texts: Why is my wood plank rendering not showing the mesh edges?

texts:
I am trying to render multiple meshes using a python script. Each mesh receives the same texture taken from a standard wood picture I found online.

Why does it look like one big lousy piece of wood?
As you can see in the attached pics, before the render the different meshes are outlined very clearly. After the render the different planks are quite indistinguishable

The code I am using to add material to the meshes:

def AddMaterial(woodtype):
    if woodtype is 'Support':
        woodtype = 'Structure'
    path = "C:\Data\P\MastersOfWood\MyOwnWood\\" + woodtype + '.jpg'
    mat = bpy.data.materials.new(name="New_Mat")
    mat.use_nodes = True
    bsdf = mat.node_tree.nodes["Principled BSDF"]
    texImage = mat.node_tree.nodes.new('ShaderNodeTexImage')
    texImage.image = bpy.data.images.load(path)
    mat.node_tree.links.new(bsdf.inputs['Base Color'], texImage.outputs['Color'])

    ob = context.view_layer.objects.active

    # Assign it to object
    if ob.data.materials:
        ob.data.materials[0] = mat
    else:
        ob.data.materials.append(mat)

"woodtype" is one of 2 strings that represent one of 2 types of wood, as can be seen in the following render:


texts: BGE: Can Python do more than the Logic Bricks?

texts:
In Blender, as I'm sure everyone knows, there is a game engine and I've been neglecting it. I don't have any big plans for it, just to see what it can do. But there's two ways two ways I can do this:
1. Python or
2.Logic Bricks

I don't know Python, but I was wondering, does Python have any more capabilities than the logic bricks? Would I be limiting myself by using the logic bricks? Are all of Pythons(and really all coding languages) logic represented in three drop-down lists of Sensors, Actuator, and Controllers?

Sorta Related Question

Which is more efficient for performing simple actions, Python, or Logic bricks?


texts: Best way to round off the edges in a rectangle

texts:
I'm trying to model an indoor football field which is like a hockey rink...

I've been able to add the bevel modifier; but, I've read where there is a better way to accomplish this.  Can someone walk me through the steps and help me apply 20 to 32 segments...

I've created the rectangle and placed it in edit mode; but, I'm getting confused as to how to add the bevel to the corners and then knock out the middle of the rectangle for the raised border walls..

Thanks
Trey


texts: Rendering transparency in one compositing node only

texts:
I am brand new to compositing nodes, and I am trying to figure out how to render out one layer with transparency, and the other without.
For example, My background, I don't want transparent to be the option, but for my character, I do want the background to be transparent.
Is there a way I can do this?
Also, is there a way to effect how much the light works on one pass as opposed to the other?
I want the lights to effect the character pass at about 50% of how the would effect the background pass...
I hope this makes sense. Please let me know if you have any recommendations.


texts: How to hide Stencil in Texture Paint Mode

texts:
Is there any way to hide the stencil overlay in the texture paint mode of blender?
It kind of gets irritating when trying to view whats been painted on the view?
Of course I can do it from the tool panel, but are there any shortcuts?


texts: Contain mesh within another mesh boundaries?

texts:
I'm trying to limit a mesh within certain boundaries so that I can then scale it really big and the mesh never goes out of boundaries of a box.

I've tried using boolean but I get a plethora of strange artifacts. The mask modifier (as I understand it) only accounts same-mesh vertex groups. This wouldn't cut it, since when I scale the mesh I need the box to remain the same size.
I'm trying not to resort to hiding it via compositing, but if that's the only other way, I'll see what I can work around with that.

Do any of you know how can I achieve something like this?
Thanks in advance.


texts: How to place an IK pole target bone when IK chain is not aligned to cardinal axes

texts: I have a bone chain I would like to create an IK system on, but the chain is not flat on one of the cardinal axes (global x/y/z). How can I add a pole target bone to this chain without manually aligning the bones to the cardinal axes? For example, my character is imported with a chain in A-pose, but a T-pose would be better aligned.


texts: Ive created a 3d chess board and its pieces in blender and I'm now learning python to create a playable chess game. How do I take what I've made in Blender to use them for the pieces for the game?


texts: How can I make a tower of stacked boxes stable in the game engine?

texts:
I have a tower of flat boxes, but the simulation is not stable. I have tried with split impulse turned off and on.

I have tried:

setting the collision shape to box, convex hull, and mesh
increasing the number of steps per second and iterations per step (though this does improve the stability, it still eventually collapses without outside influence)
enabling deactivation
start deactivated (but as soon as an object touches the tower, it gets very "bouncy")

I have even tried to gradually increase gravity, hoping that the boxes would eventually gently settle all opposing forces (gravity and contact constraints). This blend file shows that gravity is squishing the boxes a bit.

This technique, combined with enabling deactivation seems to work alright, until an object activates the boxes (on contact). Does anyone know of a less hacky way to prevent a tower of boxes from bobbing up and down like this?

Is there a way to make this kind of tower stable without resorting to these kinds of tricks?


texts: UV unwrap each face of an object via python script

texts:
I have an object with several faces, and I want to loop over the faces, adjust the view for each differently and then UV unwrap the face from the chosen view.

I managed to do it using Blender GUI but how can I automate it via a python script?

This is the code I was trying with... I keep getting either a context error or an error saying that BMFace has been removed :s

import bpy, bmesh
bpy.ops.object.mode_set(mode='EDIT')
bpy.ops.mesh.select_all(action='DESELECT')
bm = bmesh.from_edit_mesh(bpy.data.objects['my_obj'].data)
for face in bm.faces:
    face.select = True
    if [...] : # Condition chosen to know which face this is
        q = Quaternion([...]) # Set desired corresponding view for this face
    for area in bpy.context.screen.areas:
        if area.type == 'VIEW_3D':
            break
    for region in area.regions:
        if region.type == 'WINDOW':
            break
    space = area.spaces[0]
    context = bpy.context.copy()
    context['area'] = area
    context['region'] = region
    context['space_data'] = space
    r3d = space.region_3d
    r3d.view_perspective = 'ORTHO'
    r3d.view_rotation = q

    for window in bpy.context.window_manager.windows:
        screen = window.screen
        for area in screen.areas:
            if area.type == 'VIEW_3D':
                for space in area.spaces:
                    if space.type == 'VIEW_3D':
                        for region in area.regions:
                            if region.type == 'WINDOW':
                                override = {'window': window, 'screen': screen, 'area': area, 'region': region}
                                bpy.ops.uv.project_from_view(override, orthographic=False, correct_aspect=True, clip_to_bounds=False, scale_to_bounds=True)
    face.select = False

Please help!


texts:
I'm trying to make some rounded edges and using the subsurf modifier to round 'em off. The problem is because the corner sits on an edge, there's some pinching. I'm really starting to understand the "quirks" of the subsurf modifier but having toyed with this part for quite a while, I'm not sure of which edges to crease/uncrease, or more likely, where I would need to add/remove/change geometry.

I'm looking to have that corner in the center be rounded, not pinched towards the edge at the bottom. Another problem I'm having which may be related is below: one side is flat, but the other side is again pinched, this time towards the center

The same part on the other side without subsurf:

Here is what the ideal result would be; as can be seen, the circle has no pinched edges.

Thing is though, above is the result of the three highlighted faces being extruded out and moved back in line with the edge. So there is overlapping edges/vertices, which isn't pleasant. Here is what happens if the verts merge together:


texts:
I need to shift the order of referenced vertices in a face. I've been trying to do it in python after being unable to find a "normal" way of doing it, but I've hit a bit of a dead end and I hope someone can help me.
To be more concise: Let's say, for example, a triangle face uses the vertices [1, 2, 3]. What I need is to shift those indices to [2, 3, 1]. Obviously it's the same triangle, but I need those indices to be in a certain order.
The furthest I can get is the following python script that shows the vertex indices of the selected triangle. I'd love to rearrange the "verts" member, but it's read-only.
import bpy
import bmesh

me = bpy.context.object.data
bm = bmesh.new()
bm.from_mesh(me)

for face in bm.faces:
    if (face.select):
        print("face index %u" % face.index)

        v0 = face.verts[0]
        v1 = face.verts[1]
        v2 = face.verts[2]

        print("vertex 1: %u" % v0.index)
        print("vertex 2: %u" % v1.index)
        print("vertex 3: %u" % v2.index)

I understand that bmesh is some kind of "working copy" of a mesh which then needs to be saved back. Do I need to make a new bmesh and then copy the old one while applying my changes somehow?
EDIT: Since I can't write comments myself, I'll address thibsert's comment here: As far as I can tell that just rearranges the "global" list of vertices of the mest, which I need to be untouched. It's the face's own list of corner vertices that I need to shift. I know this is a very fringe use case :)


texts: Error in exported animation position/size. (Blender to Unreal)

texts:
I exported an object and its animations to unreal.

All right:

I have problems when I work with its animations.

See how the size and base position change:

Skeletal Mesh (apparently all right):

Animation Sequence (see how it looks inside the floor):

In Blender (I put it above the floor):

In Blender (the parent bone is the bone circled in pink):

I think the parent bone is the cause of the position problem, or at least the way I exported the object makes the parent bone influence that aspect.
About the size, I do not know what is causing the problem because I exported/imported the animation along with the object.

Questions I looked at before asking my question:

Issue with Blender export to Unreal

blender to unreal

How to export pivot point from Blender to Unreal Engine?

Why is my animation being broken up into several files when i export it from blender and import into unreal engine 4?

A recommended link on one of the questions cited:

https://forums.unrealengine.com/development-discussion/animation/38785-blender-digital-fbx-not-include-all-animations?67714-blender-digital-fbx-not-include-all-animations=

A setting I use at export time:

The parameters I use are taken from this video:

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

The link I got by asking this question:

Animation is exported, but does not appear along with the mesh of the object

I would like to know how to make sure that the position (origin) of the object does not change when an animation is played/added/displayed.


texts: Best strategy for rigging and modelling tongue in face

texts:
We are working on a cute monster with a big tongue:

We want the tongue to have a different material and texture than the rest of the body. We also want to rig the tongue so it elastically stretch from the soft palate when the mouth opens.

