texts: Rotate UV by specific angle e.g. 30deg in Python script in backgroud mode

texts:
I am trying to figure out how to rotate UVs in mesh while Blender is in Background mode without windows, so some parts are not accessible.

Right now I am using bpy.ops.mesh.uvs_rotate() > this works, but it is just in 90 degrees, so I am not able to set UV rotation in specific degree.

bpy.ops.object.editmode_toggle()
bpy.ops.uv.smart_project(angle_limit=66, island_margin=0, user_area_weight=0)
bpy.ops.uv.reset()
bpy.ops.mesh.uvs_rotate()

On this http://blenderartists.org/forum/showthread.php?267997-Rotate-the-uv-s-of-a-selected-object-instead-of-the-object-itself there is written, that I should use bpy.ops.transform.rotate(value=math.radians(45)) while being in bpy.context.area.type = 'IMAGE_EDITOR'.

The problem with this is that when I run blender like

blender  --python-console --background

>>> import bpy
>>> bpy.context.area.type
Traceback (most recent call last):
  File "<console>", line 1, in <module>
AttributeError: 'NoneType' object has no attribute 'type'
>>>

It seems that object bpy.context.area.type is not possible to change, because it does not exist. In overall our code, we try to not use this. But it case of UV I am not able to figure out how to do it without this. I know that there is a lot of problems with these context.

So how should I rotate UV without context. Is it possible? Or is there a different way how to rotate image on separate object by specific degree?


texts: How to apply existing textures on alembic

texts:
So I did an animation with a character with Maya, then I exported the alembic and imported in blender, making sure the uv option was ticked when exporting
When I tried to apply the textures (create new material for every part- body, eyes, clothes, etc.) the textures were all out of place. I can't figure out how to make then stick correctly to the model.
How do I fix this?
Thanks!


texts:
On default view, the fire appears as bright.
Yet, on when it is rendered it appears as a red dull smoke

The image on the left is Solid view port shading, while the image on the left is in Rendered view port shading:

My aim is to closely replicate how the fire looks in Default to Rendered.

These are the material settings of the domain:

I trully need help


texts: Object outline appears when using ID Mask

texts:
I have an ID Mask, and this yellow-like line appears in my render when I'm using the ID Mask node. (The line appears around the drawers on the right side os the image)

I tried using the Fast Gausian Blur node on the Mask Image to get rid of it, but the image was blurred and the line was still sharp. What's causing this line to appear and how do I get rid of it?


texts: Blender Lamp (Surface and Light Strengths)

texts: I would just like to ask why my lamp does not have any kind of surface properties as seen in a tutorial that I'm watching right now? I would like to know how to configure it because my lighting in the cycles renderer is pretty dim.


texts:
Where are the loop tools in blender 2.8? I seem to have them enabled but can't hotkey; selecting
edges and pressing "W" does not bring them up.


texts: How do I finish cutting out this wheel well?

texts: So I've been studying shrinkwrap modifiers, I created a forming block, the shap I want to "shrinkwrap" to, I created the basic car form over it, cut out some doors by removing faces, now I'm trying to create a wheel well. I watched a video where they did something using another shrinkwrap set to project.. i'm really close, my circle is "shrinkwrapped" to the cars surface, but I can't "cut it out"....


texts: Object cannot be selected and only appears in Object mode?

texts: I have this box in my model, and I cannot select it at all, even with the b key, and it only appears in Object mode, and cannot be seen in Edit mode. How do you delete it?


texts: issues when baking normals in substance painter with a blender model

texts:
I've created a model in Blender that I want to texture in Substance Painter.

As you can see in the picture, I've marked those edges as sharp and auto-smoothed the model, and then I beveled them in the high poly version of the same model in order to bake a normal map in SP. Problem is that I get some artifacts when baking normals.

After searching in order to solve the issue, I've found that it's a good thing to mark as seams the sharp edges on the model, but I still get the same result, maybe slightly better.

I'm not sure what I'm doing wrong. Should I remove the sharp edges from the HP model?

EDIT:

This is what it looks like without sharp edges or autosmooth on

with autosmooth / sharp edges

what happens in Unity if I don't auto-smooth the model


texts: Rendering an animated Normal Map using Orthographic Camera in cycles

texts:
I am using the ocean simulation to make an animating water texture.

I want to use cycles to render my simulation surface into a nice normal map to be used for better performance while still having the proper caustics of the simulation. All of the preliminaries are sorted already, I.E. The camera is set up, my ocean modifiers are set up properly, the animation is all ready to render, except for the actual coloring part of it.

When it came down to actually attempting to render the normal map, I got as far as feeding the normal geometry output into an emmission shader before I got stuck. The "Normal" output of the geometry shader doesn't behave like a standard texture normal map does, I'm looking for "Normal-Map Periwinkle" (or however the color is named) to show up on a perfectly flat surface, but it outputs as 100% blue (as I should have expected using this hacky method). I tried vector mapping and a few other things to rotate the input, but I don't want to do this a terrible, lazy way that gives me an improper normal map, What should I do instead to make sure this gives me a normal map that will actually work properly for anything I use it in?

I thought maybe normalizing the vectors would do it, but I have no idea how to work the node so I couldn't figure out how to set that up. If anyone knows the real way to do this, I'm sure this is probably the place to ask. I tried another method that LOOKS correct, but I can't tell if it's 100% right: I subtracted 50% blue from the colors, and then added 50% white. it looks correct, but I have no idea if the colors are in fact correct. If anyone knows a setup that would cause 100% accurate results, I would greatly appreciate it.

Update: Everywhere I look, it's apparent that the flat/default color for a Normal Map should be R=0.5, G=0.5, B=1.0. However, in blender, when I sample a normal map with the color picker, I get R=0.212, G=0.212, B=1.0. Because of this, I realized that blender does not handle the colors properly for this particular purpose.

Incidentally, after using the Color Curves node to remap x=0.5,y=0.5 to x=0.5, y=0.212, my test hemisphere normal map ended up almost indistinguishable from one which I baked properly, unfortunately, as with all other methods so far, subtracting it from the proper one in compositing revealed it's still not a perfect normal map.

Still looking for any input on how to fix this.


texts: Looks like a material problem, but I can't find anything to remove?

texts:
Really sorry as I'm a beginner and I don't know enough to characterize, or accurately search for what the problem may be. I've taken a picture of what I'm seeing, where it appears the faces have different textures, but nothing shows up under materials, and it's currently causing the solidify modifier to thicken differently along the edges and inside the areas.

I appreciate any help you all may give!


texts: Why is my Face Fill doing this strange thing

texts:
I already did this once, successfully, unfortunately Blender crashed shortly afterward and my edit wasn't in the autosave file or my saved version so I am stuck with doing it again.  The first time I had all the windows highlighted as shown, and when I filled them, they obliging filled with a nice flat face.  Now it is filling from window to window through the inside of the structure which I do not want.  Why is it doing this?

https://gyazo.com/06ca0382308c77f5a77167e2466a1526


texts: Possibility to search ID Properties in search property

texts:
Is it possible to search ID Properties in a search_prop String Property and if, how ?

The code below seems not to work obviously because the items() and keys() function don't gives data.

box.prop_search(bpy.context.scene, "deleteNameProp", bpy.context.active_object, "items()")
box.prop_search(bpy.context.scene, "deleteNameProp", bpy.context.active_object, "keys()")


texts: How to apply color to faces of scanned object

texts:
I have a scanned model created using 3DF Zephyr.  As you can see in the image, there are some areas that the camera didn't reach, which Zephyr filled in grey.  There are also a lot of black shadows.  I want to change the grey areas to black so that they just look like more shadows.
I'm a blender newbie, and all the information I've found online is way over my head.
I've figured out to switch to Texture Paint mode.  I'd like to just edit the existing texture to put black in the desired places.  The model is small enough to just do it manually.  I've figured out how to draw black onto the texture and see it appear on the model.
My problem is finding the right part of the texture image to draw black on.  I can select faces in the 3D window, and I think that the corresponding part of the 2D texture image gets highlighted, but I don't know for sure because the faces are too small to find the highlighted parts in the image.  What I'd like to be able to do is select a face on the 3D model, then zoom the 2D image to that face and manually add black to it.  But I can't find a way to zoom to the selected face.
Alternatively, it seems like I should be able to set a "paint mask" consisting of the grey faces, and then draw black over the whole 2D texture but it would only appear on the masked (or unmasked?) portions.  But when I try this, the black still appears everywhere on the texture.
Please help!


texts:
Question: My camera towards the target object located at (0,0,0). I know the current camera location (camx, camy, camz), camera rotation eulers. How can I calculate the new camera rotation eulers so that my camera can rotate any angles a long the camera z axis.

Following is the detailed description:
My camera is located at [camx,camy,camz] and the target object is located at [0,0,0]. In order to ensure the camera can correctly facing the object center, the following code is used to calculate the camera rotation eulers:

Vector = (0-camx,0-camy,0-camz)

direction = mathutils.Vector(Vector)

rot_quat = direction.to_track_quat('-Z', 'Y')

myeulers = rot_quat.to_euler()

cam.rotation_euler = myeulers

Everything works fine and the object is located in the center of the rendered image.

Now, I would like to rotate the camera like e.g. 45,90,180,360 degrees along the camera z axis so that the object in the rendered images is also rotated. Thus, I directly change the camera Z euler angle. However, after rendering, the object is not located in the rendered image center. In some images the object is missing. I guess the main reason is that the camera is rotated according to the world coordinate, the the local camera coordinate.

Do some of you know how to calculate the camera euler angles so that it can rotate only around the camera z axis? I need to use Python since those euler angles and the rendered images will be used for CNN training. Thank you very much!


texts: How to get a seed and perlin noise /randomnumber in Python in BGE

texts:
I am generating a basic terrain using 3 for loops.  It currently results in a large block of cubes composed of columns of cubes all of the same height, height meaning how many cubes high each column is.  I want to change the top of every column to make an overall terrain look.  I hope to use perlin noise to take the columns XY (horizontal) location and use it as a seed to get the height of that column of cubes.

