texts:
I'm trying to search for all items in bpy.context.scene that have same name, but different suffix number (bpy.context.scene["list_1"], .["list_2"] etc.
It works if I search for objects under bpy.context.scene.objects:

for ob in bpy.context.scene.objects:
    if "list" in ob.name:
        print("woohoo!")

But as for items that are stored under scene, I get this error: "TypeError: 'Scene' object is not iterable"

How can I search through these items and remove them from scene with a script? Some have used len() and range() with good result, but I haven't managed to make it work?

Any ideas? :)


texts: How to animate text being revealed on the screen

texts: An animation of an object appears under something small or invisible to camera


texts:
I trying to rendering image with low focal length camera (CCTV like) and I getting weird result. Some materials are appearing ahead while they should appearing behind others. My engine is Eevee.
Here is my preview (solid):

And here is my result:

Any sugestions?


texts:
The switch is too small, but if I try to scale it, it will end up with a side clipping through the outer box, which is something I do not want at all.

If anyone can help me here, I would really appreciate if.


texts: Incorrect Context error when calling bpy.ops.view3d.object_as_camera()

texts:
I am using blender command line to render image . But before that I need to select active object as camera, which I am doing by calling bpy.ops.view3d.object_as_camera() .

However I am getting the wicked error
Operator bpy.ops.view3d.object_as_camera.poll() failed, context is incorrect

Now when I do the following in Python Console in blender , the active camera is selected

bpy.data.objects['Camera001-5'].select = True
bpy.context.scene.objects.active = bpy.data.objects['Camera001-5']
bpy.data.scenes[0].camera = bpy.data.objects['Camera001-5']
for area in bpy.context.screen.areas:
    if area.type == 'VIEW_3D':
        override = bpy.context.copy()
        override['area'] = area
        bpy.ops.view3d.object_as_camera(override)
        break

But when I run the script using blender command line, it gives error again.
What to do?


texts: How do I re-link the video of a project when editing on a different computer?

texts: I know this is asked a lot but the answers i found haven't worked. I recently made a speech on a different laptop using blender 2.78 and then i sent the file to myself in an email and downloaded it onto my macbook pro. But for some reason when i try and watch the video in blender nothing is appearing. I've been trying to rebuild the proxies and everything else but nothing is working. I have audio in it as well that's not playing. Any suggestions?


texts: Animated Screw Modifier has different results in (render) viewport and rendered version

texts:
Hello blender community,

I am playing around with the screw modifier for the first time. My aim for this test is to create a very simple loading animation.

Start point is an edge. With the screw modifier I can create different shapes (triangle, square, star, etc.) by increasing the angle over time. This is the whole animation (the pentagon around the star is another object I don't want to talk about, as it's unimportant for the problem [as I think]).

However. In the viewport (no matter whether solid or rendered) it behaves as expected. The shape in the middle of the frame I rendered in the following picture for example were a star originally (actually I wanted to show you a pic of the expected behaviour (in solid view), but thanks to the reputation system I cannot add multiple pics).

So for some reason I don't know the final render result is NOT the expected star, but this:

Are there any ideas out there how this can happen? There are no more objects that might be hidden in viewport and rendered later.

Blender file:

I am thankful for every help and wish you a good day

Jaspa


texts:
The one of the left is the material with the original normalmap of the material(a downloaded PBR)and the one of the right is used the normal baked by putting the color map of my texture in the displacement(I baked my normal map without checking selected to active)How should i bake a normal map ?(just for the material )

These are the textures :

In the node editor i just connetced those textures(i changed to noncolor data after i made the screenshot)

Here is the fiel:

Edited :
I achieved the desired result by baking in blender render.How I could do this in cycles ?


texts: Mass of shards with the the cell fracture add-on

texts:
Using the cell fracture add-on I create shards of different sizes, and I want to use them in a rigid body simulation. I have the option to set the mass of the shards based on their volume:

The problem is that I don't know how to access these masses. The shards don't have rigid body physics activated, and if I activate rigid body physics on them, then their mass will be the default 1.000, independent on their size.

I saw a tutorial where the guy went into "Blender Game" mode, and indeed if I do it, I see the expected mass values on the shards. But I don't want to use "Blender Game" - I am not interested in game development. I would like to have these masses with Cycles and normal rigid body physics.


texts: exporting two meshes connected to rig into unity

texts:
I have modeled a character in blender. It has two meshes (a body and a hat) and one rig.
I have created some animations and it seems that it works fine in blender itself, body and hat moves accordingly to the rig.
But in unity hat stays still in the air and not moving.
I think I exported to fbx wrongly and maybe it is a matter of some checkboxes (in export options), please advice some help.
Thanks in advance!


texts: X-Ray like Shading Error in EEVEE but not Cycles

texts: I sculpted this Manta Ray and tried texturing it. I Noticed that when in EEVEE, somehow the base Geometry is clipping trough, as if i had the XRAY switched on. When i use EEVEE, this problem does not appear. Does anyone have an idea what might have gone wrong?


texts:
I am trying to synthetically generate depth image mimicing a real Kinect. So I have set the camera params as below using python script.

I have setup the nodes and able to get the depth image as shown below. Along with render params as shown in the figure. I am able to render the depth image.

But when I read the image outside, there is a cutoff after certain depth. This can be seen in the below matlab read of the image. One can see that the top rows in the image are set to constant high values.

When I change the viewpoint of the camera to be lower, it seems to gradually improve gradienting. So I believe its having a threshold which says beyond this z value, if there is an object then just assign the highest value or something. I played around with all the camera params and couldn't figure out the issue. Please let me know if you have come across this or know of any parameter that can fix this.

Thanks in advance!


texts:
i make this bottle with just extrude vertex, screw modifier and bevel modifier. but i can't get to fix the shading. all the vertex normals facing up and i cant rotate it. all tools from Q menu for normals in edit mode can't modify this normals.
how do i fix this to smooth my shades?


texts:
I'm having this problem in Blender that it is only loading the text, I am very new to this and don't know why it is cutting out what is even in the camera view and making it black. If you could help me, I would really appreciate it.

It's only rendering 'Kenny Miller" and not the green/black back:

[


texts: Why do I get weird shadows on my baked normal map?

texts:
I baked a normal map,
however, there's weird shadow.. what is the problem?

The first picture is when I bake the normal map options:


texts: Can you 'print' a numpy array as a mesh?

texts: Is there a way to 'print' a numpy array as a mesh?  For example say I have a numpy array of ones and zeros of shape (10, 10, 10) and the ones in the array would be the vertexes of the mesh while the python code creates the shapes for the mesh.  The shape of the array could be a theoretical cube domain and the indexes of the array could correspond with a certain point in the domain.  The code would then create the shapes for the mesh.


texts:
Once I set up the lighting I've noticed that there is a very Hard Shadow falling from one object to another, from the Sky Map. Is there a way to make the Shadows softer without affecting the Intensity of the Sky Map.

| world settings

I put the samples up to 200, the difference isn't that big in this scene, I don't like this Harsh Shadow, and want to change it, but no method comes to my head

I tried unchecking the Shadow box in settings of the front object; the one casting this harsh shadow, and it seems to work, but now I am not sure if this is a good way of getting around it?


texts: I wanted to build a building like the picture and what I did was putting two cubes on top of each other . I want know how this can be made from one cube I mean start from one cube and extrude or ...


texts: How can i clean irregular few group of vertices in sculpting?

texts: During sculpting, cause I use only a subdivided cube, it happens that few groups of vertices generate this type of irregularity so that I can't smooth, decrease or refill it. How I could remove this irregularity to continue to shape it? Thanks for helps


texts:
Hey guys i dont know whats happening, new to blender. Hahaha...sigh
Ok so i am following blender guru tutorial but for the love of god i cant figure it out a render glitch. i am using an Hdri to light the scene and I got this weird glitch. Without texture only a principled shader with a normal baked.

Screenshot

As you can see I only have the normal and hdri so i dont know were that camouflage glitch is coming from.
Also it looks perfectly fine in the renderer viewport the one acess directly throught the 3d vieport.

I know the normal bake is not good i was just testing how it looked with the normals in the final render and i got those weird white gray and black spots. I know about noise problems from sampling and such, but these seems to be an issue with the shader itself
Any help or insight will be eternnally apreciated.
Cheers


texts:
First of all know that I am fairly new to Blender and 3D creation in general.

I got the mesh of an arm, I've done all the rigging and all but I have one problem.

When I parent the mesh and the armature (with automatic weight) all of the fingers armature deform their respective finger of the mesh correctly, except for the index, when I move the index bones the mesh just stays in place.

Someone knows how to fix it?

Thanks


texts: How To make fluid human model and slowly dissapear?

texts:
i've been wondering how to make the scene like image shown

At the first image, the character is fill with fluid, then the character melt down. Can this scene be done in fluid / flip fluid blender ? Thanks before


texts: Create GUI for selecting, creating or opening image

texts:
I am creating a material using a CustomShaderNodeGroup. The inner node tree has a texture, so I want to expose the texture parameters to the node UI. For doing so, I look for the texture inside the node tree and directly expose the different properties. But there is still one missing part I;m not sure how to do it. At the moment I have the following UI for my custom node:

As you can see, i have a similar UI as the original ImageTexture node, but I'm missing the open/new buttons and also the use fake user and all that stuff for the image itself as in the following image

With my current UI, the user can't open a new image, so this is a strong drawback. How could I make something more similar to the original ImageTexture UI?


texts: Simple modeling tools that integrate with Blender

texts:
I'm a developer looking to make some simple games using an open source game engine, but I'm brand-spanking-new to both Blender and 3D modeling in general. I am fervently reading books and following YouTube tutorials to learn as much as I can.

But since I'm so new, and seeing that I'm excited to get some custom models loaded into my game so I can toy around with them, I'm looking for a model pipeline where:

A WYSIWYG-style 3D modeling tool helps me create pseudo-custom textured models, and export them as OBJ/MTL files
Then I import these in Blender and do some minor editing on them, then either leave the edits as saved OBJ/MTL files or convert them to .blend files
Then I load these files into my game

I'm doing this because there's a few dozen different models I'd like to use in my game, and it is going to take me a long time to get good enough with Blender so that I can create decent-looking models from scratch.

For human/humanoid models, I see that I can use tools like MakeHuman or Adobe Fuse.

But what about everything else?!? What if I want to make a dog, or a table, or a tree, etc.? Are there open source/free tools out there that will help me create "custom" textured models simply/easily, and that can then be exported and loaded into Blender?


texts: Scale about true center with Mirror modifier

texts: When I scale vertices of an object that has a Mirror modifier, the points scale about the median of the non-mirrored points only. How can I configure Blender to include the mirrored points in the calculation of the origin?


texts: I'm follow a tutorial to create a low poly environment.  So I have to make mountains... I go to Sculpt Mode and activate Dyntopo [ resolution : 7.00 / Refine method : Subditive Collapse / Detailling : Constant Detail] and when i try to do a picks It becomes smooth.


texts: How to access a property in a group property in the body of the script?

texts:
I defined a class group property with some props inside and did the register and unregister with a pointer, but in the main body of the script how do you access the properties inside the group property?

