texts:
I've figured out a way to change the colour of the atmosphere on my Earth model, however the output node only has 1 option for "Color" and "Alpha". I need to be able to attach the blue part and the orange part to the output in the same way.

This is what it looked like before. The Extended Material node needs to attach to the output with both "color" and "alpha".

I've done the same node set up for the atmosphere as I did with the day to night textures. I've tested without attaching the alphas and it works perfectly, however the alphas MUST connect in order to be transparent. Is there a node that can send the color and alpha of both materials to the output?


texts:
I'm trying to make progress on a work project that needs completing as soon as possible. I'm new to blender (one week of solid tinkering/learning) and I need some help.

I've got a couple simple materials that are giving me trouble. See attached images for an example and material setup.

How do I get the rendered version of "white" to look more like it does in the 3D View: white with highlights, not the blown out white in the render?


texts:
While I was working on my scene I, decided to give it a render, and it was all going really well but just when it was about to finish Rendering, whole the render Image turned black.

Just like that: !

Compositor :


texts: Script to change the amount of divisions on bevels or cylinders

texts:
I'm trying to create a script that adds divisions to loops of faces which would be handy for changing the resolution of things like bevels and cylinders. My script is applying a subdivide and then doing a smooth verts with the smooth direction based on the face normals of the selection.

***Edit, so I worked on this a bit.

Now it functions a bit better, but it has
two problems due to the way that smooth verts works:

1.)Edges on the bevel don't smooth evenly because the geometry is usually longer at the end of the selection. This might be solved by deselecting the two edges before smoothing, but as of now, I don't really know how to solve that.

2.)Geometry that has angles will appear to smooth in the omitted smoothing direction a little bit. For example, the selections in this gif are all smoothing along x and y, but when you smooth something at an angle, it moves the vertices along z too.  I suppose this is just the way smooth works, but there needs to be a way to stop it. I tried smoothing rows of verts individually, but it seems that it introduced some angle changes. I really need a better idea here.

    import bpy
import bmesh
# Get the active mesh
obj = bpy.context.edit_object
me = obj.data
bm = bmesh.from_edit_mesh(me)
selected_faces = [f for f in bm.faces if f.select]
selected_edges = [e for e in bm.edges if e.select]

"""
get the edges to subdivide based on euler
allow tolerance for 45 deg edges and
add all boundary edges
"""
divide_edges = []
for i in selected_edges:
    if not i.is_boundary:
        face_angle = i.calc_face_angle()
        if face_angle > 0.75 or face_angle == 0.0:
            divide_edges.append(i)
    elif i.is_boundary:
        divide_edges.append(i)

"""
Find the smoothing axis
if an axis repeats many times
set the axis to false
"""
x_values = []
y_values = []
z_values = []
for f in selected_faces:
    x_values.append(f.normal[0])
    y_values.append(f.normal[1])
    z_values.append(f.normal[2])

def simliar_face_normals(normal):
    counter = 0
    for i in range(len(normal)-1):
        if normal[i] == normal[i+1]:
            counter = counter + 1
    return counter

normals_amount = [simliar_face_normals(x_values), simliar_face_normals(y_values), simliar_face_normals(z_values)]
smoothing_direction = []
for n in range(len(normals_amount)):
    if normals_amount[n] == max(normals_amount):
        smoothing_direction.append(False)
    else:
        smoothing_direction.append(True)

#subdivide the selection
cut_edges = bmesh.ops.subdivide_edges(bm, edges=divide_edges, use_grid_fill=True, cuts=1)
bm.select_flush(False)
#get the verts from the subdivide
geom_smooth = cut_edges["geom"]
verts_smooth = [ele for ele in geom_smooth
                if isinstance(ele, bmesh.types.BMVert)]
selected_verts = [v for v in bm.verts if v.select]

bmesh.ops.smooth_vert(bm, verts=verts_smooth + selected_verts, factor=0.5, use_axis_x=smoothing_direction[0], use_axis_y=smoothing_direction[1], use_axis_z=smoothing_direction[2])

#select all changes and commit mesh
for v in verts_smooth + selected_verts:
    v.select = True
bm.select_flush(True)
bmesh.update_edit_mesh(me, True)


texts: Editing Stashed Action VS Tweaking Strip Actions

texts: What is the difference between "Editing Stashed Action" and "Tweaking Strip Actions"?


texts:
I have a node setup and got this effect.

Node setup

Result

Need to have a outer glow to the object like this

Outer Glow

What extra node i have to add to get the above result to glow my object. Any suggestion or help. Thanks


texts: Blender 2.8 fluid simulation result not displayed as mesh

texts:
Following the tutorial at:
https://youtu.be/35bbyAJodEQ?t=736
I can't seem to get a mesh result from my fluid simulation:

How can I get the mesh result?
I forgot to bake the mesh. But even so, the original simulation still overlaps the mesh.


texts:
This is urgent. I'm working on a massive file and I cannot share the blend file.

I can't edit anything at all in Edit mode. I click "G" to move a vertex, face or edge, and nothing moves. Absolutely nothing. I'm working on an important project and I need to have this done today.

I have no idea what happened, I might've clicked something but Blender tell me nothing. I've never seen this and I can't fix it.

Please, any help is welcomed, this is very urgent!


texts: How to render an animation starting in the middle?

texts: So, i am rendering a heavy animation, and i'm halfway done. However, i stopped the rendering so i could work on another project during the day, and i plan to resume the render overnight. I just cant tell Blender to start rendering the animation in the middle. BTW this is still 2.79b. Thanks guys.


texts: I have been trying to render a thumbnail for a Roblox game. I have everything ready I just need to render it. When I try to render the final product It only shows the terrain and not the actual people. I think something is wrong with the camera. Not sure though.


texts: How to avoid transparency behind the volumetric world shader?

texts:
I have a volumetric shader set up for the World.

But when I render, I see a transparent background behind where the density is too low.

Is there a way to remove transparency and add a background color or texture instead?


texts: Is it possible to add key frames to initial shape setting?

texts: when you first create a shape it asked you what you want to input for creating different variation of a shape, but one you click away those setting are gone forever. Is it possible to insert key frames into those initial settings?


texts:
I'm creating a script that produces height map from a mesh.

Testing it, I remarked strange rounded tiling... so I thought it was a bug in my code (again...), but comparing the result with another map taken from the web, it is similar:

my texture on the left, the web texture on the right:

And the corresponding images:

Mine:

From the web:

These tiles appear only at a given subdivision of the grids and above, not if too low.

What is it due to?


texts:
Procedural texture scaling changes note picture A the flakes are bigger than flakes at B. Why this happens ?Texture should be identical!.

Note: A & B are two different objects with same material. Scale is also applied.


texts:
How would I go about applying texture to an object with a crooked edge?

I'm trying to make a hallway with oldschool style doorways (curvy archway-like doorways), and I'm making the doorframe as a object by itself. So I want the wall to cover up so there is not going to be any holes. But doing that, I have to make the walls crooked around the doorframe to cover up the curvy frame. When I try to apply texture to this, the texture isn't straight but looks very weird. So how would I go about applying texture to this? Or should I model it in a different way? In that case, which other way should I model it?


texts: How do you export an STL using proper units?

texts: I want to export an STL file using the units in my scene (millimeters), however, when importing the STL, the model is in fact MUCH smaller than that. The units in blender seem to only be a display feature, however I believe that 1 Blender Unit is equal to 1 mm, but working with only these units is annoying and restrictive. Is there a way to export an STL using the displayed unit in my scene, or are there any workarounds?


texts: How would I make a hair particle travel across a surface?

texts:
I am trying to create a scene where several vehicles travel across an uneven surface. To get the effect I'm looking for I put the vehicles into a hair particle system, however I dont know how I would get them to travel across the surface in a decent manner without having to animate each one individually.

Pretty much all I want is for the vehicles to travel in a straight line forwards over the course of a few seconds.

Is there any way to make the particles travel across the surface in a decent manner?

EDIT: After following the advice of Lemon I have something similar to what I was hoping for, however there are still a few small issues I need to resolve before its finished.

Sometimes the Vehicles will stop then disappear or disappear into the terrain.

Or float above it when the landscape dips downwards, as well many of the different particles spawn inside of eachother.

In addition i'm wondering if there is a way to have one of the vehicles to be less common while being in the same particle system or whether it would need to be in its own.

I'm unsure as to how to solve these issues, and am hoping there is a way to without having to have each vehicle be its own mesh.


texts: I can't seem to get Smoothing by Loop Cutting very well

texts:
I was making a bridge but while smoothing with loop cuts, I just cant add loop cuts (on the blue part). I tried inverting the normal behind the faces(in the second pic) but it didnt solve it. I also tried to delete the faces and do them manually but i still cant add loop cuts and also increases the amount of loopcuts needed.
*Note: Note sure if that's needed, but i have a mirror mod on too.

It's the first project im trying by myself(out of my own imagination), so i dont want to be discouraged...


texts: Faces, verticies only showing on one area of object

texts: I cannot, for the life of me, seem to find a good answer to any of this.


texts: Compute new mesh and replace the original mesh in BGE

texts:
is there a way to replace the original mesh (both vertex and polygon) with the new mesh (what I have is the vertices and faces of the new mesh, which obtained from numpy).
I found that the vertices number is not exactly the original vertices number (for example, a cube with 8 vertices and 6 faces will become 24 vertices and 6 faces), i don't know how i can achieve this from the exact vertices number.
What I wanna do is make a demo that edit mesh in real time, but my mesh is obtained from a parametric function (like bezier). so when i edit the control point, I need to recompute the mesh and re-draw it in renderer. Is there any way to achieve this?


texts: Carve Hole in A metal water bottle model

texts:
I am making a 3D model out of my stainless steel water bottle but I can't get right the carved part on the bottom of the bottle

I tried using the boolean modifier coupled with a bevel and a subdivision modifier but still not what I wanted

I used a Triangle made from a plane and a solidify modifier and bevel the sharp top edge to make the boolean. Here are what it looks on my blender file

And here is the reference image for the bottom part of the water bottle taken by me

Also since I can't make the edge correct for the bottom part I was worried on how to make the Curved Hole on the bottle Cap (I haven't started the bottle cap so I'm just asking for advice on how to do it)

Here is the reference image for the top and front of the bottle cap

I have no idea on how to make this correctly and I would like some help. Thanks for the future advice and help


texts: One vertex, how many triangles ok for game?

texts: What the best practice on how many triangles can you create with one vertex when exporting for a game? is there a limit?


texts:
I'm looking for a way to merge same materials. I have archviz projects and I'm importing stuff from 3ds max. Problem is that materials are mess.
After Import hundreds of objects to blender I got thousands of materials, but problem is that they are copy of themselves and it looks like that:
ANYNAME.001
ANYNAME.002
ANYNAME.003
....
ANYNAME.099
And I want to make sth like - Check object name if its the same but only difference in name is this .001 .002 etc change every copy of material for every object with material that is .001
This is problem 1, problem 2 is:
I have material called Metal_black, and I have this ANYNAME.001 - is there a way to change material to every object that have ANYNAME.001 to Metal_black (I mean without copying material nodes into ANYNAME.001 but changing every ANYNAME.001 to Metal_black).
Is there plugin or is here a good soul who could help me with that, .py script would really help.


texts: Modify the size and location of the Rigid Body Collision Object

texts:
Maybe I'm just spoiled by Unity3D, but I would like to reposition and resize the Rigid Body Collision Object of an object in my scene. Is there currently an established method to accomplish this?