I also hope to use an initial seed that changes the effect of each horizontal seed value as well and the ability to reproduce the final results by being able to enter the seed at start up, but it is not top priority right now, but I would appreciate if you would include that, if you know how.

I want to be using the horizontal position to be the seed to generate the height position with the perlin noise to determine how many cubes high each column should be.  Please include full code or at least a good functioning chunk of code.  Thank you for reading and your time.


texts: While trying to turn on Proportional Editing, I accidentally disabled vertices, lines, and faces from showing, leaving a blank outline. How do I fix this?


texts: What information is stored in the materials file (.MTL)?

texts:
I'm in the development of a game engine, and am making heavy use of the Wavefront .obj files already, but now I'm getting into textures and materials, and so materials files have become relevant.

What details are included in the materials file and how is that information organized?


texts:
I want to change multiple text objects at once.

Is there a way to copy the settings to all selected text objects?


texts: Cycles Viewport render ( Shift + Z ) is much brighter than final render

texts:
I am new to Blender and this was my first project. I got the lighting to look ok in the viewport render preview (Shift + Z ) but then i do the final render ( using cycles) it is incredibly dark.
Viewport:

and final render :

I have tried rendering on GPU and CPU with the same result.
As this is the first time i've ever used Blender, it's probably something stupid, but any help would be greatly appreciated. Thank you.


texts: Show both material and texture at the same time

texts:
I have an object with a certain material. I want to add an image to a group of neighboured faces so that they all represent one image (not each one has the same image, each one will display part of the image) and make this appear in the 3d view.
I tried this:

Going into edit-mode
select faces needed
Unwrap
Open UV viewer and select the image
check the Textured Solid checkbox under shading in the 3dview properties window

The image now appears on the faces, but the material is no longer appearing.
My .blend file can be found here:
This is my object with a certain material:

and this is what happens as soon as I check the Textured Solid checkbox under shading in the 3dview properties window:

But I want it to have my material (blueish in this case) and also have some faces (eye in this case) with the image.


texts: Exporting Object Models/ Exporting Individual Models

texts: I'm wondering if there is a method to export models individually from a scene or file into Unity3d.  Basically I've made a collection of them (models) and when I exported them into Unity they were not.... Standalone(? pardon my poor choice for terminology).


texts:
I am working on a livery of F1 car (it's my first project after tutorials) and want to achieve a V-shaped car livery like on this photo:

I created a gradient texture with texture coordinate on an empty, like the guy in this video:
YouTube and it looks like below. The empty allows me to rotate and scale the gradient texture. I thought that since there is a Mirror modifier on the body, the shader would also be mirrored, but it's not the case. I want to mirror it, like on the screen from the video.
I tried moving, rotating and scaling the empty, but it didn't work :(

Gradient I want to achieve:


texts: How to change the output resolution of a video without cropping it?

texts:
I would like to change the resolution of the output video file to 1/4 of it's original size in both the X and Y directions.
But changing the pixel size in the dimensions part of the output properties tab just crops the video. I have also tried transforming the video to be scaled to 1/4 the size, but then the output is just an empty square of the original size, with the video at 1/4 the size in the center.
I would have thought that combining the two effects would enable me to rescale the video, by cropping the canvas size down to the rescaled video size. But unfortunately, cropping the output size also crops the transformed video, so that the fraction of space taken up by it remains the same. So the result is that I end up with a small square in the center, that only features a very small section of the lower left part of the original video.
I have been trying to find a solution to this, but have so far been unable to find any. Is there some way to make the scaling transformation permanent, so independent of any future change in the output dimensions? Or is it possible to have a different output compared to input size, that scales the video to match the size, rather than crop it?
Thanks for any help!


texts:
I can't understand why my mesh has these black faces . . . (i have just retopology my high poly)

When i render it becomes in this way

But when i export with fbx in unity the result is this one

Can anyone tell me what's the problem please?


texts: how to retain colour when you import .stl file into blender

texts: I had a .spk file, then exported it into blender as a .stl file. but when I imported it into blender and went into rendered mode there was no colour. there was no colour in material preview mode as well.


texts: i am trying to get that particle pattern, its making a half circle orientation depending on where it is, how i could acheve this without making a lot of particle systems with different direction, like using a function to describe the particles orientation?


texts: Case sensitivity file names - Blender on Linux and Windows

texts:
What is the best way to use Windows Blender files on Linux?

I have .blend files created on Windows which is case insensitive.

When I open file with path to Image.jpg and file name is image.jpg it works on Windows well, but on Linux links are broken.


texts: How do you Disable Mipmaps in Blender 2.80

texts: I have pixel art I want to put on a 3D object, but it is fuzzy due to mipmaps.  In 2.79 you disabled this in user preferences - system but there is no longer that option in blender 2.80.  How do I disable it?


texts: Cannot pickup an object twice (Use child of a second time)

texts:
I am having trouble picking up and releasing an object twice with Child Of constraint.

I can do a full cycle of pick up, lift the object, drop and put the arm that picked it up to rest.
Second time I try to pick it up and raise influence to 1, the offset applies and the object is misplaced.
If I apply "set inverse" it is fixed but it messes up the original pickup cycle.

Any ideas?

NEW EDIT: File can be found here:


texts:
I want to save selected objects into a separate .blend file in 2.8.

https://docs.blender.org/api/blender2.8/bpy.types.BlendDataLibraries.html
suggests:

import bpy

filepath = "//new_library.blend"
data_blocks = set(bpy.context.selected_objects)
bpy.data.libraries.write(filepath, data_blocks)

I created a blank scene, added two spheres to it and saved everything.
Afterwards I selected them both and let the script run through: A ".blend" file gets created, however it doesn't contain anything.

I re downloaded 2.79 and got the same result. So I am unsure where the problem lies and don't want to file a bug report immediately without having some outside input. Could somebody please clarify things for me, please?


texts: Is it possible to make a cut from ortho view through the whole object that is measured 1cm from this edge?

texts:
Red line is where I would like to cut straight through, 1cm from the loop selected. I couldn't seem to find any previous posts that described exactly what I want here. Anyone know if it is possible to make a cut like this?

Thank you in advance.


texts: I follow every Step which given in tutorial, but my armature is not connected with bone. After creating armature and bone, I tried to move my bone and armature in pose mode, but it's not working.


texts: What are the colored/highlighted edges in edit mode?

texts:
There are red and pink edges on my mesh.

What do these colored edges mean? How can I use them?


texts: Move vertex with Prop Edit, moves the entire objec

texts:
I have a problem, that another post did not answer for me.  On my sphere, (total newbie doing Zachs apples still life videos)  when I select the top vertex of the sphere, and move it downward, it works fine without proportional editing, BUT once I click on Proportional editing, then the entire sphere moves
I have tried using the scroll wheel to lower size of the circle of influence, but usually  it just makes the sphere itself smaller. Also used pg down, no luck
I have 2.9.0 and also do not see the size of the circle at bottom of viewport, which many answers said is there.  Not in my 2.9   I made the sphere have radius of 5cm.  Note when I try this same procedure with the default size of the sphere, it works fine.  Bu if I start new, change the size, then I have the problem
I'd appreciate any help.  Thank you


texts: How to keep only Reflections and Shadows but object itself invisible

texts:
I want to render only:

Object On the white table
Table surface reflections
Object Shadows on table
Emission particles reflections & gloss on table

I want White Table is to disappear totally
It should be kind of Shadow Catcher but with gloss and reflections included. :)
I managed to create attached photo node setup but table now is BLACK color and i can't make it Alpha Channel.
Thanks a lot!


texts: How to restore custom layout/panels when loading a blend file with different settings?

texts: I've downloaded a .blend file recently and all of the interface elements look very small. Is there a way to quickly resize the buttons within the panels according to my personal settings?


texts: how do I animate a geneva drive with animation nodes?

texts:
I did this geneva drive but I don't know how to animate it

Simply dividing by 6 don't work because the second gear should only moves at a certain time. I already tried some equations but none of them worked.

The file: https://1drv.ms/u/s!ApEztyCWw8odpHHmdlx7qbN6Rf9v

edit: It is going to be part of a big gear system, so the second gear's rotation cannot reset, it needs to increase continuously.


texts:
I'm trying to create a traffic simulation with the particle system. I want to create a lot of cars that walk along a path...I'm just following this tutorial :

The problem is that when I setup the force field type to curve guide,the particles don't follow the nurbspath,but in the tutorial they do. Can u tell me why ?

You can get the Blender file here


texts: Cloth are not simulate dynamic when rig active in scene

texts:
If my armature active then cloth dynamic is inactive. I create a simple plane with only default cloth modifier and plane don't fall, just stuck in 1 frame. And if i trying to bake cloth simulation it works. When I copy rig to another scene with plane, works normally.
It's absolutely not an option for me, copy all scene to clean file. Any suggestion?


texts: How to port a smoke simulation folder over to the render farm?

texts:
I hope you can help me out with a question: How do you correctly setup your smoke simulation of 10 frames .blend scene to send it to the render farm services?
Let´s say the farm has started to simulate render frames from frame 1 (of 10) and it stops at frame 8 and it´s stopped: How can the farm continue on render 9 and finish on 10 without breaking the continuity on the render?
Thanks.


texts: How to measure reflected/scattered light intensity (Irradiance) from a surface at any 3D location?

texts:
I am looking for a way in blender to measure the intensity of light (in W/m2) reaching a point in space after reflecting from a diffuse object (a complex shape like a plant/shrub). The ultimate goal is to design a hardware light sensor system that can measure the reflected intensity of light from an object illuminated by the sun (or any light source).
I plan to vary its angle (to simulate time of day) and estimate the total light intensity reaching a light sensor placed at a distance and pointed at the object.
Is there any way to do this (i.e. place a light probe/sensor in blender or use the camera itself somehow)? I'm not looking for accuracy in the exact value, but the overall relative variation in reflected/scattered/diffuse light from the object versus the angle of the sunlight. I see a similar question posted in 2017 but there are no answers. Thanks in advance!
P.S. I imagine it can also be useful for modeling things like the power received by a solar panel with respect to time of day, etc.


texts: What easiest way to animate rigged 3d model of person?