Note: I can define a scene property and modify the value but cannot do it with a property from the group property.

Any add-on example showing how to do this would be nice too!


texts:
I was trying to make a smoke sim but noticed after baking that the smoke doesn't render, the sim shows up in wireframe view. Any help?
[https://pasteall.org/blend/0cc1f3837ff24ccaa43e8c4e6ee1c080](.blend file)


texts: Fastest way to switch to and from viewports?

texts:
Is there a faster way to swap viewports than to click the "current editor type for this area" button and find the thing we want and click it....?

I waste way too much time trying to find the thing I need, its not intuitive to me even after practice. I wanna quickswap the properties tab to the graph editor and back again....and to the uv editor and the node editor etc...

There hotkeys somewhere or a good addon?


texts:
i get this error in every time i run my client code i tried to defined mathutils lib but i still get it

  File "Client.py", line 34, in
  _pickle.PicklingError: Can't pickle : attribute lookup Vector on builtins failed

#------------Setup--------------#
from pickle import dumps, loads
from mathutils import Vector
from GameLogic import *
import GameLogic as GameLogic
import bge
from socket import *
import socket
import pickle

cont = GameLogic.getCurrentController()
owner = cont.owner
#obj = cont.owner

if not owner['OneTime']:
  ServerIP = GameLogic.IP
  Serverport = 471
  Clientname = ''
  ClientPort = 472
  GameLogic.sClient = socket.socket(socket.AF_INET,socket.SOCK_DGRAM)
  GameLogic.sClient.bind((Clientname,ClientPort))
  GameLogic.host = (ServerIP,Serverport)
  GameLogic.sClient.setblocking(0)
  owner['OneTime'] = 1

PosYou = owner.worldPosition

scene = getCurrentScene()
Server = scene.objects["Server"]

PosServer = [0,0,0]
#------------RECEIVE/SEND--------------#
Data = pickle.dumps((PosYou))
GameLogic.sClient.sendto(Data,GameLogic.host)

try:
    Data, SRIP = GameLogic.sClient.recvfrom(1024)
    UPData = pickle.loads(Data)
    PosServer = [UPData[0],UPData[1],UPData[2]]
    Server.setPosition(PosServer)
except:
    pass
#---------------THE-END----------------#


texts: Why are these rendered surfaces reflecting two different colors? I'm using Cycles and an HDRi for illumination. I've applied scale, UV unwrapped and checked that the normals are facing outward. Thanks for any help.


texts: blender 2.83.2 viewport Render image color completely different

texts:
System Information
Operating system: Windows-10-10.0.18362-SP0 64 Bits
Graphics card: GeForce RTX 2070 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 451.48
Blender Version
Broken: version: 2.83.2, branch: master, commit date: 2020-07-09 05:50, hash: rB239fbf7d936f
Worked: 2.82 version of Blender that worked as expected
Short description of error

It's 2.83.2 version viewport render.

It's 2.82 version viewport render.
2.83 version has
The viewport image render result color is completely different compared to the viewport.
I tested in blender 2.9 alpha. the result is same.
Maybe Revamped color management update is cause.
How can I fix this mismatch?
Is it impossible because of technical problems?
Exact steps for others to reproduce the error

In viewport shading mode.
Click Viewport Render Image.
3.Compare result color
If It's hard to see. Tweak Exposure and Gamma and redo Viewport Render Image.


texts: I'm getting these weird inaccurate, smeared reflections. What am I doing wrong?

texts: I'm using cyces. The background is an Environmental Texture.


texts:
How do I switch from (for example) select Lasso to Select Box?

I've tried searching up how but I only get tutorials from pre blender 2.8


texts: Increase tolerance on Eevee render so objects don't overlap?

texts:
I'm currently trying to render out a flythrough of some LED fixtures on a building facade via eevee. (See Below)

The problem is i'm getting an unwanted flicker when I output the animation, upon investigation I found the flickering seems to be due to objects overlapping in the viewport (even though they're actually 50mm apart).(See Below)

Although in cycles it seems to render correctly though with no overlapping.(See Below)

Is there a setting i'm missing for Eevee to so that it will render as it does in cycles? I've tried increasing the samples but it doesnt seem to get rid of the flickering...

Any help would be appreciated thank you


texts:
I want to break away from sphere based eyes where I can set the iris/pupil to constrain to a mesh ( which would have some roundness, just not a sphere), and can be moved around with a typical of tracking rig set up.

Anyone have a quick walk through?


texts: Color not showing up and neither is the option

texts: I am using Blender 2.69, (I am unable to upgrade at this time) and I am trying to color my model using the Vertex Paint mode, but it won't show up in the final render. I know that you have to enable something in the options pane to the left, but the option that all the guides talk about is not there. Am I in the wrong mode? Can someone help me with this? I also tried texture paint mode, but then I can't actually paint anything it seems. Any suggestions?


texts: How to export each animation to its own fbx file?

texts:
I like to export each and every animation into separate fbx files like mixamo gives, one mesh other skeletons, and like unreal do when import to it.
Animations to one file works fine but I want to implement root motion to them and to this I have an addon Mixamo root baker and it wants separate files like Mixamo.
Is there any way to get this done in blender 2.9?

Basically I'm working to an Unreal's game project and some of my animations requires root motion (like vaulting and climbing)
I know little bit scripting too so if anyone can give me some advice, how should I make script like this,  are most welcome


texts: Why is my stencil only painting in a selected color, and not painting my PNG (which has multiple colors)

texts:
still new at this. I'm attempting to paint a PNG image with multiple colors on it onto an aircraft model:

When I paint it on as a stencil, I'm only able to paint whatever color I have selected overtop of the entire graphic.
How do I paint the stencil so it shows up as-is above, retaining all of the colors you see there?


texts: Cloth Simulation: How to keep vertex groups unaffected?

texts:
I am trying to create a simulation of holiday lights hanging from a ceiling. I am using pin groups on the "cord" part of the mesh to give the effect of the lights hanging. When I run the simulation, the lights themselves also deform. I want them to hang down but maintain their shape. Is there a way to allow a vertex group, which in this case would be only the lights, to remain stiff?
EDIT: Lowering the vertex mass does help create the effect I am looking for, but are there other solutions?


texts: How to render a very complex scene using Render Layers?

texts:
So that the Alpha Over property is implicitly applied to every frame after I do it on the first frame.

I am using Cycles Render, and Blender 2.75

Edit - The full image has soldiers and the plane. One image has the plane and one image as only the soldiers.

The soldiers are animated, but are in a different layer than the plane. I want them to be rendered with the animation along with the plane without moving them to the same layer (using Render Layers.)

P.S. The soldier count will increase greatly later.

This is the soldier layer -

This is the plane layer-

This is the full one (both soldiers and plane) -


texts: Wrong 3D Cursor - Far away from the scene

texts:
I'm using Blender 2.76 under Windows.
Every time when I try to position the 3D Cursor, one coordinate is set too far away from the screen - e.g.:

I load the startup file.
I press Numpad 5, Numpad 1 to enter "front ortho" view.
I left-click beneath the cube.

I get a 'Y' coordinate of -260.91177!! - which is very far in the front of the scene.

So, it is impossible to place a new object ...


texts: Align vertex into a straight line non paralel to an axis

texts: I have two faces, the should make a straight plane, but I want to keep the mesh without Ngons. Is there a way in which I can align the 3 (6 counting the ones behind) vertices into doing a straight line non parallel to an axis?


texts:
My question is rather simple: why won’t rendering with freestyle work on my mesh. I have checked my preferences. Also I can’t find any fault on my mesh, although I suspect that is where the problem lies. I just can’t figur out where to look.

please?

PS. The blender file is here:

DS. What I want is for all the lines in the picture (in wire frame mode) above to be rendered with free style lines.


texts: Got stuck following a tutorial please help

texts:
I am stuck while following this tutorial
https://www.youtube.com/watch?v=28AlRLMlqW8&t=4251s&ab_channel=FlyCat
At 0:33. The youtuber highlighted the vertical line in the middle of the hexagon and did something to make it split into 2 vertical lines.
It happened pretty fast in the video so i took some screen shots too.

Can someone please tell me how he/she did it?
Thanks in advance.


texts:
It is my understanding that Cycles is a ray/path tracing render engine, and that it works by firing out "sightlines" into the scene to render, which interact with materials they hit in a defined manner to produce the color of a given pixel.

I know there are materials such as glass, which refract the ray so it travels at a slightly different angle, mirrors, which reflect the ray into another part of the scene, and diffusive materials which scatter several rays in different directions.  Additionally, there are "special" materials like the holdout which simply force the given pixel to be transparent.

Given this information, I would assume that it is possible for there to be materials or shaders which instruct an incoming ray to behave in specially defined ways, such as reflecting directly back at the camera, or translating a set distance through the scene.

This got me wondering if it is possible for a custom shader to define such actions?  I have seen OSL shaders which give materials a "toony" look, and other such styles that would not be possible using the standard nodes, but I haven't been able to find any information regarding what a custom shader can and can't do, and how it would be done.

Is OSL the only way to define custom shaders?  Can a plugin be written such that it responds when any given ray hits it, or are there only ways to specify general rules for handling a ray?


texts: Problem with rigging (the eyes and eyelashes don't follow the head)

texts: I'm making an anime model. When I go to Pose Mode and try to rotate the head the eyes don't follow it well. The eyelashes change position and the eyes pop out of where they should be. I have painted the whole head red in the weight paint mode. Should I paint the eyes in a different way?


texts: I'm physics student and I want to calculate things on blender, I've to learn many things of the program and I'm starting on it. I want to know if it's possible to do some calculus inside blender, for example, create a sphere and clicking on a point of the surface for calculate the tangent of that point, that's all I want to know for start a project on relativity physics.


texts: Why my spot lights do not work properly?

texts:
I have set up a simple scene with an Armature and a slightly bend floor. Each object in the scene has a Principle BSDF assigned to it. After I rendered the scene using a simple World Light and one Sun Light, I wanted to introduce some proper lighting.
I made the Sun Light a Spot Light, positioned it, copied it 5 times and aligned them to a grid. While looking in Render View I noticed that none of these lights actually do something.

