texts: How do I make an animated mesh independent of a shrinkwrap modifier?

texts:
The title is probably very confusing, but here's the situation:

I'm animating a flat grid curve by shrink-wrapping it onto a moving plane in order to get a uniform wave animation, it looks like this:

Before I render it, i want a bevel. What I did then was simply adding a bevel to the curve, making the curve look like this:

Now, when activating the shrinkwrap modifier, I expexted that only the curve would be shrinkwrapped, but alas, the bevel did the same:

As seen by the blue spots, the curve has been completely flattened along with the bevel.

How can I avoid this? I tried using a wave modifier instead of shrinkwrap, but this modifier doesn't seem to make perfectly round waves like this:

So, any thoughs on how to solve this?

Thanks for reading!


texts: Mirroring vertices not connecting right?

texts:
I've extruded these vertices to the center using mirror, I have merge and clipping selected, an subsurf mod is active. For some reason in the center at the top, I've got an issue where it's not fully meeting up. I don't have extra vertices. There shouldn't be that open area, but I can't figure out why it's there.

I have no extra vertices. I just extruded the vertices across the x-axis to the center to meet up.


texts: dirty vertex color with the multiresolution

texts: I am making a candle with sculpting and I want some dirt on it so I am going to use dirty vertex color but I don't want to apply the multires modifier so is their any way to make dirty vertex color without applying the multires modifier


texts: what would be the equivalent tool to this in blender

texts:
https://help.maxon.net/us/index.html#TOOLMAGNET
it acts like a sculpting brush in blender but u can select faces and only affect them it also has fall off
heres a showcase of the tool compared to soft selection aka proportional editing
https://youtu.be/JArOaI8dC8M?t=791


texts:
I did everything right from the Monstercat Audio Visualization tutorial, but when I say run script, line 27 is said to be a syntax error. Here is the entire script. What am I doing wrong? I checked for commas instead of periods, even retyped it, checked mine against the video. Not sure what else to.

import bpy

for i in range(0,64):

    bpy.ops.mesh.primitive_plane_add(location = ((i + (i*0.5))), 0, 0)
    bpy.context.scene.cursor_location = bpy.context.active_object.location
    bpy.context.scene.cursor_location.y -= 1
    bpy.ops.object.origin_set(type='ORIGIN_CURSOR')

    bpy.context.active_object.scale.x = 0.5
    bpy.context.active_object.scale.y = 20
    bpy.ops.object.transform_apply(location=False, rotation=False, scale=True)

    bpy.ops.anim.keyframe_insert_menu(type='Scaling')
    bpy.context.active_object.animation_data.action.fcurves[0].lock = True
    bpy.context.active_object.animation_dada.action.fcurves[2].lock = True

    bpy.context.area.type = 'GRAPH_EDITOR'

    l = i**2 + 20
    h = (i*1)**2 + 20

    print(str(i) + str(l) + str(h))

    bpy.ops.graph.sound_bake(filepath=r'C:\Users\H20\Videos\Youtube\Onyx Leaf\Nightcore\Take Me To Church\Take Me To Church.mp4' , low = (l), high = (h)

    bpy.context.active_object.animation_data.action.fcurves[1].lock = True


texts: Changing the color of the Sky (Sun Lamp)

texts: With the Sun Lamp sky settings, is there any way to change the color of the sky (for example, a redder color for a sunset) or the color of the sun itself?


texts: When zoom in camera. Light fades gradually

texts: Why? And how fix it? I would like the result as in the first pictures. On Cycles it's work perfectly. But in Eevee. Blender 2.83.6


texts:
I made a fire+smoke simulation as shown:

then when I render, it shows only the block of domain but I want to see fire in rendered view please help me how to fix it the screenshot of rendered view is:


texts: How to read and print data from a dictionary using a modal operator?

texts:
The following code creates a dictionary and prints it at regular intervals:

import bpy
import json

class ModalTimerOperator(bpy.types.Operator):
    """Operator which runs its self from a timer"""
    bl_idname = "wm.modal_timer_operator"
    bl_label = "Modal Timer Operator"

    _timer = None

    def modal(self, context, event):
        if event.type in {'RIGHTMOUSE', 'ESC'}:
            self.cancel(context)
            return {'CANCELLED'}

        if event.type == 'TIMER':
            dict = {"a":4}

            msg = 'testDict = '+json.dumps(dict)+'\n'
            msg += 'list = ["a","b","c"]\n'

            msg += 'def printTestFunc(num1,num2):\n'
            msg += '    print(num1)\n'
            msg += '    print(num2)\n'

            msg += 'for i in range(5):\n'
            msg += '    [printTestFunc(0,testDict[key]) for key in list if key in testDict]\n'
            exec(msg)

        return {'PASS_THROUGH'}

    def execute(self, context):
        wm = context.window_manager
        self._timer = wm.event_timer_add(0.1, window=context.window)
        wm.modal_handler_add(self)
        return {'RUNNING_MODAL'}

    def cancel(self, context):
        wm = context.window_manager
        wm.event_timer_remove(self._timer)

def register():
    bpy.utils.register_class(ModalTimerOperator)

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

if __name__ == "__main__":
    register()

    # test call
    bpy.ops.wm.modal_timer_operator()

Unfortunately, it returns the following error:

  line 28, in modal
    File "", line 7, in
    File "", line 7, in
    NameError: name 'testDict' is not defined

However, when I write the following code using Python without using Blender's ModalOperator there is no error:

import json

dict = {"a":4}

msg = 'testDict = '+json.dumps(dict)+'\n'
msg += 'list = ["a","b","c"]\n'

msg += 'def printTestFunc(num1,num2):\n'
msg += '    print(num1)\n'
msg += '    print(num2)\n'

msg += 'for i in range(5):\n'
msg += '    [printTestFunc(0,testDict[key]) for key in list if key in testDict]\n'
exec(msg)

I think this is a Modal Operator specific trouble. Why does this happen?


texts: Can't Texture Paint on Preview mode/Texturing details on Pbr Material

texts:
I tried to make details with texture painting on my model.
1.İt's looks like it's gonna be very difficult and not gonna look good what ı'm supposed to do (I'm a Beginner)
2.When ı try to texture paint my model ı can't paint in rendered or material preview mode.I just can do this in solid mode and when ı tried to do this in solid mode then go back to rendered  mode painting's locations changes(check out the photos)
3.I posted my reference photo too ,can you tell me how ı can add this details on my model?(Fancywork on leather and white colored stitches)

Locations of my paintings İn Solid mode:

Locations of my paintings İn Material Preview mode:

My reference and model:


texts:
I'm quite new to Blender and have been trying for days to give my character a glow effect on his eyes and arm, and i have been using three textures for this, but it seems I can only keep two of these textures activated at a time.
So at the moment it seems like i have to choose between bump and textured,

or flat textured and glowing.

Here are the textures I'm trying to use:

I'm sure there is a obvious way to solve this but i can't see it and no tutorial i have watched has brought me any closer to an answer.

How do I solve this?

My node setup is a mess as I began this week to learn about it.


texts: Is there a way to affect the bone hierarchy generated by rigify?

texts:
The standard human metarig of rigify 0.5 (blender 2.79) is great. It has its root node at the hips and from there the node hirarchy is built following the spine up to the chest with its shoulders and neck, etc, and also down the thighs to the feet and toes.

But the generated resulting rig does not follow this clear hirarchy. It is for the lack of a better word... scrambled. Feet become siblings of hands, etc.

I know it is a little more complex and in reality the resulting rig is probably three separate rigs in one. The original bones, mixed with generated deform bones, mixed with group bones, etc.

But the hirarchy is gone and replaced by what seems unordered chaoes held together by transformation constraints.

So my question would be: is there a way to modify the way the bone hirarchy is generated making it so, that the ORG bones maintain proper hirarchy and the rest dangles of of them or build their own hirarchy not bothering the ORG bone hirarchy?


texts: I can only see a few feet ahead in Game engine

texts:
Look at the link, This is how I want mine to be.

A youtube clip of a blender game.

this is my error
I am working on a game similar to Zelda / Mario games.
in the 3d world. But I do not get the image / video to be fine.
I only see a few feet ahead. then it's gray
I want to get rid of it.
Hope you understand my question.

Soory My English is not so good.

Edit!
I

//
Robin Willmann


texts:
I have a curved 3 dimentional object and I am trying to add a bevel/curve to one of the corners on each side, and the leading edge.  I can play around with the edges and vertices and get the curve I want however to curve it enough, it creats a flat plane.  I have attached a few images to show you what I mean and the original file.

Any help would be greatly appreciated, I'm a bit of a noob.

Cheers,
Dru.


texts:
Not massively familiar with blender and looking at:
https://docs.blender.org/api/blender_python_api_current/bmesh.utils.html?highlight=edge_split#bmesh.utils.edge_split

It's not clear what the value of the 'fac' argument is supposed to be?
Is it a 3d coord? (x, y, z) or something else, like a fraction of the total length of the edge?

What's a good way to calculate it? As examples there's this:
https://github.com/lijenstina/mesh_extra_tools/blob/c90634a024ab8d531751df873d33dbe905d0ca13/mesh_extrude_and_reshape.py#L217

But want to confirm calculating the distance between the edge's two vertices is necessary.


texts: Eyeball gloss not visible behind another glass object

texts:
I have these objects with glasslike materials

I used refraction and glossy shaders because I dont like the double relfection I get with a glass shader.

But even with a glass shader my eye glass shader is not visible behind it.