We are discussing two strategies concerning the tongue:

The tongue is a part of the main body mesh. We control how the bone flexes the body using weight paint. Applying the textures requires careful separation between the body and the mouth.
The tongue is a separate object from the body. This strategy seems more logical, as the tongue is indeed something different like the leg is different from the torso. Applying the textures and sculpting will be easier, but we have doubts about how to animate opening the mouth, which involves both flexing the body and stretching the tongue out.
The tongue and the lower soft palate is a separate object. Upper soft palate is a part of the body, because it needs to move and stretch when the jaw opens. It seems like a compromise, but it may well be the most difficult to achieve and tune.

Questions:

Are those options equally feasible, or is one more manageable than the other?
If option 2 has some merits, how to reliably parent the soft palate and tongue to the body, so it stays connected when the upper jaw (part of the body) opens? Comment below the answer this question suggests that it may not be possible:character made with multiple objects one armature or different armatures


texts: How to motion track green screen footage and paint out the tracking markers

texts:
I've been trying my hands at VFX within Blender for the past couple of days. I've got a few clips that have been shot against a green screen with tracking markers. I looked at a couple of tutorials and learned how to key the green screen and motion track. However, I couldn't get rid of the tracking markers - I tried masking them out but to no avail. I thought it would be pretty straight forward but I guess I was wrong. One of the reasons could be that I'm not used to the node based compositing inside Blender.
How would you go about doing what I'm struggling with. This is the sequence of how I am trying to achieve this.

Import the green screen footage inside the video editor and export a png sequence.
Start a new project. Reimport the png sequence inside Blender and track the markers within the footage.
Key the green screen out.

What do I do next ? I tried creating a couple of masks that covered a number of static tracking markers but I can't seem to get rid of them. I also tried opening the same image sequence inside the Editing tab after having done all this and connected the mask to an adjustment layer - I can see that the markers have disappeared in the Video Editing workspace but it doesn't show up in the compositing window. This makes me really confused - Why do I have to reimport the video in the Editing tab when it's already open in the Motion tracking tab ?
Again, let's say that I successfully key the green screen and remove the tracking markers. I suppose I should stay within this project file if I want to add 3D models around the footage. Am I right ?
I am a complete noob so I would really appreciate if someone could help me out. Thanks in advance :)


texts: Wringing a torus around the circumference of its major radius

texts:
Would it be possible to wring the tube of a torus around the circumference of its major radius, like this?

This was done by shifting the texture coordinates by using a Texture mapping node. However, the object I have in mind would be low poly and flat shaded, i.e. the location of the edges would be visible, so texture shifting would make the texture slide over the torus rather than giving the appearance of the tube being wrung.


texts: How can I get the "Render" and "Dimensions" panel

texts:
I want to export a video I've edited into an MP4 file. I've watched tutorials on YouTube about how to do it and in all the videos I've seen, they've all had panels for "Render" and "Dimensions" whereas, these panels are the only ones I have:

How do I gain access to the render and dimensions panel?


texts:
So I made an edge loop on horizontal along size the whole side of this object as you can see in the front, and where it is in red that is me extruding the selected face. However, I messed up and had to delete bunch of geometry and then re-add it (that very long rect on right side is what I redid). So then I wanted to basically re-do the edge loops I made and extend them to this re-done geometry.

So I went and started to dissolve edges on the faces, but did not realize that the edge loop was still there, and was wondering why I couldn't re-add edge loop, until I extruded this face and saw that I only dissolved the visible side.

So my question here is, either A) How do I easily recombine my geometry (even the not so visible sides) or B) how to I "extend" the edge loop to these faces I dissolved them on.


texts:
I'm new to blender and the process of creating seams and unwrapping them has been a challenge. I made this chair with the mirrored modifier, applied it, and then tried to texture it by marking seams and UV unwrapping.

Because my seams looked terrible I went under Mesh>UV Unwrap and reset everything and got the image below. While it looks better than what I had, I now am particularly concerned by the obvious tear down the middle of the chair where you can clearly see where the mirror modifier was applied. It seems to be effecting my texturing as well?

I'm not sure I'm using the right words to describe my predicament, but I'm wanting my chair to look like a chair, but I think I ran into a problem with my mirror modifier. Help?


texts: Different camera settings for different render layers?

texts:
I have a scene with two objects.  I need one to be rendered with the camera set to Perspective and the other to be rendered with an Orthographic camera.

I've put them on separate render layers, but it seems there can only be a single camera for both render layers.  Is that true?

What's the best way to achieve this?


texts: Left MB Click is setting the origin of the object

texts:
I appear to have changed a setting and I can't figure out what the hell I have done...

On clicking LMB the cursor moves BUT it also sets the origin of the object...

Any ideas? I am half way through a project and I cannot seem to reset the behaviour.


texts: Cannot manipulate UVs in the UV editor viewport

texts:
I am unable to select or move UVs through the UV editor. Pressing any of the selection tools (B for box C for Circle and Ctrl-RMB for Lasso Select) does nothing and does not appear in the viewport.  I can manipulate the UVs outside of the UV editor and by using the circle selection option, under the Select tab but I am unable to do anything further. This issue occurred after I was UV editing my object and happened for seemingly no reason. I have tried to undo the affair by unselecting the options on the toolbar to no avail.
I am using Blender v2.79.


texts: How to set the key animation down from 250

texts: I see in the animation bar it goes up to 250. how can I put these down?


texts: Armature doesn't want to spin around intended origin

texts: The origin is at the feet squarely below the torso. If I sit the character down in for example a spinning chair and try to spin him, he becomes offset from it because his torso is behind the spinning axis of the chair but his spinning axis is still beneath his torso despite posing his legs. This is more of a question of practice than anything. Surely the origin shouldn't be in front of a model because that would compromise his ability to rotate while standing up but I cant think of what to do other than temporarily shift the origin in edit mode which seems like more trouble than it might be worth.


texts:
I've seen several tutorials on how to use a displacement modifier and a texture to create a terrain from height map data, but I want to go the other way.  Given that I have used sculpt tools to hand draw a landscape on a mesh in Blender, is there a way to generate a height map from it?

I've tried setting up an orthographic camera, going into compositing and sending the depth channel to my output layer, but this results in a distorted image with the peaks being much too high:

Using the assumption that the depth buffer is calculated the same way OpenGL does it, I tried piping the calculation through a 1/n math node:

This fixed the distortion, but I'm finding it very hard to set up my network since I have no real idea how the 'depth' values are actually calculated.  I've used a bunch of math nodes to try and map the depth buffer onto height values, but I'm getting weird results that make me wonder how blender is actually calculating all of this.  For example, simply doubling the resolution of the output gives me this:

Why is it so light?  Shouldn't the Normalize node still transform the image to the full range of 0 to 1?
If anyone knows how to generate a height map, please let me know.


texts:
I've been following Blender Guru's beginner tutorial on YouTube (Part 5, Level 2), and after rendering, I'm unsure how it happened but the Emission in the Principled BSDF node seems to be permanently activated and there seems to be no way to disable it. It was not like this before the render and I am 99.99% sure I have my nodes set up exactly like his own (see Part 5, Level 2 for Blender Guru's complete node setup).
TL;DR: Emission in Principled BSDF suddenly acting strange, any way to solve this?


texts: How to rotate two objects on a specific axis independently

texts:
I want to build a very simple little rig to be able to turn front tires on a car model for posing/rendering.

I've set up an example file where I have two "tires" each with an empty parent. The empty is restricted to rotate on the z-axis only, so when I rotate the empty, the tire turns as desired. Each one works independently.

I then parented the two empties to a third, and set the same restrictions. However the two tires only rotate as a GROUP around a central z-axis (which is sort of what I expected).

What I want is for the empty to turn each tire along it's own z-axis, so they stay parallel - like real car tires.

How would I modify my top empty to do this?


texts:
Is there a way to select seams the easy and fast way?

I had to subdivide this part with 20 so it would bend well, but now its all black so its impossible to seam. I already zoomed in with DEL (numpad), but that doesnt make it easier to reach tiny parts. Also whenever i zoom in, the object just disappears, so im searching a way that or automatically selects the seams for me or a way where it select a few connecting points at once.

Pls explain step by step what to do, cause im just a beginner. Thanks for all the help here!


texts: Array modifier and fit to curve does not work!

texts:
I am trying to add a chain to a bezier curve but when I hit fit to curve the chain is much shorter than the curve, and when I apply the curve modifier and parent it with the bezier curve it just places the chain above the curve and stretches the chain, distorting its geometry,

I have set the origin to the volume of the chain, I've set the chain right and where the 3D cursor is but nothing seems to help.


texts: Problem when reverse copying keyframe for walk cycle

texts: Whenever I try to flip the first keyframe of my walk cycle it turns the pose into a wonky mess instead. I did some reading and figured that its something to do with bone axis alignment but i cant figure out how to fix it. Thank you in advane for the help.


texts:
I am going through the tutorial and I'm on bevel (I'm a super newb)
I have the basic cube chose in the modeling editor
I click on the bevel tool and I click the left mouse button and drag to adjust the bevel.
An odd yellow post appears in the cube and all that happens is a rectangle selection box appears when I click the left button and drag the mouse.
thanks in advance,
Will
here's a pict of my screen.


texts: group node to link and animate multiple alphas

texts:
Noob to Blender and to nodes.

To animate the transparency of an object with a dozen (very simple) materials, I would like to link all the alphas with a single keyframable value. I think this is possible using an instanced node group (just a 0-1 value node or an alpha node) to input into the alpha of each of the materials, but would be most grateful for help with how to set this up.

Many thanks!


texts: I've been working on this mushroom to render and the stalk and dome create a seam where there is different materials. Anyone know how to fix this?


texts:
I have a flat plane and I want to move some of its vertices (the green ones on the image below) so that visually the plane would stay the same in my camera view.