Q: What am I doing wrong?


texts: How to create a button for wind in Blender

texts:
For a 3D Winter Snow Simulation I'm working on in Blender for one of my college classes, I am required to create a button that causes wind to shift falling snow in a different direction. The following is what the instructor is looking for:

  The environment should have a Wind Wheel, such as pressing a button it starts or stops. Every time the wind wheel is turned on, the snow keeps falling and it is affect by the wind when it gets close to the wind wheel. For sake of simplicity, consider that the entire snow is affect once on the same high of the wind wheel, if the wind wheel is active.

Please tell me what I can do to accomplish this.


texts: What are the pros and cons of using Blender on Windows or Linux?

texts: Is Blender more stable on some Linux distributions, or just on Linux at all? I am contemplating dual-booting my computer and partition some of my HDD for Linux to use blender there. Would there be any noticeable differences? Would render times decrease?


texts: How do I animate the position of my character's hair randomly?

texts:
I'm trying to create an effect where a character's hair moves randomly (using hair particles) and in a stuttering fashion. The closest I have come is using force field settings with a turbulent field, but the hair particles' movement amplitude isn't large enough. The animation of these particles also only lasts 100 frames, after which the hair returns to its stiff spawn position.

Ideally, I would like to use the hair seed to essentially teleport the hair around the body. I can keyframe the seed, and changing the seed changes the hair's position, but when I play it back the hair particles are stationary.

How can I animate the position of my character's hair randomly?

For reference, the effect I'm going for is similar to this:


texts: how can i make the player run in a certain path ? i already had the animation

texts: i am beginner in working with blender game engine , i already had the character and its animation , in the BGE the action is done only once i wanna know how to make it do the action as long the key pressed and also in certain path , any help ?


texts: How to rotate a curve to show on a different axis?

texts:
When I create a NURBS Curve, It only shows on the Z Axis:

Is there any way to have it show on the X Axis?


texts: How can I make 2 separate meshes blend seamlessly while keeping them as separate meshes?

texts: I'm trying to make a player model for a video game that can have changeable clothing. So I would have a mesh for the head, torso, legs, feet, and hands. The problem I'm having tho, is that the meshes do not blend seamlessly. There is a very apparent cut where the meshes connect:  How can I make this cut seamless for all the different meshes? Any help is appreciated.


texts: I created a curve, but now i need to take all the object and curve it again, like this:


texts: Multiple objects doing the same animation in the BGE

texts: So I have some collectables in BGE that bob up and down. But when I play the animation they ALL go to the exact same place that I animated it for the first time. How do you keyframe location without meaning that EXACT location and only the location on one axis or something?


texts: I was sculpting a donut, to give it a real shape I dented it in the middle but then when I went back to layout, the vertices were disconnected,why?

texts: I was working on a donut through a YouTube video of Blender guru, after finishing the basics of donut in layout, I went on to sculpting it. During the sculpting, I dented the middle portion of the donut from 360  degree to make it look real, and it was nice. But when I went back to layout, all the vertices were distributed and disconnected in the middle portion. Can I get it right?


texts: I'm running into an issue with symmetrize where it is successfully mirroring bones, but across the wrong pivot. My expectation was that it would mirror the bones over the main axis rather than around the pivot of one specific bone. Any idea what might be happening and how I can fix it? Attached are a few screenshots. Thanks for your help in advance!


texts: Detail lost when cycles baking to texture

texts:
I've been working on a model lately, and UV unwrapped and textured my mesh. After doing so, I added some dirty vertex colors to add some darker areas, and I wanted to bake it onto my regular texture. The problem is, that I lose vertex colors after baking.

Here's a picture or my rendered mesh with vertex colors, full detail:

As you can see, there are dark crevices throughout the model, which is desired. I've followed the directions in this post to bake the dirty vertex colors onto my texture. Here's the baked texture, when using type "Diffuse Color":

The largest sphere is where the body is mapped to. The texture, after baking, does not have sa many dark spots as the first image. It's apparent when I export it to Three.js with the texture:

As you can see, the whole back part of the mesh has no vertex colors. Why is that so? I have followed the directions exactly as in the post linked. Here are the applicable files:

stage1.png - FileDropper

stage1_REV.png - FileDropper


texts: Shadesmooth visible in solid view but not in rendered view

texts:
I made a beveled corner and applied 'Shade Smooth' in EditMode.
It works in solid view, but not in rendered view.
Did I do something wrong? :)

Rendered:


texts: Why does my UV unwrapping in a different way than the book?

texts:
I'm training on a model from a book. And the book tells me how to seam the model.
Now, I've unwrapped models before but just for training's sake I'm trying to do it his way.

Here is what the book tells me to do:

But when I do it, result is as follows:

Here's my own way to seam:

My question is why does the second picture produces that jumbled mess on UV and not the clean projection we see in the first?
What is the reason behind that?

Could it have been because the book is old and the new Blender release(I'm using 2.81) unwraps it differently?
Could it be that he is using some projection method without informing me?
Could it be that my mesh doesn't exactly match his, so the result is different?


texts: Child of Constraint creates strange glitch?

texts:
When I parent the weapon magazine with the hands, they follow , but the magazine rotates! The magazine also goes out of its desired position. How do I fix this?

No child.

With Child Added.


texts: Removing weights does not work flawlessly

texts:
I want to remove weights by painting 0% weight.
However, I'm having a hard time doing this.

Here is a video that shows how I desperately try to paint an area black.
I have to try it again and again until finally something happens:
https://www.youtube.com/watch?v=xrBMwwcDY4A
These are my brush settings:

Thank you.


texts: Why is Network Render creating .exr's instead of .png's?

texts:
So i have been fighting this 2 days now. As i send job to slave computer on Network render and have told it to use cycles engine, where i have set the default output type to png, it still returns rendered images as .exr files... Would not be problem on still images, but at VSE i'd like to use png as .exr doesn't seem to work on it too well (need to use composite to even see the frames)

So what py. file i need to modify to change deafault network render output to .png and do i have to modify it on master + client computer or in a slave computer?

Edit: Some screenies. Like you can see; master, client and slave settings are not tweaked. Only changed Client engine setting to cycles


texts: Could I move set material to a changed FBX from former FBX?

texts:
I have a model in another software.
I export it to FBX, set up materials and save it to .blend file.
Then, I made some change to the model and export to FBX again.
I would like to reuse the materials to changed FBX.
I would like to handle FBX like other render software, something like, export FBX by external software, inherit material settings from .blend, then try to render by beautiful Cycles in Blender, again and again, so it is no chance to add extra data to FBX from Blender.
Do I have only way to put materials manually one by one to another exported FBX again?


texts:
I need to unwrap a huge mesh and Blender stops responding each time I try.
Blender continues to use my cpu at 15%. Does that mean I have to wait and the operation will eventually be successful?
In this case, is it possible to force Blender to use 90% of my cpu to go faster?
Thanks for your help, I loose a lots of time of this.


texts: How to increase the duration of Smooth View?

texts:
Does anyone know how I can go about increasing the duration of the Smooth View setting beyond the maximum value of 1000?  It would be really useful for screen capture animations navigating between different cameras.

I found this operator:
https://docs.blender.org/api/current/bpy.ops.view2d.html#bpy.ops.view2d.smoothview

But I'm not sure how to change it...

Any help would be greatly appreciated!


texts: Hair is not visible in Object mode (Cycles and Eevee) - Blender 2.82b

texts:
On Windows 10 in object mode strands have become invisible, but still renderable in render mode. On my working iMac everything is fine with the same blender file

In particle edit mode children hairs are not visible too.


texts:
Merhaba! blender programında bir tekerlek modeli üzerinde çalışırken bump map haritalamasının yanlış olduğunu farkettim. daha doğrusu 2 boyutlu haritalamada sıkıntı yoktu ama 3 boyutlu modelde yırtılma oluyor. ve tekerleğe belli bir açıdan bakıldığında bu yırtılma çok kötü duruyor. işte görsel:

Hello there! While working on a wheel model in the blender program, I noticed that the bump map mapping was wrong. More precisely, there was no problem in 2-dimensional mapping, but tearing occurs in the 3-dimensional model. and this tearing looks very bad when the wheel is viewed from a certain angle. here is the visual:


texts: Selecting a smaller object hidden inside another big object

texts:
How can I select a hidden object to rotate , remove or resize which is hidden inside another bigger object ("hidden" means a smaller object is inside another bigger object) ?
Clicking with the right mouse button on the bigger object may help but that is not an obvious approach as I don't know exactly at which position the tiny object is located.Moreover , What about a tiny object inside a super big object ? (Like a luggage in an airplane model)


texts:
I have 100s of scenes with simple primitive objects at random locations (not in a sequence) in each of these scenes. For example if I have 2 objects in a scene, the only thing that will vary across all 100s of scenes is the location, orientation of these 2 objects. I have file generated with all these locations and orientations to load into blender from. Currently in my project I am sequentially loading each location, orientation detail of a scene and rendering it one after the other.

Is there a way to generate these 100 scenes in parallel? I have been looking at GPU rendering/cluster based rendering but failed to find any concrete that I can use.

Any pointer will be appreciated. Thanks in advance!


texts:
I am following an online tutorial by Blender Guru. I added in a new object (encircled in red below), which I originally applied smooth shading to

However, when I made this part of the overall mesh using CTRL + J, the  smooth shading disappeared. How do I make this particular part circled in red smooth shading, without affecting the rest of my mesh?

EDIT: Thank you I've done that, it's smoothed it a little however you can still see the lines, see below. Is there anyway to make it even smoother?


texts: Is it possible to drive other properties in realtime with a single float or int property button without using drivers?

texts:
Say I want yo have a float property in the 3DView Toolbar (T), and make it update in realtime several properties in the selected object without using drivers.
For example, the "scale" of an object, its an array of 3 values, but I don't want the UI to display its three values, because I want to use only one float slider to drive the three at once (with the intention to preserve the proportion). Even more, think that this could be very useful if I want to drive any kind of values together with just a single slider, not only the scale's array.
I spent several days investigating and trying to achieve that, but I finally understood that Panels and Operators are instances of well defined classes which draw functions remain separated, and I can't just make a call from a Panel to a property defined inside an Operator (I use the operator because I want it to update the object in realtime).

Here's a very simple example, just to illustrate the point (I didn't include an Operator here). Note that the script only changes the object's size when the script is rerun.

import bpy

bpy.types.WindowManager.float = bpy.props.FloatProperty(name="Object's Scale", default=1.0)

class OBPanel(bpy.types.Panel):
    bl_label = "Selected Object"
    bl_idname = "selected_object"
    bl_space_type = 'VIEW_3D'
    bl_region_type = 'TOOLS'
    bl_category = "Tools"
    bl_context = "objectmode"

    def draw(self, context):
        wm = context.window_manager
        layout = self.layout
        layout.row().prop(wm, 'float')

    wm = bpy.context.window_manager
    bpy.context.object.scale = wm.float, wm.float, wm.float

def register():
    bpy.utils.register_module(__name__)

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

if __name__ == "__main__":
    register()


texts: How do I export user preferences from blender 2.77 to 2.78?

texts:
When I upgraded to blender 2.78, I couldn't recover my old user preferences settings. I had my own theme, my own hotkeys, and my preferred addons. I
 tried to figure out which files but I couldn't .
Note: I downloaded blender 2.78 as zip file not installer


texts: Blender hair - virtual parents function?

texts:
I'm having a hard time understanding what function the virtual parents slider serves?