texts:
folks!
I'm alone creating a fitness app for mobile devices. And I need animated examples with workout exercises.
I bought rigged 3d models. But the problem is that I can't hire professional animators.
Doing animations by hands it's too long for me as an inexperienced at 3d animation guy.
Can I do animations with motion capturing with my iPhone and markers on different parts of the body? Or any similar way.


texts: Blades of grass didn't turn out what I wanted

texts: I was following a video on how to make your very own blades of grass and put it as a group then in the particles system.  I wanted this to be  that. I fallowed the steps but got this  I didnt miss anything. The only thing I did different was put it in a bigger plane that was subdivided! I dont get it!


texts: How to get realistic coloring on quick smoke/fire in blender?

texts: I'm relatively new to blender simulations and have been working with quick smoke and fire. Try as I might I can not get the color of the fire right, and have found no videos/tutorials explaining this. This is not a problem with how to use blender, I am just asking if anyone knows the best way to color realistic fire in Cycles render.


texts:
Im trying to make the sun, however when trying to give it flares my entire smoke domain turns like this

I'm also using Eevee as a rendering engine
Edit:
and this is baked


texts: Making details like these (Sword Handle)

texts:
i'm still kinda of a beginner in blender and i'm currently struggling while trying to achieve this kind of shape in the sword's handle:

The details that i'm struggling are those straps of leather (i don't know if that's the name)
Here's another image of a similar handle:

Should i sculpt these kind of details or is there a better way to do this? Thanks in advance!
Ps. Sorry if i butchered some grammar, english is not my main language


texts:
I am calculating a 3d point on a face:

How can I get the distance to the origin from V1 either along the Y axis or along the face normal that I hit?

let me explain once more, I hope a bit more clear this time. I am shooting a ray with python, hitting a face (assume the direction is the face normal).

I want to find out the distance (d) of this normal from the face to the origin of the coordinate system.

But the face / plane could be anywhere, for example at the top, the bottom… and I want to find out the distance of this normal-vector of the face to the origin (0,0,0).

Thx for your help.


texts:
This model has a different mesh and UV map for its eyes, I wanna join the eye mesh with the rest of the head..

But when I just Ctrl-J, it joins together but the eye's UV map doesn't go with it. Is there a way I can copy the eye's UV map and add it to the head model?


texts:
I took photos of an object with a real camera. I then used computer vision techniques to 3D-reconstruct the object and in the meanwhile estimated the camera pose (locations, pointing direction, etc.). With everything in hand, I imported everything into Blender, and my goal is to reproduce the exact real-world photo with Blender.

There are of course errors in my 3D reconstruction, so by "exact" I mean I shouldn't get "zoomed-in" or "zoomed-out" version of the real image from Blender. Given the fact that the 3D reconstruction of the object is pretty good, I expect to see my 3D model "overlaid" on top of the real object if I align the Blender-output image and my real photo.

During my 3D reconstruction, I set my focal length to 5000, whose actual unit doesn't really matter, as the 3D reconstructed object will just have the same unit.

How should I set my camera parameters, e.g., focal length (how to convert 5000 to Python-Blender's space), sensor size, etc.?

Here is the image whose view (not sure if this is the correct word?) I want to reproduce exactly.

Here is the 3D scene.

Rendering the scene above gives this.

So you see, it's a zoomed version of the real image. This is unsurprising because I don't know how to set the parameters of the camera... Focal length may be easy -- just needs a unit conversion? What about all the other parameters like sensor size, etc.


texts:
In a 2D app like Photoshop or GIMP, you can add a stroke to an object, and an outline is created for it that's of even distance around the shape. I want to do this for an irregular mesh in Blender.

For regular meshes like circles, spheres, squares and cubes, everything works well - E, S, scale out the extrusion. But for irregular shapes, I'm stumped.

This 'E' was selected, then E, S, mouse-dragged out (median point center). It doesn't border the original 'E' at all, and I wouldn't expect it to. Is there an option/add-on that allows for an extrusion at a set distance from the original mesh?


texts: Both on 2.79b and 2.80 beta, I am unable to see the top menu line.  It is being blocked by the windows title bar.  I'm running on a laptop with a built in Intel 620 graphics.  I assume that is the problem.  Is there any workaround?  Thanks.


texts:
I'm working on a model imported from SFM and I can't seem to figure out what's wrong with the eyebrow, eyeball and hair texture. Can anyone help me how to properly set this up?

I'm experienced with animation, but not really that good when it comes to texturing and the other aspects of Blender. Thanks in advance.


texts: How can i add texture with a realistic fabric look to my mesh?

texts:
I've created a mesh in blender and am trying to add a material in a way that will give the model a realistic fabric look.

I added a material with an image texture, but the model looks very smooth and unrealistic far from a cloth like/fabric look.

Please how can i achieve this? (is it the image am using or i will have to update some properties in the node editor?)

Secondly, the end goal is to export the model as .obj/.mtl file and import/render it in an AR app using opengl es, so the key is to be able to retain the look in the app, please which method/approach is the best....how do i go about it?
Thanks.


texts: Problems with viewport orientation and reverse camera view

texts:
I have been experiencing quite a few problems with the rendered view. As you can see in the video, for some reason the camera view is flipped/reversed and I don't know why it has done this. Like I have the object rotated to the left and in the rendered view its to the right which is confusing. Not only this but whenever I go out of the render view and try to move around the object it rotates around the z axis but flipped on it's side.
I'm also facing problems with the rendered view, I am using a HDRI environment and the spot light I have added doesn't light up my object. Also I want the background to show as black whilst the render is still using the HDRI to light the object but it just appears as a grey background.
https://i.imgur.com/4UcH8cP.mp4
If someone could help me that would be amazing! thanks,
Mark


texts: Help with separating fingers on model, absolute beginner

texts:
I am an complete beginner and I just need help with a simple task. I have a textured 3D model that I would like to use for VRChat (I know how to rig but not how to model) but the fingers are merged; I would like to seperate them if possible. I'm sure there's a way to add a vertex on an edge and either negate or pinch the vertices in a way to add a separation, but I just don't know how to do it.

I know I seem like an utter novice, but I can just not wrap my head around all the shortcuts and tools; this would be a walk in the park for someone with experience. Thanks for any help.


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I have been modeling a dragon, and I see all sorts of artifacts in the mesh. When I go into edit mode and select all by trait, blender says they are non manifold and interior faces. I have researched many different ways of fixing bad geometry such as merge by distance, Weld modifier, and trying to smooth or use other tools in sculpt mode.

Here is my .blend -->


texts: Translucency for leaves with the Principled BSDF

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I was wondering, what is the correct way to set up a leaf shader using the principled shader and translucency?

Using the sss part of the principled shader gave weird results with one-sided meshes, as the backside was actually darker than the front part.
I normally just added the translucency shader to the principled, but that caused some bugs when there were many bounces between close objects, which then added itself onto another and the energy exploded (white plant).
Mixing Principled with translucency also gave weird results, as it automatically darkened the side of the leaf that was lit, if the translucent effect was strong (otherwise the translucency was simply too weak). I only used a value for the factor here, maybe there's a simple solution for what to use as a factor, but I don't know it.
I also read that some people suggested using the transmission value, but this seems odd as it is for transmission and not translucency and also produced weird results.

Anyway, help would be highly appreciated, thanks in advance!


texts:
Hi I'm shooting on an iPhone X trying to track my footage. I don't know the iPhone X's camera info and am having trouble finding info that looks like should be putting into blender.

If you have the information please post or point me in the right direction to go. Thank you.


texts: how to make realistic water texture in blender 2.82

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I am trying to get something vibrant but realistic for some gentle flowing water like if you were pouring it out of a glass on a table.
this is what I got so far but it looks more like paint.


texts: I bought the Sculptors Toolbox brushes and can't get them to append. I follow the instructions, and nothing shows in sculpt mode. Anyone else having this issue when trying to add new brushes in 2.83?


texts: When I want to move sth or to scale an object, I can't move it just a little bit, it jumps to certain positions and I don't know why...


texts: Where are the options for the Loop Cut and Slide?

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I'm a bit lost in the Blender 2.80 interface. I'm in edit mode trying to do a Loop Cut and Slide (although I'm having the same issue with other tools). Where are the options?

I'm selecting the edges in edit mode and ⌘+R and I expect there would be settings/options somewhere, but I get nothing.

It's not in the N menu, nor in the "screwdriver & wrench" panel, nor anywhere else that I can see. I searched here and in the documentation but I couldn't find an answer.


texts: Objects over 100m doesn't show decimals? (Blender 2.79)

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So, I saw this when opening my .blend file. I immediately noticed something wrong with the decimals in the Dimensions box. It now says in Blender 2.79 "458m", unlike in Blender 2.78c, where it said "458.45m". Is this a bug? Also, when I left-click on the Y-dimension, it shows highlighted "458.45m".

EDIT: The decimals seems to disappear after 100m.

EDIT2: Same thing with the length set to Imperial. After 100', the decimals disappears.

This did not happen in 2.78c.


texts: How to extrude faces with a value of its area?

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I'm trying to extrude faces in edit mode , each face is separated , extruding values is taken from face area , but the resulting extruding values seems not correct

this is the code

    import bpy
import bmesh
# Get the active mesh
obj = bpy.context.edit_object
me = obj.data
# Get a BMesh representation
bm = bmesh.from_edit_mesh(me)
lm = list (bm.faces)
l = len(lm)
print(l)
for f in range (0,l) :

    bm.faces.ensure_lookup_table()
    bpy.ops.mesh.select_all(action='DESELECT')
    bm.faces[f].select=True
    ar = bpy.context.active_object.data.polygons[f].area
    bpy.ops.mesh.extrude_faces_move(MESH_OT_extrude_faces_indiv={"mirror":False}, TRANSFORM_OT_shrink_fatten={"value":ar*-5})


texts:
I regard myself as having no broad knowledge with blender.
I am building up a view of a town over months and everything was fine, including rendered views and animations. Now, as of a sudden, I have problems with rendering (BI), everything is like behind a veil, no details anymore (but weakly visible behind the veil). Texture view is ok, when I set the material of a face to Shading->shadeless (ticked) the render view is clearer, but without Shadeless ticked it is veiled. Pls see pictures.
I cannot tick for every material (several thousands) to make them fully visible again. I might have hit a hot key by chance (or it has happened with recent installation problems with a different software). I cannot find any possibility in Blender to switch this off.
I am hoping for some help. Thanks.


texts: How do I calculate how much of a object is covered in a 2D image?