I thought I'll simply switch to View Orientation and use Z-axis to move them. However View Z-axis is perpendicular to camera plane, not directed to camera:

So when I move vertices, their position in the camera view is shifted (green dots are the original vertices positions):

Can I somehow move them using a camera direction as a Z-axis so that visually my object will stay the same in the camera view? Here I manually moved the vertices to desired positions:


texts: Adding translucent shader makes invisible plane somehow visible

texts: strong textI when I'm adding translucent shader, the invisible part of the plane is showing which is I don;t wantstrong text


texts: Why can't I convert object to Grease Pencil?

texts:
I want to convert my mesh object to grease pencil, and this may be a glitch but when I go to convert to--> it says convert to grease pencil from curve, not from mesh. I've done some research and whenever there is a tutorial on how to convert mesh to grease pencil everyone has the option to convert to grease pencil from curve/mesh, not just from a curve. Also, I have tried first converting mesh to curve and then converting curve to grease pencil but it doesn't work. Am I missing an add-on or is it something else?

I have attatched the .blend file here  and I have added a default cube with no converting done with it yet. Maybe there is something wrong in my settings.
UPDATE: I upgraded to the newest Blender (2.92) and it works perfect since there is only one option for convert to Grease Pencil. Still not sure why it doesn't work in version 2.9 for me though...


texts:
I'm using the game engine and I have a cylinder (rigid body) which has to crash with another objects. My problem is when I set the propertie "Radius" because at the end of the cylinder there is a sphere that represents that mass of the cylinder that can collide with other objects, so if I change the value of the propertie "Radius" the sphere turns bigger or smaller. I don't know how to do disappear that sphere because I need th cylinder can hit other objects with all its geometry, not only in the end. I try to use "Collision Bound" type "Cylinder" but the behaviour is very similar.

Look at the screenshots!

Here we can see the sphere at the end of the cylinder

The end of the cylinder that has the sphere hits the ball

But the other tip of the cylinder break through the ball

How could I fix this?


texts: Export obj from Blender keeping position

texts: I'm trying to model some things for Poser.  Whenever I export the .obj out of Blender it ends up on the floor in Poser.  I'd like it to keep its position.


texts: Vertices disappear after doing a "disolve edges"

texts:
I often end up with that problem. I must do something wrong, or I misunderstood the concept.
I don't understand why my vertex doesn't stay in place when I do a Disolve Edges in that configuration. Can anyone explain?
thanks


texts: How to render mist path as png sequence in Eevee?

texts: Is there any way to do this? Stil mist path image is cool but I need 2000 frames of it to control the depth of field of my animation dynamicly.


texts: Can multiple layer transparency be done in cycles for a single object?

texts:
I noticed that inside of the viewport display options for the object that they resemble the settings for Eevee render.
I am trying to get the effect of unchecking this option inside of Eevee to look the same but in cycles (Picture Below) but can't seem to figure it out or even find anything online after looking for some time. No matter what I do when I render the image I still get the effect as the image above.
I have already setup the nodes for backface culling but some faces still show through the mesh because they are the front faces.
Does anyone know a way of achieving this effect inside of cycles? The idea is that this object is going to be a hologram target so when spun or viewed from an angle where it overlaps itself I don't want to see the rest of the object behind itself.
Also Suzanne was added just to show object transparency.
Thank you in advance for any help that can be given.


texts: Curved Mesh with Transparent Texture Transparency Issue

texts:
Sorry if this isn't particularly clear, I'm finding it a little difficult to even describe the problem I am facing!
I have a model in Blender where I am aiming to model a layer being peeled off a letter as can be seen in this image (I've annotated the image with letters).

The letter can be thought of as being composed as two letters cut out of paper atop one another.
The letter at the back has a surface which can be seen labeled A in the image.
In front of the first letter is a second letter which has materials on both sides. There is the material labeled B at the back and the material labeled C at the front.
I created these letters using the "Import Images as Planes" tool. The two sided letter is a mesh formed from two separate planes which I have attached together with faces between the two. The mesh is a rectangle but the images on each face are transparent around the letter so you can see through the mesh.
To achieve the peeling effect, I have used the curve modifier to curve the letter at the front. The problem I am facing is that material C appears to be being 'obscured' by the transparency of material B meaning that A is seen instead of C.
To illustrate the problem further, here are a number of stills from the animated peeling which shows what is happening.

Thank you, please let me know if I can provide any more information to make this clearer.


texts:
First off, please ignore my name, it is just for fun.
Second, I would like to ask a question (two questions technically about the same idea) regarding modeling and then I would like to get help with a specific setting that I use very often and has no shortcut key.

1.) Mesh:
When we work in mesh modeling and we assign to the mesh different materials, would those material's setting for the type of preview render count toward the final view of the object (after we exit mesh)? What I mean is that influencing the outlook of the materials if I set e.g. flat or sphere? If this influence it, then what type of preview would be best to leave when we working in the mesh and give different materials to different parts that might be round/semi round, flat and so on? I know there are multiple questions in this, but I just want to understand it better because I see absolutely no change in whatever preview I choose in my final object. Perhaps my PC is not good enough to show it, I don't know.

2.) Key binding:
If someone knows how could I add a shortcut key for toggling Material View, that would be helpful. Something like Z toggles Wireframe View If there is some key that is not bound by default at my left hand zone, then that I would like to be added (doesn't matter if is with shift/alt/ctr the shortcut). I use all default settings, I have got used with that except the background colour that is a bit lighter then standard so that I can work better in wire frame.

Thank you for all the answers, sorry for my bad English.


texts: Addon Duplicate files - which to remove?

texts:
I searched for a similar topic but I might just be looking in the wrong place.

I have two addons added to 2.79b, still using it for many purposes, and have already upgraded to the latest 2.8 build, however these addons are not yet upgraded to work on 2.8.

Anyway, I forgot that I had a version of one of these addons installed already, set it up, realized it was already installed, and removed it.

Restarted Blender and went to use addon, it wasn't there.  Went to add addon, and I got a warning that the addon is installed in two places, C drive Program files, and the Root drive where the addon is located.

If these are two opposing files that are conflicting with one another for the addon to run, which should I remove, the one in the C drive, or the Root drive version?

I think this has happened to me before long ago and when I removed one of the versions, I was never able to get it to run after that.

Thank you for any help you can offer, or point me to the question on the stack exchange that was previously asked so I am not creating a redundancy here.


texts:
I want to make a noisy blurred emitting object using compositing nodes.
Similar effect which you could see looking through waving water.


texts: 2.8 Properties Tabs all disappeared and nothing I've tried from other answers works

texts:
my little boy loves Blender, but the new 2.8 release just did something odd, he can't remember doing anything but the tabs that used to propagate the right-hand side panel no longer appear when clicking the model to modify it.

See picture...

Tried scrolling, there's nothing hidden, can't find anything else relevent to 2.8 so we are missing something.

Thanks very much in advance for helping a little boy and a noob father.

Thanks to all the help. I found a "Fix"? Although the video he's watching is exclusively in "Layout" tab mode at the top... simply switching to "Modelling" mode brings the editing properties all back - but I thought this was just a layout so haven't figured out why they are still gone. Certainly my boy has a lot my on-screen icons and properties now than the Blender guy in the video...

The video doesn't show this>??! See Pics (the update didn't do anything for this issue).


texts: How can I run blender from command line or a python script without opening a GUI?

texts:
I'm interested in using Blender for producing images, 3d files, or calculating geometry on a server.

Can I make blender run a python script without opening a GUI?

If not, can I incorporate Blender's python API into my own python script without running a GUI?


texts: Cycles Render Pixleated when rendering (Example of a minecraft image)

texts: So when I do a cycle render for a picture/video why is it really pixelated/fuzzy when its rendered??


texts: How can I prepare a point cloud for visualization in Blender using MeshLab?

texts: I have access to some laser scanned LAS files. I can convert the LAS files to X, Y, Z point clouds using LASTools. Once a point cloud is in an X, Y, Z ascii format it can be imported into MeshLab. I am looking to export the point clouds to a format that can be visualized in Blender using MeshLab. I have tried .PLY, .OBJ, and .WRL. All of these formats can be imported into Blender but they do not show up once they have been imported. I have tried importing files that just contain vertices and files that have been re-meshed and contain faces - both with the same result. Is there any special way point clouds must be imported into Blender? Once the file has been imported into Blender are there any issues that would prevent it from being seen such as wildly different scaling. Any help would be greatly appreciated.


texts: "fake_module: addon missing 'bl_info'" error when installing an add-on

texts:
I am trying to install an addon to export models to Minetest.
I tried installing the addon file: B3DExport.py, but I don't see it available inside Prefs/Addons from within Blender. Neither it is available when going in File/Export/
I have tried it both ways:
Using the "install from file..." button), and
by manually putting the file in the addons folder.
Either way it won't show in the File/Export menu. For both .py files
I am running Blender in Ubuntu Studio 16.04 btw.
I have tried Blender 2.77, and 2.71.
The only reason I tried 2.71 is because it was recommended in the instructions to use Blender for Minetest.

Excerpt from the Terminal:

  fake_module: addon missing 'bl_info' gives bad performance!: '/home/javier/.config/blender/2.77/scripts/addons/B3DExport.py'
  Modules Installed from '/home/javier/Applications/blender-2.77a/B3DExport.py' into '/home/javier/.config/blender/2.77/scripts/addons' ()


texts: The Blender Manual describes for Blender Render extensive setting options for Sky & Atmosphere, like in-scattering, extinction, exposure, brightness, turbidity etc. However, in Cycles Render that all seems to be condensed in world => background => sky texture, with only turbidity and albedo as parameters. Aren't there any more functionalities in Cycles Render?


texts:
I remember, in Dope Sheet, using Shift while dragging keyframes (I always use G) to be more precise. With 2.7, that doesn't work. I tried with 2.66... and it neither! Tried 2.57... and neither.

Am I wrong and this function never existed... or there was a version that supported it?

EDIT: I don't want to move to decimal frames (eg: 24.534). As commented, I want to move keyframes in a zoomed-out-view and be precise when dropping them.


texts: Meta Ball Particle System and Fluids interaction

texts:
I'm studying the file offered by @ChameleonStyle in this answer.

I do not understand how he did it. When I open the scene, I can see two layers. The first include a particle system linked to a metaBall following a path while a camera targeting an empty turns around it. On the second layer, I can see a fluid system with two cubes, a domain and an inflow.

I am wondering about two things :

Where does the metaball and the fluid domain color come from ?
Why do they interact?