I would have thought that it would make some of the child hairs into "parents" so that I would get smaller clumps, but that doesn't seem like the case.
Could anyone please explain it to me?


texts: How to change background color in Blender Internal?

texts:
How can I change this render alpha background to a color?

I tried to change the "horizon color," but it didn't work.


texts: Stitch 2 mesh parts like in the UV stiching function

texts: I don't know how to 'stitch' these two meshes together. I don't mean a 'bridge', I want the Foot moved correctly into the socket: There is a stitch function for UV maps that does exactly what I want (see the video: https://youtu.be/42XCrtxvhyM?t=519)


texts: How to scatter several rocks along a path?

texts:
I've been following Blender Guru's tutorial (https://www.youtube.com/watch?v=EesfCLQD8jY) on how to create a martian landscape, but I want the rocks to scatter on just one part of the surface using a particle system.  Is there a way to do this?

This is the area I'm talking about:

These are the particle settings (for one set of rocks)


texts: Blender's IK seems to ignore the Inherit Rotation checkbox, how do I work around it?

texts:
Here is a .blend file I've created to illustrate a strangeness I have observed with blender's Inverse Kinematics solver.

Example 1 has an IK and the pre-yaw bone has no IK rotation restrictions.

Example 2 has an IK, and the pre-yaw bone has locked X and Z rotations.  Unfortunately, it locks the rotation to pre-yaw's parent bone, even though Inherit Rotation is not checked.

Example 3 is posed without IK at all and illustrates the effect I am trying to accomplish.  The pre-yaw bone is correctly vertical, modeling the mechanics of the monitor arm.

I think the IK solver could be enhanced to obey the Inherit Rotation checkbox.  It could also be enhanced to obey the Copy Rotation constraint (which exists but is muted since it shouldn't be necessary).

Have I discovered a shortcoming in blender's IK?  Is it worthy of a bug report?

How do I work around this weirdness?


texts: How to scale multiple faces proportionally

texts:
I am making a leather sofa texture. I need help. As you can see in the animated image below I want to extrude the edges from all sides.

I have press Alt + S to make it proportional on all sides. How do I scale all sides at same time?


texts: Will my Blender installation work after updating to windows 10?

texts:
I'm thinking of installing win 10 and was wondering if I will be able to pick up everything where I left it...
Obviously I cannot request a 100% guaranteed result but I want to know if anyone has updated to win 10 and then run blender without a problem. Or did you have troubles? Anecdotal evidence welcome, it is surprisingly hard to come by :)

Thank you guys. I went with the update and (for what it's worth) everything went well. I barely notice that I changed OS, my files and apps are all there.
Of course this is my own experience. Backup your data to be on the safe side.


texts: Old fluid sim data appears in new blend file

texts: Ok, so my fluid domain automatically takes the form it took in a completely different project I did every time I try to use it. It starts out like below then ends up like the one above. I've deleted the project that one is from so I have no idea why it is still doing this. It happens in every project I create a fluid domain in. I need help!!


texts: Strange issue with lighting/shading on imported obj, umbral/strip of light

texts:
I imported this .obj to Blender, and it looks perfectly fine until I turn on Scene Lights/Scene World, or move to the Cycles or Eevee viewport
It then only receives light in a strange umbral-like pattern?
If it's of any importance, when I imported it I noticed the normals were flipped, but flipping them, or recalculating them, didn't make a difference.
I'm rather new to Blender and really want to understand what's going on here, can't wrap my head around it.
This is how it looks on Eevee:

And Cycles:


texts:
I know the unit in Blender are arbitrary, e.g. you can have one unit represent 1cm, 1ft or 1 mile.

I'd like to know if there's an advised (community or otherwise) scale that I should work to.

Are there any issues that might occur from basing your scale too high or too low. e.g. 1 unit = 1mm or 1 unit = 1km?


texts: Recreating Odyssey Aatrox Sword (cycles)

texts:
I am very new to blender and now working on attempting to recreate the Odyssey Aatrox Sword. I am satisfied with the work I have done with the modeling, although it is far from perfect but, I have been struggling to recreate the material of the blade. Below are images of the sword reference images that I am working off. I am wondering how people much more experienced than me would try to recreate the gradients and smaller details.
In game model (The one that I am working off is in the top left)

Edit: Here is a blend file with my current work


texts:
System:

Ubuntu 18.04
Pycharm 2019.2 professional edition
Python 3.6.8

I have followed this link to create a pycharm remote debugger but I have encountered an error related to remote_debugger.py

Blender add-on configuration:

Pycharm state:

Blender error:

It's nearly impossible to write a complex program in Blender without debugging options.
Can you please help me solve this problem?
I also think this should be an important feature request for the next release - an easy way to debug the code with 3rd party program.

Thank you all in advance.


texts: Glass BSDF Casting Dark Colour / Shadows

texts:
Blender 2.82:

I am baking out a fluid sim and mesh, and applying a glass BSDF shader for the transparency.  When rendering out, it gives a dark tint to the glass material, on top of the surface it is touching.  When "in air" the water material looks clear and clean as it should, however on the bottle and floor, it looks dark.

my light path bounce settings are:

Total: 12
Diffuse: 5
Glossy: 5
Transparency: 5
Transmission: 15
Volume: 5

World setting is a light blue (no HDR) and strength is 1.
I have 1 sun lamp.

I know its not the transmission settings as this causes the black areas when light is not passing through the glass shader, hence why I've already increased this.

so what else is the issue here?


texts: How to assign already created material with node editor?

texts:
I created the bottle in the "Blender Render" and I created the glossy look material and applied the color in the "Cycles Render" but I am not able to apply that material on the bottle so that it changes its color. Also, after applying the color I want to make bottle a bit transparent. Please suggest what am I missing.

Advance thanks for those who help me! :-)


texts: I would like to have an empty with custom string property that drive a Body Text. But Body Text datablock is not accessible from the GUI. How can i do that ?


texts: The watch button has those details and i'm no really sure how to do them.


texts:
So I think I accidentally deleted my shortcut presets by a mis click and can't get them back.

I believe I had a custom preset name and I accidentally clicked '-', which immediately deleted my custom presets and set them back to default.

All the keyboard shortcuts I carefully set over the months / years are gone.

I thought I had been saving the shortcuts when I clicked "Save User Settings" in the user preferences file. Unfortunately this does not appear to be the case. I backed up both that file and the startup.blend file. Unfortunately loading startup does not have the shortcuts either.

Am I fated to go through and redefine all the shortcuts again? I suppose everything is a learning experience..


texts: Texture on the wrong side of eyes after import from MakeHuman

texts:
I imported this model from MakeHuman, by exporting it as a dae and importing it into blender. This worked great, however there is one "glaring" (pardon the pun) problem. The model's eyes don't have any texture, as can be seen here:

However, if I remove the eyes from the head and look inside them on the other side of the object, there's the texture!

I've tried flipping normals (by hitting space and typing flip normal and hitting enter) and recalculating them (by following the instructions here: How to recalculate normals?).

Neither of these results in the eye textures being on the proper side. It looks proper in MakeHuman


texts: Need to lock an axis of the soft body animation

texts:
I have to make an animation of a bouncy sofbody, but it keeps moving around.

I thought I could lock the Z axis for the softbody's animation, but I could not find information about it anywhere.


texts: Blender Cycles Hair Transparency Problem

texts:
I'm new here, but I made an account just to ask this.

Lately I've been working with an imported XPS model, but I haven't finished putting the textures on in Cycles yet. However, the hair (eyelashes and front hair) that I have textured doesn't seem to have working transparency. The hair strand indicated below seems to be 'transparent', but I don't know where the solid light blue color is coming from in the render; if I mess around with the nodes for that hair it usually ends up either turning the rendered blue part black or turning the entire strand black.

Does anyone have a fix? It would be greatly appreciated.


texts:
In Cycles, if I enable the object's Viewport Display > Display as > Wire option, my object will be displayed as wire in Solid mode but as soon as I switch to Rendered mode it will be displayed as a normal solid object, as expected.
It allows for example, in Solid mode, to work on objects without being bothered by a big one, but the big one is back as soon as I switch to Rendered mode, which is good.
In Eevee though, if I enable the object's Wire option, the object will be displayed as wire in Solid mode as expected, but il will also be displayed as a wire in Rendered mode, which is not expected and is very annoying, as it requires to select it again, come back to Display as, and choose Solid. If I render an image the object will be normally displayed though, as expected.
Is there anything logical here? Am I missing something? Is there a way around?
Thanks in advance.


texts: Particle system to make smoke simulation (ERROR)

texts: I am making tornado VFX in blender 2.65, there are two separate particle systems. One at the top, and one at the bottom. I have completed the top part of the tornado using the same method as im trying with the bottom, it works… but! When I render the animation in blender render the bottom particle system doesn’t render smoke, it just renders particles.


texts: Rendering fire animations with transparent background

texts:
I'm creating a simple fireball sprite for my game and I want to render a fire animation.

I would like to get the upper images with transparent background, but when is set the transparency on under Render -> Film one of my frames will look like lower pictures.

You can see the difference of these two images.


texts:
I'm new to blender. I'm trying to right click on the image to change the text but no cursor is showing to allow me to backspace.I have watched YouTube videos and the make it look simple. They all say right click and hit the tab.
 What and where is tab?
How do I make the cursor appear?


texts:
I know that this question has been asked, but unfortunally there was no answer- maybe through a second try someone else will read this and can help.

Im pretty new to blender, so sorry for my messed up blender file.

as you can see, the smoke domain of my cycles quick smoke effect is being rendered as a semi-transparent-box.
i turned off the shadows in the cycle settings of the domain and the smoke object, so this is not the problem.

-> .blend

really looking forward for some help,
greets,
luk


texts: Fuse cc to Blender 2.8 flipped normal issue

texts:
i am having an issue with importing Fuse characters i make, when i import the obj file into blender 2.79b/ue4/paint3d the model looks fine, when in 2.8 the normals are all out of wack wondering if this is a bug, if i export it, fbx or obj, the changes carry over into other programs 2.79b included.
i have included an image of whats happening, on the left is 2.8 on the right is 2.79b. a big thank you to anyone who can help me with this issue


texts: want to run two actions when pressing a hotkey

texts:
I have these two actions

bpy.ops.object.mode_set(mode='EDIT', toggle=False)
bpy.context.tool_settings.mesh_select_mode = (True, False, False) #vertex

currently I'm running it from the text editor in blender and it works fine.