`

This is my reference:
Clear reflections, clear see through glass

Any tips, trick or advice?


texts:
I am trying to apply a principled bsdf material to an object. When I made the object in 1m x 1m, the material looks great. After stretching the object and apply its scale to 10m x 1m, the material becomes stretched.
1m x 1m:
[
10m x 1m:

Node setup:

Notes:

Scale has been applied
There are no image texture


texts: How can I make my selected edges render at a smooth angle?

texts:
In comparison, Autodesk Maya had a normals modifier tool in the toolbar which you could select Soften Edge or Harden Edge. Soften Edge would make edges render up to 180 degrees giving it a smooth look without adding any meshes/geometry. I've tried searching many tutorials about Blender how to simply mark any selected edge to appear smooth, but it goes into some crazy process involving smooth all then edge modifiers/bevel steps which actually adds geometry overall.

This video shows what I'm trying to do in Blender, does Blender have anything as easy to mark edges smooth/hard?: https://www.youtube.com/watch?v=vOoZ-wvGmrQ


texts: Cycles Render, Looks wrong in Render ViewPort, correct in Material ViewPort

texts:
Using Cycles Render! Have tried things for hours on end and can't figure it out, please help!

I simply want to bake the texture from the Material Viewport, but it continues to bake the looks of the Render Viewport. Why is Render Viewport so extremely different looking?


texts: My blender file keeps exporting as a "file" instead of an MP4

texts:
Rendering an edited video keep exporting as a "file" instead of an MP4 despite there being nothing wrong with the export settings. What's going on here? I suspect that the splits and strips are screwing with the rendering process. rendering export here.
 split here


texts: Blender 2.91 - Half of my objects are not appearing on render

texts:
I've been setting up my scene and tried to render to check how the noise looks on the sunbed. Render looks like a total disaster - resolution on moon surface is way worse than it should be (displace is set to 7 on render and 5 on viewport), my glowing guy and the sunbed just vanished.
Have no idea what's going on, all objects are checked to appear on render.
pics:

rendered in cycles
EDIT: I checked every possible cause in the answer and it didn't change the result. My question is about not rendering certain objects and rendering lower resolution moon surface than in viewport even though it's set to higher.


texts: I need it to be on the ground. What am I doing wrong here?


texts: Color problem in Filmic Log Encoding base

texts:
I'm quite new in Blender and I saw Filmic light render in some tutorials.

I installed it but I have a problem with colors. Then absolutely don't match with those I input in material. Do you know how to resolve that ?

With Filmic

With RGB


texts: When I'm creating new object auto smooth in Object data tab is always turned off and angle is 30. i need it to be on and 180 angle by default when i'm creating new object .Is there a way to do that? Thank you.


texts: What causes striped visual artifacts in models?

texts:
I don't know the legitimate term for them, but I'm referring to the "shaded" or "stripy" regions that appear that can appear in your models (see the picture below)

Here is a contrived example deliberately created to reproduce the artifacts:

What are these artifacts called? I did a few google searches to learn more about this but came up short because I can only describe them as "visual artifacts" which is too broad.
What is causing these artifacts to appear? In both cases there are overlapping faces, but what causes Blender to show them in the way that it does? To approach from another angle: why could Blender not "simply" ignore overlapping faces?
Are there general strategies one would take to fixing these issues? If so, what?

Even a link to a resource that explains this would be appreciated.


texts: How to morphing Multiple object in blender?

texts:
I have multiple meshes they have equal number of vertices.
How to join multiple object as shapes to morphing animation?
I know there have method by "join as shapes" to morph one to another, But how to add more object?


texts: Knife tool just not working on simple object

texts:
I'm trying to slice my 'house' so I can create a ridge, but the knife tool doesn't seem to work on this object at all. Despite snapping to the verticies correctly, as soon as I press enter, it just disappears instead of confirming the new edge as normal.
What am I doing wrong?   My Blend is here:


texts: Copy RENDER OUTPUT (image result) to Windows clipboard?

texts:
How possible would it be to include a function in the Compositor, UV Editor and Image Editor that can "COPY TO CLIPBOARD" whatever image they have active?
The image editor "Copy to Clipboard" function is the one I'm most interested in, since I composite and do animated storyboards all the time.
It's too long of a hustle to do:
F12, Image>save as>target directory>type the name of the file> Switch application >file>open>target directory>image>ctrl+a> ctrl+c, switch application document tab, and finally ctrl+V just to layer the concept I am working in.
Image>copy Render Output to clipboard, switch application, CTRL+V seems speedier.
The "Edit externally" command already has this in mind, but the general idea with this new command is to assign a shortcut, use it in blender, switch applications, CTRL+V (even email windows would work best in this approach).
Please help me develop this as a simple addon for the Image Editor first. Thanks!


texts: My IK rigging is backwards. Twisting the mesh and pointing the wrong direction

texts:
I am an amateur rigger at best. I do not have much of a grasp on the technical side of it, so this probably seems very stupid.

My rig is putting a "knot" in my mesh and will only work if the IK is flipped completely away from the pole target. One of my feet is also askew and I don't understand why. The mesh and rig are perfectly mirrored (or so i thought.)

I'm really not sure how I screwed up, I would really appreciate some advice.

This post seemed to have the same problem
IK + Pole Target {Rig} is =//= Twisting my Characters Mesh
but I don't understand their solution. I tried changing the IK solving to iTaSC but that didn't help.

The arm bends in the exact opposite direction that it should be bending.

When I rotate the pole angle so the rig works correctly, the mesh deforms and twists into a knot.

Here is my .blend


texts: Rotate (generated) UVs of environment texture without mapping node

texts:
I'm trying to rotate an environment texture (around Z), but without the mapping node, as it lacks sockets.

I've successfully rebuilt, the node tree detailed here: Use another node to control Vector Mapping

Works great for Object UVs, but not for generated UVs of an environment map.
I've tried translating it along U, which also didnt work. Any suggestions?

edit: the linked node tree works for environment maps, IF you connect the Z channel from the initial separate node to the final combine node.


texts: Blender viewport and UI lag when external monitor connected

texts:
I have a macbook pro running windows 7 and I use a 1080p monitor when at home with laptop screen disabled. When I have my second monitor plugged in (via mini display port -> VGA apple adaptor) there is a lot of UI lag.

Nvidia 650M GT oc'd

i7 quad core hyper threaded 2.7 -> 3.6GHz

8 GB RAM


texts: How to determine the angles between bones using a Python Script?

texts:
I want to calculate the angle between 3 points, the two ends of the selected bone and the centre of the thigh bone using a python script.

I have tried multiple methods but I am not able to figure out how to find the coordinate of the 3 points mentioned and then the angle between them using python script. Please help.


texts: Material View is all Black and White, no shading

texts: All of my objects in my material view are now black and white, I have no idea what I did.. The black objects have materials that were working. Why is this happening?!


texts: object rotation and alignment to a face in another objects

texts:
I want to rotate the Plane which I called face1 in the image attached to align with face2 in the cube. I want to do this in python. I tried several times using the normal of face 2 but did not work. I created vectors using vertices of face 2 but did not work. I don't know what I am doing wrong.

I want to align the two faces with all tangential axes, not only a vector. It is better to share the same position. But the important part is to rotate face1 to have same tangential axes.

Regarding the way to align them, I would like to know both ways, if the results of aligning both faces in these ways are the same. In what I'm trying to do, it does not matter which point to rotate around, I guess.

Consider face1 a face part of a different object than the cube. I want to align two different faces, each from a different object together. So, the object1 that face1 belongs to should move as well. (Thank you quiliup)


texts: Weight Painting - Stiff vs Flexible Deformation

texts:
I have a rigged and weighted letter A. I particularly need to understand why, despite a nice gradient in the weight painting, a part of the deformation is nice and flexible (marked in green on the screenshot). And part is stiff like it's 100% weighted, though it looks like a gradient in the weight painting (marked red in the screenshot).

What I would like is that when I pose the bone, the deformation follows the weight-painting gradients on both sides. So it's flexible and smooth.

I would like to understand how to control this, so I'm more in control of the deformations.

I'm attaching a stripped down version of the .blend file.


texts: When rendering (4090x2900 px), my cloth has bad geometry

texts:
let me put the image first.

The problem I got is that my cloth has a bad geometry when rendering (It's the object vertical in the center of the render that is overlapping other objects.), but in 3D view (Not rendering) it has a good geometry.

I don't know if it only happens when rendering 4090x2900 px (100%). I haven't tried with a low px render, but I think it won't be a problem.

Also, I have checked the correct frame, it's the frame 77 that I want to render.

Thank for the answer, this is my first 4090x2900 px, so I don't know if it's a problem because of that.

Also, the camera covers all the body of the character, but here the render only shows a part of the body, I don't know why.


texts:
I'm a bit newer to blender, so apologies for probably missing some obvious terms.

I am able to create bump maps for objects with hard corners, but when I try to use them on more spherical objects, I can never get what I want. Iwant the bump map to follow the curves of the shape so they are always perpendicular to the faces. (I think the word "normal" is related to this but using the Normal output from a Texture Coordinate node doesn't work.) Imagine a golf ball, or a strawberry with seed divots.

Here's an image of what I'm talking about. This is a strawberry with the seed divots:

It looks fine, until it's rotated:

and the divots stretch out. Here's my bump image and here are my material nodes:

I've gotten the most milage out of changing the texture coordinate output and rotating/scaling the mapping node, but it's pretty obvious to me that I'm just flailing around and guessing.

I'm sure there's also a correct term for this that I'd love to know.


texts: Removing light source on a reflective surface

texts:
I want to have a reflective floor, but have it not reflect rays coming from a light. Using Blender 2.91, Cycles. I want the light to create a glossy rim light on the object in the scene, so I don't the usual solution of Light > Visibility > Ray Visibility > Glossy off cannot be applied here.
.


texts: How to stop fluid going straight through a .stl imported obstacle?

texts: After looking for answers, I have set the resolution up to 100, changed the obstacle initialization to shell and added a Solidify modifier to the obstacle. See below


texts: Lines appear if multiresolution is enabled

texts:
I am using the sculpting tool and these lines appeared to me, if I disable the multitexture option the lines disappear but I lose the sculpted, some solution?

if i change the number of "sculpt" in subdivide these lines are disappeared, but i need change to 7 and my pc not support, sorry for my english


texts: How to convert Damped Track and Follow Path of camera into Frames?

texts:
I have set up a path my camera should follow, and an Object it should track with Damped Track.
Now, what I wanna do is, make the camera movement into frames because I want to have a fluent movement where it tracks the moving Object, but then, when the Object passes I want to have a different angle and the cconstraint not to follow the Object anymore. And I want to edit the velocity of the camera-movement along the path for certain segments..