In Unity3D, you can adjust the x and y positions as well as the scale of the collision object.
Adjusting the collision margin and collision shape do not produce the desired result in Blender 2.78.
A thanka you.

*Updated Partially to my Satisfaction:

I was able to change the position of the rigid body object relative to the collision object in edit mode which persisted into object mode. However, the ability to scale the collision object remains elusive. It does appear I accomplished one iteration of upscaling though.


texts: I'm working with the Multi-View to render my character in 8 different views, so my 8 cameras have 8 different names suffix like ("Camera_Idle_Down", "Camera_Idle_DownLeft", "Camera_Idle_Right"...) My problem is that I don't know how to put the frame number in after the suffix when export as png. I already tried rename the cameras to Camera_Idle_Down_##, and does not work. I was trying to find how to put the suffix and the number with camera_## and filename_## but without success.


texts:
I'm new to blender and I'm trying to export an equirectangular panorama.
I've seen on youtube an option to choose Equirectangular after the panorama's choice.

But I can't find the equirectangular option in the camera tab.
It simply isn't there.
What am I doing wrong?

Thanks!


texts:
Back again, I did some repainting the weights on my simple knight here. Previously he didn't have this problem. I had to subtract some weights off the chest which were pulling strangely but the arms seem partially detached from the mesh? I need a picture to describe it, because again, I cannot articulate it properly to let Google answer this question... which is probably ridiculously easy.

And I attached my blend file for ease.

Thank you.


texts:
I have two collision objects and two particle systems.
I want P1 to interact with collision 1
       P2 to interact with collision 2
Can you help me to achieve that ?

Now both are interacting with collision 1 :(

One will collide with it. One should pass through it.
How can


texts: Solidify a UV sphere that has a part transparent material?

texts:
Here is my problem:

I have a fluid simulation of a circular blob of water, and then a UV sphere encasing it. The UV sphere has a material that includes a diffuse and transparent node factored together by a Black and white image of the earth.

When I went to add a solidify modifier to make the 'land' touch the fluid but since the mesh is a UV sphere, not an actual sculpted piece of earth's terrain, the solidify modifier does not work. Any Ideas?

Image Texture Used: https://www.google.com/url?sa=i&rct=j&q=&esrc=s&source=images&cd=&cad=rja&uact=8&ved=0ahUKEwi66Yiqso_KAhUI5iYKHd2aCVIQjRwIBw&url=http%3A%2F%2Fwww.blenderguru.com%2Ftutorials%2Fcreate-a-realistic-earth%2F&bvm=bv.110151844,d.eWE&psig=AFQjCNHObkXmNdYPEyyqGqGSLzfAi0-0hg&ust=1451970653008360


texts: How do I achieve a bending effect with the collision of two rectangles?

texts: I am trying my best to re-word the problem I am having. I have 3 objects bounded on top of each other. I will call that square 1. I have duplicated square 1. The duplicated object is named square 2. How can I animate the collision of the two squares such that it looks like the image in step 2?


texts: Using blender 2.82a. Current documentation states to enable "Edge Length" in the overlay options. Doing so and selecting an edge always shows 2m or 6.56' (depending on units selected) regardless of size and its clearly not correct. What is the correct way to measure an edge? Maybe this feature is broken? Image example attached.


texts: I want to use the light probe as a fisheye or spherical camera in Eevee. How can I directly access image data produced by the lightprobe?

texts:
I want to use the light probe as a fisheye or spherical camera in Eevee. I assume a panoramic fisheye option will be developed for Eevee at some point, but in the meantime perhaps the light probe can meet my needs.

I made a pretty hacky rig, in which light probe-driven reflections are used on a sphere. A camera points at the sphere and produces a passable fisheye, but this isn't a very elegant solution and you lose some information, like alpha.

Ideally, I'd like to have a composite node or image-type object that provides access to the data. I don't mind Pythoning my way to it though if I can get pointed in the right direction. The bottom line is if I can get whatever image the light probe is producing, I can work with that to get what I need.


texts: Is there a way to disable the grid in orthographic view?

texts: I'd like to ask about grid lines in orthographic views. Can we somehow disable them from drawing? Right now I have to turn on "Render Only" which is not the best solution.


texts: combining two slow motion videos in split screen

texts:
I have used the speed control effect to slow down two videos. Now I want to show the slow motion versions simultaneously in a split screen.

I am able to create the split screen using the transform effect on the original videos, but not on the slow motion videos. Any tutorials available on how to do this?

Thanks,
Jigyasu.


texts: Faces won't appear regardless of it being in wireframe or solid

texts: So as you can see the faces are there, but the object is not in wireframe. It is in solid. How do I make it so the faces appear? I have tried alt+H and pressing z too many times to count.


texts: Blender python custom UI button run custom function?

texts:
I am currently in the process of writing a project in python for Blender to simulate crowds automatically. However I would need for there to be a custom UI to allow the user to choose their settings such as min to max speed, how much they want locations to randomised by etc. But from tutorials I have watched, and links I have followed all seem to have the buttons and sliders only do what is already predefined in blender and does not allow me to make it execute a function I have wrote. I managed to find a workaround for creating a custom shape by adding it to the operator menu, but is there a way for it to save the value of a slider to a variable rather than doing a predefined Blender function.

import bpy
import math
import mathutils

class TargetMakerPanel(bpy.types.Panel) :
    bl_space_type = "VIEW_3D"
    bl_region_type = "TOOLS"
    bl_context = "objectmode"
    bl_label = "CrowD"
        def draw(self, context) :
        layout = self.layout
        scene = context.scene
        TheCol = self.layout.column(align = True)
        TheCol.operator("mesh.make_target", text = "Add Target")
        layout.label(text=" Random Speed:")
        row = layout.row()
        row.prop(scene, "frame_start")
        row.prop(scene, "frame_end")

class MakeTarget(bpy.types.Operator) :
    bl_idname = "mesh.make_target"
    bl_label = "Add Target"
    bl_options = {"UNDO"}

    def invoke(self, context, event) :
        Vertices = \
          [
            mathutils.Vector((-0.5, -0.5,0)),
            mathutils.Vector((0.5, -0.5, 0)),
            mathutils.Vector((0.5, 0.5, 0)),
            mathutils.Vector((-0.5, 0.5, 0)),

          ]
        NewMesh = bpy.data.meshes.new("Target")
        NewMesh.from_pydata \
            (
            Vertices,
            [],
            [[0, 1, 2], [0, 1, 3], [1, 2, 3], [2, 0, 3]]
          )
        NewMesh.update()
        NewObj = bpy.data.objects.new("Target", NewMesh)
        context.scene.objects.link(NewObj)
        return {"FINISHED"}
    #end invoke

def register() :
    bpy.utils.register_class(MakeTarget)
    bpy.utils.register_class(TargetMakerPanel)

def unregister() :
    bpy.utils.unregister_class(MakeTarget)
    bpy.utils.unregister_class(TargetMakerPanel)

if __name__ == "__main__" :
    register()

In my code I would ideally like it so that the row that slider that says "Start Frame" would allow me to recognise that value and assign it to a variable called MinSpeed.... Rather than it automatically changing the frame as blender had already defined it as...


texts: Slide vertices based on angle of adjacent edges

texts:
I want to extrude a boundary edge such that angles between any given newly generated perpendicular edge and the edges on either side are equal. That is, I want to do this:

The gif was accomplished by first extruding in the Z axis and then fattening with ⎇ AltS:

Is there a way to do this without the intermediate step? When I do ⎇ AltS with just a boundary edge I get this odd behavior (seems the normals are just set arbitrarily?)


texts: How to mix glass, glossy and diffuse (sticker on glass jar)

texts: I trying to make sticker on the transparent bottle - but i couldt figure out - how to mix shaders by mask? I place the sticker with help of UV. I can make the bottle completely glass like - or non glass but with sticker.


texts:
How can I import SW part to blender?
It says VRML and python code, I can't import it that way. I am using blender 2.74
How to proceed?


texts: 2.8 Eevee Composite Object over background lacking Transparency

texts: Can anyone provide instructions on how to composite my object over an image background in 2.8, Eevee render?  The problem is that the object is does not have transparency around it.  I set a bounding box but that only shrunk the background.  I've looked for transparency settings in the the shader and in the renderer and in the compositor but am not finding anything.  I've tried both Alpha over and Mix.  See attached screenshot.  I want just that green cube floating in the air near the dude's head (just experimenting), minus the dark gray around the green cube.


texts: My objects will not move, only "orange" cursor moves when I try movement by the axis

texts: I wanted to know if anyone could help me with this problem. I only can move the little "orange ball", not my object. in the workspace settings  I selected the "affect only" and checked all three boxes and its seems to move the "orange ball" and object in the opposite direction of each other. The 3d cursor stays put. Is there some setting I missed?


texts: Node wrangler not working blender2.82a in Mac OS

texts:
I am using Mac Book air as my device and I am new to Blender.

Node wrangler shortcut like Shift + Cmd + Left Click  or Cmd + Space  bar doesn’t work as they coincide with the system shortcut eg. Cmd + Space Bar  in the node editor, instead of maximizing the view, it open up spotlight search of the system.