I would like to create an addon that could...
run both actions (w the vertex variation) when the Key "1" is pressed,
run both actions (w the edge variation) when the Key "2" is pressed,
run both actions (w the face variation) when the Key "3" is pressed

So far I have this script(addon) working from the text editor, n can be installed n enabled

# by EB, done with blender 2.79
bl_info = {
    "name": "EB 3Dview >> EditMode >> VertexSelect",
    "category": "3D View",
}

import bpy

class view3dEditModeVertSel(bpy.types.Operator):
#    """Edit Mode _ Vertex Select"""      # blender will use this as a tooltip for menu items and buttons.
    bl_idname = "view3d.editmode_vertsel"        # only lowercase allowed # unique identifier for buttons and menu items to reference.
    bl_label = "view3dEditModeVertSel"         # display name in the interface.
    bl_options = {'REGISTER', 'UNDO'}  # enable undo for the operator.

    def execute(self, context):        # execute() is called by blender when running the operator.

        # The original script
        bpy.ops.object.mode_set(mode='EDIT', toggle=False)
        bpy.context.tool_settings.mesh_select_mode = (True, False, False)

        return {'FINISHED'}            # this lets blender know the operator finished successfully.

def register():
    bpy.utils.register_class(view3dEditModeVertSel)
    # bpy.ops.view3d.editmode_vertsel()

def unregister():
    bpy.utils.unregister_class(view3dEditModeVertSel)

# This allows you to run the script directly from blenders text editor
# to test the add-on without having to install it.
if __name__ == "__main__":
    register()

Hi dr Sybren, ok I got the Addon working w hotkeys and all, I just was wondering, if is it possible to write the "Select Vertex", "Select Edge", n "Select Face" in a single addon, each one with its own hotkey, cuz I have seen that other blender py addons have multiple hotkeys assigned to them, please could you provide a code example for that?

btw would you know what is the difference between these two?

km = wm.keyconfigs.addon.keymaps.new(name='Object Mode', space_type='EMPTY')
kmi = km.keymap_items.new(view3dEditModeVertSel.bl_idname, 'SPACE', 'PRESS', ctrl=True, shift=True)
kmi.properties.total = 4
addon_keymaps.append((km, kmi))

the former is from the Blender Addon Tut, the latter from "PieMenu Addon"

km = wm.keyconfigs.addon.keymaps.new(name='Object Non-modal')
kmi = km.keymap_items.new('wm.call_menu_pie', 'Z', 'PRESS')
kmi.properties.name = "pie.shade_of"
addon_keymaps.append((km, kmi))

thanks advanced.


texts: I want to retopo an object so I tried using the Xray option to make my new mesh appear in the viewport in front of others. However I don't want to be able to see on my new mesh faces that are facing away from the camera or are behind other faces as it's making the process pretty hard. How can I do this?


texts: Why can't I use GPU rendering in Blender?

texts:
Why is it that Blender will only allow me to render with a CPU (GPU choice is unavailable)? Or is it until I acquire a graphics card that is specially built for such a task?

The images below show a Dell System Diagnostics (Video calibration) and GPU-Z results.

Platform: Dell Inspiron 3521 notebook with Core i3 Intel HD Graphics 4000


texts: Why it is impossible to drag an image into UV/Image Editor and Node Editor?

texts:
A strange thing happened.
On my best computer (Windows 8.1, CPU i7 with 32 GB RAM and 3 GTX770 onboard) it is impossible to drag an image into UV/Image Editor and Node Editor. The mouse pointer is a denied symbol...
On my iMac this works.
I tried to reinstall and set as Default Settings but nothing...
Can you help me?
Thank you.

Andrea


texts:
I'm building a submarine that I want to 3d print. I built the hull and now I want to cut a hole in the top so that I can put in the electronics/motors inside and then close it with a lid.

I took a bunch of circles and bridged them from one to another to create an outer skin since I knew the dimensions of the circles.
I selected some faces on the top of the sub that would be the "lid". I shift-d copied the lid out.
I solidified the sub in order to give the hull some width.
I solidified the lid to give it some width
I do a boolean difference so that I can cut out the lid from the hull.

It doesn't work as expected.
Below are some screenshots where I did the boolean difference on the hull and a long rectangular shape with the expectation that a hole would be punched in the hull. The 1st pic is the outside and you can see the entrance hole at the top. The second image is where it gets strange. Blender wrapped the hollow area that was cut out with a rectangular section.
Some things I checked include whether or not the shape is non-manifold (it is), are the normals pointing off to anywhere weird (they don't seem to be).
What is blender doing here?


texts: Which features are not supported when GPU rendering?

texts:
This question would seem to have a straightforward answer, but after reading through the Blender Manual's section about GPU Rendering, and also searching elsewhere online, I have not been able to find a list of which features are not supported when rendering with a GPU.

I remember that Open Shading Language is not supported, but I'm sure there are other unsupported features that I either don't know about or have forgotten about.

Does anyone know if there is a resource page available somewhere where I can get a list that makes this clear? Thanks.


texts:
How should i create top and bottom sides?
Add rolled up texture or do it with mesh?


texts: why can't blender read a movie which blender has itself rendered?

texts:
please excuse my ignorance. i'm starting to use blender 2.72 for its Video Editor.
i'm slowly making progress, but ran into a problem
when i tried to re-import a rendered movie.
blender seems to think it has no dimensions...could that be the problem?
to be clear - i rendered an animation (movie)as avi, from a Blender Session, and then imported it again, into the same session, as a fresh source file for further processing. but the sequencer doesn't read it....
i tried various rendering output options, but none seem to correct this.

thanks, Roland


texts: How to make a mesh look like it was 3D printed

texts:
How can I make a mesh "look 3D printed", i.e. you can see the layers. e.g.:

You see all those layers? How can one do this? Maybe a bump map? or is there an option to separate a mesh into pieces, i.e. explode it?


texts: Running Blender v2.79b. Created a number of meshes. Have one mesh that sits above the others, which I want to be semi-transparent; it has an alpha of  0.07. However, I cannot see all of the other meshes through it. Any pointers to where I need to look gratefully appreciated.


texts: Moire Like Blinking when preview rendering problem

texts:
I found, that some faces are blinking (like Moire effect) while rotating in preview.

Is this normal?

Reboot didn't help. Blender version is 2.76

OS is Windows 10 prof.

Video is GeForce GTX 770.

Sample: https://www.youtube.com/watch?v=oQ6rB7XbShk

UPDATE

The following message appears upon start:

(AL lib: (EE) UpdateDeviceParams: Failed to set 44100hz, got 48000hz instead)

UPDATE

I found it is the problem of my model, since it affects only half of it:

I was extruding circle and the split is located exactly where I started. I.e., right half was extruded from the circle to the right, and the left half was extruded from the left vertices to the left.

Also I noticed extruding behavior changed when I was doing this: Unconstrained extrusion?


texts: Combining speed control and transform effect strips

texts: I have a video that I want to trim and rescale, and also slow down by a factor of 2. I am able to do this separately, but I can't find the way to combine all the effects. What am I missing?


texts:
I have a couple of questions:

is it possible to change the color of a single button via python?(like the “add Driver” Operator does)
is it possible to change original blender buttons to execute something else(without changing the source .py ui file). Specifically: Then the user hits the render button, I want to trigger another function and stop the rendering.


texts: I have a model i imported but it hasn't got the textures 2.77a

texts:
i am in no way great at blender, its pretty difficult to wrap my head around but i have a fair grasp of some of the basics for it.
I recently imported a file from Daz studio to blender i have two versions of the import file one of the "collada.dae" format, and another version in the "wavefront.obj" format.

The models themselves come out correctly but the collada has no textures at all, and the obj shows it is missing the textures but i have the materials/textures in a .mtl file but i cannot get them to work, i have tried importing them, and i have tried using the "external data" tab to make the file relevent or linked to the model both methods fail. because the materials are missing i cant even use texture paint on materials and because the whole model renders purple and i cant get that to go away i cant even put other materials or textures on the model. the main question is is there a specific way to import models and with textures into blender and is there a way to get that material file to actually work for the model? i use makehuman, mixamo fuse, and daz but daz is the only one that completely gave no textures even though there is a file for them blender doesnt access it for some reason.


texts: Can't use laptop's numpad even after turn on emulate numpad

texts:
It's really a nightmare whenever i use blender.
I can't type any number key in blender even after turn on emulate numpad.
Is there anyone can help me solve this problem
i'm using Dell laptop (Inspiron 14-3467)

can't type number key


texts: How do I separately apply color correction to a model and video clip?

texts:
So I'm making a scene where I put my model in a clip I tracked. I think the lighting looks good but the colors of the model itself look overexposed compared to the "flat" colors of the video (this is game footage, that's why it looks flat).

I would like to know how to apply color correction on only the model so that it matches the scene colors. I'm gonna apply overal color correction in other software when rendered to make it look better.

I added a screenshot (quality much better in blender) so u can see what the problem is. Thanks!


texts: Can you change the shader and font settings as a new default?

texts:
I was wondering if you know how to change the default settings in Blender? When I change the "Viewport Shading" to render by pushing "Shift Z", then push "Shift Z" again to go back to "Solid", is it possible to have it go back to "Material" instead? I have tried looking up how to do this but nothing came up.

Also when I load a font, the view always goes to "Short List". Is there a way to change the default setting to "Thumbnails" so that every time I open a font it stays on "Thumbnails"?

I know its probably not a big deal clicking one extra button but it would be a lot easier for my workflow. Would you know anything about this? Thanks!


texts:
I'm having a really frustrating problem with camera motion tracking. Every time I reopen my save, (Tracking points on a video [an MTS file] to composite an object on the video) frames keep getting dropped and it results in my tracking points not syncing up with the video anymore. Is there any way I can resolve this problem? I've tried reloading the MTS file, but the frames are still dropped.

EDIT*
I'm not 100% sure it's frame dropping, but there are frames in which the typical grey checkerboard background is in place where exsting frames should be. Also, the video originally starts at 1 and ends at 2248, but now it starts at 3 and ends at 2250. So it seems like there's frames missing, as well as the entire video shifting by two frames.


texts: Blender 2.8 Python : How Do I Find My Material Output Node (and assign displacement)

texts:
I am attempting to create a displacement node with an attached image, and connect that to the Main Material Output Node.

I feel I understand how to create and connect these pieces (mostly) fine now. But I am unable to locate/reference the original Material Output, OR how to make a new Material Output the assigned one.

Please forgive my code, it is a hacked attempt between many forums posts and my own understanding after 1 week into python and blender.