The Only and easyest way I know how to do this, (because follow path is really pretty dumm set up, cuz I couldnt' find a velocity modifier or something...) is with individual frames.

So how can I convert these two things into frames?


texts: Is it possible to use the Extrude or Spin tool to get something to rotationally extrude along a curved path?

texts:
I'm trying to model a bow and would like to create the upper limb in 2D, then extrude it to make it 3D and lastly mirror it to make a bottom limb. Can I rotationally extrude the outer edges around the inside edges of the bow in Blender? In other words, can I extrude along and around a local edge instead of global?

I'd like to rotate the outside edges locally around the selected edges in order to make the object 3 dimensional. is this possible?

Reference image:


texts: How to catch specific error in fbx export

texts:
How can I try, except for only:

RuntimeError: Error: Tangent space can only be computed for tris/quads, aborting
and also store the message (Tangent space can only be computed for tris/quads, aborting)

try:
    export_fbx_tangent_on(self, context, save_dir)
except RuntimeError as e:
    message = f'w:Fbx export failed,{e}'


texts: I was making a animation that I made synced up to a MP3 file. It synced up perfectly, but then when i improved the frame rate, the sync was 2 seconds off. how did that happen!? can I still fix this in video editing after I render my video then import it to the video editing?


texts:
This is probably a no-brainer, but somehow I can't find the solution with google. How do I execute a function once, if an object is clicked?

import bpy

def something(obj)
  print(obj.name)
  return

...
if anyObjClicked:
  something(context.scene.active_object)

Result should be:

Cube

and not

Cube
Cube
Cube
Cube
...


texts: Why is hair getting different densities on arms with same settings (on render)?

texts:
The hair on the left arm looks ok in the viewport, but rare when rendered. It has the same settings as the right arm hair and similar editing with different vertex groups. I added new hair, changed the seed and got similar results. I could add more children, but I thought there must be something wrong.

Here is an edit with the settings. They are identical for both arms.


texts: Using custom socket types in node tree - can't assign PointerProperty

texts:
I am working on a Blender addon based on the node system. I would like to be able to pass my own custom types through the node tree. Currently I can use the following types: FloatProperty, IntProperty, StringProperty, etc... But I would like to have my own custom type, which would encapsulate a float and keep track of other properties when it is modified.
Here are other posts that can be relevant to this issue:

How to assign PointerProperty in Operator through UI?
PointerProperty to node of material node tree
Add-On Dev: Default of PointerProperty changes based on type?

I made a sample code to show you the issue I'm running into:
import bpy

from bpy.types import PropertyGroup, Operator
from bpy.props import PointerProperty, FloatProperty

class CustomProperty(PropertyGroup):
    bl_idname = 'CustomProperty'
    bl_label = "Custom Property"

    prop_float: FloatProperty(name="Float")

class VIEW3D_OT_custom_operator(Operator):
    bl_idname = "view3d.custom_operator"
    bl_label  = "Custom Operator in View3D"
    bl_options = {'REGISTER'}

    prop: PointerProperty(type=CustomProperty)

    def execute(self, context):
        return {"FINISHED"}

    def invoke(self, context, event):
        print("prop_float = {}".format(self.prop.prop_float))
        self.prop.prop_float = 2.0
        print("prop_float = {}".format(self.prop.prop_float))
        self.prop = PointerProperty(type=CustomProperty) #ERROR here!
        print("prop_float = {}".format(self.prop.prop_float))
        return {"FINISHED"}

def register():
    bpy.utils.register_class(CustomProperty)
    bpy.utils.register_class(VIEW3D_OT_custom_operator)

def unregister():
    bpy.utils.unregister_class(VIEW3D_OT_custom_operator)
    bpy.utils.unregister_class(CustomProperty)

if __name__ == "__main__":
    register()
    bpy.ops.view3d.custom_operator('INVOKE_DEFAULT')
    unregister()

Here is the error I get from the python interpreter:
File "C:\Program Files\Blender Foundation\Blender 2.83\2.83\scripts\modules\bpy_types.py", line 719, in __setattr__
    return setattr(properties, attr, value)
AttributeError: bpy_struct: attribute "prop" from "VIEW3D_OT_custom_operator" is read-only

It tells me that I can't assign anything to the property. Maybe it's because I'm assigning the full PointerProperty and I should rather just assign an instance of the object that is pointed by the pointer. However, I didn't even managed to create an instance of CustomProperty by myself. I wanted to look at the code of PointerProperty to look at its implementation and it's implemented directly in C so it's difficult to figure out what the problem is.
In the end my problem is simply that I want to use a custom type in the Node Tree. Do you know how to make it work? Do you have any suggestion on a workaround that would give me the functionality I need?


texts: Reload Links from a .blend Automatically

texts:
I´m working on a small project in Blender. In this projekt I linked an object from another blend file. The problem is that I can only manually reload the data from this other blend file. Is it possible that Blender do this for example every 10 seconds automatically? I use Blender 2.81

I hope you can help me.


texts: Problematic differences in scrape and flatten brushes between 2.79b and 2.8x

texts:
I have used Blender for years for 3D scan cleanup, but I'm having trouble migrating to 2.8x. My two main brushes are scrape and flatten, which help me remove hair, stubble and noise mainly. In 2.79b I get very smooth surface geometry without altering the shape or structure of the face. The scrape tends to take the tops off of the stubble and leaves the surrounding geo untouched (unless I keep going at it). The flatten brush usually finishes it off by removing the final noise and smoothing out the surface regardless of its underlying topology.

However, with 2.8x it is entirely different and I haven't been able to figure it out. I created a quick video of the process and the problems. I start in the old version of blender where you can see me take out stubble and other skin problems. After that I flatten it out slightly and I end op with the person's skin without any noise. However, when I jump to Blender 2.8 I cannot seem to take out just the stubble. In fact, I find that mostly the surrounding geometry is affected and not so much the peak I'm trying to get rid of. The flatten brush seems to just make the surface lumpier rather than flat. In both versions I'm working with the default settings and no the brushes aren't inverted.

https://youtu.be/Aolsw7F6Suo

It's about 2 minutes long, boring and without sound. It wasn't meant to be exciting. Any advise would be greatly appreciated!

Thanks,
Jan

Edit: Here's an example on a simple surface with some peaks on it. Both versions with default settings and similar brush size.


texts: In bge, how would I zoom using mouse scroll in ortho view?

texts:
How would I incorporate the ortho zoom to my mouse wheel?

This seems close to what I need, but I don't know why it's not working.

import bge

cont = bge.logic.getCurrentController()
cam = bge.logic.getCurrentScene().objects['Camera']

if not "DefaultFOVset" in cont.owner:
    cam.ortho_scale = 20
    cont.owner["DefaultFOVset"] = True

FOV = cam.ortho_scale

if cont.sensors["MWHEELUP"].positive:
    if FOV < 20:
        FOV += 1 # linear increase
        FOV /= 0.9 # exponential increase
    if FOV > 20:
        FOV = 20
elif cont.sensors["MWHEELDOWN"].positive::
    if FOV > 10:
        FOV -= 1
        FOV *= 0.9
    if FOV < 10:
        FOV = 10

cam.ortho_scale = FOV

Here's another one, I can only get it to zoom out. https://blender.stackexchange.com/a/58556/37524


texts:
In this answer is explained how to create an object which looks like a nucleus.

However, I have a problem when merging multiples spheres into one object. Exactly what I do is the following

1) I created a parent object with many spheres.

2) Then I do Object -> Apply -> Make duplicates real. This will give me all spheres, which are as before colored in red and blue.

3) I select all these spheres and Object-> Join (Ctrl-J). This gives me a single object that I would like to further use as a base object for other geometry.

But after step three all spheres become of the same color.

The question is how to preserve colors of individual spheres when Joining them into a single object?

Thanks in advance.
(I was using blender 2.80)


texts:
I am animating a fluid simulation that's supposed to be used for an animated simulation of 'the floor is Lava', the details are unimportant.
What is important is that to ensure the items that fall into the lava impact I'm using a domain that extends into the room, so I set it to stop filling after a certain point. I also abruptly slow down the speed of the simulation, from 60 to 20 seconds. This is all well and good but when It reaches the key frame point the fluid becomes, well:
Before

After

I don't know what's causing it so I need help, is there A a fix to this or B another way to achieve stopping the inflow.
To clarify I stopped it by key framing the 'enabled' modifier.


texts: Bezier curve seems to be locked from moving on certain axis

texts:
I am in 2.81 and created a bezier curve to act as a string in a scene. However, when I go to edit the curve, I grab the end point and attempt to move it on the x axis and it won't go that way. It will go on the z and the y but not the x.

I can go to object mode, rotate it to the right angle but that is not a very good work around.

I cannot find any place where I might have accidentally locked it.


texts: How to control the folds of a cloth simulation?

texts:
I made pants using a cloth simulation. I pinned them to the waist of the model. The problem is that the pants keep folding inside. I want to take the cloth out like the function in Marvelous, but is there such a function in blender? Or what should I do?

my file


texts: Is there a way to lock edge lengths of a mesh in edit mode?

texts:
I want to edit a mesh without distorting it, so that only the angles between the edges change but not the length of the edges.

