y and Z of the cube to S * math.sqrt(3)/3. This way, the corners of the cube are barely touching the surface of the sphere. But I don't know how to do this for other objects such as torus, cylinder and cone. Is there a general rule for this?


texts: Edit Many Materials at Once [Insert a Group in all materials node chain]

texts:
The Situation:
I'm creating a flying photo effect of hundreds of photos, using a particle system.
I've created a custom group that includes lowering transparency based on camera distance, so as you fly through the photos they'll disappear the closer you get so you won't fly through an opaque one resulting in a one frame pop as you fly through it.
The Problem:
I have hundreds of photo's that each have their own materials (imported with 'Images As Planes' add on).
I need to insert this camera-distance-transparency group into every photo's material node set up (pictured below).
Question:
Is there any easy way to do this rather than manually adding this group to hundreds of shaders one at a time? I'm relatively new to Blender so I can't figure out a workaround. I'd think there could be a way to create a 'for loop' script possibly, but I'm not knowledgable enough to be able to create that.
The circled group in this screenshot is what I'm trying to insert:

Thanks for the help!


texts: Starring and messy edges when smoothing or using sub surf modifier

texts:
I have a problem that when I apply a SubSurf modifier to my project, it has some starring and messy edges around the connection of my spheres. My goal is to have a string of "bubbles" which are smooth. I would also like to be able to rig them under one armature. The seams for UV unwrapping should be able to be placed where the spheres connect. I have used a Boolean modifier to merge the spheres. The problem I am having is that when I try to smooth out the spheres, starring occurs at the top and bottom of them. I have tried using loop cuts, the smooth option in the tools menu, and starting with a high-poly model, but none of that worked for me.

Here is an example of the starring:

Here is how the spheres should connect (Please ignore the starring and high-poly count):

And here is a download to what I would like to end up smoothing out: http://www.mediafire.com/file/e6xeb5i74ii2t79/BugZHugSave3.blend1

If you have questions, please ask.


texts: How to hide the alpha of image planes? (Images as Particles)

texts:
I'm at the point where I need to add node materials to my leaf branches to make the colors diverse and react well to the lighting. However, whenever I add the mix shader nodes, the blank transparency or the alpha map of the images are exposed.

I was hoping to achieve something like Dragos Matkovski's stylized work in Unity but i'm having a hard time trying to reproduce the same output in blender with the png's alpha showing. I'm using cycles 2.83.

Edit 1: here is my node setup for the images to which the alpha shows.

Edit 2: The answers below helped a ton. Went for a translucent shader + emission instead since the glossy was too strong.


texts:
I'm currently trying to create objects along a curve at a set distance to each other (or distributed by the count). All while taking the position and rotation on the curve into consideration but not bending and distorting it (I'm looking at you curve modifier)

My solution so far is:

Create a curve that serves as a path to follow.

Create a plane and make it tiny in scale. Put an array modifier onto the plane
and afterwards a curve modifier so the planes follow the curve.

After that I check the duplication option in the object tab of the plane and set it to faces.

Then make the plane parent of the object that I want to get duplicated.

This kind of works but has a few downfalls, as far as I know until now:

The plane has to be tiny so it vanishes in the object I want to duplicate. If it's not setup like this and you hide the plane, the object that got duplicated will be hidden too.
You can't hide the "original" object, so you basically have it sitting at 0,0,0 all the time, which is quiet annoying as you can see it most of the time in my scene
It's not that easy to control.

I know I could make the duplicates real and adjust them, but I need the scene to be easily changeable later on (as the count and distance could change)

So the question would be: Does anybody know a better solution for this problem?

I know this can be easily done in C4D using cloner and things like that, but in blender?

Any help would be greatly appreciated!

Cheers
Daniel


texts:
I want to use bpy.context.workspace.status_text_set(text="HelloWorld")
The problem is it is working just in draw, modal, execute methods of my operators, but I want to change it from class which not inherited from bpy.types.Operator
in this class bpy.context.workspace is None


texts:
I can't find the way to render Only the Alpha channel of a very simple scene. I have only a letter that moves in the center of the cam (see attachment).
the problem is, I can set the Alpha channel with objectID and render the pass, but I need ONLY the Alpha pass exporting as tif or jpg. Not the whole image as a channel!
My second problem is that blender is rendering the whole scene, and it takes very long time. Can I say to blender, "Please, render only the Mask, not the light rays?"
Thanks a lot!


texts:
Help I want to mirror something in blender with mirror modifier but then happens that
I use blender 2.78a


texts:
I would like to make custom blender transitions similar to the first second of this video https://www.youtube.com/watch?v=mZvQ9ipTK_8

I know that in reality, it's a transition executed outside the rendering engine, added to the editing software. But I'm trying to find out if it's possible to get the same effect (with the nice animation curve that makes the transition visually beautiful) under blender, if so, how to do it?
Here is a test I made with EEVEE :

As you can see, the effect is not as convincing, and there is a zoom that remains persistent.
I would be happy to have a realtime (or cycle calculated) but not copositor effect as the compositor can't give good real time feedback.


texts: How to swap the active image bake for multiple objects

texts: I'm currently working on a model in blender I plan on baking the ambient occlusion normal maps and textures. But for each map I want to bake I have to manually select each part of the mesh and change it to the desired image to bake onto. Is there any way I can assign an image to all of them at once without having to manually swap them?


texts:
I noticed that every time I insert a new keyframe on an object using the Python API, the insertion takes more time.
Here are some timings of a keyframe insertion:

1st keyframe: 0.0176 ms
10000th keyframe: 1.0012 ms

(both only measure the insertion time of one keyframe)

Now I don't need to insert so many keyframes but this is just to show what is happening. Although it's just ~1ms here, it makes a big difference for me because I need to keyframe many objects (~10000).

So here are my questions:

Why is this happening?
How can I insert ~1000 keyframes to an object in an efficient way?


texts:
I have been working on a Blender project for a couple of days and I want to import another image as plane. I got to File -> Import and only see options for importing "Collada" and "Alembic". How do I get back the other import options?

If I make a new project, then all import options are there.


texts:
I'm using lattice and have selected a certain number of vertices but every now and then I try to shift+select other and blender 'loses' its select box. I'm pretty sure I'm must be doing something wrong...any idea what it might be?

Tks


texts: Blender 2.8 retargeting BVH Mocap file to a rig - is this implemented in 2.8 yet?

texts: I have installed the Mhx2 addon into Blender 2.8 and so can now import MakeHuman characters. I also have MB lab installed as an addon. However, I cannot see any way of retargeting a CMU bvh file to any of these rigs. Is this not yet implemented in the Blender 2.8 builds?


texts:
Using Blender 2.8 I have two issues with the Snake Hook:
The scene: I want to extrude some pillars from a plane. Dynotopo is working fine.
First issue:
In the video, you can see, the creation of the pillar starts, then stutters and start again a little bit further up the plane. I am using a mouse and did not release the mouse button. Stroke method is "Dots" but it shouldn't stutter.
Second issue:
At the end of the video, the scene is turned around 90° and you can see that every pillar is tilted. They are created perpendicular to my view, not perpendicular to the plane. How can I get upright pillars?
Video: https://www.screencast.com/t/YRUHLp8yfJkj


texts: Can we preset Graph Editor Interpolations for Elastic?

texts:
Pressing [T] in the Graph Editor with an Active Keyframe lets you Set Keyframe Interpolation - Dynamic Effects: Elastic, is a choice. With that choice come basic presets, .8 Amplitude, 4.100 Period

I want to do this 59 times and seem to have to do this by hand (!!!) but wouldn't complain IF I could adjust the preset so each new occurrence is right for my project. This is easy to understand in practice but tough to explain but can I adjust the presets? Copy/Paste includes the Interpolation but ALSO the keyframe value.

I'd settle for the ability to copy/paste just the adjusted Interpolation settings, can we?

59 times I needed .8 to become .04 - lots of clicks unless you know something I don't.


texts: Problems after importing obj human model

texts:
I recalculated normals and removed doubles, but nothing works
Is the materials the reason?
Backface culling is enabled-1st screen, disabled -2nd screen

It is better now, but still... ( Set material to Shadeless and unchecked Transparency for each material)


texts: Modelling this triangular prism pointy shape with good topology

texts:
To learn and practice blender I try to model food. My current model has a triangular prism base shape with pointy ends on it.

Please show me another way of modelling this shape with those pointy ends, but with good topology (no tris on the surface).

this is what recently i came up with. and quite satisfied for now.


texts: Smoke material- viewer node or through rest of noodle?

texts:
I was experimenting with the smoke density and accidentally ran a render with the node wrangler viewer node and it came out very nice with about an 18 minute render.