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I'm using code from here: Save the 2D bounding box of an object in rendered image to a text file

To calculate a bounding box coordinates for an object (say a human) in a rendered image. That works great.

I want however to expand this to be able to calculate how much of the object that is covered by other objects in the rendered image.

I want to do some research in AI/deep-learning as to try to train a neural network in detecting various computer generated objects in traffic. So any help here would be adding to that work.


texts:
In the pictures you can see on the blue logo shadow change.
What can i do so my shadows are consistent throughout multiple frames ?


texts: Reflection of transparent object is visible

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I have an object in front of a mirror that i only make visible later in an animation.
Therefore, i made the object transparent, but the reflection of the object is still visible when i render it it.
I use Blender Render.
The object is transparent but the reflection is visible.
How do I make the reflection transparent as well?

Thanks!


texts: Why does Mirror modifier sometimes go to the wrong side?

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This might be a very trivial issue, but even with origin being at the right spot, the mirror mirrors at 'random' angle.. like here:

What does contribute to this behaviour? Is there an easy fix for this?
Thank you all


texts: Does anyone know how to make this particular weave pattern? It's basically just a checker texture, but the squares slightly overlap in the y axis, instead of being corner to corner. I would really appreciate it!


texts:
Are there any good Blender techniques for modeling engraved text with a "V" shaped groove/depression?  The image below shows what I am after:

To model this, I used GIMP to create the gradient below (using the "shaped" gradient function):

. . . then used it in a displace modifier.  The limitations of this approach are obvious . . . it takes a high level of subsurf to show the groove cleanly, and at this point the limitations in the source gradient become apparent.

The "bevel" setting of the text object offers something intriguingly close, but as far as I can tell it will only bevel outwards.  I don't know of any way to "collapse" the middle vertices into an angled groove, whether before or after converting to curve or mesh.  The "offset" setting of the text does shrink the outline, but as with "shrink/fatten" the feature does not seem to do well at collapsing loops to a single edge.

If there is not a convenient way to model this, is there at least a clean way to automatically remesh the displaced text to something suitable?  I wouldn't want to bother with manually remeshing a bunch of text.

EDIT: well I appreciate the assistance so far, however "manually retopologize" is not really the answer I'm looking for, I'm hoping for something a bit more automatic.  I've gotten partway there I think.  Some of this was suggested by the following topic:

Simple way to creating vertices at intersecting planes and deleting leftover internal planes?

Basically, if the text object is extruded, converted to a mesh, and the top and bottom planes are deleted, leaving only a tube in the shape of the letter, you can take the bottom edge loop and use "shrink/fatten" to completely invert it.  This will create a self-intersecting mesh with grooves in the right places.  One can then use the Mesh-->Faces-->Intersect (Knife) tool with Source set to "Self Intersect" to create cuts along those intersections.

While still not perfect, it's reasonably close to what I was looking for, and I'm hoping that there might be ways to tweak the process to get a "proper" mesh.

Edit 2: The addition of a subsurf helps iron out the strange areas, and it is actually not necessary to use the "Intersect (Knife)" if the back part of the text mesh will be hidden:


texts:
I have 2 vertices in 3d space (P1, P3)

I want to create a rectangle that is aligned along the viewrotation. The vertices P1, P3 are already aligned to the current viewrotation matrix. How can I calculate P2 and P4 so that I can create a rectangle?


texts:
This is kind of similar to another issue I had with the mirror mod, but this time my model that has the mod shows the mirrored version going through the main one. Even if I reposition the pivot point or 3D cursor so it's in the centre, it makes no difference, it never appears in the right place - opposite the main one.

It looks like my shoe model has far too many vertices and has made the file over 38Mb. Not sure of the best way to fix that. I've tried the Decimate modifier, but that ruins the model. :-\

https://www.dropbox.com/s/t5bjrr390g7131x/30_06_18.blend?dl=0


texts: Hiding specific objects from rendering in one camera while showing on others

texts: How can I dynamically hide an object from one camera view while allowing it to show on another camera view?


texts: How to switch from ctrl-b render selection to default selection

texts: Somehow I switched my default selection with Ctrl+B to a rendering window mode. How do I switch it back to default mode so I can actually select objects again?


texts: Texture looks grainy in cycles render (not fireflies)

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I am following a Blender Guru tutorial titled: The Basics of Good Texturing in Blender.

The result of his tutorial, his final render, is MUCH higher quality than my result. I eventually got frustrated and jacked samples and resolution% up to 2000 samples and 1920x1080 | 100% to no avail. As I said I have been using Blender for no more than a couple of days so almost anything and everything is greatly appreciated. The question of this post: Why does my result differ so much in quality from Blender Guru's even though I followed the tutorial to a T? Does my result only look bad to me because I expected too much?

Here are my cycles material nodes:

My result:
Blender Guru's result:


texts:
I have a imported image in a scene in blender. Yet when I render the image.

This is what I get:


texts:
I hope someone can help me. I have a project where i have to draw some simple urban environment. I have different types of objects and surfaces.
My Problem: The surface of the grass and vegetation isn't visible on the final render (see the pic). I can see it in the viewport, the render switch is on, the normals are ok.
Can someone help me to solve this problem, what have I forgot?
Thank you! :)
MT


texts:
Strange indentions on my model. I don't know what's causing this, can anyone help?

Another photo of the glitch


texts:
I have imported a free model of Mega Charizard Y from a 'models resource' website.

The imported model says that it has bones, but when I go into pose mode, I cannot move the bones around. They also look different than bones I have seen in tutorials, so I am really confused.

I want to be able to 3D print the model, and want to pose him into a much more dramatic action sort of pose.

Any help with this would be great please!


texts: How can I bake a normal map so that my vert count stays low?

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I've been trying to bake normals for window frames and door frames. I have been angling each face to make it an angle but my normals are still so sloppy looking and very undefined.  I've watched tutorial over tutorial and cannot get nice clean results...

So my question is..

HOW in the WORLD can I make a nice clean normal map for windows so that my vert count stays low enough for a mobile game yet detailed enough to make the illusion of the shapes.

If anyone has any tips and suggestions for making normals of this type please give me some lessons! am very new to modeling in general and know fairly basics of blender... Thanks.

IF anyone can make an example for me, then explain how to achieve that, it would be most appreciated.

first image is ones I baked practicing on planes.. and second is their normals

Edit: Really stressing me out lol. I was told no depth only angles but the first images from "practice" that are better than actual buidling.. are depth basically..I don't rememeber setting angles..I baked the building model same as I did the model of only windows.

if there are any tricks I am more than willing!

then on my actual "building" is the last two.. first image is high res model..
second image is the baked normals to low

Final image, low vert model


texts: Can Grease Pencil get light / shadows like a regular mesh?

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I was wondering if a Grease Pencil layer can get (or generate) light and shadows like a regular mesh ?
Before Grease Pencil, I was achieving this by loading an image sequence as a texture on planes; and this was casting light.

Now that GP exists, it could improve my workflow a lot (no need to export / re-import the animation, setup a material, etc) - but I need to having it interacting with lights...

Thanks


texts: How to recreate foam when sea waves impact on surface

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I would like to recreate foam when my sea waves impact and flow through the texture of my geometry:

As you can see the flow recreates a nice interaction but still it does not look completely real.
You can find here the doc:
https://www.dropbox.com/s/c0ezgnimw45pwq2/doc.%20forum.blend?dl=0

Thank you all in advance!


texts: How to control mesh with rig with distortions

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I been doing a project for a couple months now relating to most of my questions I asked here and now I believe I only have one final problem.
I'm trying to rig a rectangle with a bendy bone and so far its been great, but when I rotate past certain degrees it breaks down terribly.

I would like to keep the mesh the same width no matter the pose like so:

But this is the result for the 3d model:

The Twisting seems to be collapsing in on itself when around 180 degrees but on a simple twist it still looks concaved.

I would like to keep the sides consistent without the bottom section moving, is this even possible? It seems so simple but I never seen it before.

---pls feel free to edit the question I'm still new to blender after a few years so I don't know if this is a known topic or not.


texts: Different seeds on different render layers

texts:
Under the Render Properties tab there is a setting to change the seed used for ray tracing.  Is there a way to use different seeds on different render layers?

I know this is possible using multiple scenes instead of render layers and linking objects, but that is pretty cumbersome.


texts: Animating chain driven vehicle with rigid bodies

texts:
I want to simulate a chain driven vehicle, which responds to the ground or obstacles by the usage of rigid bodies.
I've tried to create one chain part and let it follow a bezier curve or even tried to follow this tutorial:
https://www.youtube.com/watch?v=ftiFE9gnTyc
What ever I do, although setting the chain part to active, the whole chain doesnt respond to the ground. Only the wheels respond, which are driving the chain.
Does anybody has a hint for me or has even modeled something like this?


texts: Cannot assign material to the correct face

texts:
When I select the face and press "assign material", the material isn't assigned to the face but somehow to parts of it and parts outside of it...

How can I assign a material to this face?


texts: How to Import a finished 3D model with texture into a new blender file?

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So I've made a 2x2 wooden floor, using normal maps, reflection maps... just so when I would need that wooden floor to use in an interior scene, I could just import it without having to spend another hour on the node editor to get all the numbers just right.

So I made a plane, UV unwrapped it, went to the node editor, and imported all the different maps (normal, displacement, gloss, refl...). Now I have the finished product but I want to import it in a different blender file. Is there a way to do this?

Thanks in advance.


texts: Wireframe become x-ray alike in edit mode

texts: I don't know what i've clickin, but somehow this happening. when i enter edit mode, the wireframe in the backside keeps showing on, and i can't choose the proper faces which i want, pls help me :D


texts: How can i get a proper reflection on a material without a background or another objects?