I basically need this to model realistic clothing where I model the 2d shape (that one would also cut out of real fabric) and then "sew" it together manually.

I already tried doing that by actually using sewing with a cloth simulation but that is not very efficient and does not leave a lot of freedom.


texts: Partially UVW Animated alpha mask for circuit board shader

texts:
It want a good old fashioned texture animation, not fade alpha, transparency etc.
I need to animate a circuit board growing effect.
I would take a circuit material, mask it with an alpha map and mask the alpha map with a faded texture that is animated to change UVW position from left to right (so that the animation is from right to left).
I spend a day to figure out why I can not move i.e. a wave texture or a just black image texture with faded border over the alpha mask.
How would you animate a reveal effect like that?


texts:
I have this mesh:

How can I get the object tips position with a python script?
Consider I don't want the bounding box tips, but the mesh geometry cusp positions

As dr. Sybren pointed out, there are many ways of defining "tips":

The most extreme points on the axis of the first principal component
The points that touch the bounding sphere/box
The vertices where the curvature of the mesh is over a certain threshold
The points where the highest intensity rays cast from the object center meet the object shape (a generalization of 1.?)
The points where the shape-aligned cutting planes have zero area (similar to 3.?)

(I've added a couple myself).
To avoid complicating matter further I'd stick with 2., points that touch the bounding sphere/box.


texts: blender image showing transparent on cube

texts: As I place an image texture onto a cube, the cube renders transparent, you know those black & white checkerboards.


texts:
So i was trying to make this “unique fan”. I provided the video sample below, it’s bit low res but i think the mechanism on that machine is still readable :
Video reference

For anyone there still unclear or cant see much detail in that video,
i just made a simulated rig by manually keyframing it to visualize
better idea what im asking. Here :
Simulated Rig mechanism

Remember, this is a manual keyframe, and i didn't want to keyframe it manually because its so inaccurate, and i wanted that ARM 2 is staying on that FAN ARM hole. So i think rigging it is good idea.

So i tried to recreate it, but I’m confused about how to rig it. I just did make the bones, parent the model to it. There are 2 armatures, 1 on arm, and 1 is the mechanical arm.
but i honestly no idea how to put constraints on it. Can anyone help me? this is my first rig i tried, for learning purposes.

here is the blend file :
https://blenderartists.org/uploads/short-url/mt2kRaMVeA2ibumusd1lPG9egEx.blend

here is the simulated rig blend file if you want to see it more
clearly the mechanism :
https://blenderartists.org/uploads/short-url/zNbCDaWdyi2vwlGtAtVOqfxI3y1.blend

any help much appreciated!


texts:
Ik I already asked a lot of questions today, but im trying to make a 3d model from scratch and running into a lot of problems, I'm trying to do this:

This is from a youtube tutorial but this happens when i try to use the bevel tool on mine

anyone know why? Please help if you could. I can't seem to find this anywhere else

here is my blender file:

and here is the YouTube tutorial I was following: https://www.youtube.com/watch?v=6BANJc53Eik


texts: Is it possible to keyframe the camera by hand instead of motion tracking?

texts: I’ve been trying to track a complicated clip for a few days already but just can’t get it to track properly. Would it be possible to set the clip as the background and keyframe the camera by hand? Someone who has done that before? Not sure what to do otherwise


texts: Materials rendering differently after certain frame

texts:
I'm trying to render this lightning animation, and all the materials looks right (or at least how I want it to look) starting at frame 44. Every frame I render before 44, the materials render differently.

The lightning is made of 3 curves. The centermost curve is the most thin, with an emission surface material to brighten up the second curve, which is slightly thicker around the first one. This one has a blue emission volume material. The last curve is a very thick curve with a blue surface emission material, and is invisible to the camera. This curve is just to provide some glow on the ground plane, as the thickness of the other curves is too small to actually illuminate anything in the scene. The lightning is animated by keyframing the bevel factor of the spline.

So what's going on here? There are no keyframes in the materials to cause this change. It looks like two of the curves might be overlapping? But how could that be if their bevel depth isn't animated? I tried turning off the motion blur, changing the camera angle, changing the bevel depth to make sure they aren't overlapping. No success yet.


texts: How to bend and use on mesh (as shrink wrap)

texts:
I have mesh and i added array and tried with simple deform method. Did not work for me. With the shrink wrap modifier i tried that also did not work for me. I want to curve the mesh with array modifier and fix (shrinkwrap) on the curve mesh.

Always have this same issue to use shrinkwrap on the surface. Any detail answer can fix my issue for ever. Any suggestion or help. Thanks


texts: I can't find my render anywhere. Now matter what folder I choose, when I go to that folder I don't find my render. And the only option left is to screenshot and crop or something. Please help. Blender version: 2.79


texts: Why are my textures not showing but just the texture color?

texts:
I have been trying to make a knife weapon of a game I'm making. However I have a problem where I import the images knife parts, and it does not show the real image, but just the color of the image.
Is there anyway to fix that?
Thanks]1


texts: FBX shaders messing with materials when importing to Blender

texts: I'm trying to import an FBX model to Blender and when I do, it just completely messes up the materials. I know what shaders the model uses (which are custom) but I want to know if there's a way I can change the shader within Blender/change whatever to stop the materials to look like this.


texts:
I saw that this was asked before, but that was  a number of years ago on earlier versions of blender... I'm hoping there might be an easier way to do this by now?
Is there a way to set your camera to 2-point-perspective view? As a new blender user who is looking to use blender for Arch Viz, I find it staggering that this feature doesn't exist? You can set a camera to 2 point perspective in Sketch-up, Rhino, 3ds max (using camera correction)... but in blender I can't see anything? The only way I can see to do it is to set a camera to be straight and then to play with the Y shift.. but this doesn't work in all scenarios? What would happen, for example, if I want a low angle view but don't want the camera distortion from perspective?
Any advice or workarounds would be much appreciated. Thanks


texts: Blender multiple Image texture one Material

texts:
I made a few signs in blender. They all have the same Material.
I want to put an images on the front of the signs - but all the images are unique. I want to keep the ability to edit the material of the signs and to use one unique Image for every sign.
So the only ways I know how to achieve this are: Create one big image and map it (i dont want to do it).
Duplicate the Material with different Images (i will lose the ability to edit all materials at once)
What to do?


texts: What is the coding alternative for double edge loop select?

texts:
Suppose I want to select the entire mesh boundary. Alt + RMB on a boundary edge would select one edge loop (left image), while Alt + double RMB yields the desired result (right image).

How would I achieve this result by scripting? Assume the user first selects one boundary edge manually. I reckon it is buried somewhere in this function:
bpy.ops.mesh.loop_select(extend=False, deselect=False, toggle=False, ring=False)
But I can't quite understand how to use this function. Examples on how to do this would be very much welcome.


texts: Blender doesn't launch unless I'm sharing my screen

texts:
I'm having an issue with blender that has happened for a while now but has only become serious recently. Previously, every so often (maybe every 30 minutes or so), both of my monitors would go black for two seconds or so, before blender crashes. As of recent, I have not been able to start the program at all. I notice that other applications have started to do the same thing, such as the Ryzen driver software. Whenever it crashes (which is now every time I try to launch), there is no error message or other window that pops open.

However, blender and other applications with the similar issue run perfectly while I am in a call on Discord and sharing my screen (specifically sharing my screen). I initially thought that it would be an issue with hardware, but a) my hardware is relatively new and b) the applications work just fine while I'm sharing my screen, which just uses more hardware.

Specs:

AMD Ryzen 2700x (3.7 ghz)

16gb 3200 mhz ram (Corsair)

Nvidia RTX 2070 (Gigabyte)

Gigabyte x470 motherboard

I have reinstalled blender and all other applications with the same issue, restarted my computer when the issue occurs, reinstalled both of the latest Nvidia and AMD drivers, and even checked my cpu and gpu temperatures while using blender (nothing unusual). I've also read through various other questions people have with crashing, but none seem similar to the issues I have. I also have blender configured to render with my gpu, which I am sure of since the task manager reports little to no usage of cpu usage while rendering.

Has anyone else had this same issue? Maybe the current drivers don't work well with blender, but the most mysterious part of the whole thing to me is that I can use blender endlessly if I'm in a call on discord while sharing my screen, but the moment I stop sharing my screen, it crashes. Any solutions, ideas, or comments of similar issues would be very helpful. Thanks!


texts: My mechanical rig bones in the eye aren't lining up with my meta-rig, how do I fix this?

texts:
I'm trying to rig my eyes, and make them follow the target that rigify automatically puts there, by parenting the eye ball to a mechanical bone. I made sure to place the bone in the correct place in the eye with my meta-rig. The problem is that the mechanical bones are not lining up with the meta-rig, except in edit mode. Can anyone help me with this?
This is my meta-rig:

And then the mechanical bones in the generated rig(object mode):

in Edit mode:


texts: What's the purpose of Node Wrangler's Viewer Node?

texts:
With Node Wrangler enabled, I can quickly preview a texture node with Shift+Ctrl+LMB.

But what puzzles me is that it creates a Viewer Node, which seems unnecessary:

As shown above, the result doesn't look different if I connect my Texture Node to Material Output directly.

So why does Node Wrangler create this Viewer Node? In which situation would it be necessary?


texts: Dark Shadows when using AO with Transparent Materials?

texts:
When rendering this scene in Blender Internal, the wine glass in the scene has a dark shadow collect at the very bottom.

I have shadow transparency on, the shadow from the light turned off with environment lighting on and ambient occlusion on.
The shadow is only there when ambient occlusion is on and it is against the table. Is there a way to make this go away while keeping ambient occlusion on?

This is an image that has all of the details for the environment and for the glass material


texts:
I would like to get a reference to a keyframe when I create it. Alas, keyframe_insert() returns a bool indicating success, not a handle to the keyframe.