When I hooked it back up through the "traditional" method of volume absorption and scatter nodes, it was much more noisy and took 40 minutes.

The first version looked better. I tried to hook the color ramp directly to the material output volume socket and got nothing.

Question: what does this viewer node actually do and am I, somehow, ruining my render by using it?

Image #1 with just viewer node, circumventing density and color attribute

Image #2 Long and noisy!

Gory details: blender 2.79b on 5k iMac Radeon Pro Vega 48 8 GB graphics
Rendered a slice of the overall scene at 1500 samples, no denoissing.


texts: How to make a 5-point perspective camera view?

texts:
Look at this painting, The Courtyard by Irvine Peacock:

As you can see, there is a sort of fish-eye effect here so that the lines curve, so that you can see more of the image. How can I recreate this effect?


texts: The mesh isn't moving together/ as fast as the bone

texts: so I'm trying 2d animation and Iam facing a problem now. Which is that when I'm in pose mode and I move the bones of the hand, the mesh of the hand moves, but when I move the bones to high, the mesh doesn't follow up and has like a gap.


texts: Smoke not rendering between a transparent object and another object

texts:
So, I've tried everything I can think of on this one...

As you can see in the image the monkey head is close behind the smoke, and the transparent cubes are slightly in front of the smoke.

This is in BI, and the smoke and cubes are both ray-traced. The monkey is just a plain solid colour.

I did notice that only the closer parts of the monkey show through the smoke behind the cubes, and it works perfectly well for the more distant parts.

Also, here's a .blend file.

Thanks!

UPDATE:

Aside from taking the cubes out of the smoke, moving the background object out of the domain also works...

Outside domain,

Inside domain,

Thanks for the help gandalf3. If anyone can figure it out based on this info. that would be much appreciated. And yes, if it is a bug, is there a way to address this issue?

Many thanks!


texts: Add horizon line and grid lines to render image

texts: Can anyone tell me how to make grid lines and a horizon line show when I render from Blender?  I am running version 2.82 and I can find no toggle for these.  I do NOT have any drop down that says "Overlays".  In the top right corner I have something that says "Options."  I am new to Blender.  I have been trying to change the background color and toggle grid lines and a horizon line on for about 5 days with no luck.  Any help would be appreciated.


texts: Nothing shows under Summary on Dope Sheet and cannot insert keyframes, either - Blender 2.8 Beta

texts:
I had prepared everything, following a video-tutorial step by step, to do a little animation (with armature) of this 2D zombie character and when I go to dope sheet, nothing appears under Summary.

I don´t know what I´m doing wrong, what I´m not clicking or have clicked, what needs to be selected.

I have tried everything I can think of in my limited beginner stage, as well as looked for answers on the net to this specific problem and nothing works. Including a screen-shot in case you are able to see what the problem might be right away.

I can´t finish this learning project.


texts: Does a game engine runtime work on all operating systems?

texts:
Do game engine runtimes work on all versions of windows? Would it work on Linux and OSX too?  I am assuming it only works on Windows but I would like to know for sure.

Also, would it be possible to burn it to a disc?


texts: Why is my surface tension disappearing when quitting x-ray mode? (Blender Guru's doughnut tutorial)

texts:
The surface tension is visible in x-ray mode and in the rendered view mode:
but when I exit x-ray mode:

It is no longer visible
Does anyone know why this is happening?
It is visible in his tutorial even when he exits x-ray mode.
Here's the link in which he does these things:https://www.youtube.com/watch?v=7w-m13ykLN8&list=PLjEaoINr3zgEq0u2MzVgAaHEBt--xLB6U&index=16
Skip to 16:30 in his video


texts: Changing colors of atoms and bonds imported from PDB files

texts: I am attempting to model some small molecules in blender. I have successfully imported the structure of these molecules, and while I can move, rotate, and change the size of the molecules without issue, I have found that attempting to color the components (atoms, bonds) of these molecules has not worked using the node editor. I created a cube in blender and proceeded to change its color without issue, so I think the node editor itself is fine. If anyone could help instruct me on how to change the colors of the imported pdb object, I would be very grateful.


texts: Process meshes that have multiple users only once in script

texts:
I would like to subdivide all edges of the selected objects. This is what I've done so far:

def execute(self, context):
    theScene = bpy.context.scene

    # Store selected objects
    theSelected = bpy.context.selected_objects
    theObjects = set([obj for obj in theSelected if obj.type == 'MESH'])

    # Iterate over selected objects
    for obj in theObjects:
        # Set this object as active
        theScene.objects.active = obj

        # Select all edges in edit mode
        bpy.ops.object.mode_set(mode='EDIT')
        bpy.ops.mesh.select_mode(type='EDGE')
        bpy.ops.mesh.select_all(action = 'SELECT')

        # Subdivide
        bpy.ops.mesh.subdivide()

    return {'FINISHED'}

How to adjust this operator to process meshes only once when they are used in multiple objects?


texts: How to Convert animated curve keyframes to Mesh or Grease Pencil

texts:
I have made a 3 second Text Converted to curves keyframe animation  and now after 3 seconds I want convert the converted text curve to mesh or grease pencil preserving the curve keyframes
The moment I convert curves to mesh or grease pencil all the 3 seconds keyframes also vanishes, disappears
Is there a way out to do so ...
first curve animation and then after few seconds mesh animation and thereafter few seconds grease pencil animation and vice-versa but preserving all the before keyframe animations.
I have used bevel keyframe animation to start with and thereafter I want to convert entire text into mesh or grease pencil preserving bevel keyframe so that I animate text after 4 seconds.


texts:
I would like to render a time series of image stacks using Blender voxel data similar to here: Rendering stack of 2D images as a 3D object?

My original data are a TIF stack that contains XYZT data (time series of the slices interleaved). I can deinterleave it in any form, at the moment I have generated single files with z0000*Z*t0000*T* where Z and T are counting for slice number and frame.

How can this be done? I basically need to exchange the source files for every frame of the animation. It somehow seems not to be possible using drivers to manipulate the source files. I also thought about creating a script for the entire scene and replace the files by variables to generate every single frame of the animation with one run but this seems to be not the most efficient way.

I would be glad for any help!


texts: Operating on an object heap created by Molecular

texts:
I am very new to Blender, I can' find the proper way to advance in this situation.

My objective is to animate an archimedean screw operating into an heap of
objects (they can be spheres or polyhedra). There must be many of these objects (say at least 40 thousands) and the heap must have a realistic shape.

I am building the heap of objects with Molecular Script and the result is a quite realistic heap that is what I need.

My problem is, after I created the objects heap I would like to copy the final state of the simulation, that is all spheres positions, and from this time on, forget how the heap was generated, just start working on the second phase of the simulation i.e. put the screw into the heap and make it run.
The issue is, I am not able to copy the sphere positions, with "B" to select
the region and Duplicate, the balls heap is not copied.

Do you have any suggestion ?


texts:
I have downloaded this rigged hand and I am interested in using it to spell letters as they do in sign language. I am using the python prompt to manipulate objects because the ability to do it programmatically is important to my project.

My trouble is I can't figure out how to bend the fingers. The model of the hand has an Armature, which I understand to be some sort of collection of bones. Well anyway, I did this

bpy.context.object.pose.bones['finger_index.01.R'].rotation_euler = [5,5,5]
bpy.context.object.pose.bones.update()

And I expected the finger to move when I did. Why did this not happen, and how do I achieve what I wanted?


texts:
Is there a way to add a peg hole to each face of a model? There are a lot of faces, so it would be best if it could be done as one action (perhaps using a script).

Note that faces are not all aligned. They do all point towards the origin, though (meaning that the line between the origin and face's center is perpendicular).

Here's a picture of the model I want to add peg holes to using blender:


texts: Replicating the behaviour of SketchUp's plugin "Soap Skin Bubble" in Blender

texts:
I wish to use Blender to replicate the way one of SketchUp plugins work, as closely as possible.
I exactly mean the part described in 1:22-1:48 of this video:
https://www.youtube.com/watch?v=YQGTGAJ7p_w
He creates a complex outline, then fills it with mesh and "inflates" the mesh. The topology doesn't have to be in quads, nor it has to be very regular. I don't care much about topology, just about the silhouette.
Is this possible to do in Blender?
I first took a look at some tutorials covering balloon cloth simulation, but it won't work because the boundary edges must not be moved in my case. They have to stay in place. This is crucial.
I appreciate any suggestions.


texts: Why bones IK change positions by itself?

texts:
I am done with the rigging on my mesh with bones parented with empty groups. But, when I start creating the keyframes in the animation. the bones position change very oddly by themselves.