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i'm trying to make a shining/reflection material but i don't need to add any other object to the scene/layer, is there any way in order to do this? or should i add objects and then just hide them from the render?

Reference (as you can see, there are lights/reflections but not other objects)

Or, more realistic 'metal' like this?


texts: How to achieve a realistic material for an operative phone screen?

texts:
I'm trying to recreate an electronic device where the screen is ON - like this:

I can easily achieve the off version, just a glossy sharp black material, but as regards the "on" version, displaying an image that looks like it is behind a pane of glass and "emitting" a texture, so to speak, I have no idea.


texts: how do I add these sub panels to a panel in my addon?

texts: I know how to make a basic bpy.types.Panel, but how do I add these sub panels?


texts:
I have problem :)

I'm working on a project which is basic electric motor model and ı almost finish the project but ı noticed the interetesting thing which is ı dont know
How can I combine the object with tape?

This is example:

This is my model:

As you see tapes are broken in the my render:) I need help .


texts: Does Blender 2.8 require microsoft access database 2010 to run?

texts: Contemplating deleting 'microsoft access database 2010'. Does Blender use this as a database?


texts: Has anyone got the Oscurart tools Add on to work in Blender 2.8?

texts:
I've enabled the Oscurart tools add on through Preferences and can see/right click to access the list of its functions/options. Its "Remove modifiers" function works, but I can't seem to get the "distribute objects" functionality to make any changes whatsoever to a selection of multiple objects to get them to align along a selected axis as defined in its "distribute Objects" option.

To repro:
Turn Oscurart on in Add on via Preferences.
Create 3 simple cubes -- each as separate objects.
Select them all while in Object mode.
Then choose the Distribute objects option in Oscurart.
I expect the 3 cubes to align to the selected axis in the Distribute Objects dialog box, but nothing seems to be happening.

Nothing I change in the axis options does anything to align/distribute the selected objects along the chosen axis's
(reminder this is in Blender v2.8)

Is there a problem with the add on? Thanks!


texts: What is snapping in Blender and how to use it properly?

texts: I am reading the Blender manual and I have come in contact with snapping a lot. I don't know what it means and also how to use it properly. I need help.


texts: Object displacement - ocean of hexagon tiles

texts:
I want to make an ocean of cubes / hexagon tiles with varying  z locations. There was this guy with extrusion images and I wonder how he made it.

Like this...

however, in the process, mine looks more like this:

I used a cloud map and joined all hexagon cylinders into one object. Then i wanted to displace only each element from the object along the z axis.....

That was the plan at least. Could you point towards a solution? Maybe you got a better idea how to do that?

Thanks a lot.


texts: Armature mirroring other side in pose mode of a mesh with mirror modifier

texts:
So I have this mesh that has a mirror modifier and I selected automatic weights for the bones and whenever I move the right side of the bones it does the same thing for the left side and I move the left side it just moves the bones but not the mesh. What is the problem? I know it has something to do with the mirror modifier I have on my character but I have to keep it for weight painting later on.
Sorry if it is super obvious. This is my first time trying out armature.

Edit: So apparently it had something to do with making sure they had the right names, so no .001 or .002 on the end of the armatures and that they had the right order in the properties tab which is mirror modifier first and armature last. Also, you must apply the mirror modifier THEN assign automatic weights. Then you must make another mirror modifier on the mesh and delete the other half of the mesh, and then you have a mirror modifier AND have the pose working properly!
That was pretty obvious but I was being stupid so I wasted 30 minutes trying to figure it out!


texts: Animation sequence Render Layers + OpenExr

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i am trying to render multiple renderPasses, which i know how to do
In a sequence, which i know how to do,
using MultilayerOpenEXR which i know how to use.

But togetger it just aint working.

What happens is only one Renderlayer+passes exports to the EXR, others has folders and layers, but are black(or white).

In Compositor, the renderpasses ARE contained in the render_layers node!

Any suggestions?
thanks
I


texts:
Working on a bathroom arch viz project and running into an issue with the tiles not rendering evenly, specifically on the walls, doors, and ceiling.  There are dark squares that are not exposed like the tiles around them. I've noticed this in all images rendered with this project, not just this image.

Render settings are changed slightly from the default but I've played around with those and haven't seen any difference.

Any thoughts on how to go about fixing this issue?


texts:
I run an operator in the console, but the operator properties are not shown in Tool Panel.

However, if I run the operator from search, the properties will be shown up.

How to show operator properties when running operator in scripts or console?


texts: Why has Blender created 250 disp_[number].exr files?

texts: I recently checked my cache files and found that Blender has somehow created 250 .exr files with an image I've never seen before. Has anyone an idea why Blender could have created exactly 250 files of this colorful image below?


texts: How to make forced Smoke simulation like spray?

texts:
I know how to make a simple smoke simulation, but this is somewhat difficult for me to understand..

Refer this picture:

You can see the red and blue smoke coming out of that can or cylinder or whatever it is...You can see that there's a force from the can that makes the smoke appear narrow from bottom as soon as it goes on spreading around. I need that type of hard and forced smoke.

  I referred this question, but it is about particle system and I can't
  adopt that for this.

Please suggest me a way to do this..


texts: Blender not exporting one specific material, but all the other ones

texts: When i export this model to an .fbx file, the brick wall texture isnt being exported, while all the other textures are(graffiti, vines, etc.


texts:
I am a complete noob when it comes to blender and manipulating 3d objects in general, so please forgive my ignorance.

What I'm trying to do is import a 3d model into Tabletop Simulator.  I have a wavefront .obj model that I would like to import, and based on tutorials I have watched, used "decimate" to reduce the number of triangles in the model, since Tabletop seems to only support about 7 or 8 thousand "Tris."

The model is apparently ginormous*, because Tabletop Simulator won't even try to load it unless I scale it way down and then decimate it. Once I complete the decimate operation, setting the ratio to about .06, I lose a lot of the surface area of the model.  I end up with a model that has a large portion reduced to a "mesh" without any actual surface texture.  I am able to import the model into Tabletop Simulator, but the "mesh" portion is missing.  The model is missing body parts.

From other tutorials, I think I have to unwrap the "UV" (somehow) and then "bake" (somehow) a new texture on to the mesh.  Unfortunately, the tutorial I was using as a guide uses an old version of Blender, and the interface for 2.8 is completely different. The fact that I barely understand the lingo doesn't help much, LOL!

Anyway, if anyone has the time (or patience) to point me in the right direction, I would really appreciate it.

Thanks in advance,

Tim

*The wavefront model I am using was created was exported by "Cura" which I have been using with my 3d printer. I purchased the model from Heroforge.


texts: How to fix rotational constraint 'jumping' in rotation problem

texts:
I am rigging a set of gears (a car - wheels driving through a differential), and am taking the input as the wheel rotation. I've used parenting and constraints to link the gears. All goes well until I reach the point where I need to have the next gears rotation at 1/3 of the previous gear. Each method I have tried (transformation constraint, rotation constraint, and others, drivers, etc) all result in the correct rotation for only 120 (or 1/3 of a full rotation) before it flips on it's local axis and starts again. This is true for other fractions of the original rotation also. On a rotationally symmetrical gear this may not be a problem, or even visible, but my gear is not. It can easily be seen by selecting the target gear and turning on the local axis view.
Does anyone now of a solution to this, to achieve a fluid, full, scaled rotation?


texts:
I have made an object using 2 different mesh. On the top of the sphere, I'm getting a shape which reflects looking like some sort of sun with its rays indicated within the red ellipse.

And also I've joined the 2 mesh to make it one object, but the edges are too harsh, what's the best way to make it blend in smoother?

Thank you.


texts: Save ik bones after bake action for backup

texts:
Hi how do we save ik bones after baking action?

After baking action, normally i’ll delete the ik bones so i can work on another animation in another action.

Occasionally, i’ll need to enhance previous action with the previous ik bones. This is where i need to get bek previous ik bones config and bake its action again.


texts: Help unbind all materials from selected object

texts:
i hope someone can help me, is it possible in python to give object e.g. "Sphere" its own materials? (single-user option)
I hope someone can help me.
(Blender 2.92.0)


texts: Unlink physics of duplicated objects in Blender Game

texts:
During the game I want to create a new Object that changes its physics mesh according to a selected ID with an Edit Object actuator and a script on the added Object. I change the mesh with the method obj.replaceMesh() and it works fine.
But when I add in another of the same object ingame, now using a different ID and therefore changing to a different physics mesh, the first object changes its physics mesh as well without the script running on it anymore.
I guess this is happening because they are basically the same object, and blender does not change the physics for the generated object in the game but for the source itself, changing every copy currently loaded in the engine.
Is there any way I can unlink the objects from each other, keeping their received physics mesh?


texts: Delete all unused textures from Blender using Python

texts:
With large projects that have hundreds of textures, it can be very difficult to deal with them in the UV image editor using the following little drop-down menu.

The best solution that I've come with so far is to modify the UV Image Editor code using some code from the Sculpt and Texture Paint section which is very helpful but it's still difficult to tell if something is in use and it has to be reopened every time something is selected and deleted.

(It now looks like the following in case anyone is interested.  You can do this by menu-clicking the image icon next to New and Open then selecting edit source and changing the following line in space_image.py

layout.template_ID(sima, "image", new="image.new", open="image.open")

to be

*layout.template_ID_preview(sima, "image", new="image.new", open="image.open", rows=8, cols=16*)

This question deals with deleting textures and it's what I already do.  But it's time consuming and very difficult to find the unused textures when there are a couple hundred of them, especially if the drop down menu has to be reopened and searched for everyone one of them.

So my question is the this:
Is there a way to delete all the unused textures using a Python script?

I have found one script that does not work very well.  Sometimes it does and sometimes it does not.
This gives the impression that there is something going on behind the scenes when it comes to how textures are considered to be in use.