Thank you in advance
(code and pictures below)

Images:

What I want

What I have

Code

#Import python
import bpy
#Import additional refs
from bpy import context, data, ops

# Clear all nodes in a mat
def clear_material( material ):
    if material.node_tree:
        material.node_tree.links.clear()
        material.node_tree.nodes.clear()

# Create a node corresponding to a defined group
def instanciate_group( nodes, group_name ):
    group = nodes.new( type = 'ShaderNodeGroup' )
    group.node_tree = bpy.data.node_groups[group_name]

#ref materials
materials = bpy.data.materials
#name material
mat_name = 'DELETE_THIS_CODE'
# get ref to material
material = materials.get( mat_name )

#if not our mat
if not material:
    material = materials.new( mat_name )

# We clear it as we'll define it completely
clear_material( material )

material.use_nodes = True

nodes = material.node_tree.nodes
links = material.node_tree.links

output = nodes.new( type = 'ShaderNodeOutputMaterial' )

diffuse = nodes.new( type = 'ShaderNodeBsdfDiffuse' )

#input = nodes.new( type = 'ShaderNodeTexImage')

#With names
link = links.new( diffuse.outputs['BSDF'], output.inputs['Surface'])
#Or with indices
#link = links.new( diffuse.outputs[0], output.inputs[0] )

#______________________^^ multiple things above here might be deletable ^^_____________

#________________________________________________Adds img texture

#Create material named X
mat = bpy.data.materials.new(name="Mat_Tile")
#Set this material to use nodes
mat.use_nodes = True
#Add new Material output
#moNode = mat.node_tree.nodes.new('ShaderNodeOutputMaterial')
bsdf = mat.node_tree.nodes["Principled BSDF"]
texImage = mat.node_tree.nodes.new('ShaderNodeTexImage')
texImage.image = bpy.data.images.load("C:\\Users\\nmaestre\\Downloads\\Textures\\Downloaded\\Tile_00_Diffuse.png")
mat.node_tree.links.new(bsdf.inputs['Base Color'], texImage.outputs['Color'])

#reference selected object
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)

#Add displace
dNode = mat.node_tree.nodes.new('ShaderNodeDisplacement')

#Make a normal map node
#nNode = mat.node_tree.nodes.new('ShaderNodeNormalMap')

#Displace Img
texImageNormal = mat.node_tree.nodes.new('ShaderNodeTexImage')
texImageNormal.image = bpy.data.images.load("C:\\Users\\nmaestre\\Downloads\\Textures\\Downloaded\\Tile_00_Normal.png")
#Attach imag to diplace node
mat.node_tree.links.new(texImageNormal.outputs['Color'], dNode.inputs['Normal'])

#connect the Displacement node to the Material Output node
mat.node_tree.links.new(dNode.outputs['Displacement'], bsdf.inputs['Normal'])

#__________________________Add unwrap

#uwrap node
tex_coord = nodes.new(type = 'ShaderNodeTexCoord')
#link to image texture
links.new(tex_coord.outputs["UV"], texImage.inputs["Vector"])


texts: Multiple FBX meshes with one texture file for all of them

texts: My friend sent me one FBX file that contains 6 separated types of grass meshes and one file of textures for all of them. How do I upload these textures to the meshes without messing it up? I am kinda beginner at this.


texts: What's the difference between alpha over and add?

texts: When compositing something in the node editor, what's the difference between the alpha over node (Colour -> Alpha Over)  and the add node (Math -> Add)?


texts: How to manually mirror armature in blender 2.78a?

texts: In all previous version, we used to mirror armature by copying one side, and then center 3D cursor to zero, and duplicate, and scale by -1. However I notice that in version 2.78, (correct me if I'm wrong) scaling -1 on x seems to work differently than before as it will caused unwanted rotation on bones. Is it happening to everyone else, and what do I do to prevent it?


texts: Is there a function that is able to cut a sound depending on the volume?

texts:
In Video sequencer,
I would like to have a automatized transformation of my sounds. When i'm doing a video with recorded spitch. I have to cut all the silences . It's a very stupid work and it's take a long time.


texts: Radiance: How does the focus of a "spotlight" work?

texts:
I can't get a spotlight in Radiance to work.

The doc states:

  The spotlight primitive type is used for self-luminous surfaces that
  require a directed output. It is defined with red, green and blue
  radiance values as well as an orientation ( output direction ) vector
  and a full cone angle ( in degrees ). The orientation vector
  determines the distance of effective focus behind the source centre (
  ie the focal length).

What exactly does "effective focus" mean? Isn't this the same as the opening angle?

I tried something like

void spotlight spot_light
0
0
3 128 128 128

or

void spotlight spot_light
0
0
3 1000 1000 1000 5 1.0 1.0 1.0


texts: How to have an asymmetrical texture on a mirror modifier model?

texts: I am making a low poly human model and i want to texture its face but it is always symmetrical and I don't want it to be.


texts:
So I'm making a Minecraft sword fight in Blender 2.8. I'm really just doing finishing touches, and I've been trying to make sparks fly from the swords every time they collide/clash with particle emissions. Apparently you can't make the emitter stop emitting once it starts.

I know I could use hundreds of particle systems but that's way too hectic and would get in the way if I change a few animations.

Is there a way I could do this with just one particle system?


texts: I´m practising modeling using this shoe as reference but got stuck on this intercalated shape. How can I do it? Does anyone have any tip? I thought about using the plane mesh (the same way I did the stripes + solifidy modifier) but when I extrude to make it over and under the stripe, the mesh will get weird, no? Thanks in advance for the help!


texts: How do I make a star as seen in the night sky in blender 2.8? I've heard this was a feature in an old version that got removed where you could control the halos created by a particle system, or found on the edges of a plane, and you could change the light they emitted to resemble a star from space. Is there a way to do that in 2.8?


texts: Regroup channels in Object Transforms of Graph Editor

texts:
As shown in the screenshot attached below, the Z location and Y rotation channels alone are present outside the 'Object Transforms' group. However, I would like the two to also be inside that group. I want it so because I find that when I set keyframes for the camera, the values for Z location and Y rotation dont change as I desire.
I would also appreciate if someone can explain what these channels control and what these groups mean, for I have not been able to comprehend much from the blender documentation.


texts: Hierarchy missing, how do I bring it back?

texts:
I'm making a model in Blender and then I think I pressed something on my keyboard and then my hierarchy went missing! How can I bring it back again?

Thanks!


texts:
I am trying to animate a lamp properties in the bge yet since it is not a proper Action or ShapeKey I cannot use the standard logic bricks and I was wondering if there is a way around scripting.
I can access bpy.data.lamps['Lamp'].energy but whats the way to implement the code in the game ?


texts:
So I had this problem when opening user prefs (creating a new window) blender immediately crashes. It doesnt crash if I just change a panel to user prefs.
I was overdue on maintainence, so I reinstalled windows clean installs  all round.  And despite that its still knackered. I read about changing the intel vga drivers butnot sure that applies as I run GPU's not on chip graphics... Any help appreciated.
heres the sys info
https://www.dropbox.com/s/bi88sqixfg9f1la/system-info.txt?dl=0


texts: Automated way to find the center line of a 2d mesh?

texts:
Given the simple 2d mesh pictured below, is there an automated way to create a curve or line that follows the middle of the mesh? I am able to do this manually with a bezier curve, but it would be helpful if there was an automatic way to do it for better precision.

Example of what I'm thinking (made by hand with a bezier curve):


texts:
On a recently assembled computer, attempting to run the BMW Benchmark using CPU render causes the screen to flickers after a few minutes and blender crashes, while using GPU render works fine. After removing the GPU and installing Intel Integrated Graphics drivers, the CPU render completes normally. I think that it could be the Nvidia driver version 398.82 which is causing the issue. Does blender recommend a specific driver to use?

Specifications:

i7 8700K stock speed

Gigabyte GTX 1080 Ti

Windows 10


texts: Japanese text input not supported in Blender?

texts:
I had the impression that Japanese text input was a supported feature, but I can't get input to work. Text remains in the Roman alphabet, whereas in other applications it converts as it is typed.

I can paste pre-converted Japanese text into Blender, but can't type it as I label items. I have confirmed this on OS X 10.6 with the Kotoeri input method, as well as on 10.10 with Google's IME.

(At this stage I can't tell if it's an OS-specific issue or not, so if any Linux or Windows users can report your results I would appreciate it.)

In the screen shot above, you can see the [あ] indicating Hiragana input is enabled. But Blender won't take it.

In Preferences enabling Translate: New Data Causes newly-added objects to have Japanese names (Instead of "Cube", yours will be named "立方体"). But there is no mention of direct input in Preferences. Seems strange that Blender can accept pasted text, but not typed text. Is text conversion while typing not supported?


texts:
Currently when Blender loads an .x3d file it does not load the correct DEF attribute, i.e., each shape doesn't get its designated name, and instead is called ShapeIndexedFaceSetXXX.

Is there some way to fix this bug via Python scripting, or is it something deeper?


texts: How can i optimize the polycount of hard surface game assets?

texts: After doing a retopology i want to check if i can optimize the polycount even more by removing unacessary edges that doesn't affect the silhouette of my hard surface game asset with flat surfaces, is there a quick way to do that?


texts:
I want to hide a part of a mesh like the red part on the picture below :

I think I can do that with the compositor by rendering a mask, but I would like to know if I can do that directly trough a material.

using a transparent shader is not a solution, see the picture below :


texts:
I don't know how else to state my question. What I'm looking to do seems like it ought to be very simple.

I want to take a brand new torus, and cut it in half. i.e. the exact shape you'd get if you cut a real donut in half (with the sliced edges being a face (I don't care if there are multiple edges / faces).

The same thing, but only cutting out 1/4, i.e. removing the bits of the torus shown in the selected image, and sealing / adding a face to the cut edges.


texts: Straighten non planar vertices into a circle

texts:
As you can see the vertices are non planar as they are unevenly distributed in the z axis. Is there anyway to make it into a circle like the edgeloop at the bottom of the mesh?

Blendfile:-


texts: Perform multiple bake types automatically

texts:
I'd like to bake some high poly models to low poly to import them into Unity. The problem I have is that I have multiple parts that go on the same texture, and I need color, normals, ambient occlusion, emission textures.

This makes for a highly tedious workflow of changing one setting, bake.
Are there any tools to make baking all maps more efficient?


texts: Light interaction with flat and smooth shaded curved glass material

texts:
The basic setup of this issue is as follows: I have one floor, and one half-circular wall/roof to make a tunnel of sorts. The half-circle mesh is assigned a glass material and uses flat shading with about 50 vertices. There are several material-based light sources outside this tunnel.

When rendering, the light penetrates the glass material just fine, provided that flat shading is used. If I use smooth shading on the glass, the amount of light that makes it through is almost nothing. I know that some light still comes through, because I see a difference between a smooth-shaded render with and without the light source available.