Because of this I am not able to use node such as temporary view, etc.


texts: How can i export the liquid physics in Three.js?

texts: Please Let me know any format which helps in exporting physics


texts: I just made a pair of eyes to rig in a character. They are made of 3 parts: the iris, the eyeball and the transparent cornea in front of the iris. the problem here is when these items are rotated, the eyes become deformed and lose their original form. What should I do?


texts:
I'm trying to make an intro video and stumbled upon the following problem.
Ì have 4 text objects parented to a box.
The box provides the moving animation and this works without fail.

The text objects all use the same material.
On frame 1 and 100 I set a keyframe on the materials transparency (alpha0)
On frame 115 I set another keyframe for the materials transparency (alpha100)
However, this only works when I have the text opbjects selected, And only in the 3d view.

Instead when the fade in starts, the text objects turn black and fade to their materials color.

Any help on this?


texts: How to make NLA strip rotate based on previous action?

texts: in this file http://pasteall.org/blend/34781, i would that the person turn left and continue to walk but there is a little bit problem that i could understand that canceled the turn left action. Could you help me


texts: Why is my background video in the animation panel slowed down/lower frame rate than in the motion tracking panel?

texts:
So I added my image sequence into the motion tracking panel, it's 561 frames and looks good when I play it. When I set this video as the background and look at it through the camera in the animation panel, it looks like the video ends too early for some reason?

I made an animation in 24fps but the video is 29.97fps so I changed it after I made the animation to match the frame rate of the video, not sure if I did this right though (see image 3). As u can see in the first and second image, on the exact same frame on the timeline, the video in the animation panel (image 2) looks slowed down (the end of the clip is when the character is visible). Image 1 is the correct end, image 2 is the early end.

If I change the end frame in the animation panel to 700, it reaches the end of the video, but then there's a gap at the end in the motion tracking panel. There is nothing between frame 561 and 700 in motion tracking because it already ended at frame 561.
Would be amazing if someone could help me!

image 1)

image 2)

image 3)


texts: How to scale child object when only part of the parent object is scaled

texts:
I am trying to make child cube scale properly when only inner surface of the parent object is scaled. It's better to show an image:

I can easily make it so, that if whole parent object is scaled, child cube would be scaled as well, but I totally cannot figure out how to scale this inner cube only when selected faces are scaled. I have tried bunch of methods like vertex groups, copy scale/transformation constraints, hook modifiers, but nothing really worked, most probably I was doing something wrong.


texts: How to add a texture color specificed "glow" to a HUD panel?

texts:
I've been trying to figure this out,
I'm using Blender 2.79 and the new Principled shader but it doesn't have an  alpha channel or an emissive channel built in (yet?). I can accomplish what I'm trying to do below in C4D but I'm trying to switch entirely to Blender. I have a material that's called "glow" that gets applied to HUD and LED
type panels in a spaceship which has an alpha channel.

Here's a wide image of my node setup

I'd like to have the emissive match the color of the diffuse map (minus any black) and have the alpha applied so only the color in the diffuse is emitting light for this material.

If I have to create a modified tiff from the diffusion with alpha texture to make one specifically for emissive that's okay.. just want to know how best to accomplish this?
Thank you very much!
I'm new to blender and it's absolutely amazing!


texts: Freestyle rendering in eevee is too slow

texts:
I am rendering using eevee and rendering is fine but rendering the freestyle takes a very long time. Shot 1 is perfectly fine but shot 7 is where I'm having trouble. Here are the two files:

shot 1: http://pasteall.org/blend/index.php?id=52532

shot 7: http://pasteall.org/blend/index.php?id=52533

Some help would be apreciated.


texts: Volume is rendering through objects in foreground

texts:
I'm trying to recreate the planet with the asteroid belt from the force awakens,

but my renders come up like this.

Atmosphere and without respectively. You can see the asteroid belt that is behind the planet, and the asteroid belt messes with the atmosphere. does anyone know how to fix this?

Here's the blend


texts: Get object rotation (or any property) in a frame_change_pre handler while rendering

texts:
I'm using the frame_change_pre handler to get an object rotation and write it down on a text object. It works ferpectly in the playback, but not in render. I assume that's because while rendering the GUI is not updating.

So, how can I get such values in render time?


texts: While doing mirrored proportional editing some mesh parts are not moving and IDK why... How can I fix this? (vis photo)


texts: How would you go about making a polarizing camera filter in Cycles?

texts:
I know that since Cycles is not a spectral raytracer, it cannot simulate dispersion and other wave properties like polarization. How could you fake a controllable polarizing filter that can be implemented outside of a water/glass shader? For reference, this is the effect I would be looking to achieve, without have to tweak the shader of the water/glass objects.

https://i.imgur.com/8ycFH0K.gifv


texts: Is there a way to know which vertice are affected by proportional editing?

texts: Is there an option that will make the vertice that are being affected by proportional editing change colour ?


texts: Auto Merge Editing in Workspace option shelf is gone?

texts: I just downloaded a new copy of Blender 2.8 and I can't find the Mesh Option Menu that had Auto Merge Editing. Mesh Option Menu seemed to be contained in a shelf that changed with each Workspace.  This shelf was between the Workspace tabs and the Header of the 3D Viewport Editor. It's probably simple......


texts: How to make (focused on modeling) burnt wood

texts:
For my art lesson I want to use blender to create burnt down Letters. I know how to texture it but I don't have an idea how I should model it. The idea is that the shape is still visible but the has a rough/deformed surface. Like a piece of wood that burnt but didn't break (like a matchstick?). I don't know how I could describe it better.

Example look:


texts: Problems creating new mesh- not showing up/invisible?

texts:
So when I try to add a sphere, it doesn't work properly; instead of a sphere, nothing shows up except the point with the circle around it as you can see to the right of the model I'm working on.

I can't for the life of me figure out why this is happening.  Does anyone have any ideas? I'm using cycles.


texts:
While retopologizing a human head, the internal cavities i.e. nose, mouth, ear, eye lids, were extruded inwards to create the required occlusion effect.
While all the mesh is in quads, the final face in these cavities is an N-gon. After applying the multi res modifier at latter subdivisions, the single ngons turn into a jutting irregular triangular mess. Even when smoothed in to disappear in sculpt mode, they retake their shape at saving or changing modes.
Is there anyway to exclude these n-gons or subvert this effect without doing major changes to the retopology?
Can I at least prevent them from penetrating to the exterior?


texts: Prediction of linear RGB color in Vertex Paint

texts:
I'm using VertexPaint to generate masks for specific vertex groups on meshes together with AOV and rendering to EXR.
It's very important for me to be able to control the exact color values that's rendered.
I understand that the input values that's set using Vertex Paint are set using SRGB then transformed to linear space.
But it seems to me the transformation isn't perfect and the colors I get are actually not the exact colors I'm setting.
Can any one point me to the correct solution for this?
I understand that the transformation user by blender is lossy, but is there a way to be able to predict what exactly will the values be transferred to?
I have tried few suggestions: playing with color management, setting display device to srgb or none:

This is the Compositor setup:

The result always the same for all setups, input = (0.2, 0.3, 0.4) - sRGB
Output:

The color is wrong - Blueish color on the side of the cube.


texts: When I saved the file (Ctrl + S) the texture disappeared

texts:
I was painting the textures onto the model when I decided to do an incremental save as to not lose all my work, so I pressed Ctrl S and saved the blend file.

When I looked at Blender again (I did not close Blender at all) the object was black and I can't find the texture image I saved? Sorry, I'm really new to Blender. Here's a screen:


texts: How can I get rid of this overlaping effect?

texts:
I would like to use several domains for a large fire simulation/animation because I need a high resolution to be able to get close with the camera. Unfortunately, the domains either overlap ugly or there is a gap, which is even more ugly. I've already tried my luck with several render layers, as suggested here. But because the material/fire is slightly transparent, the aforementioned overlap effect arises. Next I tried to mask the area in the compositor as suggested here, but I can no longer find this option in the current blender version (2.92). I have also tried cryptomattes, but they don't seem to work with fluids / volumes either (at least the pick output remains black / transparent). I would be grateful for good suggestions.
Edit: Maybe it is important to say that i want to use eevee for rendering.


texts: Object with particle system doesn't appear but particles appear

texts:
Well I was following Blender Guru's latest tutorial and when I went on to render this happened.
Although it shows up fine in both viewport solid and rendered,


texts: Is there any add-on supporting automatic texture assignment?

texts:
I'd like to know whether there is an add-on that automatically creates a texture setup.
There is Poliigon Material Converter which connects all textures to the Principled BSDF but that only works specifically for textures from Poliigon. Also using Ctrl+Shift+T hotkey from Node Wrangler  is not working in my case.
Q: Is there any add-on which supports all textures regardless of any naming convention?


texts: What is the best or fast way to add a star on top of a helmet?

texts:
To make it simpler, think helmet is a sphere.

Now I need to place a star or any other complex object you can think of - on it. It's a big star, and it looks like taking the half of the helmet - so it should be spherically bent too. It can be separate object.

(P.S. I watched another tutorial where the guy used boolean modifier in order to intersect two objects. The booleans seem to work on simple object. It didn't work in my case.)


texts: Once I have finished the portion of my object that makes use of the mirroring modifier what is the best way to remove the modifier so that the faces, edges and vertices can be selected independently of each other for UV mapping, texturing, etc?


texts: Subdividing Causes Strange Edges / Issues on Shape

texts:
So I have this flat shape, and I'm trying to make it 3D. It's pretty round and has a ton of vertices. My end goal is to have the 3D shape with smooth edges.

I approached this by pressing ALT+F to fill the shape. It created a bunch of faces that don't look too clean.

Then I extruded the shape once forward, and once back (from the original shape) so that it was "3D". This is close to what I want, but I want it to have a subdivision modifier, so the edges look smooth.

I then applied a subdivision modifier, and the shape just looks awful. Bumpy and ugly.

If I do "F" instead of ALT +F, it still produces a poor result.

I've tried looking on this forum for solutions to similar issues, but so far not much has worked. I hope the images are enough to paint my issue, and give an idea of what I'm trying to achieve, any help would be appreciated.


texts:
I'm a newbie in Blender and I'm testing a numerical algorithm. However, I want to extract the topology distribution of some existing objects in the scene. In other words, I want a surface that describes the height distribution of the existing objects at a certain level (Step Function).

Imagine I have two cubes with different dimensions and I want to reflect those ups and downs as a piecewise function but over a plane.