This is the keyframes I have created

And this is how appears automatically in the animation

After this I have to apply Alt+G+R "TWICE" to reset them.

Does anybody knows why and how to solve this?

Thanks in advance


texts: How should I design the jaw for rigify pitchipoy?

texts: I decided to try using the Rigify (Pitchipoy) Add-on and watched a tutorial on how to set it up.  When they where working on the face they parented the jaw without weight paints, just normal parent and it looked like the jaw was 2 separate objects from the rest of the mesh, the upper and lower jaws each their own.  I was wondering how I should model the jaws for this.  Should I make separate meshes for the upper and lower jaws and parent them to the mesh and to the armature?  If so, how do I make it so when the character opens his mouth and jaw it doesn't saperate and you see the inside of the back of the head?  Basically, how do you model the inside of the mouth for this rigify (pitchipoy) add-on?


texts: Can't figure out what kind of keyframe this is?

texts: Can't figure out how to locate this keyframe, there's a tall yellowish green line on my timeline but I don't know what it represents tried narrowing things down by using the outliner but still can't figure it out.


texts: Can an object have multiple rigid body constraints?

texts: I want to simulate the motion of an artist's brush. A spine of pivot-constrained spheres will collide with a z-plane, which represents the canvas. To mimic the elastic properties of a bristle I need to constrain alternate spheres with rigid-body generic springs. It appears Blender will only allow one rigid-body constraint per object. Using various combinations of non-physics constraints and parenting causes erratic motion in the simulation.


texts: Finished Render looks different from Preview

texts:
I have a scene of a tank firing confetti and the preview render looks normal.

However, when I render the animation, the entire confetti part stays at something that looks like this.

This is a motion track and the blurry streaks are still moving properly according to the camera movement. Is there any reason why this is happening? Thanks in advance.


texts:
I have a problem, when I put in Lookdevs everything is dark, even having light in the scene, it appears the changes only when active up there, the option "Scene Ligths, but the reflections do not appear, I do not know how to solve, here Here's a print to better understand:

In the tutorial in question, it looks like this:

Thank you in advance for your help!


texts: When I unwrap an object for texturing with custom seams, sometimes I get strange streaks while painting. How can I fix this?

texts:
So I have a submarine that I've finished modelling, it is low-poly, and ready for texturing. The seams seem to work perfectly, and Blender has no complaints. The patterns lay out, and I start coloring in the areas in order to lay down the final textures on specific areas. Problem! Streaks start appearing outside the UV seams, across the entire texture. This started happening with Blender 2.71, and nothing I can do seems to fix them - there seems to be no rhyme to why they appear either:

Has anyone encountered this before? What is the best way to solve this?


texts: I use version 2.66 of Blender and I'm a newbie. I downloaded a free model of a human, rigged and skinned it and I try creating a simple animation. I set a pose, then press "I" and LocRot but when I do the same for the next pose the previous keyframe pose(s) become the same as the current. And when I press play not surprisingly see no animation. I see the created keyframes but they are the same. What I see in the Graph Editor is strange for me, because there are no interpolation lines between the frames(they are the same after all). I've tried lots of things. I've read about a similar problem but no solution.


texts: How to Tell if Object is No Longer in Camera View (bpy)

texts:
I'm wondering what's the most efficient way to detect whether or not an object is entirely within the current camera's field of view. For example, if I'd want to allow variations in camera rotation until the object is at the edge of the field of view, so to speak.

Is there an easy way to do this?

Thanks!


texts: How would I alter some rectangles to follow an existing curve

texts:
I have the following:

I created the curved side using the Spin tool.  I would like to now modify the two rectangles you can see on either side of it so that they follow around that curve, but am not sure how to achieve that.  Any help would be greatly appreciated.


texts: Is it possible to lock a bone in pose mode while removing the influence from the parent?

texts:
At first I assumed an issue like this would be rather simple, but it seems anything but.
My goal is essentially to have a bone locked entirely in place (Imagine a lizard's tail resting statically half way through its length while a few bones above it move), but it seems nothing that I can do bar actively just unparenting it in edit mode. That does work, but it's rather tedious and doesnt allow for very good keyframing IMO, as well, if I have already posted something, it throws that all out of wack.
Ive been looking back and forth through bone constraints and I still can not for the life of me find an answer.
Any point in the right direction would be very much appreciated.
Thank you


texts:
I work on a project where I want to render a little video scene out of blender and edit the rendered frames with the Nividia GauGan filter. For GauGan to work my rendered Frames need to be the exact same color values as I imported them before rendering the assets in my scene, but the lightning settings I use always affect the colors a bit. I already tried changing the display device, view transform, and sequencer, but nothing works, because the light always affects my scene. Is there a setting to get rid of lightning completely?
I appreciate any help.


texts: I was just wondering why I can't sculpt on my solid model is a way to turn a solid model into one that you can sculpt on? Can you combine or add a sculpted part onto a solid without worrying about having multiple vertices in the same space and if it is a problem how can you resolve this?


texts: What's the distance between the camera eye and the canvas and how it's related to focal length

texts:
I would like to understand what the distance between the origin of camera and its canvas is in blender.

I thought it was the focal length but it's not (focal length is 100 mm and this distance is bigger); so, I would like to understand the algebraic relation with focal length (if exist).
The camera is set to be "perspective"


texts: Animation nodes isn't updating during rendering

texts:
In animation nodes when i scrub through or play through the viewport it works and updates as it should, but when i try to render it it doesn't update, what's happening?

here's my .blend file
https://filebin.net/d8cj8xreuhbrmqpn

i'm using a setup which lets me control the fallout emission on a matrix but the matrix isn't updating when i render


texts: Adding mirror reflection on the picture frame that can see the content inside and the reflection of the environment

texts: i want to add a reflection mirror on the black frame that can see the content in the pink plane and the reflection of the environment. is there any way . thank you


texts: How to create axiom and rule in l-system with Animation Node

texts:
I can understand so far but I want to apply recursive on only vertical lines.When generation = 2,I expect like

Can I do this with Animation Node?


texts: Can't use Shortcut key on linux mint 19 XFCE

texts:
I am not able to use the shortcut key in Blender, although in Preferences > Input there is normal.

For example, I can't use key G for move , S for scale, R, X, Y, Z or Shift + D for duplication, but I can use Ctrl + A and various keys preceded by either Ctrl or Alt..

I have tried many times and more than one time I have to re-install Linux.

How do I solve this issue?


texts: I would like to speed up this python script

texts:
I've written this script the first bit only runs once and is fairly quick so I didn't include it. I am setting animation keyframes using Objects, but am curious if there is anything else I can do to make this run a little faster.
import bpy
import fnmatch
from mathutils import Matrix, Vector

scene = bpy.context.scene

for booger in newNameList:
  bpy.data.objects[booger].select_set(True)
  objData = len(bpy.data.objects[booger].data.polygons)

  selectedObject = bpy.data.objects[booger]

#create Origami from selected piece
  bpy.context.view_layer.objects.active = selectedObject
  if objData > 1:
    bpy.ops.object.origamify()
    #set scene

    #Get original Object Name
    object_name = booger

    #delete original object
    bpy.ops.object.delete()

    #get all plane names in unfolded object
    foo_objs = [obj.name for obj in scene.objects if obj.name.startswith(object_name)]

    #select central plane
    bpy.data.objects[foo_objs[0]].select_set(True)

    #select all planes for fold and unfold
    for object in foo_objs:
      bpy.data.objects[object].select_set(True)

    for obj in bpy.context.selected_objects:
    #obj.keyframe_insert(data_path='location', frame=(framenumber))
      obj.keyframe_insert(data_path='rotation_euler', frame=(framenumber))
    #Unfold origami
    bpy.ops.object.origiamiunfold()
    #deselect after Unfold
    for object in foo_objs:
      bpy.data.objects[object].select_set(False)

    #select parent object
    bpy.data.objects[foo_objs[0]].select_set(True)

    #select parent Object
    o2 = bpy.data.objects[foo_objs[0]]

  else:
    o2 = selectedObject

  framenumber += 1
  def scale_from_vector(v):
      mat = Matrix.Identity(4)
      for i in range(3):
          mat[i][i] = v[i]
      return mat

#select Face of parent object
  face  = o2.data.polygons[0]

#get scale information for rotation
  loc_dst, rot_dst, scale_dst = o2.matrix_world.decompose()

#find difference in rotation between Z-axis and object-Face
  q = face.normal.rotation_difference((0, 0, 1))

#adjust rotation of entire object
  o2.matrix_world = (
      Matrix.Translation(loc_dst) @
      q.to_matrix().to_4x4() @
      scale_from_vector(scale_dst)
  )