In my application, each keyframe may need a different interpolation mode (or other parameter) so it seems good to do this at creation time.  Consider doing the following for an object where dataset has many elements:

ob = bpy.context.active_object
prop='["MyParam"]'

for interp, value, frame_time in dataset:
    ob['MyParam'] = value
    ob.keyframe_insert(data_path=prop, frame=frame_time)
    # interp = LINEAR or BEZIER or ...
    # set this one appropriately:  How?

The only thing I can see at the moment is seems complicated:

get the fcurves from ob.animation_data.action.fcurves
ask the fcurves collection to look for the one with the right data_path,
go searching the fcurve for a keyframe with the right values

This seems to look like:

# go looking for it
curve = ob.animation_data.action.fcurves.find(prop)
pts = curve.keyframe_points
# pts.find(key) what is "key" other than "the identifier for the collection member."
# do I need a foreach() loop here?

What would the key parameter be?  Is there a better way?  This multiple-search step seems like it would get costly fast.  Any hints/clues would be welcome.


texts: Material Render View different from Material/Texture View

texts:
First basic model from an illustration. In the material or texture View Port Shading, it looks just like I want it to, but when I go to "Render" (Render Image), this nastiness happens. The uv mapping from the back building decides to just repeat itself and not adhere to the uv mapping at all. I created a texture (painted outside of Blender following  UV mapping layout) and then imported the image, and also created and assigned the image to the material.

What could I be doing so wrong?


texts:
Dont know where is problem, render image for 8 min, gpu max load, compute 100%, card temperature 70 degrees during render. And 5 min later same image, card compute 100%, but card temperature only 60 degrees, less power draw and render time 20 min... How is it possible?

edit: I found if I restart blender, first render take always 8 min. and if not restart every next render take 2x more time.. Its some bug?


texts: Why is vertex snapping with auto merge enabled not merging vertices?

texts:
I am watching this tutorial on youtube:

At the moment, the tutor is merging the hand's vertexes to the arm's vertexes; the problem is that when I try to merge them like that, they don't really get really well merged and end up having empty space between them. This is what I am saying:

.

How can I fix this? Thank you already!


texts: Rigging two-handed weapon in Blender 2.8

texts:
I'm having trouble with rigging a two-handed weapon in Blender 2.82. Basically, I want to achieve this:

Such gif was retrieved from a previous questions and answer, but the solution applied for a Blender version lower from 2.8 so does not apply the same.
I think I did something wrong. I followed the solution propposed by @moonboots. However, when I move the gun, the hands do not follow it in terms of translation, only rotation. What could be?


texts:
Okay, so I'm a relatively new user of Blender. I've delved into most of Blender already, including the Graph Editor and F-curves, but not the Dope Sheet or Drivers.

I'm planning to get into what the Dope Sheet is later on, but for now, I wondered what drivers are...?

What can they be used for?
How can I use them?
Are they Engine-specific?
(I usually use Cycles.)

Thank you.


texts: I was working on an animation which is a car moving on a path and found the animation too fast ,so i used time remapping to make it slower and i rendered it as PNG and used the video sequence editor to make an image strip and render them as a video, but the resulted video was too fast as if the time remapping has done nothing what shall i do?


texts: Why does undo move back more than one step or not work at all?

texts:
I have the latest version of blender (2.83.2). I have issues with undo.
When I press Ctrl+Z it doesn't move back one step instead it may return to first step in the first project or doesn't move back at all.
I loaded the factory settings and nothing happened


texts:
I Created a low poly barrel with three cylinders. The first one I created is  the barrel shape, the other two are the rings around the barrel.

I have one problem with the UV MAP (Blender 2.82), when I select all vertices, Blender automatically creates streched a UV Map with 2 circles and 16 faces. I don't want this UV Map but I can't delete it.

I marked the barrel top, barrel bottom and all edges from one side with "Mark Seam" and after this I unwrapped my model. Unwrap creates something like 2 UV Maps in one, one over other, the first with 2 circles and 16 faces stretched and the second correct but I can't delete the first one.

How can I solve this?


texts: How to connect the mirrored bone to the central bone?

texts:
I appended a suffix of .L to the name of a bone on one side, then executed armature -> symmetrize to mirror the bones.

However, the copied bone is not connected to the central spine, and if rotated in pose mode it will move away from the spine.

How can I make the copied bone connect to the backbone?


texts: Why does this happen when using subdivision modifier?

texts: As you can see on the picture the mesh is pinched on the right side, I cannot understand why, can anybody help?


texts:
Now this is a question i found allot, but pittily the answer that i found multiple times doesn't seem to apply to my problem:

I've got this model, and as we can see in edit mode, all normals are pointing outside as they should:

but when i try to paint the object, a part of the object is just white and refuses to be painted on:

I read multiple times that this is usually due to the normals pointing the wrong way, but it seems that isn't the problem!

Also it might be worth mentioning that trying to flip the normals in that part of the object (although that should turn them to the wrong side up) causes them to be black and unpaintable, while now their untouched neighbours tend to be white and unpaintable!
(no picture due to lack of reputation)

Thanks in advance for your help!

Further details:

As you may have guessed this object wasn't modelled as one object in the first place, but joined together for the purpose of being painted on and exported.
Due to the format i wish to export this to (and the fact that this is merely an experiment) the solution of trying to paint them separately would only be my last resort.


texts: While texture painting, is there a way to limit the maximum opacity of the paint simmilar to the weight setting in weight paint mode

texts:
I am using a mouse to do try and paint an area, I have to zoom in on the area to be able to get the precision I need however as I have to move the camera multiple times to cover the whole area I can't paint in a single stroke and I Can't find a way to prevent the paint from different strokes from stacking creating darker patches of paint where the strokes meet. Is there a setting like the weight slider in weight painting mode that simply limits the maximum strength of the paint or some other way to prevent dark edges between strokes

Example:

Intended result:


texts: how to set camera fov and focal lens independently?

texts:
I am going to set the blender camera as the real surveillance camera, which the focal lens and fov of real camera is 4mm and 69.9 degree.

Firstly, I manually set the focal len of blender to 4mm, the blender automatically set the fov to 140.53  in the perspective view, I changed the sensor width and height, it has the influence but still doesn't simulate the focal len and fov as the real camera I used.

Secondly I followed this post - How to simulate a real camera with blender, but in the panoramic view, I added a new camera, even the parameters (focal len, fov and sensor width height) are changed as shown the post, nothing happens.

I wondered why in the perspective view both focal len and fov are automatically changed?  and why the change in the panoramic view doesn't change at all.

The blender version I am using is 2.7.9

This is the picture of focal len at 4mm below

This is the picture of focal len at 12mm below

Increasing the focal len will make the objects in far distance look bigger?


texts: Apply new rotation and location to entire Animation

texts:
I have a zombie model that I already animated and it's crawling.
However it's crawling in wrong direction - when I import it to Unity I can see that I am off the proper rotation by 180 degrees, this could have been prevented if I checked before animating.

I also didn't move the zombie along the Z axis to the floor, so it's in mid air.

What I would like to do now is fix this by applying that 180 degrees rotation and new position to the whole animation.

Take a look at this comparison:

What I managed to do is to select all bones at the first frame and just rotate it, then import this into Unity. It works fine, but as soon as I play the animation inside blender it gets reset and all messed up (the animation rotates and moves back), so is there a proper way to do this?


texts: The fur I'm trying to make isn't looking like real fur. It's coarse and I don't know how to fix it

texts:
I am trying to make fur, but for some reason, I can't seem to get it to be softer it is coarse and doesn't look soft as all. I made a little ball of fur as an example of this:

Sorry if the title doesn't convey my message clearly, I wasn't sure how else to put it. If anyone has any way of fixing this I would love to know, thanks.


texts: Python rotation does not produce the same than manual rotation

texts:
I have 3 plank forming an equilateral triangle, I want to rotate them according to the triangle gravity center (where all the height intersect).

By hand I select them all, Shift+D, Enter, R, Shift+Z, turn the mouse, press Enter and voila, perfectly rotated.

I then wrote a script that does the exact same thing, however they are not rotated the same, the center of the second triangle is off.

def select_all():
    scn = bpy.context.scene
    print("deselecting all")
    bpy.ops.object.select_all(action='DESELECT')
    objs = [obj for obj in scn.objects if obj.name.startswith("plank")]
    for obj in objs:
        print("selecting object " + obj.name)
        obj.select = True

select_all()
bpy.ops.object.duplicate()
bpy.ops.transform.rotate(value=radians(180.0), axis=(0, 0, 1))

and here is an image of the results :

Why isn't the rotation being the same?


texts: libGLU.so.1 error loading shared library

texts:
I am trying to install blender 2.79 on ubuntu 17.10.
Downloaded  blender-2.79-linux-glibc219-x86_64.tar.bz2 from

https://www.blender.org/download/

ran the command: sudo tar xvjf blender-2.79-linux-glibc219-x86_64.tar.bz2

changed directories to the blender executable and ran the command:
 ./blender

Got this error:

./blender: error while loading shared libraries: libGLU.so.1:
 cannot open shared object file: No such file or directory

If I run /sbin/ldconfig -p
I get the line:
libGL.so.1 (libc6,x86-64) => /usr/lib/x86_64-linux-gnu/mesa/libGL.so.1

So I'm guessing I need to link to it somehow?
I tried
sudo ln -s /usr/lib/x86_64-linux-gnu/mesa/libGL.so.1 /usr/lib
which didn't work, and maybe I've made things worse.

Any help would be appreciated.


texts: Blender showing me textures even though the nodes are not linked to the principled shader

texts:
Basically what the title says. I import textures made with substance painter into blender, and as soon as I add them as a node, they show up in the viewport preview, and when I click on them it basically switches between them. For example, I click on the albedo node, it shows me the texture in the viewport. I click on the metallic node, it shows me the metallic node in the viewport, and so on. It seems like I've activated some kind of instant preview or something? Hopefully it's clear.