I do not want to use the cloth modifier because, as far as I understand, it takes some time and I need something in real time. See the attached pics.


texts:
I use Preferences -> Add-ons -> Install from zip file. It worked fine with previous versions of the same add-on. Now I mark the zip file, click "Install Add-on from File", and on the bottom see the blue information line telling me that "modules installed () from  into "C:\ ... scripts\addons". Yet I don't see the add-on with its checkbox appear anywhere in Official, Community or Testing. The search option does not find it. Category is "All".

This problem happens with 3 add-ons (two free and one purchased from Blender Market). Yet it does work with two other add-ons, one free and one from Blender Market. The seller from BlenderMarket directed me how to install, doesn't know why it won't, and why it did before. Any ideas?

Blender v2.80.75 On Windows 7 64-bit.

Thanks!


texts:
Is there any update to the IGS or STEP files format questions?

IF you NEED to go to CNC for molds, etc., is/are there any good converters to get the stl (Blender) file to igs or step?

TY

markg


texts: Node Editor is blank and Inactive, also in new instances

texts:
I have probably activated some setting in blender 2.8 that has turned nodes inactive and all options in node editor inactive. They worked fine before but not anymore.
'Use Nodes' is active and issue exists even when adding new materials.
Issue also exists when opening new file.
Please help.


texts: Can Blender be used for 3D reconstructions of CT and MRI scans?

texts:
I would like to know if Blender can be used for 3d reconstruction of CT scans and MRI scans etc.

If so, I would like to be directed to a resource that demonstrates this.
I would like to reconstruct 3D images of various organs of the body based on radiological scans, to also illustrate certain pathologies, for educational purposes.


texts: How can I connect a corner of a face to an edge of another face the easiest way?

texts: How can I connect that in the easiest way?


texts: I am attempting to create a truncated icosahedron (soccer ball) as specified in a tutorial. The tutorial shows this mesh being part of the Solids that are in Add-ons. Mesh>Solids>Archimedian>Truncated Icosahedron (see screenshot at 1:06 in tutorial). When I enable my add-ons, I do not see the same ones that he does. He's using v2.68 and I'm using v2.74. Have I done something wrong, or has it changed between versions?


texts: Is there any form of security on paid addons

texts: I just bought an add-on and realised that it's literally a ZIP file with the source visible, just like a regular add-on. I have read the user-term agreement and the EULA, but is there anything preventing me from secretly redistributing the add-on other than moral and legal obligation???


texts: A light rendering problem or an export problem?

texts:
I'm encountering a problem, as usual I tried to make it smaller and smaller until I would reach a point where it becomes clear what I've done wrong and after repairing that I rebuild.

But now I run into something I actually don't understand well enough. Let me start from the beginning:

I trying to create an object with Blender that is suitable for use on a 3D-printer. At one point I loose the color I've put via the lamp. Attached the Blender-file stripped of all unnecessary things down to the point I think is the core problem.

What I did basically:

Used Blender v.2.77a, platform Mac OS X;
Started with the default cube, fresh reload;
I set the screen layout to scripting (because I use it later on)
Next I open up a new window, set this to UV/Image-editor;
In the 3D-View, I selected the default cube, go into edit mode, select all;
Then I unwrap the default cube, I used the Smart UV Project, this shows a map (unwrap) of the cube;
In the UV-Editor window I choose image, opened the image (prepared before in Photoshop, a sixfold copy of the same image, saved as Hazel2Cube.png);
In the 3D-view in Viewport Shading I select the Texture option
To light the object I've placed six area lamps, each parallel to one of the sides. I used a very small python script for this, licht-basis.py, go to the editor window open file licht-basis.py and run it via the run script button (once). When I project white light here (RGB colors 1, 1, 1) this shows as a crisp and clear object. I can export this cube to a Wavefront .OBJ file, open it in another program (e.g. MeshLab) and it looks good;
This can be seen in file: cube-problem-1.blend;
And I can export it to a wavefront file, see files: cube-problem-1.obj and cube-problem-1.mtl

The cube shows with the selected image on all sides, just open the attached .blend file to see this. So far, so good.

Problems:

Now I change the scene by changing the color of the six area lights, I  change the varycolor parameter to True (last line in the editor window and immediately I see the result, but exporting this does NOT show these additional colors, the system uses the Blender and built-in Texture rendering by default. This can be seen in file: cube-problem-2.blend, after exporting to a second set of files and comparing the files cube-problem-1.obj and cube-problem-2.obj only differ in the name and referencing to the .mtl-files. It seems that the color of the light is left out when exporting.

So is this an exporting problem or something that goes wrong in the render?

Trying to use a more explicit render, I tried both the Blender and the Cycles, used viewport shading to rendering, they start, run for a few seconds (7?) and show "Done". In the 3D-view I see the lamp colors (although faintly, but they are there) But no image. Saving it in .obj shows the image again without the lamp colors, identical to the other files.

What am I doing wrong here?

How can I combine an image with other colors like the lamps here?

Files:

cube-problem-1.blend
cube-problem-2.blend
Hazel2Cube.png
licht-basis.py
cube-problem-1.obj
cube-problem-1.mtl
cube-problem-2.obj
cube-problem-2.mtl
PROBLEM.txt     - this text

(I tried to attach all files, but failed in doing that...)

Thanks for at least reading this!

Regards,
Wim.


texts: Needing help creating an fluorescent glass shader

texts: How can I make this glowing glass material like this?...


texts: Apply a volumetric texture tangentially on a torus

texts:
I'm trying to adjust a volumetric texture on a torus object.

Some details on this object:

The material is a volume whose density is driven by a texture.
This texture is a procedural one such as marble/musgrave.
This texture is mapped on the object (the torus) with a tube projection.

My problem is that I whish to position and stretch this texture tangentially around the torus and I didn't manage to get this result. I tried many settings and I didn't succeed.

Here are some results I obtained :

And nearly what I would like :

I thought that in a tube projection, the y coordinate was the angle of rotation but I think I didn't undertand how Blender projection system is working.

I also tried to change the projection system to sphere and the mapping coordinates to global but it didn't work

My questions are :

Have you ever succed to apply a texture tangentially (or radially) on any object ?
Do you have some hints/explanations on the blender projection system (especially tube and spheric projection) ?
Do you know other ways to do that ?


texts: I have a rigged object but when I duplicate it the reference cursor still has control over it, thereby mutilating the object.


texts: There are blue spots appeared when I applied my texture on the mesh. How can this possibly be fixed?


texts: Keep sharp edges with Subdivision Surface Modifier

texts: I would like to keep the angle 90 in the area indicated as I apply the subdivision surface modifier on the object. I appreciate help.


texts: Is there a custom character creator addon in Blender?

texts:
Basically I’m trying to make some characters in sculpt mode, I can do it but it takes me a good few days to make it look the way I want and then it comes to texturing and that’s where it all falls apart, I can’t get them to look right.

I wonder if there is a custom character creator addon. What I'm looking for is sort of like The Sims character creator with sliders and pre-textured skin and hair and pre-exsisting facial features.

Ideally I want as high resolution and realistic as possible, it’s for a card game so poly count does not matter and they don’t need to be rigged I can add that bit later on, clothing is not much of a problem as I can make clothes

Was wandering if anyone on here knows of a add on like this or any other software that could do what I need, maybe I’m going about this all wrong and maybe you have an easier solution.


texts: How can I render all render passes to files in Cycles?

texts: How can I render all render passes for all of the frames of an animation in Cycles to different files or a file with multiple layers? I'm going to do the final compositing in another compositing package and I need to have access to the passes.


texts: Is there a way to change the color of keyframes?

texts: Is there a way to change the color of keyframes on the timeline? For example, I would like all the keyframes associated with the Left Leg to be Blue and the Right Leg to be Green.


texts: How can i remove those 2 armatures in my NLA editor?


texts:
sorry if this was asked before
i have not seen it.
feel free to link me
if it is somehwere here.

my problem is that suddenly i can not change a texture for one model anymore.
when i entered the file it was all pink. i had not moved any texture away.
it found all of them quickly. the one for the problematic mesh only after the
3rd time and now i am stuck with this. the texture is fine and applied as it
should be, but i can not change anything in texture paint mode. i cant even access it and this is what my nodes look like.
that is not the name of the texture and i cant delete the node.
i am using cycles and the latest blender version.
anyone has a clue whats going on?


texts: The PLY export option is grayed out meaning I can't export models to this format.


texts: Blender 2.91 Drop Menus and Tooltips transparency and partial view problem

texts: After installing Blender 2.91 version on my old (late 2009 iMac) all drop menus and tooltips  are visible to me, only partially and transparent. How can I change it?


texts: Edges don't "stick" to Object in Edit Mode

texts: Whenever I enter edit mode, these lines supposedly are the edges to edit. But they look to be very squared and detached instead of sticking on the object. Why is this happening?


texts:
I am new to Blender, I have never used it. I am searching for software that would allow me to turn my 2D SVG Text created in Inkscape to a 3D text. Something like this Linux Mint Wallpaper:

Is it possible using Blender? If yes maybe someone could point me to a resource like tutorial showing how to do this? I would appreciate all help really!


texts: Clothes snap to rest position instead of pose position when I parent to armature

texts: When I parent clothes to armature with empty groups and transfer weight paint the clothes snap to characters rest position. How do I parent the tshirt to the pose position? I have attached before and after screenshots below


texts: How to determine whether a node_tree is a material or a node group?

texts:
I'd like to know whether a given node_tree is either a material or node group as dynamically as possible. The following function works somehow but I don't want to specify the any additional argument for a fundamental reason:
def my_function(node_tree):
    #Incomplete example:
    #if node_tree is from material:
        print("It is a node_tree of a material")
    #elif node_tree is node_groups:
        print("It is a node_tree of a node_groups")

# Use case 1:
mat = C.object.active_material
my_function(mat.node_tree) # Returns a node_tree

# Use case 2:
group = D.node_groups["My Groups"] # Returns a node_tree
my_function(groups)

node_tree.id_data returns a node_tree in all my tests so I guess you can use something like isinstance() in conjunction with id_data? Is there any way to test the actual type like isinstance(node_tree, bpy.types.???) ?


texts: issue with exporting animated objects in fbx format

texts:
I want to export a simple animated object without armature (only two frames) as fbx into PowerPoint. I know PowerPoint supports fbx but when I import fbx from blender into PowerPoint it only shows the object and not animation.
could someone help me to resolve this issue? I really need animated object in PowerPoint for my presentation.


texts:
I'm trying to create a broken sphere to import into Unity for a project. I am using Cell Fracture to do this, but when I create a new UV Sphere and run cell facture on it, it gives me this instead of a broken sphere