Thank you for your help...


texts:
When I try to render with the Cycles render on my GPU I'll get a message which says that my CUDA compilation failed and I get this error in the console;

Compiling CUDA kernel ...
"nvcc" -arch=sm_61 --cubin "/usr/share/blender/scripts/addons/cycles/kernel/kernels/cuda/kernel.cu" -o "/home/nils/.config/blender/2.78/cache/cycles_kernel_sm61_E317D1655098C1EB89BEC29AC2C7B15D.cubin" -m64 --ptxas-options="-v" --use_fast_math -DNVCC -D__KERNEL_CUDA_VERSION__=80 -I"/usr/share/blender/scripts/addons/cycles/kernel"
ERROR: No supported gcc/g++ host compiler found, but clang-3.8 is available.
       Use 'nvcc -ccbin clang-3.8' to use that instead.
CUDA kernel compilation failed, see console for details.

Graphics card: Nvida Geforce GTX 1050ti (gigabyte=
Processor: Intel core i5 6400 (4x2.7GHz)
16gb ddr3l 1600

I have already installed gcc, g++, clang, and all Nvida drivers.


texts:
I am still trying to get the hang of nodes and am wanting to do something a bit more complicated than I know how to do.

I have 2 wave textures, one with a thick line, and one with a thin line. I am trying to transition from one to the other - hoping that the thick line would be closer to the edge, and the thinner would be further in.

Is there a way to transition from one to the other? I thought using a mix shader with a gradient as the factor would do the trick, but it is only transitioning the opacity. not the thickness...

does anybody have any other recommendations on how i could do this?


texts:
I'm currently trying to upload an image to a plane mesh and it only shows in the "texture" preview and not in world.

Example:

https://gyazo.com/8134a4ba8c440bdbd07dd83bd3e598bd

I've tried everything as in other tutorials and none of them either relate to how simple my problem is or have nothing to do with it.

My viewport shading is set as texture as well, and I've also tried unwrapping it(another tutorial).

Things you should know:
I'm using Cycles
Yes the image is a .jpeg
I'm also decently new to Blender

Any help is appreciated, thanks.


texts: Particles not showing up in cycles render

texts:
I know that this is a common issue from the questions already asked around, but I've checked every setting and I am at my wit's end. The particles are supposed to be there, but I have looked through every render setting and they will not show, if I do a quick render or a full render.

Here's the download link: https://www.dropbox.com/sh/eq9jg9npgjpiqjy/AAAXSED5dfQLWs99Mve86NxQa?dl=0


texts: Blender grease pencil rendering a vector image

texts:
Now, I guess I have never tried it but, is it possible to draw an image with the grease pencil and export it as a vector image? I have seen people do the same thing except they put like an SVG (or something vector format) into blender and then there is a grease pencil layer with the image there now.

can you export a grease pencil image into a vector image file?


texts:
does having more than one gpu also have an impact on speed of the rendered viewport in cycles ? (renderd viewport i mean the traditional shift z render )

or multi gpu rendering is only okay for the f12 final render ?

and about eevee ? doest is support multi gpu for viewport as well as f12 final render ?

thanks, im planning to upgrade my pc and i want to be sure before i make the purchase


texts:
while sculpting a terrain model most of the time cannot see what I am sculpting as the mesh "disappears" on the location I am sculpting and somewhat around it but not the complete terrain mesh. Any suggestions what the cause of this is? I am using Blender 2.78a.
Here's a video of what I am seeing:
https://www.youtube.com/watch?v=oQ97_FNFhlQ&feature=youtu.be
Thanks


texts: Why does a box appear when I try to make a window hole in a wall using Archimesh?

texts: I get this weird thing when I set auto holes on the wall. It should boolean a hole for the window.


texts: I have tried to import EXR files to Davinci Resolve with the LUT's

texts:
Here are some pictures of my settings and result:

On the right side of this image is the EXR file imported normally, and on the left side is a PNG without transparency. That's the look I want to get from the EXR file.

It is a different Image but has the same settings.

I have used the method described in this GitHub(https://github.com/sobotka/filmic-resolve) but my results are looking a bit janky.

And I have exported the multilayer EXR with Float Full. I don't know if that could be the problem.

This is my previous post from where I have the GitHub link:
EXR color difference to PNG


texts: Is there a way to compute a roughness value out of a roughness texture?

texts: I am just wondering if I can somehow find a way to estimate a single roughness value from a roughness texture for a specific material. I feel that the material might look better if I have found a way to estimate the roughness factor.


texts:
I was hoping I could get some help here.
Is there any way to influence the bone envelopes?

My Problem:
I have an Armature and the Armature is set in stone and can't be changed.
I have also an Avatar that is rigged to this Armature.

Now, I want to make a cloth item for said avatar. The problem is, automatic weights are too inaccurate for the given armature. And the bone envelopes are too big to help here. I found the settings for the envelopes but it seems they only influence them as a whole.
E.G. if I shrink the "distance" it shrinks the influence as a whole.

Maybe someone has an idea how to influence the distance in an x or y axis only ?
Pointers would be greatly appreciated!


texts: Does blender have this tool : merge every vertices at certain distance point

texts:
Hi i can do this with single command in Modo, but hard to find the sama function in Blender. Can anyone help ?
pls see the attachment , i have 8 vertices and i want to merge so the adjacent vertex will blend together , to say to become 4 vertices. The mege vertex in blender will merge them all together become 1 single vertex. Or i have to do it for every 2 vertices and repeat the same process. Look, this is just the simple example. We may easily fix this using other method like dissolving edges etc. So here's the real case : I have a head model which is very high detail polygon. There's imperfections of previous edit , so there's some vertices which is look like single vertex but if i zoom it really close , i found 2vertices (also can be 3 or more) that are really close to each other . The problem is it happen sporadically randomly spread acrross the model. I can't inspect one by one as it's hundreds of poly.

So in modo i have a very handy tool that can fix this in single click. WHere it scan the overall model and find each the adjacent 2 or more vertices (at the treshold we can set ) and blend them. And repeat the process automatically until all vertices is fixed.

In Blender , i can't find that tool. So i have to find it myself and merge them. Can someone tell me where is this tool ?


texts: Physics issue - spheres are floating above the floor

texts:
Is there any physics expert who can have a look to my file please?
I created a scene with a slide were at the end some spheres / balls jump out.
But the balls don't touch the ground ...
The collision shape of the ground is set to Mesh / Final so what could be the problem? That's for your help in advance!

https://wetransfer.com/downloads/09d218ce2728918e10d9b7871044bdc520200228192244/41885b9cab282bc663d24428a650844a20200228192244/3b8281


texts: Blender 2.8 greasePencil Poly and surface drawing

texts: In the new grease pencil what is the way to stick a surface and where we can find the poly option to create simple block shapes like a typography custom.


texts: Changing active object to copied instance of active object

texts:
Simple bpy question, but I can't figure it out.
Is there a way to change a new instance to be the active object after it is copied from the active object, without using its name?
For Example:
#creates a new primitive
bpy.ops.mesh.primitive_uv_sphere_add()

#creates new object which is instance of the first primitive and links it to scene collection
bpy.context.collection.objects.link(bpy.context.active_object.copy())

#how do I now make the new instance active?

#or same in a for loop:

for ob in range(10):
    bpy.context.collection.objects.link(bpy.context.active_object.copy())

    #how do I make sure that whatever else I do in the loop only happens to the newly created instance in
    #each iteration?

They seem to be selected after creating, but the active object is still the first object after the create primitive operator.
Thanks.


texts: Shadow casting far from the base of the object

texts:
Does anyone have any idea why this is happening? The base of the golf flag is not above the ground despite how the shadow looks. For some reason when I render out the shadow appears like the object is hovering. (rendering in cycles) all other objects in the scene seem to be correct.
I have never seen this issue and any help would be amazing!
Thank you!
Nick


texts: Ok guys here´s the deal, we have recorded an video interview with an client, but we forgot the camera settings on 60fps.


texts: Blender as a Python Module: Import COLLADA

texts:
I followed this post to install blender as a python module. I realize that this isn't officially supported, but I thought I'd ask for help anyways.

I'm trying to import a COLLADA (.dae) file. In blender's scripting mode, this is done by the method bpy.ops.wm.collada_import(filepath=...). However, when I checked to see if this method exists, I got

>>> bpy.ops.wm.collada_import
Traceback (most recent call last):
  File "<stdin>", line 1, in <module>
  File "/usr/local/lib/python3.4/dist-packages/2.74/scripts/modules/bpy/ops.py", line 207, in __repr__
    as_string = op_as_string(idname)
AttributeError: _bpy.ops.as_string: operator "WM_OT_collada_import" could not be found

Other import methods, such as bpy.ops.import_scene.autodesk_3ds work, so I'm wondering if there's an easy way to fix this.


texts:
I cant scale the Z
but at X and Y it still works fine
it made from extruding cylinder and try to scale down the Z from 3 edge
sorry for bad english, im also new


texts: I have 3 object and group. Added an empty and parent to it. Holding the empty i can move the complete group. I can select the group and empty and press shit+D it duplicate. But how can i duplicate the complete group made with the empty in complex scene. When i select the empty i can just move complete group but when press shift+D it duplicate only the empty not the object which are parent to it. For example given below.


texts: pinnig two ends of a cloth simulated string to two object?

texts: I want to make a string that is cloth simulated hanging from two objects, so each end of the string is pinned to one object. I only know how to pin one end of the string and not the other.


texts: Sharp edges while maintaining circular shape

texts:
I encountered a problem when modeling an inside of the wheel.
The problematic part is where a spoke joins a rim. I want both the rim and spoke to have sharp edges, but when I crease the transition between them, the circular shape of the rim is no longer maintained there. And when I don't crease the transition it looks weird.
Here is how the creasing looks like without subsurf in edit mode:

If you would like to do some tests on the model, you can download it here.
Is there a better way to get sharp edges than via creases?
Thank you in advance!


texts: I read about this for GPU computation and limitation. I don't know what it is...


texts: I am currently working with a model that I made, and it is being a huge pain when trying to render the animation of it. The problem is that the texture gets extremely disrupted when any light source is added in, making huge dark streaks across the model and some places being completely blacked out. How do I fix this?