What's wrong?


texts: Animation with no smoothing between keyframes

texts:
Most 2D animation software can render the animation 'frame-by-frame'. There are no smooth transitions between each frame, and each frame after is usually blank, and the artist re-draws the scene, a bit different. The last can also sometimes be altered for a new frame. It will be like an animated lego stop-motion like film:

My goal is to be able to have my scene all set in frame one and then duplicate that scene to the next frame to be altered and to not 'smooth' the animation frames.

Question:

Is something like a stop-motion (no actual footage) possible with CGI in Blender? If so, how do I go about creating this environment to animate with?


texts: Can I set render settings by individual scenes?

texts:
I have a .blend file with two scenes in it.

Can I set different Properties panel > Render tab settings (dimensions, frame rate, etc.) for different scenes in the same .blend file?

Thanks.


texts: My object is not transparent even when screen space refractions are turned on

texts:
I'm following a "glitch" effect tutorial (blender 2.91, rendering in EEVEE - not sure which version he's using although it has to be close and he's also in eevee)

This image is at the point where he has the text with the emission, and it's behind an edited icosphere (subdivided in editing, then back to object mode and scaled a bit).
Then he moves to add a new material in the lefthand panel. Adds new material, puts the roughness at 0, transmission at 1, turns on screen space refractions and gets this.

But my icosphere is still not transparent

What am i doing wrong?


texts:
I've made a texture that contains dots I'd like to use as a puddle texture on a sidewalk. One thing I've noticed is that if you look at the puddles closest to the camera, you can clearly see the low-resolution:

Is there a node or node setup I could make that would allow me to blur this texture? Or, more specifically, the alpha of the texture? The puddles image is Black and white, and I have the alpha of that image feed as a factor into my node composition:

I'd prefer not to have to do this in an external program, because I have 399 images that I am going to put into an image sequence for this node.


texts:
I am running Blender 2.91.2 on Ubuntu 20.10 'Groovy' using Cycles with graphics card GTX 1070 (driver version 460.32.03, CUDA Version 11.2)
The top Viewport image (in the Animation tab) is meant to be the Material view but reflections have been rendered, the second image is under the Rendered view which displays only Solid properties.  I have not used Blender for years but it seems that selecting 'Rendered' shows 'Solid', and selecting 'Material Preview' shows 'Rendered', and selecting 'Solid' shows 'Material Preview'.
The viewports are not as important as the actual render, which I run from the command-line after closing blender.
$ blender --background 333puzzleArray-6-short4render.blend -a produces an animated solid view, uploaded to https://youtu.be/NPvrTFzeML8


texts: Difference between 'Bounding Box center' and 'median point' pivot?

texts: In the options from pivot point, is the option 'Bounding Box center' the same as the option 'median point'?


texts:
I have recently gone back to a project I have been working on and the materials I have previously used no longer render properly.
When I select the materials preview in the viewport I am treated to a weird disco light show.

Rendering the image from the camera also no longer works.

I have tried recreating the textures from scratch but this doesn't help.
Thanks in advance.


texts: Does anybody know how to paint multiple meshes using scripts?

texts:
I use this code here:

mat = bpy.data.materials.new(name="Red")
tex = bpy.data.textures.new("red", 'IMAGE')
img = bpy.data.images.load("D:\\red.png")
tex.image = img
slot = mat.texture_slots.add()
slot.texture = tex
for obj in bpy.data.objects:
    obj.select = True
    bpy.context.scene.objects.active = obj
    obj.data.materials[0]=mat
    mesh = obj. data
    face_list = [face for face in mesh.polygons]
    for face in face_list:
        face.select = True
    bpy.ops.object.mode_set(mode='EDIT')
    bpy.context.tool_settings.mesh_select_mode = [False, False, True]
    obj.active_material_index = 0
    bpy.ops.object.material_slot_assign()
    bpy.ops.object.mode_set(mode='OBJECT')
    obj.select = False

Then I switched to 'Texture Paint' Mode. And I found only the last mesh I processed was shown painted. I want them all painted.


texts: Incorrect/triangulated texture when importing .obj file

texts:
I was importing some Wavefront Object files with bpy and noticed that the textures/materials were going berserk. I know the .obj files are good as they come from a large dataset used for research.

I wondered if it was just the Python interface, but sure enough, it still happens when I import it though the UI.

My best guess is that the surface normals are incorrect since it seems to happen both in solid object view and textured view. It may also be the UV coordinates being registered from top-left instead of bottom-left or something though. Any ideas?

Solid View:

Textured View:

The Windows 3D Builder app renders it just fine though:


texts: Why does the Archipack add-on add a black wall to my scene when trying to add a window?

texts: I was using Blender 2.82a's Archipack add on, and whenever I try to add in a window to my scene in Blender, it comes up with a black wall looking thing, and a search bar, and I can't do anything to my scene once it is there. And I don't know what to type into the search bar. What am I supposed to do with it?


texts: Strange selection behaviour from 2.8 to 2.79b

texts:
I would like to know why this happens.

As you can see in the image, I create an object in Blender 2.8.

Then, I copy and paste into Blender 2.79b, if I enter edit mode in 2.79 and select a face or everithing in vertex selection, the selection should be orange, but its like it was a problem with normals or maybe Blender 2.8 uses another kind of polygons that other type of software does not recognize at all?

Anyone knows why this happens?


texts:
I am experiencing extreme lag when resizing (zooming in) the cycles node editor. I don't experience lag anywhere else in the blender UI. My specs: quad-core, 2.40 GHz 64-bit. No GPU.
Does anyone have any solutions for this problem?


texts: Automatic Weights Deforms The Whole Thing

texts: I have a body mesh, added a simple bone setup accordingly and used automatic weights, but it always deforms the whole thing in a weird way. I left all the settings default in 2.8, is there something I'm doing wrong?


texts: I need to create cyllinder with 16 vertices on top but only 4 vertices on bottom plane. Im trying to merge faces and dissolve edges, but the resulting object looks deformed, cut out.


texts: Mesh Analysis - Why the thickness is uneven on sphere?

texts:
Any reason why are colors of thickness distributed unevenly since it is sphere shape?
I would expect one color.


texts: Multiple addons with the same name found!

texts: How do I fix this problem? I don't even know know which add on is duplicated and how to remove it.


texts: Rigid body: how to display collision margin in Blender 3D?

texts: Hello I'd like to display the collision margins in rigid body simulation how could I do with objects and particles ?


texts: How to create an procedual 3D brick texture for displacemnet modifier

texts:
Hey guys I am new to blender. I want to use it in the first place to create and shape models for 3D prnting. My first project is a castle. I want to start easy and decided to make an easy wall with an 3D brick texture. I managed to apply a 3D brick texture on one face of my wall by watching some tutorials on youtube.
Now I am looking for a possibility to create a procedual brick texture for the displacement and to put the texture only on certain faces of the wall.
If somebody has an idea or solution for this, it would be wonderful.


texts: Text cursor turned into horizontal cursor, how to undo this?

texts:
Maybe a silly problem, but a real one. Suddenly my text cursor turned into horizontal one:

How can I set it back to a regular one?
I've tried many shortcuts to undo this, I also can't find anything in text editor options... I would be grateful for some help.


texts: Passing spline vertex property into graph to add or remove it from list

texts:
I would like to find a way to tag vertices in spline edit mode in order to append or remove them from lists. For instance; I'm placing Object instances over spline vertices and using its "tilt" value from the spline I can manage to edit their rotation individually inside the 3dview.

Is there a way to the same thing but instead of affecting its tilt just edit it belonging to a list?


texts: When I added a plane, the grids are gone

texts: Whenever I add a plane, the grids is all gone on the top of the plane. But if it's another objects, there is one. I'm a Blender beginner and whenever I watch videos adding plane there's grid while mine doesn't have one. Please tell me why.


texts:
I know this place is a Blender community but i wonder what is the best 3d software for me.
The reference of the my work I want is
https://www.youtube.com/watch?v=02k126v3Zu4 /
https://www.youtube.com/watch?v=NApVOHrbhqg /
https://www.youtube.com/watch?v=UxBl73QX000 /
Will Blender fit my inclination?
I can use touchdesigner and after effect but never used a 3D program
And I want to make an image like an Amnesia scanner
Do you have any tutorials to recommend?


texts: Why does my computer freeze up when updating the preview window in cycles with gpu compute?

texts:
Whenever I update a material with the rendered preview window open my entire computer freezes up and requires a reboot. This only occurs in cycles when using gpu compute. I have linked to a video showing how this occurs only with gpu compute. I can also link to the .blend is necessary.

Thanks for any help or ideas!

After further research I have found that amd gps are not completely compatible with blender cycles, could this be the reason for the crash?

Video


texts:
I'm practicing following the classic donut exercise by BlenderGuru and tried to add some drops to my donut, but as soon as I did it this happens:
I'm doing it in Edit mode, but the extrusion is showed in object mode? Is that right or I did something wrong?
As you can see, I'm a newbie in modeling ;))


texts: Why are solid objects with refraction node so dark?

texts:
Ok Ive discovered refraction nodes trying to create something like the iOS blur effect - meaning a white blur.