By the way,  I don't use Fake User or pack images so this may simplify things a bit.


texts: How do I manipulate/move object with generic rigidbody constraints while in playback to see effect

texts:
I was watching this older video on how to do a ragdoll effect.

https://youtu.be/GaZAI8RIq0Q?t=589

At about 9:50 into the video, he tests the effect of the rigidbody constraints by moving one of the objects while playing the animation.  I'm using Blender 2.8, so maybe this way easier in the older versions?  Is there a setting I need to change?  Just pressing spacebar to start and G to move the object does not do what this guy does in the video.


texts: Material isn't loading properly from the imported .obj file

texts:
Only the color loads properly from the material and other settings are missing when in load the exported obj file.

this is the first rendered image:

And this is the image rendered after importing the .obj file:

So my question is, where are the other settings which you can see in the first rendered image


texts: Can you transfer weights partially in blender?

texts: I'm trying to transfer weights from one mesh to another, but I don't want to transform all of the weights, just one in a specific area. Is there any way to do this, or will I manually have to replicate it?


texts: Finding the top / starting point of the node tree using Blender's Python API

texts:
I am working on an exporter, for Babylon.JS, for a version of Blender which does not have the internal render (developing in 2.79 though).  For previous versions of the exporter, if a material with nodes was encountered, baking was just done right in the exporter.

Babylon.JS supports Physically Based Rendering (PBR), and materials similar for the internal render, so I want to try to map things when possible.

Leads me to, how do I know where to start walking the tree.  I could just run through the nodes checking for an output material like:

for shader in material.node_tree.nodes:
    shaderName = shader.bl_idname
    if shaderName == 'ShaderNodeOutputMaterial':
        # got it

Think there must be a better way.  Though it might be stupid, you can add more than one of that type, yet the UI knows which is the one hooked up.

Another way might look for a node which has no outputs, but I can see the same issue.


texts: I have textured my object in Quixel and have an opacity map due to a portion of this object being glass. The issue is that when I try to use the opacity map my entire object has transparency and not just the glass. Could someone please show me a node set up (using principled shader) with an opacity map included?


texts: How do I apply force to an object that must move with the forehead?

texts:
See picture below. So I make a small square object that must be Rigid Body in the BGE physics panel or else I can't apply Servo Motion force via code/Logic Brick. Good so far - the small object falls to platform and I can apply force in x/y/z direction. Now I need the small object to move where the baby's head moves to. These will move face bones. When I give it a Rigid Body Joint, it works, and it has a x/y/z location limit, however the small object falls like 1 inch and stops at its limit and so does the skin because the object has mass, and shouldn't have mass... Help?

I know I can get this to work mechanically or control bones by animation but that's lots of work for either way...ex. I must make all possible animation speeds plus save them as run code!...


texts: Create a displacement map from high-res terrain to use on low-poly terrain

texts:
I have a high and low poly version of a terrain. The idea is this

low_poly_terrain + displacement.exr  =  high_poly_terrain

I want an displacement images map that I can apply to the low poly terrain so that at render time the two are indistinguishable.


texts:
I would like to create a basic electromagnetism simulation in blender; just two separate coils attracting each other (they slide and touch).

I'm good for modelling this, just not sure how to set up the physics.


texts:
Me and my team are new to blender, we are now planning for a small project. What I want to ask here are some questions regarding the team work:

We use git for version control in web projects, Is there any special version control for blender project.
Creating object of each file and integrating in the project is one way we saw to complete the project. But is there any good way to work in the group?

Please tell us from your experience what might be the best way to work together in a group blender project.


texts: Blender Internal glossy BSDF equivalent?

texts:
O.k. I'm back and now i need to know how to make a metallic material in Blender Internal.
The last question was for cycles and that fixed my problem, but Blender Internal doesn't have a Glossy BSDF. How do I get a glossy/metallic material in BI?


texts:
I have a large animation to render that I just can't do on my machine.
Does anybody know of a good render farm that supports micro-displacement in Blender's Experimental mode?

And/or is there a workaround that will give me the look I need without using micro-d?

Any suggestions are welcome!
Thanks!


texts: Object is rendering normal in the Preview (Cycles) but black in the Render.

texts: Notice how the stove handles are black in the render and normal in the preview in the lower right


texts: How to visually disable ("hide") Smooth Shading in Edit Mode only?

texts:
In Blender 2.8, is it possible to visually disable Smooth Shading ONLY in Edit Mode? I want the surface of my model to soften in Object Mode or render preview, but at the same time, when I enter Edit Mode, the surface stays "low poly".

As an example, there is an option within the Subdivision Surface modifier that allows you to visually disable the modifier within Edit Mode. Is there something similar for Smooth Shading?

Thank you.


texts:
I've been following online tutorials as best I can to try and put a shirt on my character.
For some reason instead of the shirt forming around the body, it transforms into a mass of jagged edges and grows.
Does anyone have any idea why this would happen?
I don't want to shrink wrap the shirt onto her as she's not meant to be sexy at all. I'd rather the shirt cover her up and be a little baggy.
I want to move on to doing a skirt for her too, so imagine the same issues will arise. Was planning to extrude a circle around her waist and add a cloth modifier to it.
Here's a link to the file if it's easier to just take a look. I'm pulling my hair out. Thanks.
blender file


texts: Increasing shadow in Blender Octane Edition?

texts: I'm using a Black Body Emission material on a plane as my light. Instead of casting harsher shadows it just lightens up where the light hits (I guess that's how light works). But how do I increase the shadow cast instead - i.e. make the shadow darker?


texts:
I recently came across this page, in which the creator made the transparent, glowing exhaust effect as seen in the photo on the linked page. The effect is interesting and I want to try and play around with it, or something like it, but I'm not quite sure I understand the method the creator outlined:

  It's an array of 25 planes, each with a circular gradient material fading from transparent on the outside to blue to white on the inside. It's kind of a hack but it works surprisingly well.

I've been looking around for a material, or method to create this sort of transparent effect, without the appearance of an edge if I were to create a conical shape. This might be what I'm looking for to create the desired effect.

So is anyone able to clarify what the quoted description means?


texts: I can't install the A.N.T Landscape from the Addon menu

texts:
As you can see, Blender shows the error when I try to check the box next to the A.N.T Landscape in the Addon menu.

  ImportError: DLL load failed: The specified module could not be found.

What is the deal? I am using blender 2.79. Thank you.


texts:
I'm getting this error often, and I'm fairly new to blender and I'm not sure if this is the same thing as the Auto-run disabled issue, but I can't finish my project with this error in the way.

It says:

  ERROR: Python auto-execution disabled.

How can I fix this problem?


texts: Mantaflow Simulation: Fire and Smoke not rendering in Eeevee

texts:
I am learning how to use Blender (2.8) on a macbook pro 2017 and have recently attempted to put together my first explosion using the following tutorial:

https://www.youtube.com/watch?v=YCdQgREfVq8&t=2s

I was able to follow through without issue except that the rendering is done in cycles which is too demanding for my macbook (rendering a single image shows as taking up to ~8 hours) so I want to render instead in eevee. I've baked the simulation but I can't seem to get what's in my viewport to show in my render when using eevee. cycles shows up fine. I am sure this is most likely a setting or misunderstanding of how I have arranged the elements. Was hoping someone could lead me in the right direction.

I've attached my blender file for reference here. Thank you. Below are images as well for reference to show how I am able to see in viewport my explosion but not in render.

RENDER

VIEWPORT


texts: Motion capture movement from 3d model animation

texts:
I have a set of animations of a model with a complex rig that I would like to copy to another model that is unrigged.The original model has more than 250 bones in total and it would take a really long time to convert the whole animation set.

I wonder if there is a way to motion capture the 3d animations and apply them on my model or another solution that wouldn't be so time consuming.


texts: Duplicate one fluid simulation with a time offset?

texts:
Helo,
I'm trying to create a scene where I have 10 bubbles coming up in a bath with splashes one after another. If I put them in one big domain it bakes forever and the resolution division is way too chunky. And if I bake 10 smaller domains I get crazy with managing 10 different cache folders and keyframing the objects on and off at the right time.
Is there a way to create one nice simulation and duplicate it with a time offset, so I only have to bake one simulation and rotate the others and position them in different locations so they kind of look different from different angles?
Thx,
A
Blender2.83.1


texts: I'm getting double curves in Animation Nodes loop

texts:
In not good in programming, but I'm trying hard and get some results. I'm trying to make a lot of curves from 1 point to points of other objects. And it works fine, but some curves double and I don't know why.
Can somebody help me find the mistake ?


texts: This dyntopo popup really gets into my nerves. Everytime I create a primitive form, Blender creates automatically an UV map. Is there some way to disable the auto generation?


texts: The lattice item for some reason won't scale?

texts:
In the sense I'm trying to use this tool/addon on it refuses to scale in object mode unless it is in the add object menu.
I have tested out this in a new project to see if it was a problem in that accord but it's not, only in the item I am attempting to change if anyone has the solution it be great to know what I am doing wrong?


texts: Stop node editor reverting to image editor after using file explorer

texts:
I've recently upgraded to 2.83 after using 2.79 for a long time. Whenever I access the file explorer from "compositor" panel to modify output files or "shader" panel to add an image file, the panel always reverts to an "image editor" panel after leaving the file explorer. This happens whether I double-click a file, click "accept" or "return to previous".
Working in the "Shader Editor" panel click on "Open Image"

File explorer window opens. Click on "Back to Previous", "Open Image" or double-click a file

File explorer window closes and the "Shader Editor" I was formerly working from is replaced with the "Image Editor" panel.

I then have to manually change the panel back to "Shader Editor". This never happened in 2.79 which was a much smoother workflow.
This always happens whenever I click something that takes me to file explorer. It always returns to "Image Editor" panel. For example from the "Compositor" node panel when entering file explorer to select an output file and from VSE when selecting an image sequence.
Is there a setting that stops this happening so it returns to the same panel I was working in?


texts: How does 'local with parent' space work?

texts:
My question touches the mathematical side of Blender more than the modelling one.

I am having a problem understanding how the 'local with parent' space in bone constraints works. I have looked through all the forums I have found, read all the manuals, and unfortunately I have not found a full answer.
Also, the tooltip in Blender does not help.