While I'm fine with flat shading and I don't have a real problem with it, I'm more curious as to why this happens in the first place

EDIT: I've also noticed that smooth shaded objects don't reflect light as well as with flat shading, regardless of material transparency.


texts:
I've installed the Molecular Script add-on on a 64 bit PC running Win7.
I do not have admin rights on the PC.
I made sure to use the latest 64-bit version of the add-on and I am using Blender 2.77.
The file cmolcore.pyd is located inside the "Molecular"-folder here:
C:\Users\mwl\AppData\Roaming\Blender Foundation\Blender\2.77\scripts\addons\molecular

When I click the "Start Molecular Simulation" I get the following error:
File"C:\Users\mwl\AppData\Roaming\Blender Foundation\Blender\2.77\Scripts\addons\molecular_init_.py",line600,in execute mol_report=cmolcore.init(mol_exportdata)
NameError:name'cmolcore' is not defined.

I do not have Microsoft Visual C++ installed on this PC

Any ideas what could be wrong?

The same add-on runs problem free on my 64-bit home PC which runs Win10, and of which I am the administrator.

Kind regards

Ryosei

Hi again aliasguru
I posted an image of the location and version of my add-on.
I'm afraid everything looks as it should  :-(


texts: How can I make parts of a menu context sensitive in Python?

texts:
I am attempting to make a custom menu in Python that is context sensitive. Such that it's contents vary depending on which mode your currently in (e.g. Edit mode or Object mode).

However, when using an if and elif statement it doesn't work, and simply doesn't show those parts of the menu.

What am I doing wrong?

class QuickObjectOptions(bpy.types.Menu):
bl_idname = "object.display_options"
bl_label = "Quick Object Options"

mode = bpy.context.object.mode

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

    if mode == 'OBJECT':
        layout.operator("object.shade_smooth", icon='SOLID')
        layout.operator("object.shade_flat", icon='MESH_UVSPHERE')
    elif mode == 'EDIT':
        layout.operator("mesh.faces_shade_smooth", icon='SOLID')
        layout.operator("mesh.faces_shade_flat", icon='MESH_UVSPHERE')

Note: I've only pasted the relavant parts of the script above to keep it simple. The "import bpy" and register functions are definitely there ;)


texts: How to prevent cuts between adjacent array copies in freestyle?

texts:
I am using the array modifier to create a train track, but I am getting "cuts" between the copies which cause a problem in Freestyle:

The "merge" option on the Array modifier does not fix this. It will close the gap, but does not remove vertices and make continuous geometry.

It is possible to automatically remove those cuts?


texts: I want to get the outside outline of a plane that is doubled up

texts:
https://i.imgur.com/rUqIDSU.png
I have this flat shape see left side of image
And I want to get just the outside outline of it. On the right side of the image you can see that I was able to get an outline using the following python.
bpy.ops.mesh.remove_doubles()
bpy.ops.mesh.dissolve_faces()

however as you can see there are still intersections within the mesh. I can't seem to figure out how to get only the outside.


texts: Reflections are pixelated in eevee, any idea how to solve the issue? I am adding the pic for reference

texts:
Using color ramp, noise texture, bump to create the mud texture, but what's the reason I am getting the pixelated reflections.
Your help will be really appreciated.


texts: First start with sverchok. looking for feedback and how can i make this more efficient

texts:
I just started a project in Sverchok and before I continue, I would like get some feedback and hear how I can do this more efficient. It looks like a mess.
Do I need 3 Viewers, or do I use some list node for combining all parts?
The two faces extrude with the same matrix, but I want the extrusion to be on the same side of the x Axis. So for one of the extruded faces: 8 * -0.5 instead of 8 * 0.5.
I thought about making a mask list, mirror, copying all the vector information, but with each of them I run into more complex beginner problems.
Note that I have no prior programming/node experience.


texts: I can't understand blender 2.79b open like this, I am trying to install again but the same problem


texts:
I'm trying to create a simple panel that is organazied in the following way:

Properties of the main panel (text, operators, etc).
Subpanel that has it's own properties and operators.
More properties in the main panel.

However, I can't get it to work the way I like. See attached code. The layout is correct except that the "Plane" button is in it's own sub-panel (becuse I give it a parent_id). I want the Plane button to be in the main panel, no dropdown into a subpanel.
Example code:

import bpy

class EXAMPLE_panel:
    bl_space_type = "VIEW_3D"
    bl_region_type = "UI"
    bl_category = "Example Tab"
    bl_options = {"DEFAULT_CLOSED"}

class EXAMPLE_PT_panel_1(EXAMPLE_panel, bpy.types.Panel):
    bl_idname = "EXAMPLE_PT_panel_1"
    bl_label = "Main"

    def draw(self, context):
        column = self.layout.column(align = True)
        column.operator("mesh.primitive_cube_add", text = "Cube")

class EXAMPLE_PT_panel_2(EXAMPLE_panel, bpy.types.Panel):
    bl_parent_id = "EXAMPLE_PT_panel_1"
    bl_label = "Subpanel"

    def draw(self, context):
        layout = self.layout
        layout.label(text="Here there will be more stuff")

class EXAMPLE_PT_panel_3(EXAMPLE_panel, bpy.types.Panel):
    bl_parent_id = "EXAMPLE_PT_panel_1"
    bl_label = "(should not exist)"

    def draw(self, context):
        column = self.layout.column(align = True)
        column.operator("mesh.primitive_plane_add", text = "Plane")

classes = (EXAMPLE_PT_panel_1, EXAMPLE_PT_panel_2, EXAMPLE_PT_panel_3)

def register():
    for cls in classes:
        bpy.utils.register_class(cls)

def unregister():
    for cls in classes:
        bpy.utils.unregister_class(cls)

if __name__ == "__main__":
    register()


texts: How to create a panel with different properties for different objects

texts:
In Blender when I select an object and I change any setting, the other objects are not affected, but when I create a panel with properties from bpy.props, changing an intProperty on one changes it on the others
Look at this example:
I made a custom panel with 2 properties

I create 2 object A and B with property "Resolution" = 12, then on object A I change resolution to 20

when clicking on object B I see that resolution is 20 as well, but I want it to be still 12.
I understand that this is because I have only registered one set of properties, that are all the same, so is there a way to register different properties for each object, and create a panel that shows only the properties of the active one?
(custom ID props could be a workaround, but I would prefer to use a custom panel because it's cleaner and drivers are way worse to trigger update functions)

here there is the part of the code related to properties:
class MyProperties(bpy.types.PropertyGroup):

    sphere_resolution: IntProperty(
        name="Resolution",
        description="resolution of the sphere",
        default=8,
        min=3,
        update=updateResolution #function that changes the subdivisions of the sphere
    )

    sphere_transform: FloatProperty(
        name="Transformation",
        description="curvature of the Radial Sphere: = 0 is a plane, 1 is a sphere",
        default=1.0,
        min=0.0,
        max=1.0
    )

# operator to create the objects. Each object should have its own properties
class MESH_OT_CreateRadialSphere(bpy.types.Operator):
    bl_idname = "mesh.create_radial_sphere"
    bl_label = "Radial Sphere"

    def execute(self, context):
        # stuff
        return {'FINISHED'}

# create panel. Here there should be the properties of the active object, if the active object was created by the create operator, and changing a value should only affect the active object
class MESH_PT_sphere_topologies(bpy.types.Panel):
    bl_idname = "MESH_PT_sphere_topologies"
    bl_label = "Sphere Topologies"
    bl_space_type = "PROPERTIES"
    bl_region_type = "WINDOW"
    bl_context = "data"

    @classmethod
    def poll(self, context):
        # stuff

    def draw(self, context):
        layout = self.layout
        mytool = context.scene.SphereTopology

        layout.prop(mytool, "sphere_resolution")
        layout.prop(mytool, "sphere_transform")

classes = (
    MESH_OT_CreateRadialSphere,
    MESH_PT_sphere_topologies,
    MyProperties
)

def register():
    for cls in classes:
        bpy.utils.register_class(cls)
    bpy.types.Scene.SphereTopology = PointerProperty(type=MyProperties)

def unregister():
    for cls in classes:
        bpy.utils.unregister_class(cls)
    del bpy.types.Scene.SphereTopology


texts: I animated motion tracking with a video, the object tracks correctly, I have an object to display the video, but it wont render, there is just the animated object with no video, how do I add the video in the background?


texts: Is it possible to mirror a model using only rotation?

texts: I need to mirror a 3d model using a game engine that only has rotation (no flip function). Is it possible to mirror a model using only rotation (X Z Y)?


texts:
Even when I start a brand new file in Blender, I only get four video output file options:
AVI raw, AVI JPEG, Frame Server, FFMpeg Video.  I am running version 2.78.5 (I'm using the beta so that I can use denoising.

How can I get access to all the other video outputs other people have? Like this:


texts:
I used blender console render for batch files.
Sometimes files or frames doesn't produce any result. I got only "Finished" console string.

After that render is stopped and no files was saved. I use the same settings for number of files, and sometimes the same frame "Finished", but sometimes renders successfully.

I expected a beauty render and a Z pass from compositor.

If I render "Finished" file or frame through Blender UI, I get the result in compositor preview and saved files from compositor output, but no output files from general render output tab. Blender console (in Blender UI) doesn't show any exceptions or errors.

What the reason of unsuccessful render and how to avoid it?

Blender 2.78c

OS X

Command:

/Applications/blender.app/Contents/MacOS/blender -b "/Users/IlyaKanatov/Work/Graphic Treasury/2017-03-03 Confetti Kit/Sandbox/Background - Rect Wall - Paper.blend" -o "/Users/IlyaKanatov/Work/Graphic Treasury/2017-03-03 Confetti Kit/Final/Background - Rect Wall - Paper" -x 1 -f 1

Download blend file (console log included to the blend file): http://pasteall.org/blend/index.php?id=46164

Console log - Part 1: http://pasteall.org/336104/text

Console log - Part 2: http://pasteall.org/336105/text

Thanks!


texts: Wall angles - Is there a quicker way of achieving this result?

texts:
At the top of my walls, I want to angle them in and then sit a ceiling on top. To do this, I'm selecting each wall indvidually and extruding a portion upwards then dragging the top face into the room area a bit.

The end result is this:

I have quite a few individual wall sections to do...

I'm sure there must be a better and faster way of doing this. What's a better way to go about it instead of tackling each wall section indvidually?


texts: Can a fluid sim also be a particle emitter?

texts:
I'm trying  to understand how to create a small spray of water like in this video
https://www.youtube.com/watch?v=S9LtDzTeb_c
or this
https://www.youtube.com/watch?v=VKcI34dhNgY

If it is a particle system, does it uses a fluid simulation as an emiter? What are the settings for this particle system should be? Does this method uses Dinamic Paint?


texts:
We are using a cloud service which provides a NVIDIA Tesla P100.