texts: Error importing several meshes from single dir

texts:
I have been trying to figure out an error message I get with attempting to script blender to import all stl's from a dir, edit them, then export them back to the same dir with the filename appended.  I have had luck doing this with a single specified stl, but cannot get this to work so far with multiple files.  Here is the code I am using to try this with multiple files (it is very hamfisted, this is my first experience with python or scripting):

import os
import bpy
import sys

file_path = ("C:\stlfiles")
dir = os.listdir("C:\stlfiles")

for file_path in dir:
 if file_path.lower().endswith('.stl'):
  try:
   bpy.ops.object.delete()
   bpy.ops.import_mesh.stl(filepath=file_path, filter_glob="*.stl")

   bpy.ops.object.select_all(action='DESELECT')
   bpy.ops.object.editmode_toggle()
   bpy.ops.mesh.tris_convert_to_quads()
   bpy.ops.object.editmode_toggle()

   bpy.ops.object.modifier_add(type='BEVEL')
   bpy.context.object.modifiers["Bevel"].width = 0.056
   bpy.context.object.modifiers["Bevel"].segments = 2
   bpy.context.object.modifiers["Bevel"].profile = 1
   bpy.context.object.modifiers["Bevel"].limit_method = 'ANGLE'
   bpy.context.object.modifiers["Bevel"].angle_limit = 0.698132
   bpy.ops.object.modifier_add(type='SUBSURF')
   bpy.context.object.modifiers["Subsurf"].levels = 2
   bpy.ops.object.modifier_apply(apply_as='DATA', modifier="Bevel")
   bpy.ops.object.modifier_apply(apply_as='DATA', modifier="Subsurf")

   bpy.context.object.scale[0] = 10
   bpy.context.object.scale[1] = 10
   bpy.context.object.scale[2] = 10

   bpy.ops.object.select_all(action='DESELECT')
   bpy.ops.object.select_all(action='INVERT')

   bpy.ops.export_mesh.stl(filepath=file_path + '_exported.stl', check_existing=True,
    filter_glob="*.stl")
   bpy.ops.object.select_all(action='DESELECT')
   bpy.ops.object.select_all(action='INVERT')
  except:

   print ("Couldn't open file")

Here is the error I am getting (test01.stl, and test02.stl are in the stsfiles dir):

{'CANCELLED'}
Error: Traceback (most recent call last):
  File "C:\Program Files\Blender Foundation\Blender\2.79\scripts\addons\io_mesh_stl\__init__.py", line 151, in execute
    tris, tri_nors, pts = stl_utils.read_stl(path)
  File "C:\Program Files\Blender Foundation\Blender\2.79\scripts\addons\io_mesh_stl\stl_utils.py", line 261, in read_stl
    with open(filepath, 'rb') as data:
FileNotFoundError: [Errno 2] No such file or directory: 'test01.stl'

location: C:\Program Files\Blender Foundation\Blender\2.79\scripts\modules\bpy\ops.py:189

Couldn't open file
{'CANCELLED'}
Error: Traceback (most recent call last):
  File "C:\Program Files\Blender Foundation\Blender\2.79\scripts\addons\io_mesh_stl\__init__.py", line 151, in execute
    tris, tri_nors, pts = stl_utils.read_stl(path)
  File "C:\Program Files\Blender Foundation\Blender\2.79\scripts\addons\io_mesh_stl\stl_utils.py", line 261, in read_stl
    with open(filepath, 'rb') as data:
FileNotFoundError: [Errno 2] No such file or directory: 'test02.stl'

Can you point me in the right direction to resolve this please? Thanks in advance.


texts:
I'd like to use OSL to build a shader that gives a conditional (for mixing materials and such) on whether an object is inside another object and has a lower priority.

For instance, if I were to mix an arbitrary material with a transparent shader, I could make intersecting geometry disappear.

My end goal would be for the behavior to be (more or less) identical to using a boolean to cut out the intersecting region.

This could be useful, for instance, with complicated fluid setups, where several transparent objects are inside each other. (Say, a glass of water)

The Boolean modifier doesn't always work out, and in case of animation, it's not always feasible to manually clean up that modifier's results.

I have a script that certainly does... Something along those lines. But it has a few bugs. Here's the code, explaining my problems:

/*
Goal:
    In case two meshes intersect, render only the one, that has a higher priority.
    Effectively, I want meshes to appear, as if the one with higher priority carves
    out a piece of the one with the lower priority like using a Bool modifier.

Problems:
    1) For unknown reasons, priority checking seems to not work correctly.
        It only even seems to do something with negative priorities, and then
        all that matters is, that said priorities are negative.
        I tried out other operations with mixed results.
    2) I tried I, N, -I, and -N for the trace direction.
        They all give different behavior, and I´m not sure what the right values are.
*/

shader Priority(
    int mypriority = 0,
    // An object´s priority

    output int HasLowerPriority = 0
    // Whether it has lower priority, than the object it intersects
    )
    {
    int priority = mypriority;
    // I did this to see if somehow mypriority isn't updated correctly.
    //It didn't work.

    setmessage("priority", priority);
    // if hit by a ray, this message can be sent.
    int DoTrace = trace(P, I);
    // Shoot a ray. (Try out -I, N, and -N too).
    // They all give different behaviors, none of which appear to be correct.
    // It's supposed to check whether the material the ray came from
    // has a higher priority than the current material, and whether
    // it hit that other mesh on a front or back face.
    // If it's back facing, it has come from inside the other object.

    if (DoTrace) // If an object was hit
        {
        // Get that object`s priority and orientation.
        int otherpriority = 0;
        otherpriority = getmessage("trace", "priority", otherpriority);
        int otherorientation = 0;
        otherorientation = getattribute("trace", backfacing());

        // Then check accordingly
        // Instead of "<", try other comparisions to see how the behavior changes.
        // To me, that behavior seems completely unexpected,
        // with the outcome only depending on the own meshes priority
        // sign and not on otherpriority. As if otherpriority is always 0,
        // suggesting there is some error there. But the script compiles just fine.
        if (priority < otherpriority && !otherorientation)
            {
            HasLowerPriority = 1;
            }
        //else // Pretty sure this is unnecessary too. I only added this for debug.
          //  {
            //HasLowerPriority = 0;
            //}
        }
    }

And here is an example blend file.
Try changing the two objects' materials and the mentioned details in the script.

Also, for comparison, try activating the boolean modifier on the cube so see how it ought to look.
More or less: The Boolean modifier actually introduces what appears to be some Z-fighting. Ideally, this shader would also circumvent that.


texts:
I wish to animate this model so it splits apart/cracks and each piece falls away from each other once it has fallen onto the scene.

I have also tried to use Cell Fracture, the result is below:

What would the best way to to approach this problem? I don't want the crack to form until it has fallen down into the scene.


texts: Going to Edit mode still shows mesh in object mode

texts: I'm want to edit some vertices... but when I go to EDIT MODE it still shows mesh in object mode.


texts: Multi extrude a vertex in the coordinate direction

texts: I' want to multi-extrude one vertex to the coordinate axis it is possible in blender without doing it manually here is an example.


texts: Layers section is not in the render settings panel?

texts:
I'm very new to Blender and I have been watching some tutorials on how to make models within it. In every one of these, their render settings (In the properties tab) have a Layers section below the Performance section.

My version of blender does not seem to have that, at least by default. I've looked around the user preferences and haven't found anything. Thanks for helping.


texts:
I'm currently trying to get a tiled material to follow flush along different faces, but they are stretched.

http://i.imgur.com/C36tqR6.png

I would like the squares to continue in the next smaller section of the object, but they are stretched. I've tried many different methods of unwrapping the UV, but I have no idea what else to do or what to search for.

Exporting to .fbx for use in UE4 if that helps.


texts: How can I set the Lamp type using Python scripting?

texts:
I am trying to set the Lamp type using Python scripting. I've got the Lamp object:

Lamp = bpy.data.objects["Lamp"]

But Lamp.type seems read-only. How can I set it without creating a new lamp?


texts: Absurd units, help getting realistic numbers

texts:
Long story, bear with me.

I'm doing a research project involving ct scans and skull measurements.
I create models of skulls (called segmentations) in a software called 3DSlicer and import them into Blender as .stl's
I understand that .stl's don't have inherent "units", and so I understand that when I first measure a skull I import, I might get something like this:

A- how could I fix that?  I.e. get it to say 21 cm instead?  Is there a way to set the units of an object I import?  Do I need to set the global scale or units first or something?
I bet with enough googling I could probably figure out that step (although I have tried), but I still think this next step would be odd:
I have been drawing a curve, turning that into a "surface" and turning that into a mesh (could I go straight to mesh?) in order to get the surface area of a hole in the skull:

And am I crazy, or does that seem like wayyyy too big of a number?  Even assuming that I need to change the initial units when i import, if an even bigger hole there would be the 88x66 meters I drew, that would be 5808 meters, which would be 580800 centimeters cubed, which is still 25x smaller than what it is measuring for me. (Thats the 3d print toolbox addon).  What gives?  Is that surface area giving me both sides of the mesh?  Can it being wavy affect it THAT much?  Is there a better way to measure surface area of that hole?

Our ultimate goal for that step (if it helps spur any ideas) is to track the hole size across several scans in time and see if it gets bigger
So to summarize:  How do I set the units to be more realistic upon import, and how could I get a more realistic surface area measurement for the hole in the skull?


texts: How can I take a map outline and lettering from a sphere and put it on to another exact size blank sphere so that they are both identical

texts: I want to be able to take a simple map outline also gradations and lettering that is on a sphere and transfer these onto a sphere of the exact same size so that I have two spheres exactly the same, the original sphere is in two halves and the other is the same, this has baffled me any ,thank you for any help


texts: Isolation Mode and viewport rendering in 2.80

texts: Is there anyway to viewport render in isolation mode like in 2.79. Currently if you isolate an object and go to viewport render, it renders the whole scene rather than just the isolated object. All other view port modes like Lookdev and Eevee only render whats in isolation with the current lighting applied. This used to be really handy for working on  a single object.  The only workaround I have is shift-h to hide everything else but it also hides all lights.


texts: Two objects with same materials, modifiers and lighting are different

texts:
What the title says. I have multicolor bubble materials in one project that look like bubbles. I have another project where I'm trying to recreate the material and it kind of looks like a clear bubble with some dark in the middle and it won't change color. I've tried comparing and redoing the textures a dozen times by now and they won't match up.
Can anyone spot the difference?
Broken Bubble

Multicolor Bubbles


texts: Blender particle computations don't get updated

texts:
It seems in latest Blender versions it's common that Blender will precompute particle transforms, but when you change some setting, it won't get recalculated and the old animation will play. For example, changing the normal of the particle won't change anything, enabling/disabling physics won't change anything.