#get cordinates of the parent Object
  coords = [(o2.matrix_world @ v.co) for v in o2.data.vertices]

#get current height of plane
  height = - coords[0].z

#move plane to base
  o2.location = (0,0, height)

  for object in foo_objs:
    bpy.data.objects[object].select_set(True)

  for obj in bpy.context.selected_objects:
    obj.keyframe_insert(data_path='location', frame=(0))
    obj.keyframe_insert(data_path='rotation_euler', frame=(0))
    obj.keyframe_insert(data_path='location', frame=(beginframe))
    obj.keyframe_insert(data_path='rotation_euler', frame=(beginframe))
  newHeight = 130
  o2.location = (0,0, 130)
  for obj in bpy.context.selected_objects:
    obj.keyframe_insert(data_path='location', frame=(framenumber))

  o2.location = (0,0, height)

  beginframe += 1
  for object in foo_objs:
    bpy.data.objects[object].select_set(False)


texts: When using turbulance to create a grass animation, the effect of the turbulance eventually fades out

texts:
I used a turbulence force field to create a grass animation for 300 frames. At the start the turbulence is affecting the grass very much but about at 100 frames it starts to slow down and eventually nearly stops at around 200 frames. What to do to keep the effect going?
(Using Blender 2.90.1)
Here's a video of the issue I am facing.
These are the particle setting for the Grass:

And here are the physics propeties for the turbulance:


texts:
http://www.pasteall.org/blend/36447

Is there a way to make me see the look of the mesh outside of rendering like in blender render? Id be cool with vertex paint or UV.

Side note: If I want to view most all my effects while editing, Which has more available to view BR or CR?


texts:
I have a model with no complex shading, only Lambert diffuse and a texture. I have these weird black spots and buggy lighting that appears when exported to a game engine too. How do I fix it?
https://drive.google.com/file/d/0BzBoGW_cEeBcVHhqZDU1V3RyTFk/view?usp=sharing


texts: Where I can find the filepath to a texture used in the Image Textue node?

texts:
I'd like to edit the textures coming along with a packed blend file. I already did the 'unpacking' and set the paths to absolute using *External Data -> Make all paths absolute. However, I can not find the textures on my disk.

Q: Is there any way to see the filepath of a texture used for a certain Image Texture node to locate it on my hard drive?


texts: How to make a wet shader with running raindrops etc?

texts:
Im curious how I would go about creating a wet shader that looks a bit like the image below. the image is of need for speed rivals because it has quite a cool running water effect. Water droplets are one thing but it would be nice to actually get streaks etc.

it would be cool if someone had an animated solution but its not necessary


texts: Replacing linked objects with instanced collections

texts:
I know how to replace Objects (Mesh data) (ctrl+L > Mesh data), but how do I replace a series of linked objects with an instanced collection?
My example:
I want to replace the stair steps with the more detailed liked collection. The steps are one object each, linked to each other.
Best regards,
Chris


texts: How do you limit selection by the A hotkey to only the selected armature in pose mode?

texts:
In the previous version, tapping A twice while in pose mode selected all visible bones of the currently selected armature. In the new version it selects all bones of all visible armatures instead. Is there a way to get the old behavior back?
Old behavior (preferred)

New behavior


texts:
So I have been messing around a lot with the weight painting on the shoulders.

I'm still new so I don't know much about the type of weights should be on the shoulders, I've tried a lot of different weights but my model keeps deforming.

I'm content with sliding the arm forward/backwards like when you're walking, but moving it in another way like raising your hand for a high five or moving your arm back to throw a punch, the shoulder deforms and I don't know why.

Is this because of my weighting, or because of the model itself?


texts: How to use Snap to assemble objects together

texts:
Firstly I am using v2.92 and have viewed the suggestions listed after I entered the title in which I could not find an answer.
I have now, at last, created all the parts to my VERY FIRST 3D object (floating dock) together with UV mapping of my preferred texture and am now ready to 'assemble' all parts into a single object. I did receive information before about 'snapping' and was advised to use Snap > Increment  with Absolute Grid Snap 'ticked' which I can't find anywhere to even attempt to try.
Refer to the separate objects in my image below. All objects have a scale of 1 for each axis.
A is the dock created with an array of 2 so that I could offset textures to simulate 2 separate planks along the side.
B is an array of narrow planks which is for the walkway on top of the dock
C is an array of supports which will go on top of the walkway to support a timber rail. Before I position these I will add another array on the X axis so that there are arrays on both sides of the dock rather than duplicate and have to position 2 separate arrays.
D is the timber rail - I will also add an array on the X axis for reasons explained above. I left those array out of the image for simplicity for the image.
I seem to have successfully moved B on top of A with a bit of difficulty but want to ensure there is no 'gap' between each.
I cannot get C positioned to be on top of B - it just disappears when positioned over the dock
Is there an easy method to achieve what I am trying to do and/or suggestions as how to best do what I am trying to do.


texts: Autodetect RTX Render Cores in Blender 2.79 (Master)

texts:
To be brief. I'm rendering relatively small scenes (mostly crystal structures) in blender, and I recently got an RTX 2060. Interestingly, when I use the default settings (with auto-tile size) Blender 2.79 indicates that my GPU has 12 threads. This results in noticeably worse performance as shown below:
12 Threads = 2:59.02
1 Thread = 0:56.30

Does anyone know why this is the case? Is it a case of hardware misidentification? The difference is pretty significant.

Thanks


texts: How to use the textblock operator in Python

texts:
I am trying to write informations of what my script is doing in the textblock. I have the Python script to call it but I don't know how to put text in it:

bpy.ops.ui.reports_to_textblock()

What is the code to write "Hello world!" inside?


texts: Best way to model this smiley face tablet

texts: I'm a complete beginner trying to model this smiley face tablet (image attached). I tried using a cylinder for the tablet and then sculpting the eyes and mouth. Also tried using boolean difference modifier for the eyes (don't know if I can do that for the mouth as well). I'm just curious if there's a better way to do this. Sculpting works okay but it also seems like it's done manually (the shapes don't look very accurate). Thanks you!!


texts:
I wonder if I can import keyframes (with a python script) only as x keyframe. It seems like I can only set the whole object location at a keyframe, but I want only set the x location, since y location may have different keyframes. Is there any solution for this?
I cant get it to work with object.insert_keyframe(data_path='location', frame = key.frame)

Otherwise I don't understand why the channels can be exported independently.
I already tried to import the specific x value by setting the current frames to the keyframe and use the objects frame location for y and z value.


texts: How to import .py file from another directory in animationnodes2.1?

texts:
I am writing a custom node in animation nodes2.1,and i wanted to import .py file from another directory as a module,for example,i have two directories:

../nodes/my_nodes/test.py

../nodes/bvh_tree/construct.py

i wanted to import construct.py to my test.py,i tried this code:

from ..bvh_tree import construct
from construct import ConstructBVHTreeNode

but failed,the consoul gave me "no moule named construct",i was confused about the error,how to fix this problem? i had tried the way on the topic stackoverflow.com,but can not work still,anyone has an idea,Thanks in advanced!


texts: So I am having this bug where my model in a game is transparent when you look at it from a certain angle

texts: so my question is how would i go about getting rid of that transparency?


texts: How to create a buisness card with an embossed effect?

texts:
After I have found this website http://www.desainew.com/2018/01/business-card-mockup-tutorial-in-blender.html it was quite easy for me to generate something similar with my own business card design.

However, it is quite flat. And it would be really cool to have something more like this:

Is it possible to give the a plane with a texture such a "pressed effect"?


texts: How reproduce a real led lamp with IES photometric data?

texts:
First of all excuse me for my english, i try to explain better than i can.

I need to reproduce this real led lamp.

I have all the data of this lamp and the IES file.

Watt: 8W
Lm: 880lm
Lm/W: 110lm/W
Kelvin/CRI: 3000K / >85 SDCM/L70 B10: < 3 / 50000

My problem is how to use the IES file and if i can reproduce a realistic lighting.
When i import the IES, where i put it?
The IES origin cannot stay inside the translucent or the light is lower.
Can i scale it ?
If i do larger or smaller, the light will be more or less strenght and if i import as it i must change all the scale of the room.
The translucent part of the lamp is a glazed plastic, how realistic that can be reproduce? That obviously depend where the IES is.
In alternative, with the data can i reproduce an emission surface? Or a blender light ( spot, area...)?
I like to use this answer for all lamp i need to reproduce in the future.
I know probably is a noob question. I try to search here ( and on Google ) something about that but i cannot find nothing.
Thank you in advance


texts:
In the UI I for some reason have one Model and one Model.001 where the later on is corrupt. When selecting this screen the UI freezes and the only way to get out of it is to use the Ctrl←/→ keys.