These are my settings (If it has anything to do with it)

I saw this question here which had the same issue as me, but the solution did not work. Here is the download link where I got it from which I got from this forum here. Am I doing something wrong?


texts:
I am using Blender and have some problems rendering the fluids
I want to use the Paraview to visualize the particles and export it to Blender and render it. But the x3d file I imported into Blender always remain black and the color can not be changed. I think I might have some problems calculating the surface norms, but I don't know how to calculate the norms of particles correctly.
I'm so interested to hear from your advices


texts: I'm new to Blender, coming for 3DS Max, is it possible in Blender to copy an object along a path with specific parameters? Such as count of copies and orientation?


texts: Why can't I select text as an obstacle for a fluid simulation?

texts: I have created a domain and have created an inflow. I want the fluid to hit some text, however when I select the text there is no option available to make it an obstacle for the fluid. Please help.


texts: Can we change the frame rate for a video to 24 after the image sequence is rendered with a different fps, say 30?

texts:
I have rendered an image sequence from my animation, with FPS 30. Now, while making the video from that particular image sequence, can I use a different FPS, say 24 ?
Technically it is possible, I have checked with a small test video. But my doubt is, does it make any difference in the video quality inherently ?
Let me assume that the answer to the above question is NO (which also seems logical to me since each png file is complete on its own and they can be viewed at any speed). But then the question that comes to my mind is, why do we have the frame rate settings at all while rendering as an image sequence ? It seems more logical to display frame rate settings only during the video rendering, and disable it during image rendering since it remains meaningless in that case. Or is there any other purpose of setting the frame rate during the image render ?
I have checked some similar questions on this topic but did not get a complete answer to my original question + the doubt above. Hence I am posting it as a new question. Any suggestion from experts will be highly appreciated.


texts: I want to get the last selected vertex. I tried with bm.select_history.active but this don't work.


texts: Imported objects appear bigger in render than in viewport

texts: I've imported an .fbx into my scene and when I render, this objects is bigger than before. The imported .fbx is a human on the picture below. If I try to apply all transforms the human disappears in render.


texts:
I'm blocked by retrieving hair data from Blender. I would appreciate it if anyone could give me some suggestions on what I should do.

# first way to export data
transform = obj.matrix_world.inverted()
num_parents = len(ps.particles)
num_children = len(ps.child_particles)
for pindex in range(num_parents + num_children):
    for step in range(0, hair_step + 1):
        co = transform * ps.co_hair(obj, pindex, step)
        verts += POINTFMT.pack( co[0] , co[1] , co[2] )

# second way to export data
for i, h in enumerate(ps.particles):
    for i, hv in enumerate(h.hair_keys):
        verts += POINTFMT.pack( hv.co[0] , hv.co[1] , hv.co[2] )

And each of them has its own problem. The first one seems to export wrong data somehow, it doesn't give me correct data. The second solution works well, but it has another problem, there is no support for ChildParticles, but the data is correct.

And both of them are very very slow, is there any way to make it faster?
I noticed that the internal feature of converting the particles to mesh works surprisingly fast, is it implemented in python?

Thanks


texts: Add inner density to translucent material

texts:
I'm trying to create this underwater pond scene. Here is the reference:

As you can see, because the plants are a little translucent, the light shines through and we can see their cores.

How can I achieve this? I don't even know what to call it. Right now my plants don't have any core to it, they look weird.

Appreciate any help, thank you!


texts: How can I make a certain section (circular section) of my mesh have different material than the rest?

texts:
Hello, I am trying to make the area in red to have a different texture than the rest of the mesh. How can this be done?
Thanks


texts: I'm following the Blender Guru donut tutorial and it seems that there is some kind of extra geometry on top of the main donut. It looks like the duplicated part of the torus left over from the icing. What can I do to remove it?


texts: Smooth shading causes steep gradient line on a simple mesh

texts:
I think there is something wrong with this mesh, but I cannot find the problem. Am I missing something?

Download blend file here:

https://blend-exchange.giantcowfilms.com/b/2889/


texts: Portions of my mesh seem to be locked in place and can't be moved, rotated or scaled. How do I fix this?

texts:
So I've been making a human model in blender from scratch. While I was working on the hands, I've suddenly been unable to move, rotate or scale the rest of the mesh. I've seen suggestions that the Transform options need to be unchecked, which has been the case. I'm having trouble finding any other potential solutions, since my issue only cause a majority of my mesh to be unmovable. I am able to move the object as a whole around in object mode, but that's it. An example of this is when I go into edit mode and select the entire mesh and try to move it around. Only the unfixed portion of the hand moves, everything else is stationary. I can't sculpt on those fixed portions either. None of this was an issue a couple days ago when I modeling the rest of the body, but now it's suddenly a problem.
I appreciate any help I can get to solve this issue.


texts: How to implement "air-strafing" in the BGE?

texts:
Introduction

What exactly is "air-strafing"?

Air strafing is a technique in which a player would sync strafe keys and mouse movements when in-air. (For example, if you press the right strafe key, you would move your mouse rightwards smoothly as you hold the key).
It had spawned an exploit - a player can exceed maximum velocity; this will give the player additional speed.
It was unintentionally created (as a bug) back in Quake.

Reasoning

So why exactly does air-strafing work? What is the specific anomaly/cause?

Instead of limiting velocity directly, only the projection of the current velocity onto acceleration is limited.
This way, in certain scenarios, the velocity projection is less than the actual velocity!


texts: Why are the following manual instructions not working (render/freestyle/export_svg)?

texts:
Just installed blender and need to generate an SVG file, but am not seeing the add-on that the instructions mention.

Thanx, Alan


texts: how i can get a good shading of this carved object?

texts: so here you can see that i triagulate the mesh but it doesnt change anything at all, and the other pic i keeped the ngons (that i dont wont in my mesh by the way so i need the mesh in those parts triagulated) and neither solves anyting, so how can i get a good shading of the normals, i am using a normal editor called Y.A.V.N.E to make a good shading to my models but sometimes when topology isnt good, or in carved object through booleans this issue happens in most of mesh objects.last pic is a new model that i am developing


texts:
so i'm trying to figure out the best way to manage my project, especially my assets (library). I see I can export my objects as obj files and import them wherever I need them. I also have seen people recommending to save all assets in a single blend file, and the third I've seen is saving each model/object in its own blend file. I am confused as to which way should i store my assets. Right now, i have couple of rigged characters, trees, cars, road, mountains, night sky, clouds and a moon.

UPDATE: I am working on making a small series of animated videos, each 4-5 minutes long. Assets could be used in different scenes of the same video as wells as in other videos. I am curious to know the pros and cons so as to decide which option to chose.


texts:
I have a file, that has A Mesh and an animated armature in it. Working with the mesh in Edit Mode is fine, Undo works. But as soon as I selected the Armature in any way, may it be in pose mode, edit mode or Object mode, Undo will stop working. Undo in Object Mode doesn't work for the Mesh too then.
Weightpainting like this is impossible..
When I go back into editmode of the Mesh it works again.

It seems like my Armature is interfering with the Undo-tools (all of them).
Is my Armature broken or what is it?

By the way I checked all the other common Undo-not-Working problems, My Keyboard-Layout doesn't change suddenly when working with the armature or something, its just weird.


texts: Slow Blender render of simple scene on fast computer

texts:
Blender is taking several minutes to render a simple plane and torus.
Here are my computer specs.

Blender 2.79b

DELL XPS 8930 Base
• Intel Core i7 Processor Label
• NVIDIA(R) GeForce(R) GTX 1080 with 8GB GDDR5X Graphics Memory
• 32-inch (1280 x 768)
• 8GB DDR3 System Memory (2 Dimm)
• 512GB PCIe x4 SSD + 1TB 7200RPM HDD
• 64GB,, DDR4, 2666MHz


texts: How to get Blender 2.78c and Yafray to play nice...?

texts:
I am trying to enable yafray in the latest blender release 2.78c. When I try to turn on the add-on I get the following...

Traceback (most recent call last):
File "C:\Program Files\Blender Foundation\Blender\2.78\scripts\modules\addon_utils.py", line 330, in enable
mod = __import__(module_name)
File "C:\Users\Professor Black\AppData\Roaming\Blender Foundation\Blender\2.78\scripts\addons\yafaray_v3\__init__.py", line 70, in   <module>
from . import io
File "C:\Users\Professor Black\AppData\Roaming\Blender Foundation\Blender\2.78\scripts\addons\yafaray_v3\io\__init__.py", line 21, in <module>
import yafaray_v3_interface
File "C:\Users\Professor Black\AppData\Roaming\Blender Foundation\Blender\2.78\scripts\addons\yafaray_v3\bin\yafaray_v3_interface.py", line 28, in <module>
_yafaray_v3_interface = swig_import_helper()
File "C:\Users\Professor Black\AppData\Roaming\Blender Foundation\Blender\2.78\scripts\addons\yafaray_v3\bin\yafaray_v3_interface.py", line 24, in swig_import_helper
_mod = imp.load_module('_yafaray_v3_interface', fp, pathname, description)
File "C:\Program Files\Blender Foundation\Blender\2.78\python\lib\imp.py", line 242, in load_module
return load_dynamic(name, filename, file)
File "C:\Program Files\Blender Foundation\Blender\2.78\python\lib\imp.py", line 342, in load_dynamic
return _load(spec)
ImportError: DLL load failed: The specified procedure could not be found.

I am not sure how I go about addressing this error. I have looked around and it is not clear, to me at least, what Python package I should be using with yafray.

Anyone have experience with this?

Thanks in advance.
UPDATE

I uninstalled blender and reinstalled blender using blender-2.78c-windows64.msi

when i launch the program i get

AL lib: (EE) UpdateDeviceParams: Failed to set 44100hz, got 48000hz instead
found bundled python: C:\Program Files\Blender     Foundation\Blender\2.78\python

Then I downloaded yafaRay.v3.1.1-  beta.build.for.Blender.2.78.MinGW.Win7.Win8.1.Win10.64bit.zip
and installed from file as suggested, yielding

 reloading addon: yafaray_v3 1488561782.9271553 1489010961.1245487        C:\Users\Professor Black\AppData\Roaming\Blender    Foundation\Blender\2.78\scripts\addons\yafaray_v3\__init__.py
Modules Installed from 'C:\\Users\\Professor   Black\\Downloads\\YafaRay.v3.1.1-  beta.build.for.Blender.2.78.MinGW.Win7.Win8.1.Win10.64bit.zip' into   'C:\\Users\\Professor Black\\AppData\\Roaming\\Blender    Foundation\\Blender\\2.78\\scripts\\addons' ()


texts: How to get the state of a modal object.bake

texts:
I want to use

bpy.ops.object.bake('INVOKE_DEFAULT', type='DIFFUSE', use_clear=True)

to bake material information into textures. When i call object.bake in that way then the bake tool operates in the background and does not block Blenders user interface. This is actually what i like to have. However my problem is that i do not know when the bake is finished.