I will try to explain the problem with some images that I hope will be helpful.
Do not be afraid of the length of the post: it mostly consists of pictures. ;)

Let's assume we have a bone:

As you can see, this bone is in edit mode, and we see its local coordinate system.
Below is the same bone in pose mode:

(By the way, you can see that the coordinate systems are different. They are both right-handed, but the pose mode is rotated so that it has Y axis as up, which is different from the rest of Blender's modes which use Z axis as up. If someone can explain why, I would be grateful :-) )

Now, let us apply the 'Limit location constraint' to the bone with default settings and 'Local with Parent' space.
The bone did not move. Now in pose mode set the Z coordinate of the bone to 1.0.

The bone changed its position not toward its Z axis but toward its Y axis.

This is so far understandable as the bone moved toward its armature Z axis.

But now we add another bone to it and unselect its 'Connected' option in edit mode so that the child bone is not attached to its parent.

In edit mode it will look like this:

And in pose mode we have something like this:

And now apply exactly the same constraint to the second bone: 'Limit location' with default settings and 'Local with parent' pose space.

What we see is something like this:

And here finally is the core of my question.
Why does it behave like this?
Why did the second bone move?
Its translations are (0, 0, 0) in pose mode and the same in edit mode.
If I set its Z = 1 in pose mode it will move UP like the first bone, so that is quite logical.

If someone could help me with understanding the problem I would be very grateful.
The pictures are taken from Blender 2.68a, but I also checked with 2.70a and ancient 2.49b, and it works exactly the same with all three.

If I have been at all unclear or have posted too little data, just let me know.

Marcin


texts: Why does my displacement look jagged - Cycles?

texts:
I used this texture:
https://www.poliigon.com/texture/metal-spotty-discoloration-001
used the color map and then the displacement map, which I hooked up to bump node and then to normal
And this is what the displacement looks like [it's isolated with the node wrangler, to show what I mena]. The edges are blocky and jagged. Why is it so ugly? I tried Changing linear to cubic and other options. I know the color space should be non-color data, but that doesn't change anything for me. I know I can lower the bump height but that's just about it - It lowers the height but the blockyness is still there


texts: Transform locks cannot be applied with keyframes

texts:
I'm playing around with physics and rigid bodies and I'm trying to make the cube bounce and slide inside a room with rotating walls. Unfortunately, these doesn't work very well.

As the cube falls and hits the second inclined block, the cube bounces out of the block and falls, so I tried keyframing transform locks so it doesn't rotate in the y and z axis (and the cube wont bounce outside) before it goes inside the room, but the problem is, the transform locks can't be unlocked, and the cube rotation stays in x axis only.

Is there a way to use a transform locks with keyframes?
OR
Is there another way so that the cube bounces properly?

Also: I'm using blender 2.76.


texts: Scripted expression to make a positive constraint value turn negative as target bone rotates (Empty Head only Art)

texts:
I've been avoiding using drivers for a while for this exact reason:
No matter how many tutorials I look at, my math-dead head has no idea how use a driver to make one of my action constraint values go from 1.00 to 0.05 when a target bone rotates so I can blend between action constraints.
I'm an art school bachelor burnout! I don't have a single molecule of BEDMAS math in my brain!


texts:
I have encountered a weird issue; Blender shows that both of my objects have 0 on all rotation grids but when I look at them closely I can see that one of them is rotated, I haven't changed any of its rotation settings when I made both of these objects so default for both of them should be 0.

Visualization:


texts: how to get back a hidden part of the mesh when alt+H is not working?

texts: I was (am) working on a mesh. I selected part of it, hid it. moded the other part, then hit Alt+H and nothing, go into object mode it shows the entire mesh (object) go into edit, I cannot get it to reshow everything again.


texts: v2.77a - Textured object not updating when manually changing UV coordinates

texts:
I am experimanting with texturing simple objects. My idea is to use very small textures. So I manually resized and moved the UV coordinates to be inside the pixels. You can see on the screenshot I have uploaded.

Unfortunately they do not seem to update. I have zero idea why, any hints or tips will be appreciated.

[Edit]: I have put all obj faces that should be red over the red in the texture (neatly arranged without overlapping). I have moved all the faces that should be black on the top (this time I did not arrange them as it did not help with the red).

I expect all front and back of the cross to become red and the sides to be black.


texts:
I'm building a Blender (2.75) plugin for our 3D engine (https://github.com/aerys/minko). So far so good.

One of the things I'd like to do is to mimic Unity's feature that scripts can be directly added to scene nodes in the editor. Such scripts properties can then be edited directly through a dynamic property inspector built by parsing the script public members.

I've already done what I think is the worst part: using libclang and the python bindings to parse my C++ headers and retrieve a list of the public properties (each property being a public getter/setter pair). I can use this list to generate a list of Blender properties like so:

def get_properties(self):
    if not self._props:
        c = self._get_minko_script_classes(self._clangSource.cursor)
        setters = self._get_class_setters(c[0])

        self._props = {}
        for name, set_type in setters.items():
            if set_type == 'bool':
                self._props[name] = bpy.props.BoolProperty(name=name)
            elif set_type == 'int':
                self._props[name] = bpy.props.IntProperty(name=name)
            elif set_type == 'minko::math::ivec2':
                self._props[name] = bpy.props.IntVectorProperty(name=name, size=2)
            elif set_type == 'minko::math::ivec3':
                self._props[name] = bpy.props.IntVectorProperty(name=name, size=3)
            elif set_type == 'minko::math::ivec4':
                self._props[name] = bpy.props.IntVectorProperty(name=name, size=4)
            elif set_type == 'float':
                self._props[name] = bpy.props.FloatProperty(name=name)
            elif set_type == 'minko::math::vec2':
                self._props[name] = bpy.props.FloatVectorProperty(name=name, size=2)
            elif set_type == 'minko::math::vec3':
                self._props[name] = bpy.props.FloatVectorProperty(name=name, size=3)
            elif set_type == 'minko::math::vec4':
                self._props[name] = bpy.props.FloatVectorProperty(name=name, size=4)
            elif set_type == 'std::string':
                self._props[name] = bpy.props.StringProperty(name=name)

    return self._props

Now I want to display those properties (self._props) in a panel. But Blender examples are all about "static" property definition, declaring properties as class members... I guess Python would let me create dynamic classes definitions. But it sounds hacky.

So my question is: how to pass this list of Blender *Property to the UI to display it properly in a Blender friendly way?

Thank you,


texts: Blender not starting on Windows Remote Desktop

texts:
I got a very tricky problem:
Let's begin in the past.
I got a Workstation. In the past it ran Blender 2.78b with a Nvidia Quadro FX1800 as Graphics Card. For Rendering, I used the CPU.
I used another Computer to work on the Workstation via Windows 10 Remote Desktop Connection. The Host Computer (The Workstation) has Win 10 Pro, the Client Win 10 Home.
I bought a new Graphics Card for rendering: ASUS ROG Strix GeForce® GTX 1080. I replaced the Quadro with it.
I started the PC and Blender (still 2.78b) and rendered the Pavillon Demo Scene. Everything worked perfectly.
But when I tried to start Blender via Remote Desktop and got this:

I also tried to use TeamViewer like they mentioned in this post, but got the same error.
I also tried Blender 2.78c, but got also the error message.

Does someone know or experienced the same problem?


texts: In blender you can color the vertexes. But is there a way to color the faces so the faces have only one color instead of the colors being interpolated based on the colors of the surronding verticies. This is avalible in maya ( https://youtu.be/TxlASKUMgfo?t=1m10s ).


texts:
Im making a guitar slanted guitar cabinet. Im having some weird bevel issues shown below.

The corners have a weird shading issue. This is whats happening at the corners:

I can kind of fix it by unchecking "loop slide" in the bevel operator, and i get this result:
It fixes most of the problem, but there is still a corner with weird shading.
My normals are all blue, no extra verts and scale is 1.000. No clue whats going on.
I added a basic cube and added an edge loop in the middle, then pulled one side back and still got the same thing:

Any ideas why this is happening? Thanks!
EDIT: i turned the bevel shape to 0.900 and the 2 effected corners are exaggerated. Why are just those 2 corners not beveling right?

I have recalculated the normals too and they are fine. I have started from scratch and then i get different results as to which corners have the "bad" shading


texts: Keep images in memory between Cycles renders

texts:
I have an application which requires me to render hundreds of thousands of tiny images in Cycles.

The scene uses a HDR Light Probe, which is ~100mb uncompressed in VRAM.
I've noticed that the majority of time for each render, up to 500ms, is used up loading this, and another texture.

Here's a section of the render output, notice the time taken loading the images:

Fra:60 Mem:7.22M (0.00M, Peak 122.50M) | Time:00:00.16 | Mem:0.07M, Peak:0.07M | Scene, RenderLayer | Updating Images
Fra:60 Mem:7.22M (0.00M, Peak 122.50M) | Time:00:00.16 | Mem:0.07M, Peak:0.07M | Scene, RenderLayer | Updating Images | Loading lightbox3.hdr
Fra:60 Mem:7.22M (0.00M, Peak 122.50M) | Time:00:00.16 | Mem:0.07M, Peak:0.07M | Scene, RenderLayer | Updating Images | Loading floor_cardboard.png
Fra:60 Mem:122.82M (0.00M, Peak 122.82M) | Time:00:00.60 | Mem:115.67M, Peak:115.67M | Scene, RenderLayer | Updating Camera Volume
Fra:60 Mem:122.82M (0.00M, Peak 122.82M) | Time:00:00.60 | Mem:115.67M, Peak:115.67M | Scene, RenderLayer | Updating Hair Systems
Fra:60 Mem:122.82M (0.00M, Peak 122.82M) | Time:00:00.60 | Mem:115.67M, Peak:115.67M | Scene, RenderLayer | Updating Hair settings | Copying Hair settings to device

This amount of time may not seem like much, but it's more than doubling my rendering time over thousands of renders.

Is there any way to keep the loaded images in memory across renders, or change my workflow in some way so this works?