This has worked somewhat with 2d objects, but no matter that the node has the color white when I apply the material to 3d objects the object is too dark -

I don't feel like adding an emissive is correct here. How can I make the blur be white on 3d objects?


texts: Blender cycles CUDA out of memory error in archviz scene

texts: I have made an arcviz scene with different objects that are complex (level of detail pretty good and I prepared render but there is a problem: the cuda memory (3 gb) is not enough for the scene. I am trying to solve the thing without actually losing precision or realism, but the problem still persist (I tried rendering layers separated but there is still the problem of the objects being connected  (shadows or others) one another, so if i render one, it seems out of place because it hsn't the shadow or reflexed of other objects of the scene. Do you have any suggestion?


texts: Blender Cycles - Alpha Over Node - How to get a combination of two layers and get as result something like 1 layer over the other?

texts:
Maybe the title is hard to understand so I explain quickly. I have 2 layers, one with a flat text and the other one with the outline of the text (freestyle). If I combine both (with Alpha Over) the resulting image is not the same as if I render on the same layer text plus the contour. It seems like the outline is less "strong" when I'm combining the layers in comparison with a direct render of object + contour.

As it can be seen on the image (on a subtle way) on the combination between layers, the stroke is a little bit less strong as the full render. How do I do to get exactly the same result as the full render when I combine two layers?

Thanks,
Gonzalo


texts: How to remove blur off toon shading blender render

texts:
This is my render. But how do I remove blur off the toon shader with the blender render? ¯_(ツ)_/¯

and I want it to look like this


texts:
In the following script I want to perform the loading of a DLL only once when initializing

import ctypes
import mathutils
from ctypes import *

hmd = None

def poll():
    if hmd is None:
        hmd = ctypes.WinDLL("C:\\Program Files\\Blender Foundation\\Blender\\2.68\\scripts\\addons\\game_engine_rift\\openhmd.dll")
    hmdPoll = hmd.poll
    hmdPoll.argtypes = ()
    hmdPoll.restype = ctypes.POINTER(ctypes.c_float)
    pos = hmdPoll()
    print(pos[0], pos[1], pos[2] ,pos[3])
    bge.logic.rotation = mathutils.Quaternion((pos[0], pos[1], pos[2], pos[3]))

poll()

But I get this error:

Python script error - object 'Camera', controller 'Python1':
Traceback (most recent call last):
  File "rift.py", line 21, in <module>
    poll()
  File "rift.py", line 12, in poll
    if hmd == None:
UnboundLocalError: local variable 'hmd' referenced before assignment


texts:
Background

I am modelling a car. I am trying to create a simple rig whereby rotating an empty (the "Tyres Rotator Empty") will rotate the tyres and the steering wheel. This would allow me to easily "pose" the car as it goes round a corner (for example).

I would like to do this using constraints. The obvious choice would be Copy Rotation on both the tyres and the steering wheel, and Limit Rotation on the Tyres Rotator Empty.

I managed to rig this perfectly, until I came to parenting all the various objects that make up the car to a single container empty (the "Container Empty"). Doing this broke all my constraints in very odd ways I didn't understand. I had objects jumping about all over the place and nothing behaved as expected.

I am now trying to rebuild my constraints. While I have managed to do this for the tyres, I cannot get this to work for the steering wheel. The steering wheel needs to rotate on its local Z axis when the Tyres Rotator Empty rotates on its global Z axis.

While this should be simple enough to create with either Copy Rotation or Transformation constraints, I just cannot get the desired behavior.

Question

The steering wheel (see attached file) consistently seems to rotate along the local y axis instead of its local Z axis, even when I set it to be evaluated in local space. I cannot seem to get it to rotate on its local z axis.

My constraints seem to be correct, but I am not getting the behavior I intuitively expect. I suspect that I don't properly understand how World Space and Local Space works.

Please note that I have included two constraints on the steering wheel in the attached which I think should work (Copy Rotation and Transformation), but one is disabled. This is just for illustration. I am not trying to enable both at the same time, but I feel that either one should work and yet neither do.

What am I doing wrong? What do I not understand?


texts: How do I create an empty blender file .blend from C?

texts:
How do I create an empty ~.blend file using C?

I need to create a blender file directly from my program. Is there a simple example or tutorial for this? Any library?


texts: How to disable Symmetrize in Sculpt Mode?

texts:
I enabled Dyntopo, but Symmetrize seems to have been active already. As soon as I start stroking the mesh, it does it double.
I just don't see how to disable it.


texts:
I am making an illustration in Cycles Render of a table with a lamp and a Magic-8 ball below it.

Here's what it looks like when I render:

On closer look, the reflection in the ball is wrong given the curvy object it is reflecting:

(image above is the result of 1000 preview samples).

Here are a couple more view of the scene and its data:

The black ball's material

The lamp's material

Another light source is present.

What the lamp really looks like (y'know, IKEA).

I have tried full global illumination in the render settings, various sub surf modifiers to the lamp and to the ball, Multiple Importance on and off, but this didn't change a thing.


texts: Assign an object to 2 parents with offset for each

texts:
I have a game character who uses a shield. Her armature has 2 bones for the shield: the "stowed" position and the "using" position - i.e.: the shield is stowed on an extended back bone, and is used on an extended hand bone.

I can parent the shield to both bones by using the ChildOf constraint, but it only gives the ability to use the parent's position verbatim. I need to position it at the parent, but with an offset. Like, hand bone but rotated on X by 30, and back bone but rotated X by 15.

Is there any way to do this? Something like a ChildOf-plus-Offset?


texts: How to close small loops in ..stl, in Blender

texts:
I know how to close a formal hole in a mesh. However, I am getting a lot of noise in some of my models that produces small "loops". I am wondering how I may remesh these into clean planes.
See picture.


texts: Does Blender support the new AMD Vega M GL graphics card? If so, how must it be configured in order to work effectively?

texts:
This is my very first post, so please forgive and correct me if I do something incorrectly. I recently purchased the new (as of May, 2018) Dell XPS 15 2-in-1 laptop which has the new Intel Core i7 8705G that has a dedicated/integrated AMD Vega M GL GPU. It is supposed to (according to benchmarks) perform in the ballpark between the GTX 1050 TI and the RX 470. When I select this GPU in the system tab of the user preferences, under the OpenCL section, I get nearly the same results (in terms of render times) when I select GPU or CPU from the render menu in the properties menu. Is there anything I am doing wrong? Also, I understand, as I am coming from a PC with a GTX 1070 that I have to adjust accordingly the Tile size in the Performance section of the render menu. What is curious to me, is that when I have it on CPU, I have to use tile sizes around 256 to 512 in order to get the best times! Which blows my mind because usually it would be 16 to 32 on a 7700K. The GPU using the same tile sizes as the CPU.

Thank you in advance to any help that I may receive.

P.S. The file that I have been using to run my tests is the AMD benchmark blend file found at http://download.amd.com/demo/RyzenGraphic_27.blend


texts: Particle system with combined meshes and lights

texts:
I am trying to do something in Cycles with a particle system. I have made a city using 37 different cubes with unique textures on a particle system emitting from a pane.

On some of the buildings I would like to add exterior lights which you can observe on real sky scrapers.

I tried to just join the lights to one of the cubes using ctrl+J but to no avail am I able to produce the building with lights on the exterior.


texts:
So I am brand spanking new at blender and just learning the ropes. I believe everything about my smoke is set up fine, but EVERYTHING in the scene is getting rendered (like the smoke domain before I messed with the nodes from seeing a similar problem). Could anyone give me a hand as I know basically nothing about rendering in blender?

Here is the .blend for anyone looking :)


texts:
So I've been working on a project in which I need to rig multiple characters. I downloaded Fuse off Steam as a quick character generator, I tried MakeHuman but I didn't like the realism. I used the website to equip my character mesh with a basic rig and imported it as a .fbx into Blender. When posing the mesh I realised a deformation occurring at the joints of my mesh, the mesh would curve and deform at an odd angle creating a unnatural appearance where the bend would appear to shrink slightly before returning to its original shape. I tried applying automatic weights and this failed either distorting the mesh to an unrecognisable ammount or disconnecting the parent altogether.
If anyone has any advice as to a way I could fix it or a better character generator with automatic weighting and rigging I would very much appreciate the help.


texts: I'm unable to set the f-stop and depth of field of the viewport using Eevee renderer

texts: I've been using 3D programs for 15 years and this is a little nuts. I just want to make the viewport not blurry  I should be able to select the viewport camera like you can in Maya   and adjust the depth of field the f-stop the blooming and depth of field   , also I don't even know how to look through cameras I don't know how to change them or move them or really how to create a new camera it's extremely frustrating having spent two hours already just trying to create a new camera and make the viewport match what I'm seeing in the camera and vice versa


texts: Blender 2.8 Cycles Importing Image as Plane isn't transparent

texts:
I'm importing a logo image as a Plane and putting it on top of an object:

However, the image appears with the checkered pattern behind the image - not the actual Blender object ... which defeats the purpose of the transparency.

At the same time, even when I render the image completely in cycles, it still shows the checkered pattern!

My material settings for the logo image:

How can I get rid of the checkered pattern and make the image truly transparent and blended in with the objects in my scene?


texts: How to bend two parts of a flat objects on two different axis?

texts:
Hi guys, I already posted this on reddit blenderhelp but I think it kinda became a meme, and even though I fixed a few things my problem hasn't been solved.

I tried the bend tool and simple bend modifier with no success because it didn't give me enough control on the bend trajectory, I then tried the bezier curve modifier, I applied a bend on the X Axis, to have the wrist part curve, then a second bend on the Z axis to have the top part curve down too.

My problem is that I want the top part to be flat on the X Axis, because after a 180° Z Bend, the top part of the object now moves away from the X Bend trajectory, as it is now mirrored.

I tried applying Vertex groups on the bottom half so that the top wouldn't bend on the X Axis, but blender doesn't make a smooth transition between flat and bent parts, I get weird connection polys instead of a fluid twist (or untwist in this case).

Is there any simple way to bend an object in two different directions ? A bit like so https://blenderartists.org/t/c4d-like-bend-deformer/1146668


texts: How to toggle visibilty of Subsurf modifier using shortcut?

texts: When you're modeling with a low res polygon and smoothing it with a Subdivision surface modifier, is there a way to toggle on/off the modifier's visibility using hotkeys instead of having to click on the "eye" icon ?


texts:
Firstly, I was surprised I did not find a thread like that here(I hope I did not miss it.)