I just can not see any obvious way how to get this information out of Blender. All i read about how others try to fix this issue sounds extremely complicated to me and that can't be right i suspect.

So what is the trick ? Where can i look at to see if the bake tool is still active, on which material it is currently working and which himage it is currently baking ?

And if it is doable but really complicated to do, is there at least some working simple example which i can use as a starting point?


texts:
does anyone know if there s a shortcut list (txt) for the node wrangler (not the list in the preferences). There s a lot of helpful shortcuts in this addon but i find it annoying to go to the preferences all the time. i d like to put the shortcuts in a txt note in my node editor until i learned all the ones i need...Thanks for your help
mooopstar


texts: Where did the material node go in Blender 2.8?

texts:
I recently started using Blender and there used to be a Material node if you go to "Add > Input" in the shading editor before 2.8

In Blender 2.8 I cant find it.

I am probably  be being dumb right now but I've looked for an answer everywhere and can't find one anywhere.

Anyone know the answer


texts: Hotkey to get back to Object Mode from Weight Paint

texts: Sometimes, when I think I'm in Edit Mode but I'm actually in Object Mode, I'll hit Ctrl-Tab, and I get switched into Weight Paint mode. Is there a hotkey that will reliably take me back to Object Mode? Hitting Ctrl-Tab again seems to work some of the time, but other times it does nothing, and I can't see any pattern to whether it'll work or not.


texts: Is it possible to modify the parametric texture of a displacement modifier to create a progressive geometry?

texts:
For example (see image 1), I'm using a parametric WOOD TEXTURE and DISPLACEMENT MODIFIER on a subdivided plane to create this object. But I want the geometry (i.e. the wave's amplitude) to progressively increase or decrease (from 0.0 to 1.0, for example).

image 1

I understand how to smoothly modulate the waves' height using a VERTEX GROUP (see image 2).

image 2

But now I want the space between the waves (or amplitude) to progressively change, as represented in this example (see image 3) using ARRAY planes and a modifier object to progressively modulate the X and Y values of the planes.


texts: Not able to see in look dev or render mode on macbook pro

texts:
Despite my computer apparently fulfilling all the minimum system requirements to run blender 2 .8 when i change to look dev mode the objects turn completely black, when in render mode the objects sparkle with a kaliedescope of colours. As a consequence now 5 weeks into learning this programme i have not yet once managed to apply textures of colours and have not been able to complete any tutorials. Having real issues finding anyone who can shed light on this...thanks

Computer is a 2011 13 in Macbook pro 2.3ghz intel core processor with an intel HD graphics 3000 512mb

Hope this all rings a bell for someone as i would love to learn Blender properly.


texts: How do you model a ground plane to match the height of a premade object?

texts:
I'm working on a minigolf course modeling project and have created a sample hole for testing purposes. Right now, the only ground  that I have is a flat plane on the axis.

The hole varies in height at some places, so the ground plane does not meet it except for the very bottom portion. How can I model the plane such that it matches the height of the hole?


texts: What is the most effective technique for modeling?

texts:
I've been using subdivision on a cube when I model, but the problem I have with this technique is that I'm restricted to only working with the amount of faces that the subdivided cube has.
Is there a more effective way to create more complex models or do I just need to practice more?


texts: mesh rotation error after i attached the bones

texts:
firstly , i create a toy with several boxes, then i create several bones

seconldly , i set the mesh's parent to any bone

and last, i found the body mesh's orientation changed by the bone, what's the problem with my model?


texts: When Animating, how do we only move the parent of an object without the children moving along its parent?

texts:
I was wondering if there was a solution for this. As you can see in the picture below, I parented all the objects to the empty object. However, when trying to move the empty object towards the selected sphere the objects move along with it.

So how do we only move the parent to the selected sphere without the objects being moved when trying not clearing its parent?


texts:
I was watching this HARDOPS TUTORIAL and I saw something interesting on how to rotate objects indefinitely.

https://www.youtube.com/watch?v=hsBwt40vP68

In a tutorial he entered this equation for the Y Rotation

#frames*0.015

The object then spins infinitely.

What does that command do?


texts:
I'm working on Ubuntu 14.04 LTS.  I downloaded Blender 2.76b and deleted the python directory to push blender to use the system distribution of python.

Ubuntu comes with both python 2 and 3, but the python command is linked to 2.7 on my system.

When I try to start the blender application, I get the following message:

connect failed: No such file or directory
Read new prefs: /home/alex/.config/blender/2.76/config/userpref.blend
Fatal Python error: Py_Initialize: Unable to get the locale encoding
ImportError: No module named 'encodings'
Aborted (core dumped)

How can I troubleshoot this issue?  I'm thinking it's a pythonpath problem but I'm not sure what path the blender app is looking for when it starts, python or python3.  Thanks for the help!

EDIT

I tried deleting the python dir and then running the following:

sudo ln -s /usr/lib/python3.4

in the same directory, giving me a symlink to python3.4.  Unfortunately, I still get the same error on running blender.

Alex


texts: 5.1 audio mix doesn't support rear left and rear right channels

texts:
To,
Blender foundation

Hi. I am Rutu from india.  I am a frequent user of Blender  and would like to ask you that does  the Audio  5.1 Surround mix in the VSE only supports left ,center and right channel with a pan values of -1 ,0 and 1 respectively . The values -2 and 2 were for the extreme left and right (left surround and right surround ) which seems to don't work . The LF CNT RFare working perfectly fine but RL and RR were sounding from front speakers .
I have a 5.1 audio card and a Logitech Z906 Dolby certified speaker system so it should work fine .
I have mono audio files and even enabled the 5.1  surround option in scene tab .

I have also tried to make a scene where I have placed the speaker object at front left front right. Center   rear left and rear right of the camera  . Assigned them mono sources sound and play backed it. But still only front left and front right speaker is sounding correctly . Rear left and rear right sound is coming from front speakers .

When I mix the channels in audacity they sound perfectly from all channels which I have set.

Is there any other option we can do to make hear the separate channels for  rear left and rear right sound in Blender .


texts: How can I change the 3D View's background color to something different for each mode?

texts:
I am wondering if there is a way that I can change the background color and possibly the color of other elements slightly, for each mode (Object, Edit, Sculpt, Vertex, Weight, Texture) so that it is easier to tell visually which mode I am in aside from the mode selector as an indicator.

Could it be done with some python scripting? Is there an add-on out there that would do it?

Example: Object Mode = slight blue background, Edit Mode = slight green background, etc.


texts: Why is moving objects, on the Z Plane, so unprecise?

texts:
When I look through the camera and try to move objects in the scene while constraining their movement to the Z-Plane (G, Shift+Z), the tiniest movements throw them from one side to the other.

But this only happens sometimes.

Other times I can move them precise and without a problem, so surely I must have hit a button that does that.


texts: I just started with the BGE and am making a 2D mario-type scroller game. The level is long enough to require two cameras, so I made an invisible plane which on collision switches to the sexing camera. However, I also want to go back to the first camera. How do I switch back?


texts: How do I make a translucent/transparent material on eevee?

texts:
something like this
ive followed multiple tutorials but they all result in my objects looking shiny, any help?


texts: Quick way to divide triangle into two equal ones

texts: Is there a more elegant way to subdivide a triangle into two equal parts like this, than using a knife tool or subdividing one edge and then joining with the center of that edge:


texts: Copy location constraint while maintaining the original distance

texts: I have two empties Emp_Anim and Emp_toFollow, where one is animated and the other is not as shown in my .blend file found here. How can I make the Emp_toFollow apply the same transform location and rotation of the Emp_Anim? For example, at frame 1 they are apart from each other with a certain initial distance (x,y,z), I want Emp_toFollow follow the location and rotation of Emp_Anim while maintaining the same initial separation distance that existed at frame 1. Like I want to apply the two constraints copy_location and track_to but  also have the initial separation xyz distance existing.


texts: I want to make a Heightmap into a waterproof body. I create a plane - x times subdivide and then I put a Displace Modifier over it. If I select the texture I get weird edges. Unfortunately, I do not know the technical term for this and therefore have not found a solution. I would like to have the edges just below the lowest point of the terrain at the same height and close the surface. Can someone suggest a workflow to me?


texts: Script to render one object from different angles

texts:
I'm new to Blender. I'm currently working on a 3D reconstruction project using neural networks. I need to create my data set. Therefore I need to render a 3D body scan from different angles and save the images separately. I can render creating cameras manually but once i create a loop for the cameras my output is black images.
this is the code i used:

bpy.ops.object.camera_add(view_align=False, location=[0,10,20], rotation=[0.436,0,pi])
bpy.ops.object.camera_add(view_align=False, location=[10,20,30], rotation=[0.436,0,pi])

for ob in scene.objects:
    if ob.type == 'CAMERA':
        bpy.context.scene.camera = ob
        print('Set camera %s' % ob.name )
        file = os.path.join('/home/fotofinder/Downloads/tryrender/images', ob.name )
        bpy.context.scene.render.filepath = file
        bpy.ops.render.render( write_still=True )

If anyone can help to define the proper parameters for the cameras in order to always have the object in the image I would be grateful.


texts:
So I was having some issues applying a boolean to a cylinder in another project, and after troubleshooting and come to no solution I decided to see if I could get it to work on a blank project with the cube that spawns in when you open a new project. It still wont apply the boolean modifier. I did try removing doubles and recalculating normals.

EDIT:
This is the project I am having trouble with. I am trying to use a cylinder to cut a headphone jack hole in the bottom.


texts: Boolean union fails to delete internal geometry

texts:
I fairly frequently run into problems with boolean unions not deleting the internal geometry. I often resort to going through and cleaning it up by hand, but I feel like there should be a better way, and this one would be a bit taxing to do manually.
Both structures are solid, fully manifold objects, they don't share any faces, and I have recalculated the normals on both of them.
I took a picture with it lifted up out of the object because its too much of a mess in wireframe mode, but when I do the boolean modifier you can clearly see the point of the support still exists inside the object below, and I would have to go through and clean them up all the way around the circle.
Any tips would be appreciated.


texts:
I have a .blend file with some pre-configured lighting, camera,... The script in the file loads an external .stl file and render in that condition and do a simple bpy.ops.render.render(), then save the rendered image.