Is this a known bug and is there a way to force Blender to redo the calculations? Right now my only option has been remaking the particle system from scratch.

While there is a "Free All Bakes" option for Particles, it doesn't always seem to work, especially with "Keyed" mode.


texts: Why do i paint on the wrong side of my object?

texts: i am trying to paint my cat. However when i try to paint where the cursor is in the first picture the colour ends up on the neck. It does this where ever i paint regardless witch way i´m facing. How do i fix this?


texts: How to scale Blender units into centimeters on Freestyle SVG export?

texts:
I made a blueprint in Blender and I need to export it into SVG for a laser cut.
I tried units and centimeters.
I have 50 cm\units long plane.
When I use Freestyle SVG exporter, neither Adobe Illustrator nor Inkscape shows my plane to be 50 of anything (so I know the whole image scale is wrong). I tried to scale it in Inkscape and open that in Illustrator - the ruler still shows random lenght (DPI doesn't match?).
How do I manage this? Should I still use some measurement object and rescale in vector editors or is there some easier way?


texts: How to make an object's texture conjoin when exported to Photoshop?

texts:
I have an object that I have created in Blender out of a bunch of cubes. When I export it .3ds into Photoshop, the cubes are each individually texturized, but I want them to all blend together as if they were all one object. I can't for the life of me figure this out.

You can clearly see each individual cube, but I want them to all blend together as one object. How do I do this?

Thanks,
Eedis


texts: UV Textures being distorted on rendering

texts:
I have a model of the TARDIS from the TV series 'Doctor Who' and I'm trying to apply a UV texture to one of the panels. In the 3D view it looks like I want it to. (if you ignore the pink textures)

The correct mapping in viewport

But, when I render it, the UV texture becomes distorted like this:

This part is important: I got this model from the internet and I don't know how the textures were applied to the model (I know it isn't UV mapping) and UV mapping is the only texturing method I know in Blender. There was originally a texture on that panel but I wanted to swap it for a better one (the one I am applying now)


texts: I have a very very simple animation where I have to fade out a mesh, from a complete opacity to zero. How do I achieve this?


texts: Why are the 'Sun' shadows different to other light sources? Blender 2.8.1 Eevee

texts:
As you can see in the images below, the shadows cast from Sun are more accurate than ones cast from any other light type in Eevee. Why is this? Is there any way I can make a Point light cast shadows the same way as the sun, without enabling 'contact shadows'?

Here is the sun:

Here is the point:


texts: Connect two cylinders at the corner of a bench seat

texts:
I have another problem within Blender. I can't find a way to connect two cylinders at the corner of a bench seat. I have four corners to connect.

Here is a picture:

Only one of the corners is depicted. I tried selecting the two faces I want covered and making Edge/Face, however that doesn't work. I don't want to select two edges at a time and make edge/face. That's going to be tedious and will take a while.

Here is the .blend: Blendfile

I'm not trying to achieve what this question asks. This is what would be an "L joint" if the cylinders' connection were to be called one.


texts: uv mesh propertional editing behaves strange

texts:
When I move a uv mesh vertex with proportional editing enabled, it doesn't behave as expected. The vertices that moves with the selected vertex are not the surrounding vertices but further away.
See the animated gif movie below. Is this behavior as expected, a bug or just me using the tool wrong?
I'm using Blender 2.90.1


texts: outliner : to cycle the find result in outliner

texts:
I have objects which is part of multiple collections. If i select the object in 3d view and want to find it in outliner, i will type '.' . The outliner will scroll and the selected obj will be highlighted. But it only show the one stored in top most collection. If i link this object to many collections. I want it like cycle the result (something like 'find next' function ) to reveal from other collection as well. Maybe like typing the '.' for the second or third time will show the next found object.
So far i have to copy the name of the object and paste it on the search bar.
I prefer the fancy and faster way by cycle the result.


texts: Python, get neighboring objects on an axis

texts:
I'm trying to use python to loop through objects in a specific way.

I have a grid of objects, evenly spaced apart:

I wan't to loop through them, to make changes. starting form the upper left, going row > column. I need the value of the row and column, as well as access to any object at any coridantes. I'm thinking that this would best be achieved by a 2D array [row][column], containing the objects.

pseudo-code:

for rows of objecs
    for objects in line with current row head //rowhead= left most object in the row
         //Do stuff

For testing:


texts:
I use blender for 3d printing and often want to move vertices or extrude faces to a particular point.

For example

I have a face at the y coordinate 3.47. After selecting that face I often find I would like to extrude it in the y axis to position 5.0.
Is there a way to specify the position instead of the amount you want to move ?

Currently I calculate the difference manually in a calculator and the extrude by that amount.

Is there an easier way.
I guess I could create a Python extension for it but wanted to make sure it didn't exist.

Thanks


texts: How to have an object's scale be affected by proximity to empty?

texts:
I have a collection of cubes that are parented to a spinning circle. I would like the cubes to increase in scale as they pass through an empty and then shrink again so that the cubes at the front are bigger and highlighted more.

Q: How can I do this with animation nodes?


texts:
I have been using Blender for a bit, I have made an animation, rendered images and many other things. I was using Blender 2.8 Beta and it worked great for a long time. However, it stopped working now, I can't use hotkeys or the mouse while in Blender but everywhere it works. I have done a clean reinstall, repair, removing user preferences. However, nothing works.

I have heard it is a possible Python Registration Issue. I am not sure what that means or how it happened. If anyone knows please help. Blender is literally unusable right now.
Below are images of some of the error codes I receive, as well as a screen shot of the keymap preferences because it is empty for some reason.


texts: Is it possible to create retro type shaders?

texts: I'm trying to re-make the old street fighter 2 box art. I'm still in the sculpting phase right now, but I'm just wondering if the water color style is even possible as a shader?  I know there are some advanced toon shading techniques, but old retro water paint art, I haven't seen any.  So anyone know if it's even possible?  If not, I'll just got for the generic cell shading everyone is famous for.


texts: Transparency not working when using several textures

texts:
I downloaded this tree model to study by myself.
But there is a black square around the leave and the flowers.

The node setup is here

When I make the tree with the tutorial, there is only one image texture box(left yellow box) like the below picture. so adding transparent BSDF & Mix shader makes the leave clear.

the first picture that I download has three image texture boxes in node, so it seems that it needs another solution for them to be transparent. is there any way that I can make it transparent??!


texts: Textures not appearing on autodesk models when I import them

texts: I'm bit of noob when it comes to blender so I was wondering why when I import .fbx models into blender the textures do not appear even when I select the texture option?


texts: Solidify Modifier won´t create a solid surface

texts:
I´m quite new to Blender and wanted to try out 3D printing.
Now I´ve already created a form and wanted to add wall thickness. I have already diagnosed it with Netfabb and apart from the fact that it´s not closed it is alright.
My problem now is that I have applied the "Solidify" modifier and it only adds a an unpleasant rim instead of giving it a water tight surface. What am I doing wrong?


texts:
why blender is using high amount of ram usage for a model with only 600mb of file size ?
and it crashes (not using paging files instead) ?
What is the solution ?


texts: here is a small question - I created a chain for a motorcycle using an array and a curve, I applied an array, and I don’t understand what to do with a curve when I move it, delete it, or apply into mesh, than copies of objects is disappear


texts: I am doing this tutorial of Blender Guru. And about 15 minutes he is UV unwrapping the mesh. Why is he doing that ? Although I am a beginner I think I understand the general purpose of UV unwrapping. Buy not what Blender Guru is trying to establish here.


texts: How to scale an object relatively to the distance of its edges?

texts:
In that kind of situation

I'd like to scale down the whole object until the top edge and the bottom one are separated of 1 unit distance. How could I do that?


texts:
I also figured out the reason it didn't work in the first place, I didn't name the bones and vertexes the same name.

I had an issue when my mesh was not moving with my bones, I've managed to fix it but now I have another problem.

Now when my bones bend it kinda looks like that scene from harry potter where the teacher tries to fix harrys broken arm. Actually it's kinda funny because in this situation I'm that teacher.

Is there a solution to this?


texts:
I need to bevel the edge inside the red square to make it round maintaining the top edge flat. It's very simple geometry but I don't get it. Can someone help me with this?

Thanks.


texts: 3D scan gives a flat mesh, how do I create a solid from this?

texts: I just 3d-scanned part of my front bumper and after a bit of cleanup this is the result. This is just a flat mesh and thus it's difficult to use in Fusion 360 so my thought was to use Blender to turn it into a solid but I am unsure how to do this. An idea I've had is to somehow cut this shape out of a cube, could this be done and if so, how?


texts: Can symmetrize by used with the multires modifier?

texts: I was sculpting a hand on a character with a multires modifier, and I hid the rest of the character (including the other hand). Because the other hand was hidden it didn't get effected by the sculpting symmetry. So my question is, can the sculpting that I did on that hand somehow be mirrored to the other hand while still keeping the multires modifier? Something similar to the Symmetrize feature of Dyntpo?


texts: Curve Spline Type from Bezier to Nurbs possible

texts:
I am working in edit mode with a Bezier curve. Now I would like to change it to a Nurbs curve (right mouseclick + set spline type)
When I do this the new curve only has completely sharp edges on every vertex and not the smooth ones I would like to have. Nurbs curve to Bezier works as expected. That's confusing to me.
Thanks in advance!


texts: Is there any way to move/deform procedural work along a mesh as a normal texture would?

texts:
I made a head and colored it proceduraly. Now I want to deform and move it, but the procedural work won't "follow" the mesh as a UV texture would. Is there any way to do it?

I don't work with scripts, so I would like a solution as "code-ignorant friendly" as possible, if possible.

By the way, it's all made with color ramps, math nodes, texture cords, mapping and (of course) procedural textures, and I don't want to bake anything (personal project). Guess this info may help.