Apparently Blender does not show the GPU as a compute device:

I am using Blender 2.82. Maybe there is some experimental version that supports such a graphics card? Am i on the wrong track about that? What do you say?

Here is some system information:

lspci
00:00.0 Host bridge: Intel Corporation 440FX - 82441FX PMC [Natoma] (rev 02)
00:01.0 ISA bridge: Intel Corporation 82371SB PIIX3 ISA [Natoma/Triton II]
00:01.1 IDE interface: Intel Corporation 82371SB PIIX3 IDE [Natoma/Triton II]
00:01.2 USB controller: Intel Corporation 82371SB PIIX3 USB [Natoma/Triton II] (rev 01)
00:01.3 Bridge: Intel Corporation 82371AB/EB/MB PIIX4 ACPI (rev 03)
00:02.0 VGA compatible controller: Cirrus Logic GD 5446
00:03.0 Ethernet controller: Red Hat, Inc. Virtio network device
00:04.0 PCI bridge: Red Hat, Inc. QEMU PCI-PCI bridge
00:05.0 PCI bridge: Red Hat, Inc. QEMU PCI-PCI bridge
00:06.0 PCI bridge: Red Hat, Inc. QEMU PCI-PCI bridge
00:07.0 PCI bridge: Red Hat, Inc. QEMU PCI-PCI bridge
00:08.0 PCI bridge: Red Hat, Inc. QEMU PCI-PCI bridge
00:09.0 PCI bridge: Red Hat, Inc. QEMU PCI-PCI bridge
00:0a.0 PCI bridge: Red Hat, Inc. QEMU PCI-PCI bridge
00:0b.0 PCI bridge: Red Hat, Inc. QEMU PCI-PCI bridge
00:0c.0 Communication controller: Red Hat, Inc. Virtio console
00:0d.0 3D controller: NVIDIA Corporation GP100GL [Tesla P100 PCIe 16GB] (rev a1)
00:0e.0 Unclassified device [00ff]: Red Hat, Inc. Virtio memory balloon
02:01.0 SCSI storage controller: Red Hat, Inc. Virtio block device
05:01.0 Non-Volatile memory controller: Huawei Technologies Co., Ltd. ES3000 V3 NVMe PCIe SSD (rev 45)


texts: Object transformations not applying when running Blender in batch mode

texts:
I have a list of translations and rotations from a rigid body calculation that I'd like to apply to an object using the frame_change_pre handler.

Both the translation/rotation text file and the script that defines the handler are stored in my .blend file.  When I open the .blend file in Blender and render the animation, the script works as expected.

My problem is that when I run in batch mode using the command:
/path/to/blender tossTest.blend -b -s 1 -e 8 -a
the transformations aren't applying in the output.

The following listing is the python script, script.py.

import bpy
from mathutils import Matrix
from mathutils import Vector

# Create 'posList' from 'positionDataSmall.txt', which is
# a text file stored inside this .blend file.
posList=[]
text=bpy.data.texts['positionDataSmall.txt']

for i in range(1,15):
    text.current_line_index=i
    line=text.current_line.body
    posList.append([float(v) for v in line.split(',')])

# The function that rotates and translates Suzanne using
# the position list array.
# Called by the handler.
def rotByIndex(n):
    if n<0: n=0
    if n>=len(posList): n=len(posList)-1

    mr=Matrix((posList[n][4:7],
               posList[n][7:10],
               posList[n][10:13])).to_4x4()
    vt=Vector(posList[n][1:4])
    mt=Matrix.Translation(vt)
    m=mt*mr

    obj=bpy.data.objects['Suzanne']
    obj.matrix_local=m

# The handler which gets called
def my_handler(scene):
    bpy.data.objects['Suzanne'].select=True

    rotByIndex(scene.frame_current-1)
    scene=bpy.data.scenes['Scene']
    scene.update()

bpy.app.handlers.frame_change_pre.append(my_handler)

And here's positionDataSmall.txt:

time,X,Y,Z,r11,r12,r13,r21,r22,r23,r31,r32,r33
0,0,0,0,1,0,0,0,1,0,0,0,1
0.1,-0.008852,0.17392,0.582415,0.937926,-0.024107,-0.345997,0.099391,0.974378,0.201766,0.332292,-0.223621,0.916284
0.2,-0.086264,0.395815,1.171942,0.813167,0.008713,-0.581965,0.179952,0.947084,0.2658,0.553515,-0.320867,0.768548
0.3,-0.208956,0.61547,1.709725,0.682634,0.027446,-0.730245,0.263186,0.922954,0.280871,0.681722,-0.383931,0.622778
0.4,-0.359143,0.832437,2.177802,0.559921,0.035089,-0.827802,0.347363,0.897075,0.273121,0.752213,-0.440487,0.490048
0.5,-0.517773,1.04868,2.556567,0.434674,0.045545,-0.899435,0.429578,0.867257,0.251652,0.791527,-0.495778,0.357337
0.6,-0.676588,1.264907,2.837416,0.301292,0.064759,-0.95133,0.506222,0.834588,0.217262,0.808053,-0.547058,0.218583
0.7,-0.835403,1.481143,3.020156,0.162968,0.092379,-0.982297,0.575247,0.799951,0.170788,0.801569,-0.592908,0.077121
0.8,-0.994218,1.697387,3.104786,0.023238,0.127698,-0.991541,0.634886,0.764235,0.113421,0.772239,-0.632158,-0.063431
0.9,-1.153033,1.913641,3.091307,-0.114327,0.16981,-0.978823,0.683614,0.728353,0.046628,0.720813,-0.663804,-0.199482
1,-1.311849,2.129903,2.979719,-0.246211,0.217638,-0.944465,0.720182,0.693225,-0.027883,0.648604,-0.687039,-0.327552
1.1,-1.470664,2.346174,2.770023,-0.369041,0.269958,-0.889343,0.743655,0.659749,-0.108203,0.557458,-0.701271,-0.444365
1.2,-1.629479,2.562454,2.462217,-0.479677,0.32543,-0.814865,0.753434,0.628783,-0.192277,0.449704,-0.706136,-0.546936
1.3,-1.788296,2.778741,2.056303,-0.575288,0.382638,-0.722933,0.749268,0.601116,-0.277952,0.328096,-0.701514,-0.632639
1.4,-1.947117,2.995036,1.552281,-0.653427,0.440118,-0.615897,0.731267,0.577455,-0.363034,0.195743,-0.687524,-0.699282

Some notes and things I've tried:

Register is checked for script.py in the .blend file.
Auto Run Python Scripts is checked and saved in the user preferences.
I've tried placing -y among the command-line arguments
I've tried storing script.py as an external file and loading it using -P script.py
When I print the matrix m in rotByIndex, Blender shows that it's getting and updating the matrix appropriately in batch mode.  So I know rotByIndex is being called on frame changes and that it has access to posList.

Does anybody know why my object isn't updating properly when not in the GUI?


texts: Setting metric/imperial as default units

texts:
I know you can set the units and scale of a scene to metric/imperial.
Since I recently got a 3D printer and now need to model after exact measurements, is there a way to set the default units to metric/imperial so I don't have to do this ever time I begin a new model?


texts: Snapping multiple vertices from one mesh to the z axis of another mesh's vertices

texts:
I have a mesh that is mountenous terrain. I also have an svg dataset with the houses that belong on that terrain. But that second dataset has no height invormation. Now I got my mountainous terrain as one mesh in blender and I imported the svg data as one mesh.
Is there a way to snap all the vertices from the buildign data set mesh to the surface of the topographical mesh without doing one by one? There are tousends of houses.


texts: How to: Group instances on Hair Particle system to shear and rotate

texts:
How to make a particle System to instanciates objects and make them rotate on the z axis as well as bend in reaction to force fields like wind.

Using the "Render/Group" option in the PS properties, I get to rotate them ok but the particles do not bend with the wind, they lean to the side.

So I tried a different approach and added a Particle Instance Modifier to the object itself. This way the force fields bends the particles ok, But I couldn't make the randomly rotate the positioning.

What is the best way to achieve what I want?

Here is the blend file:

Thanks!!!

TR


texts:
While rendering a mesh with smooth shading on, I get a dark region/shadow on certain faces.
The effect is more evident when smooth shading is applied to a mesh containing ngons, with the ngons turning black when rendered.

The blackening effect is visible in the viewport too.

How can I solve this problem?


texts: How to rotate half of a plane around the split edge after cutting it in half using loop cut

texts:
I have split a plane in half by using the Loop Cut tool and now I have two faces which both share an edge. When I select just one of the faces and press R+Y to rotate it, it rotates around an axis which goes through its center of area. This causes the other face to follow the shared edge as the first one rotates and sort of stretch.

I am not sure how to make my selection so that Blender knows to rotate the face around the shared edge. What I am after is rotation one of the faces around an edge shared with the other as if you were opening and closing a book, its spine being the shared edge.

I read some answers, but most that I could find deal with rotating an object around on of its edges. I also couldn't get some of them to work. This is different from what I want to achieve, I am trying to rotate one face within a mesh without affecting the rotation, location or shape of the other faces of the mesh.

I am using Blender 2.80 beta.


texts: The colors that I get in Python directly from the nodes are darker when written to an image file

texts:
I'm trying to get the colors from the list of materials that contain an emission node and write them to an image file, pixel by pixel. Everything seemed to be working but the pixel colors that get written are much darker than the colors I'm getting from the default_value field in my emission nodes. For instance, after running the following script, the first brownish red color (#160100) ends up as (#020000) in the .png file.
import bpy

size = 16, 16
image = bpy.data.images.new("palette", width=size[0], height=size[1])

carray = []
cindex = 0

obj = bpy.context.active_object
for m in obj.material_slots:
    if m.name:
        #print(str(m.material.diffuse_color[:]))
        #carray.append(m.material.diffuse_color)
        if m.material.use_nodes:
            for n in m.material.node_tree.nodes:
                if n.type=='EMISSION':
                    color = n.inputs[0].default_value
                    carray.append(color)
        #else:
            #carray.append(m.material.diffuse_color)

print(carray)

pixels = [None] * size[0] * size[1]
for y in range(size[1]):
    for x in range(size[0]):
        if cindex < len(carray):
            color = carray[cindex]
        else :
            color = [1.0,1.0,1.0,1.0]

        print(cindex)
        print(color)
        pixels[(abs(y-15) * size[0]) + x] = color#[r, g, b, a]
        cindex=cindex+1

# flatten list
pixels = [chan for px in pixels for chan in px]

# assign pixels
image.pixels = pixels

# write image
image.filepath_raw = "/temp/palette.png"
image.file_format = 'PNG'
image.save()