I'm using the Cycles setting 'Persistent Images' but I guess that only applies across animation frames, not individual image renders.


texts: How to use the rotation matrix calculated by Matlab in Blender?

texts:
Good morning,
For a project, I created in MATLAB a scene composed of an object and twelve cameras looking at it. With the tool box of MATALB, I got the rotation matrix and the translation vector for each camera.
Now I would like to use these information (rotation matrix and translation vector) to create the same scene in Blender.
So I want to use the translation vector to position correctly my cameras in the space, so I will modify the location parameters in Blender with it.
I want to use the rotation matrix to get the correct rotation of my cameras in the space. So I will modify the rotation parameters with it.
The panel I am using  is this one:

For the rotation, I know in Blender, I can use the quaternion, the euler rotation angles (XYZ, YXZ, ZYX) or the axis vector. I calculated all of them with MATLAB but unfortunately they don't give the correct result. The cameras don't look in the correct direction as shown on the following pictures:

Camera's view:

What I would like is the camera looking at the object like on the following picture but with the parameters calculated by MATLAB. In this example, I use the object constraint properties:

So, in the view of the camera, we can see the object:

The rotation matrix of the first camera is:

Its translation is:

The XYZ angle calculated with this matrix by MATLAB is:

I read that MATLAB and Blender don't have the same coordinate system.
How can I do that?
Thanks for your help.


texts: What 3D texture formats does OSL support?

texts:
So I'm playing with OSL right now, and have had a lot of luck in the past with texture and most of its key-value optional parameters. I've moved on to texture3d, which uses voxel formats—a great idea—but I can't find any documentation as to what voxel formats Blender supports.
I tried VDB, which is what volumes export to by default (also a voxel texture format); but can't tell if it's actually reading the file or not. I'm definitely not getting the shape I expected.
My code is as follows:
volume voltex(string filename = "", point uv = 0, output color cOut = 0, output float aOut = 0.0) {
    color cTex = texture3d(filename, uv);
    cOut = cTex;
    aOut = cTex[0];
}

Filename is set to "///data.vdb", and this file does exist in the project's directory.
But, when I tie the node to Principled Volume, I get an error-pink with no variations on transparency or color. No issue loading the file is reported in the terminal.

The little round grey cloud in the above image is the imported volume of data.vdb; these two objects should be at least shaped the same way. I might be missing something obvious.
Is OSL's texture3d function fully supported? For which formats does it work?
UPDATE: It seems that volume shaders don't really handle UV coordinates in the same way; I'm using object-space coordinates now and having some results. However, the question of which file formats qualify as voxel textures remains.


texts:
I am making my phone in Blender and my mesh has weird artifacts on rounded corners only on render, not in viewport. Removing doubles and flipping normals doesn't help. I thought it's releated to non-quads on rounded surface but connecting verticles with knife tool also doesn't help.

What is this and how to resolve my problem?


texts: Trying to edit a posed mesh for shape keys. How do I get the verts to follow the mouse?

texts: I'm trying to edit a posed mesh in edit mode. I have On Cage and Edit Mode on in the Armature modifier, but when I try to move the verts, they do not follow the mouse, instead they move in different directions.


texts: Animate a character by using a recorded video

texts: I want to animate a character in a realistic but easy way. I was thinking that I could use videos of me performing the actions I want to have on my characters, however I can't find a way of placing the videos and make the character to follow my movements in an automated way, like motion tracking. How can I animate automatically using this technique? Are there any Plug-ins to work like this? Is this mehod actually more useful than standard animation techniques?


texts: How to switch back to default view after switching to camera view in blender 2.92

texts:
I am using the awesome Blender 3d Software
I can switch to camera view using ctrl+alt+0

But how to switch back to normal view which was earlier before navigating to camera view


texts: How do I setup the poll method for a panel causing it to only display when 2 objects are selected ?


texts: How to texture paint on a different layer?

texts: I want to know if its possible to have layers in blender when texture painting an object. Like in photoshop for example.


texts:
I'm doing the quick normal bake from high to low poly for a 300K vert mesh, but my system is struggling to keep up with the higher poly mesh.

My inclination was to do some dyntopo sculpting and alteration in the higher poly in order to achieve the finer details before texturing.

I believe I don't have any pre-render optimization settings set. Oftentimes when I undo (something I do often when sculpting), the wait for the undo result is between 10-30 seconds, and thus throws off the pace.

Any way for lower spec computers to better handle higher poly meshes, particularly in sculpt mode?


texts: Do you animate a character with clothing or do you add clothing after?

texts: Im doing my first character animation. Ive made all clothing, accessories etc. Im wondering, Is it best to rig and animate the head/body separately and then add the clothing or should it be done together?


texts:
If I have this cylinder,

How can I cut it along the edge passing through?

(another question: is necessary that edge I created to prepare the cut?)


texts: I created a nice looking ocean but I cant get it to move... Can you help?

texts:
I followed the instructions of this tutorial, to create a nice looking ocean for my project:

https://www.youtube.com/watch?v=NqsOH-qToHs

I am done now, it looks fantastic but when I render it out as a video it does not move. I then rewatched the video to make sure I did everything as stated. But I cant find a clue.

Can you help, do you have advice?


texts: I'm new in Blender and Unreal Egine. I need your help... I created a furniture in blender but when i import it to Unreal the rendering is strange. Thanks for your hhelp.;


texts: How can I create a crashing wave effect?

texts:
I have a scene with a stormy ocean, and I am trying to create this effect:

I've been looking for tutorials on "crashing wave" or "ocean spray" without much luck. As such, I've run up against a wall.

Can I get tips on how to accomplish this? Should I use a particle system or fluid sim? Material recommendations (cycles)?

Or perhaps I have missed a good tutorial somewhere, to which someone could direct me.

Thank you for any help you can offer.


texts: making a color ramp cycle back and forth

texts: i have a particle system hooked up to a color ramp so that the particles change color based their age. the only problem is once the reach a certain age they stay a certain color because the color ramp value becomes greater than 1. is there a math function to make the value progress back to 0 once it hits 1 and vice versa so the colors can continually cycle back and forth?


texts: sliding on 45° on XY axis (translate X and Y same value at the same time)

texts: There is a way to move on x,y,z, but is there a way to move on a 45° angle between 2 axis? like sliding X and Y at the same time from the same value?


texts: Blender's structure, folders, subfolders, files, modules. What is a best turorial on that and where to find it

texts:
I'm new to blender structure and coding, I have played around with blender before, nothing serious, just designing things in 3d view with the mouse and using some textures to coat things. I have done that a lot but that is about it.
To learn blender very good I think one should start with blender's directory structure, what each folder does as in purpose, what is it's files, what get's copied where and how, how to move things around in folders, where blender stores things and so on. I'm already getting lost in blender's directory and file's structure. There is no video tutorial on this  anywhere ?
I mean where blender installs things, where it keeps it's paths, the file structure how it links up to the blender engine and functionality.
I get installation errors for example and because I don't understand the structure I may not know what is the main cause, once a person understands blender's file system structure it is easier to solve problems,
Is there any good tutorial on the whole overview of things, everyone has tutorial on 3d modeling or scripting api but there is lack on this.
It would be nice to see such tutorial for example on youtube that is an hour long maybe, or something similar somewhere else in text form.  I find blender's documentation from blender site to say the least grouchy and very robotic without much explenation.
Any good tutors on this that anyone may know ?


texts: Animation works in viewport but not in render

texts:
So I'm making a basic animation for a character dropping down consisting of a rigged mesh and a cloth simulation. When I play it, the character actually moves in the viewport, even in Render Preview. When I render it using Render Animation, however, the character seems not to move (apart from the cloth, apparently).
Here is the example render result in the output folder, but the camera is moved upwards a bit to see character's original position.

As you can see, the character doesn't move. The cloth here actually moves with the simulation, though.
What I checked so far:

Making sure the "visible in render" on armature modifier is active in viewport,
Making sure that the step size is not 0.

Here's the blender file.
Edit:
I realized that when I render an animation, the only thing that is rendered is the current frame that is on my viewport (aside of the physics). So if I my workspace is at frame 35, the character is stuck just like what it should be at frame 35. The clothes are still, oddly, fine, though.


texts: Blender 2.83.5 will not run if archive extracted with xarchive

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If you extract the archive file blender-2.83.5-linux64.tar.xz with xarchiver
you may get all of the files extracted into one directory. This obviously
won't work, blender fails to start, generating several missing file errors,
since the directory structure that it expects is missing


texts: How to make low poly water with foam effect?

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There is a very cool foam effect rising on the shore in this low poly water asset made in Unity:

And here:

Is it possible to create a similar effect in Blender?  I have the water material down, I just want a cool foam effect!


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I just downloaded 2.77 yesterday and am trying to bake a simple Cycles smoke scene composed of a box domain, sphere flow, and two obstacles. Note that I have a peculiar setup; I build my .blends on a MacBook and then send the files down to a headless Linux box (w/ i7 and GTX 970; I use the i7 to bake) in my basement. In the past, I have used the python script and CLI arguments described here, but now I get an error. It starts out like it's supposed to with the usual preamble, but then when it starts to load the noise tile files, it Blender quits. I am also familiar with Fluid Baking and Dynamic Paint baking, if that influences your answer.

I know 2.77 is a huge update and now allows smoke to be rendered on the GPU. Could something have been tweaked that renders the aforementioned script inert? If that has been done, is there a new script that could be devised that would work? All help welcome!

Thanks.


texts: How to create and change the color of a Node based material with a script

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I want to do an animation of a blender object which changes the color over time, in dependence of the temperature. Therefore zeffi already wrote a script which transforms different colormaps into blender. (Set color of Blender object based on external data (e. g. temperature) using a colormap)

Now I would like to create a node based material with a script, set the colormap to jet and when the temperature changes, I would like to change also the color.

Can someone post a little piece of script, how I can achieve this?

Thanks


texts: How can I attach an object on another object?

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I'm trying to attach an object to another object.
In my scene I have an object that must follow a rig. This object should get a glare effect, which is why I can not join the object with the rig. So how can I do that?


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I'd like to remove all tracks in a movieclip that don't have any segment.
Since there's no such operator, I'd like to do it in python but I can't find a way to check if a track has a segment.
I've tried things like tracks['some-track'].has_bundle or average_error but these don't certify it.