The blend file is binary so I can't edit it out manually. Is there a way to remove this?

Blender 2.68a


texts: Is it possible to set the viewport render maximum resolution when using Cycles?

texts: When working on a retina MacBook Pro screen, the cycles viewport renders feel slow compared to a non-retina screen because it's rendering at full retina resolution. While this is sometimes useful, most of the time I'm looking for fast feedback when lighting, so a coarser but faster resolution would be better. Is there a setting or a way to limit the viewport renders to bigger pixels without running the entire application in low resolution?


texts: Completely wrong output (colors) of free model after update to version 2.92

texts:
I'm completely new to Blender. I had used it years ago and tried now to open a free model that I downloaded from the Internet. At first it looked normally, but after an update to the current Blender version the rendered car is pink instead of orange and has an opaque layer on top of it. All I did was loading the .blend file and hitting F12.
Example image (from the website the model is from):

My result:

I also tried changing the render engine. I got a lemon yellow car with "Workbench" and a black car with "Cycles". I did the same on Windows 10, Ubuntu and MacOS, all at the lastest (LTS) version with the latest Updates. The Blender version I had installed before was 2.69 or so, I'm not 100% sure. Is there a setting I don't know, or are .blend files from former versions not compatible?


texts: How can an OBJ sequence be converted to an FBX animation?

texts: for a school project, I am trying to import a series of obj models scanned from a Kinnect and import them into blender as sequence of stills, and then after making changes, export them as an FBX to be used in Unity. I have tried using this stop motion addon to import the OBJs as a sequence, but when selecting .fbx when exporting, only a single frame (the first) is ever exported. Is there anything I am able to do to export as an animation?


texts: How to find all faces that are pointing away from a given direction?

texts:
I have a vector (for now, [0., 0., 1.]) and I want to find all the faces that are pointing away from it.

To do that, I'm currently putting the mesh data into a bmesh, iterating trough each face, calculating the sine of the angle between the vertices and getting all faces that return negative values, using this:

def unit_vector(vector):
  """ Returns the unit vector of the vector.  """
  return vector / np.linalg.norm(vector)

def cos_angle_between(v1, v2):
  """ Returns the cosine of the angle between vectors 'v1' and 'v2' """
  v1_u = unit_vector(v1)
  v2_u = unit_vector(v2)
  return np.clip(np.dot(v1_u, v2_u), -1.0, 1.0)

upVector = np.array([0., 0., 1.])
downFaceList = []

for face in bm.faces:
  v_cos = cos_angle_between(upVector, face.normal)
  if (v_cos < 0):
    downFaceList.append(face)

The meshes that I'm working with each has over 300,000 faces, so it's taking a lot of time to find all these faces. The user will be able to edit the direction of the up vertice (and see the new result), so performance optimization is a must.

Is there a faster way to get such faces?


texts: Is it possible to create a new type of context with Python?

texts:
I want to create a new context-panel such as these:

Is this possible with Python? My own context-panel with my own custom panels inside it.


texts: Can a Cycles/Blender Internal materials be shared on their own?

texts: I would like to know how I can export a material to let a friend use, without sending them a huge .blend file just to append the material from.


texts: I made a reflecting texure but the objects are not reflecting in the texture. How can i fix that?


texts: Is there a way to use the normal of a face to model something else?

texts:
I was wondering if there's a way to extract the normal of a specifici face to use it later in something else

In my case what i'm trying to do is a pipe that, in its start point, goes perpendicular to a specific face of my model. So it would be useful to use the normal of the model to start a spline.

heres a pic:

Thank you!


texts: How to speed up when blender has suddenly slowed down?

texts:
My daughter has been using blender on a 2015 iMac with 2GB graphics card, 4GHz processor and 32 GB memory. Blender was working great until just now when she applied a smoke effect. She is surprised how much it has slowed. We are wondering if there are any caches or something of that sort that we should be periodically clearing to help speed. The only other app running is a browser where she is watching a tutorial. A few helpers and such are in the background but Activity Monitor shows they are using virtually 0% of CPU, and Blender is only using 2%.

My Question is: Is this normal for the smoke effect?

She is using the number divisions recommended in the "Smoke" tutorial linked below, 256, much higher than the default number of 32. (Alas, I am not up to speed on Blender myself, just repeating what she explained to me.)

https://www.youtube.com/watch?v=snDUjSbBo20&feature=youtu.be


texts: How do I export rigged model from Blender to Mixamo?

texts: I tried different FBX options but Mixamo says it can not indentify the armature.


texts: I can't go back the Panel with the original options to create an object

texts:
I'm not sure how to explain my question so I have some Images.

When I first create the object the panel Sapling: Add Tree shows up but if i then go and do something else the panel disappears.

I cant seem to find a way to bring it back does anyone know how

Thanks


texts: Is there a way to allocate more memory to GPU for the GPU Compute

texts:
I have been working on a solution to a situation I currently have with rendering using the GPU. In the process, I find that my Card's GPU Memory is only 512MB

First Question, Could this be why when I attempt to render and the kernels start to load, that it just sits on the blank render screen then eventually crashes the computer?

Second question, Is there a way to allocate more memory to the GPU maybe from the internal RAM? Or do I need to get a GC With more memory? I do have another AMD with, I think, More memory.


texts: How do I make a new rest pose when using wieghts and MeshDeform?

texts:
I want to change a relaxed posed rigged character to a T pose. But a new complication arises when the character has both weight and a deform cage.

For modifying the rest pose without MeshDeform I do this:
1) In “Object Mode” select your deformed mesh.
2) In the Object Modifiers stack, copy the “Armature Modifier” by pressing the “Copy” button.
3) Press "Apply" in the top one, but keep the bottom one.
4) Repeat steps 1 and 2 for all mesh.
5)  Select your armature and go in “Pose Mode”.
6) In the “Pose” menu “Apply Pose as Rest Pose”
7) Select your armature and go in “Object Mode”.
8) Apply rotation and scale & Apply location.
9) Same for all the mesh.

If you do that with both system as soon as you copy one the mesh flies off or the cage flies off.

I don't know what to do and what order to do it when you have a mesh deform cage and it is also rigged with weights for the fingers and hands.

So what steps must I take to create a new rest pose?


texts: Textures distorted when UV's are perfectly aligned

texts:
I have a texture which needs to be placed across 2 faces on a cylinder, which is unwrapped so that the UV's are rectangular. So I moved the 2 UV faces to the right place but the texture is distorted like so:
But if I move one of the UV faces ever so slightly suddenly its fine:

Is there a way I can fix this?


texts:
When I UV unwrap my object I get only one side (it was built using the mirror mod, but I did apply it before unwrapping).
If I smart unwrap it both side appears. I can not understand why.
Any ideas? Thank you


texts:
I inserted edge loops to create the 'windows' but I have now so many faces. What should I do to have a clean topology without changing the geometry?

If I remove the edges in the middle of the windows (Dissolve Edges option) I loose the geometry. So I don't know how I can clean this mesh up?

Here is the original geometry I want to keep.


texts: Dark texture on model, even on solid appears also in texture mode

texts:
when I go into texture mode I get a pretty weird look of the "body" of the robot, the hat is good though

things i've tried
remove doubles
change some stuff in shading (I'm bad at this though)
flip over

file:


texts: Gradient that depends on an absolute value (several objects)

texts:
Let's assume I have a 10x10 array of columns of varying height. I have a node flow to equip them with a color gradient depending on their height. But is there any way to have an absolute reference, meaning that a height of 1 corresponds to white and then it goes towards black? Right now every column goes through the whole gradient, but the smaller ones should be only in the dark region. If something is unclear I am happy to clarify. Please see a render and the nodes below.  .
Thank you,

Steffen


texts:
I just started using Blender and tried to select one of the vertex on the torus object. When I left click one of the vertices, Blender sometimes selects different vertex from the one I selected. Other times, Blender will not highlight any of the vertex so I could never click on the correct vertex. Is there a fix for this?

Thank you.


texts:
Hey.
So after following 4 different tutorials (https://raflmao.artstation.com/) and month of inactivity in Blender. I want to make my own project.
I wanna make my room in 3D and I'm having a problem with adding a window on this triangle wall. Actually at height of the loop beetwen triangle and rectangular parts. Any suggestions?
I've tried to add window from Archimesh addon and then use boolean modifier, but I dont know why the interior is still dark like the window isn't rly made of glass.[2


texts: Beginner: Wrong workflow? 8x8x8 LED Cube to complex

texts:
Total beginner here - I hope you guys can help me :)

So I want to make a 3D representation of my LED Cube. It consists of 512 LEDs (8x8x8). I think it should be pretty simple... So I started reading a Tutorial and now I just created the 3D LED cube. But the performance seems pretty bad - thats why I think I am using Blender wrong :)

My Workflow:
I deleted the standard scene and then added a UV Sphere
I reduced the segments and Rings to 12 and reduced the size to 0.25.
I hoped that this would make the performance better (I want to export it to a .obj file and use it in a C# Program).
Then I duplicated the singe LED and created a row, changed the position of each new LED. When the row was done I created an 8x8 LED side by duplicating the row 7 times. Then I duplicated the first side 7 times to get my 8x8x8 cube.