Now I want to automate this task. I know that I can write a .py file and put some blender logic into it, then run from command line (with blender compiled as a module), but how about a .blend file? I want to pass the path to a .stl via sys.argv.

An alternative method is to write a new script and set the lighting, camera angle,... in the script, however, I don't have that much knowledge to do so, as the .blend file was prepared by someone else.


texts: Blender cycles motion blur and particles from particle instance

texts:
I have:
 - one particle system which act in some way
 - i have an object ( sphere ) which has particle instance on it. So it behaves like the particle instance. On that object i added second particle system. Now every sphere is generating small objects from it.

the problem is with motion blur on those small objects generated from many spheres. Where i do not bake second particle system, the motion blur on those works fine. When i do bake on them i seems not to work.
image shows bake done and not done

I have no idea why baking removes motion blur effect from it. I can provide file but the problem is explained above.
Thanks for any help... so important for me.


texts:
I have a node tree that gives me a background with a colour of my choice instead of the default black.

I also have a node tree that controls mist in my scene.

No problem with either of these. They both work as I wish. My question is how do I combine two node trees? In other words, in my example, how do I have a coloured 'sky' and mist?


texts: How to export a GLTF with more than one armature? (2.79)

texts: I have been doing some simple testing with 2 meshes parented to 2 different armatures with different materials. Then trying to export them to GLTF2 format and what happens is that whichever armature is on the top of the Outliner is being exported as shown in blender, but the other one is far from that. I am not sure if the current exporter can handle more than one armature in the same scene or whether I am doing something wrong.


texts: What is that rapid changing number under Animation Node Tree?

texts: I tried to check the doc and couldn't find it, the number under the animation node tree is changing very rapidly like its showing latency. Did I execute something I'm not aware of? I'm new to blender and it's freaking me out to be honest because I don't know what it is doing in the background.


texts: Replace ivygen leaf cards with custom leaves

texts: is there anyway to replace the leaf cards that ivygen generates with custom modeled and textured leaves (a group) but keeping the original orientations of the leaf cards from ivygen?


texts:
In Blender 2.8 when you click for example z it brings up a pop-up menu.

There are different options to choose from and these have keybinds assosiated with them, from 1-9.

I took a look through the keybinding settings but didn't manage to find a way to edit these default keybinds, anyone know how to change them?


texts:
Hey all, does anyone know why this is occurring and what I can do to fix it?

Thanks in advance


texts: After import to Unity, all my normals are flipped

texts:
I found someone with similar problem, but their answer doesn't work for me. Other than that, the net is full of advice how to flip normals programmatically to create interiors on the fly, but other than "Your normals are wrong", no help.

All my normals point outwards.
I exported the object to .obj, imported it into Unity, and got:

Did I apply the texture to the reverse side of the faces, or something like that? How do I fix it?


texts: Add a glow to a boolean modifier boundary

texts:
I'm building an animation where an object starts as wireframe, then transforms to solid. Blender 2.79b, Cycles.

I have two duplicates of the object, one of which has a wireframe modifier applied. Then I use an object (a cylinder for now) as a boolean object, set to Difference on the wireframe copy and Intersect on the solid copy. The boolean object has its Camera setting turned off in Cycles Settings. By animating the shape, position and scale of the boolean object, I can achieve what I'm looking for.

However, it would be cool to add a glow effect at the boundary, as if there's electric, transformative energy, say. I can't think of a way to do this. Any ideas?

Thanks!


texts: Subdivision Surface Modifier Problem Blender 2.8

texts: I am having an issue with the subdivision surface modifier in blender 2.8. I am getting this weird spike in my mesh when I smooth it with the modifier as if the vertex is unaffected by the modifier for some reason. There is no random geometry inside the mesh and there are no double vertices.


texts:
I had a problem with blender only rendering the background color of my blend file.  The blend file is availble for download.  Could someone tell me what is up with it?
http://www.mediafire.com/download/ndo7g529foa6kgb/glass2.blend


texts: How can i attach array objects to a curve while animating?

texts:
i made an object and then applied the array modifier, then i attached it to a curve with the curve modifier, and it looks good but if i move the curve ( i need to animate it ) the spheres moves weird, apart from the curve...is there any way to fix this? :(

Thanks in regard.


texts: I often need to change color of a texture to create differently colored models. Usually I do it in Photoshop by selecting "Colorize" checkbox in Hue/Saturation and then modifying the Hue. Is there a way to achieve similar effect with Compositor in Blender? There is a Hue/Saturation node, but it does not have "Colorize" option. It would be great to use 32 bit EXR files directly.


texts:
I would like to programmatically create and extrude polygons. I've found several examples of code (e.g. here), but none of them are currently working for me. As a simple example, I am trying to get things working first with a defined circular face and then extrude that face. Here is the code defining the circular bmesh:

import bpy, bmesh
from math import *

NUMVERTS = 1000
Dphi = 2*pi/NUMVERTS
# calculate x,y coordinate pairs
coords = [(cos(i*Dphi),sin(i*Dphi),0) for i in range(NUMVERTS)]

bm = bmesh.new()
for v in coords:
    bm.verts.new(v)
bm.faces.new(bm.verts)

bm.normal_update()

me = bpy.data.meshes.new("circle")
bm.to_mesh(me)
# add bmesh to scene
ob = bpy.data.objects.new("circle",me)
bpy.context.scene.objects.link(ob)
bpy.context.scene.update()

Which results in a 2D circle

I then want to extrude that face in z by some amount resulting in something like:

I would like to do everything in a python script without having to select anything in the GUI. Also, I'm using a circle as a placeholder example here -- I ultimately want to import much more complicated 2D (XY) polygons and extrude them in Z by some amount. Thanks!


texts: How to get rid of the shape inside a shape

texts:
Hello guys, when i enter into Edit mode, i always get this shape inside the mesh.
(I'm talking about the rectangle inside the cube) does anybody knows how to remove it? or what its for? (if its suppose to be there)

Thanks in advance


texts:
Is there any way to do a color remap / dithering composing effect? I'd like to do the same in blender as this ImageMagick command:
magick.exe .\test0.png -dither FloydSteinberg -define dither:diffusion-amount=30% -remap .\WTRCYAN.bmp .\test1.png

It would be neat to have some way to do it with a composing node i.e.:
Inputs:

Image to remap the colors
Image that contains the allowed colors

Outputs:

Image remapped

Parameters:

Dithering method (FloydSteinberg/reduced bleeding)
Dithering percentage

Thanks.


texts: What are the differences between mark sharp & edge bevel weight?

texts:
When to use "mark sharp" instead of "edge bevel weight" and vice versa ?

When to use "auto smooth" instead of "shadow smooth" and vice versa ?


texts: Please let me know where to find these materials in Cycles

texts:
Hi Guys, I stumbled upon a file from this link Here

How do i enable this menu through addons? I couldnt find it anywhere online :/

I need these effects on my own files.


texts:
I am using an industrial grade 3d printer, it has a voxel acuracy of 23 micron.
Although i cannot show my model here, its about 1000 times larger then the default suzan, as i export it later to STL, and as blender isnt aware that the default stl scale for 3d printers is mm.  (the STL format itself has no size, but scaling it 1000 times works well)

Anyway with those large objects in reality just a few centimeters tall, i kinda get random warning of thin faces.

Is this normal, or should it reported as a bug ?.


texts: Boolean modifier does not work correctly

texts: I am trying to apply a boolean modifier on a plane that is located exactly at the place where to objects connect to each other (their borderline vertices belong to the plane of the "Plane" object). I the plane to be cut according to the shape of those corridor object. Let's say take the shape of the doorway inside. However, when I apply a boolean modifier either nothing happens or the plane disappears completely.


texts: UV unwrapping: Blender always selects an edge ring as a "seam"

texts:
So I have the following issue:

I'm trying to unwrap the top of this platform.
I choose some vertical seams on the sides (screenshot), with the objective that the unwrapped model will look like it was flattened from above.

The problem is, Blender always seems to choose one entire edge ring as a seam. I tried "Clear Seam" and "Clear Edge", with no results. This is causing some vertices split, and is giving me some problems when painting the texture.

Is there a way to tell Blender NOT to cut through a specific edge when unwrapping?

Hopefully you guys can help me achieve my expected result :)

Thanks in advance!


texts: What is the difference between Spin and Spin Duplicates?

texts: In Blender 2.81 there are spin tools. The first one is Spin tool and the other is Spin Duplicates. I used both of them and didn't see any difference. What is the difference? If you know the answer please share with me. Thanks :)


texts:
I'm a complete beginner in Blender (altough I'm quite experienced in CAD use) and I'm trying to build an complex object starting from two solid bodies.
This's the current placement.

What I want to do now is to merge the three bodies into a single one joining them by the facing surfaces without any deformation. The objects are already aligned on X an Z axis I just need to join them. I bet there's a way to do this without having to calculate the offset. There's probably a way to select surfaces to align/match and let Blender do the hard work. I looked around but I found only examples to join surfaces by creating another set of faces or trough deformation of existing faces. Once aligned I would like to merge bodies to have just one single item in scene hierarchy.

-- EDIT --

BTW the result solid shoud be this one:


texts: Can i pause and close blender and then resume it later?

texts:
So i got an intro from youtube.It looks really cool but the rendering takes 5-6 maybe 7 hours for just 10 seconds :(
Is there a way i can pause it and then resume the render ANY time i want?
Please say yes :D


texts: How to avoid dark/black area in blender when using hemi?

texts:
I use blender to render patent images, which require "black and white" drawings. Hemi is very handy because 1 hemi lamp is enough and no shadows. But this time I got this:

After using gimp Edge detect -> Revert colors -> Auto-crop image -> Threshold to 239 -> 1 bit color index, I got this:

It's still usable, but it's ugly! So what happened? Hemi lamp used to be simple and works great! All I need is to put 1 single hemi lamp at origin (0,0,0)!

After I set 0.01 thickness(using extrude/z/.01) to those "black planes", they're all dark/black now...