Maybe constraints may work in some way, I guess. Didn't try it out yet though

Please ignore the left eye, I am still trying to figure out how to work with array mod alongside procedurals.

Nodes setup:

I am essentially using mappings set to texture to control where transitions made by the color ramps may occour and using it as mask to determine where each separated material will appear or how it will blend to the other materials. Nothing fancy.

Important

  I missed essential info before, the mesh in the "moved example" was transformed with lattice mod! I moved the mesh down just a little bit so I had no noticeable clue that could make me logically suspect the lattice, then proceeded to ask for help without further investigation.
  Through these 3 days I learned about coordinate spaces and understood further the texture coordinate node. Procedurals works with coordinates originated on something's origin, in this case the mesh's origin. That's the reason they don't deform with the mesh, but move with the coordinates.

  Also, this was my first time working with procedurals on this scale and manner, I didn't know the procedural work, with the presented nodes setup, was expected to behave perfectly as a UV texture as long as there's no deform on the mesh, only moves and rotation. And I didn't know about coordinate spaces yet. Then I realized that's the reason my question has no answers yet even tough it's "simple", maybe it's because everyone was thinking it was an issue they never saw, since they didn't know about the lattice.

Just bear with me, I am still a newbie afterall. Hehehe...

I just answered my question right now, there's no issue anymore, but you can still enlighten us more if you want


texts: Can't See Background Image on Ortho View

texts:
I'm trying to import a background image, and it shows the file name, but it does not show up. I put it in Ortho view but it still wouldn't show. I tried with lots of images just to make sure the image was corrupted or something.

Any ideas?


texts: Putting a mesh on the other mesh (put clothing patch on the other cloth)

texts:
This question is related to Place pocket(or design) on the cloth mesh
As the recommendation of @susu, I made a patch and tried to put the patch on the other cloth.
I sewed them as like other clothing.
However, the patch was not put on the main cloth, but it became a part of the main cloth.
What I want to do is that, I want to put the small patch(purple) on the main cloth (Gray).

How can I put the patch on the main cloth?


texts: Veikk 1560 (Wacom Cintiq alternative) compatibility issues

texts:
Hello dear Blender users!

I'm an avid Blender user myself, and I've been looking for an option to sculpt faster than with my mouse (LOL, to be fair, I'm pretty decent at it anyway but it's veeeeryyyy slooooow). I hate regular tablets so I've saved up for a tactile-monitor-based tablet such as the Wacom Cintiqs, although a cheaper one as I believe Wacoms are overpriced AF.

I settled with the Veikk 1560 ( https://www.amazon.com/VEIKK-Drawing-Graphics-Shortcut-ScrollDial/dp/B07DJ9NGNV ) which at the moment seems to be a brilliant alternative for such a "cheap" price of 350$-ish (although there is no screen touching unless you're using the Pen, so... not a capacitive screen if that's what you're looking for).

I've been using it the whole afternoon and tried it up in both Blender and Photoshop (plus Google Chrome, to check for compatibility issues since Blender is NOT recognizing the hotkeys I'm assigning through the Veikk drivers, more on this later).

Pressure sensitivity seems to be ok, it's working perfectly. Even certain hotkey associations (done through the Veikk drivers) are being recognized directly in Blender: as an example, if I associate right or left click to the pen buttons everything seems to work as expected.

I do however want both buttons on the pen to work as ALT and SHIFT keys or as a Middle Mouse so that I can sculpt and move the camera around with ease (I use Maya navigation). For some reason, NONE of these seem to work at all.

As a curious fact, the first button I ever configured on the pen was ALT, and it worked fine for a few minutes until I did some more changes on the driver and suddenly it stopped recognizing any of these.

Any ideas as to what might be wrong or how to fix it? I am 100% sure it should be doable; as I said before, not only certain hotkeys are being detected, but I was actually able to use the 2nd button on the pen as ALT key for a few minutes before it all broke for some weird reason.

As a side note, this is why I've checked the monitor with Chrome too (to make sure the hotkeys actually were being detected by the PC), and as a matter of fact they are being recognized (SHIFT on Pen acts as a shift when writing stuff down and so on).

It really seems as if Blender was somehow overriding the hotkey configurations that I am assigning through the Veikk driver, both on the Pen and Tablet buttons (which are 100% unsynced from the functions I am assigning to them through the driver).

Any info would be greatly appreciated as it would turn this tablet into a very cheap alternative for a Cintiq monitor and I am sure many will find this VERY appealing.

Thank you and I'm glad I joined this forum! It's about time I start asking questions instead of spending wasted countless hours figuring stuff out by myself LOL.

--------------------------------------------------------------------------------

UPDATE 1: Ok... so I'm a leftie so I turned my monitor upside down and vertically flipped it through the screen options on Windows (from the beginning). I hadn't thought about it, but naturally my tablet-monitor commands were flipped too so that's why they were not reacting as desired. Once accounting for this I realized that the Tablet button hotkeys that I associate through the Veikk drivers DO in fact work (to a 90% extent, for some reason Blender takes my CTRL+z command and CTRL+SHIFT+z command as the same, so basically I can only undo (with both buttons)).

As for the Penn, the commands are (MOSTLY, again) ALSO working! However there just seems to be NO WAY for me to simply associate alt and shift to these buttons and use them as desired (to pan and rotate the view).

Perhaps this will cue you in as to what the problem is, since at this point I am almost 90% sure whatever is left to be configured should be configured on the Blender side (I seriously doubt this is an issue with the Veikk 1560, as everything seems to be working fine on that side).


texts: How to get rid of random, uneditable stretches?

texts:
Hello!

I had just recently began using Blender, in hopes to create models for a game of mine.

As practice, I was following a tutorial for character modelling on youtube, but had come across a strange issue... As I was down below creating the feet, this had somehow occurred:

[Random protrusions from chest ^]

After realizing this, I didn't make too big of a deal out of it, until I realized I couldn't edit any part of them (faces, edges, vertices, etc.)...

The protrusions are endless, at no point does the stretching discontinue.

I tried saving, closing Blender and reopening to see if that would fix the problem, but it had done no such thing! Any help with this would be greatly appreciated!

Here's an additional image (I was going to include several more, but I do not have a reputation of 10 or more):


texts: Fade distant geometry into the background (EEVEE)

texts:
I have a scene mainly with a big floor composed of adjacent rectangular cuboids (roads), and an equirectangular projection texture (environment texture, HDRI, skydome...) as the background.

I would like the floor and all other geometry to progressively fade off into the background with distance, preferably after a given distance point from the camera or non-linearly. This in order to make the horizon less edgy/crisp.

How to achieve this effect on EEVEE (preferably, but not necessarily without compositing)?

Thanks.

What I have tried so far:

VOLUME SCATTERING (FOG) 1

With volumetrics enabled, I plugged a volume scattering/absorption node into the World output node.

THE PROBLEM

The background is obscured by the fog. I think this wouldn't really fade geometry into the background anyways.

VOLUME SCATTERING (FOG) 2

With volumetrics enabled, I created a cube and fitted it over my scene geometry so it will be wrapped inside the cube. I made a material for it and removed its shader so nothing goes into the output surface socket. I did as above and plugged a volume scattering/absorption node into its output volume socket.

THE PROBLEM

Again, the background is obscured by the fog (so long as the cube is in the way of the active camera). Again, as above, this possibly wouldn't fade geometry into the background.

FADING MATERIALS INTO TRANSPARENCY

For the roads material (first, and then for every material subject to be faded into the background) with its settings Blend Mode set to either of Alpha Hashed or Alpha Blend, I used the Camera Data node View Z Depth socket to mix the original shader with a transparent BSDF by plugging it into a mix Shader Fac socket. I was able to adjust the starting distance point at which things start to fade with some math nodes.

THE PROBLEM

All of the alpha blend modes fail to cull geometry in the desired way. While some of them do not cull back faces, others do, but fail to cull occluded front faces, as if there were several shader passes involved instead of just one. So I always get to see some of the sides of my cuboids, when instead I would like to only see the top faces of them as it is the case with opaque blend mode. Other than that the fading effect appears to work fine.

COMPOSITING

I have attempted to composite the output by blending only the geometry with the background according to its depth.

THE PROBLEM

Apparently in order to have only the geometry rendered in a layer, one needs to set in Render settings->Film, Alpha to transparent instead of Sky, and there's no environment checkbox in the passes options of view layers. There's also no Environment socket in the render layers node in compositor. So even if I get all my geometry to render over a transparent background, I don't know of any means to blend it over the proper part of the original background, as the only means I know of, of getting the original background into compositing is through an Image node for which there are no input sockets or an apparent way (to me) of mapping it correctly, so I'm getting the wrong part of the background. If it matters, my background is in png format, not exr or hdr.


texts: Continuous and coherent texture mapping on deforming objects

texts:
I am new to Blender, and I am stuck with a problem in texture mapping.

I have got a series of model files (*.obj) that represents a non-rigid, deforming object. Each of the model file, represents an incremental deformation of the object and has been generated externally, using another software. These model files are textureless.

Here is an example:

I want to import these models into Blender sequentially (using Python), overlay a texture on them, add a background (and some lights) and export the complete animation. The texture that gets wrapped around the object is an image of 6000x4000 pixels.

However, the texture mapping is not working properly. It seems as if the texture is loosely overlaid on the object and the deformation makes the surface smoothly glide and slide beneath the texture. It is not what one would expect from a real world object.

If you look at the following images carefully, you might be able to notice the discrepancy:

Here is the script I am using to assign the texture:

realpath = os.path.expanduser("/path/to/some/image.jpg")
try:
    img = bpy.data.images.load(realpath)
except:
    raise NameError("Cannot load image %s" % realpath)

# Create image texture from image
cTex = bpy.data.textures.new('material1', type='IMAGE')
cTex.image = img

# Create material
mat = bpy.data.materials.new('material1')

# Add texture slot for color texture
mtex = mat.texture_slots.add()
mtex.texture = cTex
mtex.texture_coords = 'OBJECT'
mtex.bump_method = 'BUMP_BEST_QUALITY'
mtex.reflection_factor = 0.8
mtex.use_map_diffuse = True
mtex.use_map_color_diffuse = True
mtex.use_map_color_emission = True
mtex.emission_color_factor = 0.0
mtex.use_map_density = True
mtex.mapping = 'FLAT'

mat.diffuse_intensity = 0.8
mat.diffuse_shader = 'OREN_NAYAR'

Using

mtex.texture_coords = 'GLOBAL'

instead of 'OBJECT' helps a little, but the stretching and distortion of the texture looks unrealistic in the 'global' mode.