My object looks like this:

I see that the verts/edges/faces count is pretty high - I assume this is bad for my performance. Is there a better workflow for my little project that results in a better performance? My exported Object is 4.91 MB big - seems a little big for a simple cube or is this ok?

Sorry but I would really appreciate any help I can get :)


texts:
I'm working on a music video.
I came back from a break on this projet and started to work on new stuff when I realised, 3 days later, that the audio was offset.
I think it's a weird offset, a kinda sliding one but my computer is not optimised for 3D work and I struggle to really comprehend what's going on as exports are fairly long and all the elements that allow the sync between audio and video are not visible in the viewport unless in material or render mode which slow down my computer.
Long story short, I'm at a point where I studied an older version of the same file to figure out what changed.
In this version, I cannot manage to toggle the audio but its strip exists in the video sequencer and displays some differences with my current file when I look into the specs.
I guess the answer lies in those values but I don't fully know what I'm looking at.

What does this 5734 value represents?
I guess it's the duration of the clip but how can it be different that the one in my old file?
Same source, same starting point, same ending point.
Also, despite both playheads being at the 160th frame, the current version is at the 06:10 mark while the old one is at 06:16.
Can someone explain to me what's happening, how to fix this and, if possible, how did I managed to get there without trying to.
Thanks.
EDIT
Here are the info I'm getting when I open the file song with MediaInfo, if it's any help:


texts:
I have generated a 3d Modle with Meshroom and when I import it in Blender it has three Materials on it each with one of the three textures generated:

I am trying to combine the Three materials into one but whatever I try it does not work properly:

I have tried to get a mask from the black of the images but it didn't work either.

Here is the model with the images. Thank you for your time.
The model might look slightly different because I have already cleaned the mesh up a bit. And I also was not able to export a single texture in meshroom it crashed.


texts: Control points on a curve node with drivers?

texts: I want to control a point on a curve within an RGB curves node with a driver. Is there any way to get the RNA path for it's X and Y fields?


texts: Let wireframe node only show edges where normal changes

texts:
I am mixing a diffuse shader and a transparent shader in a cycles matrial. As factor input for the mix shader node I use the output of a wireframe node.

So the wireframe node will output 1 where an edge is in the geomerty. How can I modify this value according to the angle between the normals of the faces separated by the current edge?


texts: How do I view the different texture paint of multiple objects simultaneously?

texts: I have uploaded a couple of rigs and they all have their own texture paint but I don't know how to show them at the same time. For example I can show woody and Boba Fett's texture paints at different times but not at the same time.


texts:
I'm creating an Earth and it looks amazing! But the atmosphere still has sharp edges. I've created the glow but have had to make a transparent sphere around the earth to create another effect to symbolize distance. However, although this looks brilliant, I want the outer edges of the atmosphere/sphere to be blurred or feathered slightly. I don't know how to do this. I've tried in the compositor and shader, plus I don't want to use cycles as it will ruin all my current settings. Is there any way to blur a specific mesh/material in the shader, compositor or material panels without it effecting the nodes for everything else?

Here's a rendered image to help you out. From a different angle it looks great but it's just the atmosphere that ruins this angle:

Also, does anyone know how to darken the blue land of the night light map? It's very unrealistic to be seeing the land at night but I can't remember how I did it last time. Thanks in advance!!


texts:
I want to create a simple road. To do this I first want to apply an 'Array Modifier' which fits the curve. So in the Array modifier I changed the 'Fit Type' from 'Fixed Count' to 'Fit Curve'. But now the Path is much shorter than the road it self.

And If I extrude the curve the road goes even longer and longer.
Is there a way the road is as long as the path?


texts: I Recently made an intro. I separated the text letters and converted to mesh so that I could do these effects. Now everyone says I'm unable to go back to editable text mode. Is there an add-on to get back from mesh to text? Or any other way to transfer all key frames to a text object so I could get it back somehow?


texts: No Viewfinder Box / Blender renders out entire scene

texts:
So very new here. I must have hit something and now there is no camera viewfinder, and blender wants to render out the entire scene including objects that I have hidden.

Rendered image attached.


texts: How does one use cycle's image sequence?

texts:
I would like to create an animation where the source image changes at certain points. Cycles' Image Sequence setting on the Image Texture node looks hopeful. However, I can't seem to figure out what kind of input it wants.

Is this one of those images that are literally just a sequence of different images loaded on one? Thanks for any help!


texts: Accidentally made backdrop viewer size zero. How to get it back?

texts: I accidentally decreased the size of the viewer in the backdrop to zero. Now it displays as a small cross and I cannot reach the handles to enlarge it again. Does anyone know how to get it back, without needing to rebuild my project?


texts: I am currently in the process of retouching an older character of mine with a new rig i made, however, mid-way through attaching the old parts onto the new rig, the drivers on the new rig that controll the IK/FK switching stopped updating their driver values. How do i fix it?


texts:
I've seen in tutorials - people are streightening and pinning their UVs - I really struggle to understand how it works and the reason - why are they doing this.
Doesn't it spoil UVs somehow if I move the points? I really would be grateful for explanation because it seems , that this process improves the quality of final texture.


texts:
How to download blender manual link on the website is dead, is it mandatory to download the repository and build the manual to have it off line?

there is no link to download the ZIP file ever, can any one enlight me about this matter plz.


texts: How to copy background images from one .blend to another?

texts:
I have a bunch of background images in one .blend, and I'd like to "append" (or link if that's possible) them into other .blends.

I couldn't find anything in the append tree for appending background images; I can append the just the image datablocks from the image tree, but seemingly not the background image entries.

Is there any way to copy the background image entries, not just the images themselves?


texts: When I'm trying to add an image to my mirrored object I can only do it on the non mirrored side, is it possible to add the image to the whole thing?


texts:
When I am in Edit mode, the curve modifier doesn't work but
when I go to Object mode, the curve modifier works but the object (the rail) moves to the left.
Any ideas?
Thanks.

Here is the file:


texts:
My question is pretty simple.

How to make an object copy rotation of another object with same speed but only every second circle. I know I can animate that using keyframes, but I need to have in constraint.


texts: Is there a way to create a seamless image in the compositor?

texts:
Can a rendered frame be made seamless, by some compositor tricks? What I'm looking for is something similar to the GIMP filter Make seamless.

Here's an example
Original (downloaded from Pixabay):

After Make seamless applied:

I could, of course, do this in GIMP, but I'd like to avoid post processing in external applications, and get a ready made image directly out of Blender. My goal is to have a repeating background and composite non-repeating text on top of it, and I'd like to be able to do it with two render layers or, if necessary, two scenes in the same .blend.

When searching Blender.SE, I found several questions about seamless images, but they all seemed to want to know how to use pre-existing seamless images, or how to get a texture to repeat seamlessly on an object. The ones I actually opened, did not answer my question, since I'm aiming to create a seamless image from a render.


texts: Script to scale objects resets scale when scrubbing through frames

texts:
I am writing a Python script for Blender 2.8 in which I replace objects in the scene with new objects.
I start by importing the new object as a .FBX and linking the original object data to the new object.
The new object then needs to be scaled down to fit where the old objects were.

The issue is that when I run the script it appears to have worked until I change the animation frame and the scaling I have applied is erased.
Here is a snippet of the code

import bpy

file = '\\Fruit&Veg\\Banana_FBX\\Banana.FBX'
i = file.rfind('\\')
new_asset_name = file[i + 1:-4]
bpy.ops.import_scene.fbx(filepath=file)
bpy.context.view_layer.objects.active = bpy.data.objects[new_asset_name]
bpy.ops.object.scale_clear()

bpy.data.object['Orange'].select_set(True)
bpy.ops.object.make_links_data(type='OBDATA')
bpy.context.view_layer.objects.active = obj

ratio = bpy.data.objects[new_asset_name].dimensions[2] / 0.255 # how much larger new object is

bpy.ops.transform.resize(value=(1/ratio,1/ratio, 1/ratio), orient_type='GLOBAL', orient_matrix=((1, 0, 0), (0, 1, 0), (0, 0, 1)), orient_matrix_type='GLOBAL', constraint_axis=(False, False, True), mirror=True, use_proportional_edit=False, proportional_edit_falloff='SMOOTH', proportional_size=1, use_proportional_connected=False, use_proportional_projected=False, release_confirm=True)


texts:
One eye of model doesn't follow head?