It seems to have something to do with camera direction. There would be no dark/black planes if you looked from downside of the planes, just like this:


texts:
I am trying to re-implement a compositor example of T yarn knitting. I cannot find plane MK2 and UV connector as had been explained in this YouTube video: https://www.youtube.com/watch?v=AG4-sGcGyWI&list=LLuORS2hOBqsUJEgE645iWDQ&index=3&t=0s

I downloaded older blender versions, but I didnot find those nodes while search (shift+A).

Lastly, I downloaded the Github example file : https://github.com/enzyme69/blendersushi/issues/309

and I got this following error as shown in the attached image, what I should do to solve this problem.


texts: Baked normal map/nodes creating incorrect shading at seams (Cycles)

texts:
Many questions have been asked about this, and I tried all their answers, and nothing for me has gotten rid of this error.

I've been following this video for the skin shader.

I baked a normals map for my retopology character. I made tons of textures, and shaders, and now that I'm ready to render in Cycles, an inverted-like shade has become visible at the seams, like an inverted checkered board.

It still shows in the final render as well, and Flat/Smooth shading won't change anything either.

How is this issue caused, and how do I fix it?

EDIT:

A view of the normal map as a texture, without any normal map displacement.

EDIT 2:

Here are a few more textures to reference from.

EDIT 3:
I changed the Normal Map Node's Tangent Space to Object and World, as well as the others, and it fixed the odd shading, but it left lines where the seams are. As well as the lines, it completely messed up my normal and displacement maps on the front. The best overall look (except these awful shading lines/boxes) is the Tangent Space.

EDIT 4: Normal maps/settings
Old, as in the one used in all other pictures, new as in just out of the oven.


texts: Blender rigged horse - foot gets stuck to the ground when moving the animal

texts:
I found a great tutorial on rigging a horse (https://www.youtube.com/watch?v=gR2OV9r76_w), but there's a problem with mine.

When I try to move the object's leg, its foot gets stuck on the ground. I'm not sure why this is happening, since I tried to follow the tutorial from start to finish. Everything else is working perfectly.

Here are my animal's legs:

This is what happens when I move the object (Notice the foot 'sticking' to the ground):

Does anyone know a way to solve this or why it's happening?


texts: Why is this material so bright even without any lights?

texts: I am following a tutorial from Blender Guru making a donut. When rendering with Cycles my sprinkles glow, even hiding the light does not help. Cant find a way to fix this.


texts:
I can find a lot of examples about tools for creating a sky using the User Interface (https://docs.blender.org/manual/en/latest/render/shader_nodes/textures/sky.html), but the same cannot be said for the Python API. The only examples I found use the obsolete
bpy.context.scene.world.use_sky_paper

Which does not exist anymore.
Does anyone know how this can be replicated from Python?


texts: Sliding 3D objects with iPhone+Olloclip camera tracking

texts:
I am trying to create a movie clip where I'm walking, in a pretty straight line, through the furniture store where I work and have labels show up next to the different pieces of furniture. It is all working out fine except that the labels will not stay like glued in place beside the furniture except for in one specific part of the clip.

My guess is that I need to enter the exact focal length of the iPhone 5S+Olloclip wide angle lens I'm using, but the folks at Olloclip haven't been able to produce the data (yet).
Do you think I'm looking in the right direction, or is there a more likely cause for this sliding behaviour of the 3D labels vis-a-vis the background movie clip?


texts: UIList setting an icon in a prop gives unexpected result

texts:
I found an oddity in the UIList when i try to show the hide state of a set of objects. Here is a class definition that works perfect:

class MeshesPropVarList(bpy.types.UIList):

def draw_item(self,
              context,
              layout,
              data,
              item,
              icon,
              active_data,
              active_propname
              ):
    ob=context.scene.objects[item.name]
    col = layout.column(align=True)
    row=col.row(align=True)
    row.prop(ob,"hide", text='', emboss=False) # <== icon as expected"
    row.prop(ob,"select", text=item.name)

But as soon as i try to set the icon to anything else, then i get wrong icons when the object is not visible. When i change the last 2 lines in the class as follows:

    row.prop(ob,"hide", text='', icon='BLANK1', emboss=False)
    row.prop(ob,"select", text=item.name)

Then i see the blank icon only when the object is visible. Otherwise i get the light bulb icon. What is going on here ?


texts: Proportional Editing Sphere not showing up

texts:
I'm trying to use proportional editing on a square with loop cuts. It worked with a different square. Now, I'm left unable to use proportional editing on the new and previous squares. I clicked the loop i wanted to scale and then attempted to use the mouse scroll to set the proportion size, but scrolling doesn't change anything. Is there something i could have changed to cause this?

This is the previous square I was able to edit.


texts:
I chose Vertex and tried to add a line by pressing F button. But if i connecting to another location,i creating a line that's out of the edge, just like in the picture. I thought my methods were wrong, but no one could fix them.

add I've added pictures, and I want to correct the fact that the lines in the middle don't apply at all.


texts: Why is my PNG texture messed up after I import it?

texts: I made a leaf texture in photoshop and exported it as png and I hope to use it in a tree model I'm making in blender. However after I import it using the add-on "Import Images as Planes", this is the result. Does anyone know why this is happening?


texts: How do I make a new face from intersection of faces

texts: I created two objects, a hollow tube and a frame that I need to join so that the tube opens into the frame.  I joined the two objects where I want them and I'm trying to remove the faces of the frame to open it up to the inner walls of the tube.  I can't figure out how to put edges along the path where the frame's faces meet the tube's faces.


texts: Array a collection of objects along a curve

texts:
So I wanted to array this 3 bottles on a Spiral Curve

I Tried using the most normal way possible,  array and curve modifier , the bottles are stretched and the most importantly, only 1 bottle can be array-ed at a time...
Then I searched all over the internet and learned about DupliFaces, i parented the 3 bottle to a plane, and array that plane to the spiral curve, and this is the result

yes, it somehow worked BUT there is still some noticeable seperation between each 3 bottles
yes, it can somehow be tricked out by playing the offsets, but because its on a spiral curve, the bottom part overlaps at each other and looked weird
I found this Question that really relates to my question:
Multiple objects in array
but its very outdated, and no longer working on the newest version of blender
I'm still looking for a better way to array multiple objects in blender,

Because my friend can do it so easily and with great result in Cinema4D, I'm finding a way to do that in blender


texts: Need to import C3D data into blender 2.90.1

texts:
I need to import C3D data into blender 2.90.1 and apply it to a model. I have searched web and apparently there has been adds on for earlier versions of blender (2.6 probably). but the adds on in 2.9 does not seem to have anything about C3D file format. I appreciate any help.
thanks


texts: How to regular-subdivide an irregular edged flat surface in Blender

texts:
I want to break a surface into pieces of square shapes like in the image below. How do I do that?

The blue is a mesh surface with one face (object) and the squares are a subdivided mesh.

Thanks


texts:
I know I shouldn't blame blender for this, but it's not like there's a blender_mmd_tools stack exchange. I don't know a better place to ask.

When I upload a pmx model, there doesn't seem to be an armature. At least, I can't see one on the 3D view. It's visible on the outliner. It seems to have all the bones. But when I select it on there, I can't change the 3D view to edit or pose mode.

Has anyone else had this problem? Should I try an older version of blender? An older pmx model?


texts: Python Script FBX export blender problem

texts:
I am writing a simple script that will export a file in blender

CODE

import bpy

bpy.ops.object.select_by_type(type='MESH')
bpy.ops.object.origin_set(type='ORIGIN_GEOMETRY')
bpy.ops.export_scene.fbx(filepath="~/Desktop/updatedhouse.fbx", path_mode='RELATIVE')

I am running into the following error and I am not sure how to decipher it.

 line 291, in write
    with open(fn, 'wb') as f:
FileNotFoundError: [Errno 2] No such file or directory: '~/Desktop/updatedhouse.fbx'

location: /private/var/folders/48/ptx7wqz138x4_shgs5nk6szm0000gn/T/AppTranslocation/DEB386B3-C3FC-4FAB-B7A2-0954C07B91CF/d/blender.app/Contents/MacOS/../Resources/2.78/scripts/modules/bpy/ops.py:189


texts: Mutlires Modifier Unwantedly Increasing Detail?

texts:
(Blender Alpha 2.90)
I have been working on a full dwarf character model and for some reason all the multirez data
that I have been saving is now suddenly "enchanced"? All the details on the character are now way more defined plus the general mass of of it has been "inflated" somehow? Its not fully a bad change since it has increadsed some of my deatails, but I am just super confused as to why and how this happene, since when I last worked on it I wasnt even sculpting and was working on a belt so I didnt even touch the mesh that had the multires modifier on it. The mesh wasnt even selectable so if I were to guess it might be something wrong with the modifier itself.
If anyone has experienced something similar I would really like to know so I can prevent it in the future or atleast just know what even happened. I have attached some images of what I am talking about with the first being the "before" and the last being the "after".
Any input would be appriciated.


texts: Round or hard corners on a single vertices in 2D

texts:
I have an 2D object (eg. circle) and would like to modify single vertices and their angle. Very much like in any graphic software I would like to select one single vertice and convert it either in a hard corner or a "soft"/smooth corner.
Couldn't find that in Blender. Proportional editing and smoothing won't work.

Related to this question I would like to manipulate vertices by exact dimensions and find that sometimes this is hard to achieve. For example I would like to scale by an exact dimension.


texts: Image Texture Node cannot clip with box projection

texts:
The image I use is just the default color grid created in image editor.
I can get the image texture node clip correctly with flat projection.

However, I find I cannot get it clip as I expect with box projection.

The blender manual (https://docs.blender.org/manual/en/dev/render/shader_nodes/textures/image.html) says
clipping is to "set all the exterior pixels values to transparent black". Does this mean clipping will work if the texture coordinates are not between 0 and 1? Is there something wrong with my understanding of the clipping effect?


texts:
I made a fluffy toy and set armature using automatic weight. Then changed to pose mode and I moved head bone, its face was broke as image.
So how can I fix it? I already tried to fix it by setting of weight paint but it doesn't work.I tried to join the objects too, but this way broke the setting of hair particle.
Thank you for reading.

blender version:2.83
OS: Windows 10


texts: How do you save materials that you create to use them later, in a different project?

texts:
Say you download a texture files from some website. Then, in blender, use those images in node editor to create a material.

Or you just use existing nodes in Blender to create your own material.

How do you save that material to use it later in another project? I don't want to open up old projects, search for the materials and copy and paste its nodes it into my new projects. Is it possible to export those materials?