Please help me in figuring out the root cause behind the problem and how, if at all, can this be remedied.


texts: Is it possible to update a StringProperty as it's being typed?

texts: I'm building some text editor tools. I would like to have live access to a string property as it's being typed. I can assign an update function within a string property but it only updates after the user has pressed enter. I want a way for the update function to run with every key press. Legit ways to do this? Hacks?


texts: what is the best way to merge the double vertices lines in a plane to sphere object without loosing the plane UV map setting?

texts:
when i use the self created plane to sphere object , i still have to deal with the double lines from start to end borders from the original bent plane .
in the picture we can see the lines are double where they will touch eachother.

in the second picture we see the final result with the sphere using the plane uv map,
now is that still available when the double start to end border lines are merged ?

or is this impossible ?

what is the best way to merge these double lines and still have the plane uv map working?


texts: Drivers not working when running blender in the background from command line

texts:
I am trying to animate a Blender file from the command line that is using a couple of Python functions for Drivers. However, the command gives the following error, and consequently does not perform the animations.

    $ blender -b QCM.blend -y
read blend: /home/brent/Downloads/QCM/QCM.blend

Error in Driver: The following Python expression failed:
    'crystal_driver(frame)'

Traceback (most recent call last):
  File "<bpy driver>", line 1, in <module>
NameError: name 'crystal_driver' is not defined

Error in Driver: The following Python expression failed:
    'film_driver(frame)'

Traceback (most recent call last):
  File "<bpy driver>", line 1, in <module>
NameError: name 'film_driver' is not defined

If I run the file without the background switch, the animation works as expected:

$blender -y QCM.blend
read blend: /home/brent/Downloads/QCM/QCM.blend

Here is a screen shot of the script file in Blender, which shows the register box is checked.

Someone else appears to have a similar problem, but no solutions were proposed. https://www.reddit.com/r/blender/comments/2xhouc/driver_function_not_running_from_command_line/


texts: Decimation works more in certain areas of mesh that others

texts:
I have recently started using decimation for a project quite frequently and suddenly the results I am getting are strange at best.

It is almost as if the decimation is relying on weight for its decimation.

Desired effect

Start with simple subdivides to maintain the squares

Decimate to around 3k verts (0.05 factor in this case)

Results

You can see that there is a weird bias when decimating, sometimes full squares are left intact and parts are so decimated they're just solid orange.

This also happens even if I reset my Blender and reimport the blank model repeating all the steps.


texts:
Okay, so I've downloaded a mesh from a website for practice and the mesh itself has an armature. Now I want to know if I were to scale a certain part of the mesh's body to make it be taller, like the arms or legs, will it affect the armature bones in any way? Will the bones have to be adjusted to fit the mesh's body? or will the bones scale along with what ever part of the mesh is being scaled?

I will appreciate any advice thanks.


texts:
Is it possible to ungroup an imported Wavefront(.obj) object? I have created the object in EasyToy and would like to finish it with Blender due to it's better functionality.

The object looks like this:

But I can't select just for example an ear or eyeball. So my question is: is it possible to do this or do I have to select the single parts by selecting faces, edges etc.?


texts: Can I implement the lattice deformation to an animation?

texts: I need help. I have a weapon I've created comprised of 5 parts. One of the parts has a lattice with 2 shapekeys. I haven't yet hit apply on the lattice modifier, but it still affects my object. I have used the two shapekeys to simulate a movement, and it looks pretty good. The thing is I move them in the shapekey editor and not in the action editor. The Action Editor wont save any keyframes when I mess with the shapekeys for some reason. Well I sent my blend to Unity and the object with the lattice does not get animated. Any ideas?


texts: How to create an animating Plasma ball in Blender?

texts:
https://vimeo.com/69655239

I want to create this animating plasma effect in blender. If anyone knows how to make this please try to explain the steps. Thank you.


texts: Im working in full view. I do not want to see the outliner window so working in the full view. I have parented some mesh with the empty. With the empty i can move the mesh. To select the Hierarchy i have added in the quick favorites, by selecting the select Hierarchy and added to quick favorites to access soon. Its not shown in the 3d window view when press Q key.  Other favorites are seen. When i click on again select Hierarchy to confirm that is added or not it say remove from quick favorites means its added. Why its not seen or how to access or select the complete Hierarchy with empty and mesh. When i select the empty of the parented and press ] bracket the parent mesh are selected but the empty is not selected. Any other way or shortcut to select the Hierarchy . Any suggestion or help. Thanks


texts: Why when I try to add a point to the curve bezier I duplicate it

texts: When I try to add a point to the curve bezier ( by selecting one of the two endpoints, then holding Ctrl and clicking LMB). Sometimes Blender add a point other times Blender duplicate the same point. The photo shows the duplicate point by selecting one of the two endpoints then holding Ctrl and cliking LMB. Why?


texts: Blender 2.8 vertices of object doesn't update after location change in python

texts:
I import a .fbx object and move the location. Then I try to print the local coordinates of the object. Regardless of where I move it, it prints the same local coordinates leading to me believe that the mesh vertices are not being updated. The snippet is attached below.

bpy.ops.import_scene.fbx( filepath = "sample.fbx" )
myObj  = bpy.data.objects['testObj']
print (myObj.data.vertices[0].co)
myObj.location = mathutils.Vector((1,3,5))
print (myObj.data.vertices[0].co)

This prints the same values both times. How do I update it? I would appreciate an answer for Blender 2.8


texts: Replace the faces of an ico sphere with a 3d model

texts:
Hello Everyone!

For reference, I am using blender 2.79. However, given that this task is relatively simple, it's okay if you're solution is given in blender 2.8 or any other blender version.

That out of the way, here is the problem I am trying to solve:

I am attempting to build a tool to allow someone to draw vectors in physical space. In practice, this means I'm trying to get a series of different arrows to attach via 3d printed Velcro to a 3d printed ball. I have found the following 3d printable Velcro: https://www.thingiverse.com/thing:12798.

My goal is to replace the faces of an ico sphere with this Velcro plane, thus fulfilling my purpose of having the velcro ball. I have to do so without distorting Velcro as it may not work anymore, given that distortion.

How can I go about doing this?


texts: Use Multiple Image Editors in Compositor

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I was looking into the compositor for the first time, but I came across something that is an issue. There seems to be no way to view multiple outputs from the node tree.Both image viewers just show whatever the most recent viewer I clicked on is.
Am I correct in this or am I doing something incorrect here?


texts: I imported an obj file into Blender and cannot add an uv wrap from a png file

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I'm use to modeling in Fusion 360 and then export the file into an obj. I practically use Blender as a rendering tool because Fusion isn't as powerful.

Overall still learning how to model in Blender but in a meantime would like to know how I can add an uv wrap from a png file onto an imported obj model.


texts: Can I block the area of a face (the surface) and then have one axis length automatically changed?

texts: I want to explore different possibilities with the same M2 that I need, is for an architectural purpose, I want this process to be easier and not to calculate the distance every time I change one side. The image is an example of what I´m looking at


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is there a simple way to morph object along a bezier curve?
For example: a rope with one square end and one round end.

Example:

If it can’t be done, that is helpful too.
I’ll stop trying to find a way.

Thank you.


texts: How to use edit mode, vertex snap to a edge/vertex/faces group selection in a proper way?

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I'm a 3ds max user, and there are so very much differences in the way that blender implement the snapping tool.

I wish to know how to make a simple "move-locked parts(polygons, edge, verts) using 3d vertex snap reference from the same object". The major use is to get the same distance between elements.

As the gif image, I have some segments selected, then I set the distance to zero and set the new one with the below start to end vertex reference...

It will be very appreciated thanks!

Also I Wanna know If there is a way to make Simultaneous/multi-mesh edge connections - edge loop cuts into a same mesh, maybe discontinuous elements, as the Gif shows:

Thaks!!!


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I am new to blender and I want to curve a cylinder like in the image below
Any help will be appreciated


texts: Numpad View acting different in Edit mode and Object Mode?

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Using the numpad to switch views works fine in object mode, but when I switch to edit mode it is a random view and skewed.

Here is the front view in object mode after hitting the NUMPAD 1 button

and the same everything in edit mode, hitting NUMPAD 1, which seams to rotate and view the bottom.


texts: Render outputs includes the scene incorrectly or uses the wrong input

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I wanted to track just a single point in a movie.

I followed a tutorial on YouTube which was also about motion tracking, but was more tracking motion in a 3D environment and placing blender objects in the real video.
This didn't work out for me so I tried it in a different way. This time I was able to track my single point, bind it to an empty and work my way out from there.

Since the scene was very simple (it had very simple and single coloured geometry in it) I wanted to render the image with blender render to be fast. The output of blender render displayed the movie as background image (as I wanted it to do), but the rendered objects was greyish and 50% transparent.

  Information on that topic: Transparent rendered object over tracked background (posted by cegaton)

Cycles was much slower, but did start out correctly. The geometry was correct in size and colour. However, after it finished rendering the scene with Cycles, the movie layer was put above the scene objects. So in the final video I only saw the initial video content and none of the objects I wanted to see.

I was using the movie editor and placed the scene stripe above the movie stripe and used it as alpha over. Even after deleting the background movie in the didn't help.

In the end I was able to figure out a solution myself. I want to share the solution in case you have the same problem or can tell me more about it/have a better solution for me.


texts: How could I make a black light material out of this one?


texts: How can I make these objects in the shape of a circle

texts: how can I make these objects in the shape of a circle


texts: Trouble installing a script file of an addon (threejs export)

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I placed the threejs script export_threejs.py in %appdata%\Blender Foundation\Blender\2.71\scripts\addons, but it does not show up in the addons list in User Preferences.

When I try to install manually nothing happens.


texts: the lighting from background didn't appear on rendered image

texts: this is the rendered image, I wanted to include the lighting effects from the hdri but it only shows the lighting from the scene lights. what should I do?