I have a bit of a problem with a "4 Piece Model", "Head, Body, Eyes, Hair, and Teeth". I hope someone can be of assistance while the "Eye's" appear as a pair and don't act as a pair. Upon selecting the eyes in object mode they both highlight as a pair with a single click of one eye and then after shift selecting the models head and choosing Ctrl P > "BONE" the parent only applies to one eye and the left eye doesn't move with the head and rig movements? There is no lattice or such, or any such tracking.


texts: Cycles: sharper transition from transparent to opaque areas when using partly transparent texture

texts:
I want to apply a sticker to a glass bottle that has transparent areas. I got it to work that the right parts are see-through. My problem is that i have white blurry areas where the sticker transitions from not transparent to transparent. But I want sharp edges around the border of the colored part. In other words:

I want the texture to be either 100% transparent or 0%. Nothing in between.

Here is a screenshot of the texture, my node setup and my current render result.


texts: How do I get the triangle count in Blender the same as the ones in my FBX file?

texts: I am trying to make a game skin to enter a competition. But the maximum triangle count is 9400, and I have 8782 in my model. The problem is, when I export it to an FBX file, it turns into 5 million triangles. I tried decimating, removing some sub-division surface modifiers and searching on the Internet. The model was already UV unwrapped. I would also like to say that I am a beginner and that the simpler the answer, the better. Thanks.


texts: Particle Color based on where the particle is emitted?

texts:
Is it possible to change a particle's color to the color of the face/texture part it comes out of in cycles?

I want it to be the color of the face after shading and all that other stuff


texts:
I'm using the Molecular Script add-on to create particles to fill a container. It's working well provided the particles aren't rotating. As soon as I add rotation, those that collide with the surface rotate as expected (with friction with the surface) and those that bounce off of each other also seem to rotate as expected, but those that become 'at rest' in the centre of the mass of particles continue to rotate - I would have expected friction with the neighboring particles to cause them to stop rotating.

I end up with something like the following :

I've tried all the particle settings (including Damping, Drag, Molecular Linking, etc.) but nothing appears to enable friction between these 'at rest' particles. How can I get my particles to stop when at rest?

Here's the full particle properties panel (apologies for the very tall image!) :

EDIT

I've tried disabling the Dynamic option as suggested by Mateus but this stops all rotation - including rotation when rolling on the collision surface.

I'm wondering whether Molecular Script does not handle rotation at all - since on closer inspection the particle to particle collisions don't actually seem to be producing rotation either - and what I was seeing was the rotation from surface collision interactions only.

Blend file provided :


texts: Help I'm trying to make soft bodies collide with each other but nothing seems to be working instead they just go through each other.


texts: Why does scaling slanted plane on Z axis produce squished result?

texts:
I can't seem to find the answer on why scaling on the Z axis for this plane is producing the following result.

What I really want is something like the following (I use edge slide)
Is there a way to accomplish this via scaling so I know both sides will be equal?


texts: Map the uv values as the color of a material

texts: Using the material node compositor, I need to translate the x and y of the uvs of a mesh (assuming they are ranged from 0 to 1), to the red and green color value of a material.


texts:
I Was watching "How to make a Lightsaber in Blender | The easy way" where it taught me how to make a lightsaber using a mask. Towards the end of the video,I clicked render animation and when i checked my output file, the pictures had no mask around them.
I used a image sequence.

My render result is this


texts: How to add a border to a single videoclip

texts:
I just started to use blender because Camtasia is crashing like ***** al the time and Techsmith doesn't seem to care.
I have a few thing tackled like adding text, resizing and i can make things move in and out by using keyframes.

The one thing i cant find any info on is borders, how can i add a border to a single videoclip?
With an image overlay i could emulate this but the problem is that i want the border on a single video clip, the video clip in question is rotated and moving around the screen by using keyframes.

In Camtasia you can just enable a border choose a thickness like 6px and choose a color, this wil add a 4sided border to the videoclip/picture.

I am thinking of 2 (untested) solutions richt now but they are time consuming.

Create a new scene, add the videoclip, add an image overlay (border) and add the scene to the mainscene.
Create a new project, add the videoclip, add an image overlay (border) render the project and import the rendered videoclip in the mainproject.

I hope someone can help me with this.


texts: Concentric circles evenly spaced in UV mode

texts:
My model is a simple UV sphere made of 128 segments and 128 rings.

My UV map is made of a plain disc with concentric circles.

I would like to evenly space the circles (with a constant offset). How can I achieve this without taking care of the circles one by one ?

Thank you for your help.


texts: Legally switching from 3DsMax to Blender

texts:
I'm trying to migrate my asset meshes from 3dsMax Student Edition to Blender so that I can ditch 3DsMax for Blender. I would like to do so legally for my non-commercial release of a project which will use these assets. Will exporting to an fbx file and importing into Blender remove any licensing data associated with my models from 3DsMax as I want it to be clean enough for public release from Blender. I once read that converting by exporting it to .obj format will clear it of any 3dsMax trace, but I am unsure.
If there is any simple solution it will be greatly appreciated.


texts: How to change the visible angle when using a background image

texts: So I'm trying to model using a background image and I really need the front face of the image to be facing the same direction as the z axis.


texts:
I'm trying to export a mesh with bone animation to the FBX format, for consumption by Assimp. Although the Assimp website says otherwise, the source code does support FBX files, but only versions 7.1.0 through 7.3.0. When I export to FBX from Blender, the version number is 6.1.0.

Is there a specific reason why the exporter uses 6.1.0 and not a newer version? It seems like the FBX exporter is the most heavily used (and hopefully most heavily developed) exporter in Blender?

Also, is there a major difference between 6.1.0 and 7.1.0? Can I just manually edit the exported file so that Assimp thinks it's getting a v7.1.0 file?


texts:
I have a smoke simulation that appears fine in the 3D view. However, when it is rendered, a section of the smoke is cut out. The render is done in cycles with Blender version 2.78. Changing the position/angle of the camera changes the shape that is cut out. I have 2 render layers set up, and the problem is occurring on the layer titled "dust"

Here is the blend file and pictures of the problem.


texts: Jagged black parts of mesh only at certain angles

texts:
I'm not sure how to deal with this issue I'm facing. I'm quite new but I've researched this issue and I've tried deleting doubles (merge by distance) and I've tried to recalculate normals but none of those really work. I was wondering if someone had bumped into a similar issue.

The picture you see are from the same fish. It's only from certain angles it affects but I'm not sure why.. In the rendered part image some parts of the fish turns really dark and those parts look really bad.

Pictures from different angles from cycles render in viewport by just rotating the camera a small bit, not changing anything else.


texts:
https://gyazo.com/b3d840f42a8f57c23fb80645ba9f1e48
Something has happened today while I was modelling.
Magically my model became invisible and when I go to the material preview or render view, the model turns black and appears to shrink and contort itself.
This hasn't really ever happened, I thought it'll just go away if I restart blender but that didn't happen, I also created another blender file to see if its only something I did in the previous blend file but the same thing happened, invisible object. I looked if anyone has had this problem  as well but I couldn't find anything. What's interesting is that despite the actual model and its parts being invisible,the lamp, camera and reference images were completely visible and functional.
I tried restarting blender, reinstalling blender, restarting my computer, nothings worked, I checked if I maybe enabled something in blender that made  this happen, but again, I didn't find anything.
I really need help with this, cause I can't really make a model if I can't see it.


texts: How do I use world_matrix.rotate() correctly?

texts:
I've been hammering away on my keyboard for the last few hours to get something seemingly simple done. What I want to do is further rotate an object's world matrix. So I'm grabbing the world matrix like:

x = bpy.context.object.matrix_world

Now I'd like to rotate that by an Euler angle

eAngle = Euler((0.0, 0.2, 0.0)) # rotate 0.2 radians on the Y axis

What I've tried is:

bpy.context.object.matrix_world.rotate(eAngle)  # yields a ValueError, 'must have 3x3 dimensions', even though the function description states I could use an Euler as input
bpy.context.object.matrix_world.to_3x3().rotate(eAngle)  # does nothing
x = bpy.context.object.matrix_world.to_3x3().rotate(eAngle)  # x is none, so I also cannot set that resulting value somewhere else
hammering_hard_on_the_keyboard  # feels nice, but only yields keys on the table and floor

Can someone please give me a hint on how to achieve such a rotation?


texts: Two armatures. Two animations. Combine into one armature with both animations intact?

texts:
Like the title says. I have two bones which each belong to different armatures. For exporting purposes, I need to have both bones in the same armature. However, when I join the armatures, one animation is lost. Pasting keyframes does not attribute to individual bones so that messes everything up. Help?

Thanks


texts: Is there a way to force particles to follow a branched object?

texts:
I would like to make a particle system to flow through a branched object such as a tree or a light bolt. Forcing a particle system to flow through a path (e.g. Bezier Curve) is trivial using it as a force field if type:Curve Guide but since curves are categorically not branched it is not possible.

I have tried using a branched mesh to achieve the same results using the same recipe of Force Field>Curve Guide but the results are not the expected ones.

How would you go about it?

UPDATE:
This is one solution based on @lemon 's approach by using keyed particle systems

https://imgur.com/yy3n2wT


texts: Preserving HDR information in EXR output from Blender in a 8-bit PNG?

texts:
The only way to get the full dynamic range out in a render or bake is to save it as an EXR float from Blender. Not even saving 16-Bit PNG float will keep all the information in the highlights in Blender. But many applications call for another format other than EXR. Such as PNGs and even Jpegs.
So is there a way to compress the full dynamic range information from the EXR into a 8-bit PNG using Gimp? So basically all the HDR info in the EXR file can be seen in a 8-bit PNG and the highlights are not blown and the shadows are not crushed. In video, Log does basically that. Squeeze the dynamic range which normally couldn't be handled by Rec709 into rec709.
Anybody knows how to do that with EXR to 8-bit PNG in Gimp?
Thanks.


texts: UNLINK does not work to convert particles into new/original meshes

texts:
I am converting a particle system (based on a collection of meshes) into new meshes.

The 'new' meshes stay connected (as I can see in EDIT mode) to the original one. Setting every single mesh to an 'original' mesh in the object tab takes a lot of time.

This question... Problem with particles, converted into mesh objects
...seems to be the same, but the answer which is UNLINK(ING) the object(s) by pressing 'U' makes everything disappear as if I am hitting a delete button instead of 'unlink'.

Does anybody know what I am doing wrong?


texts:
I have a model (v2.69) that renders smoke in the viewport. However while the model appears in the jpg output the smoke does not.  Every thing is in the same blender layer.  I have recently re-built the machine to Ubuntu 14.04 and the problem persists.  6mths ago it was fine, the hardware has not changed and the example files are in http://blenderartists.org/forum/showthread.php?338435-Where-can-I-get-some-advice

GIMP works fine, the machine works fine and so this is looking like a Blender setting and something that is stopping the smoke from getting to the output file.

Stuart


texts: How to deform a rectangular object on a angled shape?

texts:
My problem is simple to describe. I need to deform a rectangular shape on a "base shape" which is basically an ellipse that is decreasing it's size while getting height.
I use to do it with a simple deform/bend/empty when the base was a cut cone, with a circle basis, but it doesn't work with an elliptic shape. Do someone have a solution to this? If I just deform through a path, I will not have the bending effect. Thanks for your help.


texts: Add Solidify Modifier to a plane with a different image on each side

texts:
I have a plane with an image on each side. The shader uses a Geometry node with Backfacing. I want to give the plane a little thickness and I tried that by using a Solidify Modifier which did give the plane thickness. The issue I have is then both sides of the plan use the same image and I need to have different images on each plane.
How it should look

With Modifier

Material Nodes


texts: After installing, Addon should be upgraded to 2.8x

texts:
I have zero knowledge of programming. The problem I am facing is when installing addon it is showing to upgrade to 2.8x version.

Here's the part of the code. where one of the warnings is showed.

def register():
    bpy.utils.register_module(__name__)
    bpy.types.INFO_MT_file_import.append(import_bob_menu)
    bpy.types.INFO_MT_file_export.append(export_bob_menu)
    bpy.types.INFO_MT_file_import.append(import_cob_menu)
    bpy.types.INFO_MT_file_export.append(export_cob_menu)
    bpy.types.INFO_MT_file_import.append(import_leveldefs)
    bpy.types.INFO_MT_file_export.append(export_leveldefs)

def unregister():
    bpy.utils.unregister_module(__name__)
    bpy.types.INFO_MT_file_import.remove(import_bob_menu)
    bpy.types.INFO_MT_file_export.remove(export_bob_menu)
    bpy.types.INFO_MT_file_import.remove(import_cob_menu)
    bpy.types.INFO_MT_file_export.remove(export_cob_menu)
    bpy.types.INFO_MT_file_import.remove(import_leveldefs)
    bpy.types.INFO_MT_file_export.remove(export_leveldefs)
```


texts:
I created a 3d house using 2.83.7. The main component are : wall , ceiling , floor , door , window etc. So i created some collection to manage it : WALL, DOOR,FLOOR ,WINDOW etc
WALL collection contains all wall object, DOOR collection store all doors and so on. This way i can easily isolate them when i want for example disabling just the floor and ceiling.
Now the challenge is , i want to make a master bedroom with 3 alternative. Each of this alternative will have its own wall/door/window etc. Practically there will be 3 sets of wall/door/window etc on the same spot but with different design. So later, only 1 of them can be enabled, otherwise they will overlap each other.
Then i created 3 collections :
ROOM_ALT1, ROOM_ALT2, ROOM_ALT3. They will be used to store associate room alternative. Only one of them will be enabled at a time.
I link the objects this collection. So for example for the room alt1 : the wall.01 , while it's  still in WALL collection , it will be linked to ROOM_ALT1 .
I choose to 'link' , not to 'move' because my plan was that i want for example the wall.01 to be under both WALL and ROOM_ALT1 collection. I thought i can disable any wall objects (including walls from any room alternatives) by disabling the WALL collection while i can also disable alt1 by disabling ROOM_ALT1. But it's not working as i expected.
Note: i want to disable/enable , not just hide/unhide them.
Any solution ? Does anyone can help ?


texts: cannot import .obj into blender 2.8, but works in 2.79

texts: i am getting this error. i've tried multiple versions of blender 2.8 but none work.


texts: Remove object from specific group programmatically

texts:
Somehow I have managed to add objects to a group called "myGroup" without actually wanting to do that. I now want to remove all those objects from that group, which at the same time were already assigned to another group. I figured the best way would be to do that in python. I tried the following:

allObjects = bpy.data.objects;
for obj in allObjects:
    count = 0;
    found = 0;
    for gr in obj.users_group:
        count = count + 1;
        if gr.name == 'myGroup'
            found = 1;
    if count > 1 and found == 1
        for object in bpy.context.visible_objects:
            object.select = False;
        obj.select = True;
        REMOVE obj from group myGroup!!!!

I do not know how to put the last line into valid python code. I know that there is a function could "bpy.ops.object.group_remove()", but I do not understand which group the object is deleted from when I call this function.
Any help? :)


texts: Does Blender 2.79 fully support 3D mouse?

texts: Considering purchasing a 3D mouse, but I'm unsure (even after extensive Googling) as to whether or not Blender is fully compatible. Sculpt mode is apparently a yes, as is Object mode (please correct me if I'm wrong!), but what about Edit mode?


texts: Export transparent material in GLTF in blender 2.8

texts:
I am trying to export a glass material in gltf. Here is the material principled shader, notice I have transmission set to 1.0:

this gives me this result in cycles (the glasses have the glass material):

However when I export this to gltf, and view it in the gltf viewer or load it in my webgl application, this is the result:

How do I export glass?

I already have this in my render options:

I am using blender 2.8 beta, all the other questions I could find all refer to an older version of blender.

EDIT: I don't even have the Blend Mode dropdown in my shader settings:


texts: Ok, so can I import a photo from my computer onto a canvas? I have a picture that I want to kind of trace over for the outline of a character in an animation. Am I able to import it so that I can do so?


texts: Does the Glossy BSDF include Fresnel and geometrical attenuation factors?

texts:
The analytical Torrance-Sparrow BRDF model incorporates a Fresnel reflectance factor and a geometrical attenuation factor.

Does anybody know if these effects are also considered by the Glossy BSDF material in the Cycles render engine?


texts: How to delete internal intesected faces?

texts:
The following mesh is created by converting a curve with bevel effect like below:

The mesh has some faces which extrude into the inside of the shape. This effect can be seen by cutting the mesh into halves (using boolean modifier):

If I want to get rid of the internal faces and only retain the outside faces which can be seen from this graph, what is the best way to achieve that without too much manual work? (I have a lot of characters to deal with, so I am seeking an automatic way)

I have tried clean the mesh up and use "Intersect (Knife)", but that does not do the job cleanly. It still misses some faces and leaving them extruded inside the shape. Basically I only want to keep the contour of the mesh.

Attached a blender file for demo.