So what is the right number of polygon count or better triangle count, since this is what BGE renders from what I've read.

Is there a max tris count number that I should not exceed?
Is there a default tris count number for
small(ornaments)/medium(furnitures)/big(houses/terrains) that I
should be aware of? Experienced BGE users should propably have an
idea. Or do I keep checking till the fps drops and try to dissolve
meshes afterwards?
Objects in different layers or stand-by scenes that might appear
briefly or not appear at all in the game affect the fps? For example,
meshes in different layers that replace other meshes through
actuators or meshes in overlay scenes that get added briefly and are
removed/suspended afterwards.
And at last. Objects with dynamic physics or objects with animations
or characters with armatures or in general objects that interact with
one way or another, do they need lower poly count than a similar one
that would not act like the above and let's say would remain static
and act as a decorative level asset?

I really think there is a connection in the 4 above question-points. If you doubt it I can split them to more questions. My search so far has shown that there might not be a definite answer but more experienced users can judge better.


texts: Blender release life cycle and versioning

texts:
I was trying some older versions but version numbers and release versions are not clear to me.

For instance how can I know what is the most stable release of a given version, say 2.49:

The folder listing looks like this:

...
Blender2.49/    2009-Jun-04 09:24:18    -   Directory
Blender2.49a/   2011-Jul-11 16:08:09    -   Directory
Blender2.49b/   2009-Sep-16 09:53:26    -   Directory
...

So, which one is the stable release, is it the "newest one"?, so what does the letter a stand for, is it alpha?

How is it related with the software release life cycle common acceptance?


texts: I am setting up lighting for a scene and I want one light to have a god ray effect, however, when I use the volume scatter on the scene it works for ALL lights. How do I isolate a spot light source for this effect or if there is any other way please let me know. Thanks.


texts: I'm trying to replicate a speaker mesh from a timelapse video. How can I make these holes equal in size? The images below are from the video.Is there an alternative way to do it?


texts: I have these jagged shadows on the edges of the spiral I have added a subdivision surface modifier with 3 subdivisions, and set smooth shading even then I'm getting these jagged shadows on the edges in cycles, How can I fix this?


texts:
I have an object with a lot of holes with the same size.

I want to make the object smaller, but also I want to save sizes of the holes that are part of the object.


texts:
Good day,

Ok, so here is my Claymore model. I put textures on the blade and hilt and I think it looks good but it needs extra details to bring it alive. I followed Blender Guru's anvil series and while those kinds of scratches work really well on an anvil, I feel they need to be a lot subtler on a sword. I am not sure what to add. I mean scratches yes, but what kind of scratches. They can't be very obvious like on the anvil. I also saw many people put rust but what kind of knight would let his sword go rusty?

Here is my sword

But I want it to look more like this.


texts:
I have a test scene to render for stereo VR on YouTube.
They suggest 5120x2560, and you get stereo stacked Top-Bottom.
I have set the settings so it renders in 2 minutes at 25% and then also reasonable about 10 minutes at 50%.
If I go to 100% the GPU does nothing and it slows to an unknown maybe 15 hours or let's argue 8 hour render, same settings.
I guess my GeForce GTX 780 Ti has a limit of some kind so it dumps it out to CPU only I'm assuming.
There are no textures in the test just one for Environment lighting. Around 200K Verts and Faces with Tris double that.

I also tried 75% which guesses about 2 hours but I think maybe that's per eye, so even at 3840x1920 it seems to stop being able to use the GPU efficiently.
I have tried larger Tile sizes to no effect currently 256x256

I think maybe the Cycles Rendering pipeline is not able to split the work when the card can't keep up. It could maybe stitch together multiple renders automatically. Like I must have foolishly assumed tiling does. Obviously in this case we don't have a Mem Fault, which culling could be another level of rendering more efficiently.
I kind of realize the irony that Eevee will do it instantly or something hopefully (but I've not investigated it since it's still not officially available).

Any insight here would be appreciated. Otherwise maybe this needs to be reported as a bug or something? I'm still confused what's wrong is there a way to check that this is going to happen (render-crawl) other then looking at estimate render time progress?

Mem is only Peaking under 700M normally 330M at 75%

Normally I render at 4000x4000 without any issues.


texts: I'm trying to extrude multiple faces of a cube at the same time but it seems to be locked to the z-axis. I'm relatively new to Blender and I've spent all evening trying to figure this out - it's driving me nuts. Even more annoying is I'm sure I've done this before with no problem, but now whenever I try to extend multiple faces it's locked to the z-axis. I even reset the factory defaults and it's still doing it. Please can someone tell me what have I overlooked?


texts: so im trying to build a face rig and using only the bottom lip bones i assign weight paint and im wondering why its deforming the mesh like that and what a possible solution would be thanks


texts: When should i use GPU if im rendering on cycles?

texts:
Here is my setup:

OS: Windows 8.1 x64
CPU: Intel Core i7-4702MQ @2.2 GHz
GPU: Nvidia GTX 750M

Almost 100% of my renders have been done on CPU because every time I try to render on GPU (knowing I'm using auto tile size) I always get a significantly slower render time. I've seen a lot of people recommending GPU for renders as it can take up a chunk of the time required to render. My question is: when is it recommended to use a GPU to render and when is it better to stick to CPU render?


texts: In Blender 2.80, how to set a custom transform orientation programmatically?

texts:
Transform orientations in Blender 2.80 are marked as read-only. What is the proper way to provide a custom matrix as a transform orientation in 2.80?

It looks like this call is needed to create a new orientation, which has a .matrix attribute which is NOT read only. Is this the intended usage? The user interface and docs for this don't make it clear.


texts: Disney-Style Rendering, Eevee or Cycles?

texts:
I have set out to create my own short movie within Blender, I'm creating the world settings at the moment. I have created the sky and I am about to create procedural clouds, but am un-sure as whether to follow a tutorial for Eevee clouds or Cycles clouds - because this could affect the end visual output.

The level of visual output I am aiming for is something along the lines of Disney or Next-Gen from Tangent Studios and Netflix.

My guess and first choice would be cycles, despite longer render times, just as it is more accurate with the lighting.

What render engine would be best for animation styles like that above?


texts: Why is boolean operation making holes in my object?

texts:
I'm trying to remove part from a section of a circle using a boolean modifier (difference).

However, after applying the modifier no new faces are added at the intersection so I'm left with hole in my object:

Is this normal behaviour? If so, what should I do to avoid these holes?

If I try the same with a sphere instead of a cube then I get the following:

I'm puzzled...
Using 2.80 RC


texts: Why does my displacement look inverted in Eevee?

texts:
I downloaded a BRICK texture pack, which came with a diffuse image and several maps.
(This is all in eevee).
After experimenting a little, I decided to use the diffuse and displacement maps. I applied them onto a cylinder, starting with the diffuse image. It looked ok, sorta like this:

Then I proceeded to apply the displacement map, which gave me this:

I was satisfied with the look, but then I noticed this:

The texture on a certain PART (around 30% of the curved face) of the cylinder seems to have been "inverted" in the image above. All the bricks in this section clearly seem to "go into" the screen, rather than "come out" of it.
Here is my question: What is causing the issue, and how would I go about fixing it?
Also, if it is of any help, I noticed two jarring "lines" enclosing the inverted part of the cylinder (kinda like two boundaries), which, interestingly, had no shadows, meaning they aren't affected by the displacement map. One of the "lines" looked like this, (with the inverted part on the left, and the ok part to the right):

The other line is not in this shot. It's located a little to the side, and looks exactly the same.
P.S.: the file -


texts: Why is my model showing different shading on a flat area around a hole?

texts: I tried to make a Scythe, and I wanted to cut holes in the shape, but I'm getting these dark areas around the hole. This happens a lot and it forces me to change my design and I don't want to change my design this time.


texts:
I'm following a tutorial but it appears to be in an older version of Blender, under the cycles render, I have my Lamp set to Sun but I am unable to find an option to control its strength, I've looked online but wasn't successful in finding and answer, can anyone help me?

Thanks,
Darren.


texts: Is there a way to hide all particles in a scene?

texts: Pretty straightforward, I am looking for an option or key command to hide all the particle systems in the current scene. Is this possible or do I need to write a script?


texts:
I'm working on a visualization problem.

I'm given a curve with a list of vertices. There is a color assigned to each vertex.

My question is "how do I generate the bevel curve by linearly interpolating the vertex colors?"
Any ideas?
It seems like I need to write some python scripts to achieve this.

Thanks!


texts:
I've been working with making a rig for about 2 hours, now, but just can't get past one issue. I had several issues with my rig, but then I used an automatic deform instead of an empty group and assigning all the vertex manually.

The only issue I can find now, it that when I move the fingertip bones, the fingertip don't follow the bones correctly. If I move the whole arm, or the forearm or hand, the fingertips move correctly with the whole arm, but moving the actual fingertip bones doesn't work correctly.

I'm guessing it has something to do with bone weighting, but I don't know what to adjust.

Here is a picture of the finger before moving the bone:

And here is one after moving the bone:

EDIT:
I  just found out that it only happens with the finger tips on the index fingers, all the other fingers are fine.


texts: Convert Houdini Matrix To Blender Matrix?

texts:
I am trying to convert a Houdini matrix to Blender matrix so that when the matrix is applied in Blender the camera faces the same direction and is in the same place as it was in Houdini.

I am looking for some kind of "black-box" python function that will accept a Houdini matrix and return a valid Blender matrix. Like shown in this math image.


texts: I'm making a mesh that requires about 6 extrusions from the base model. And Each extrusion needs to be equally spaced apart around the cylinder. Before, I would have to count over and over again the amount of faces in between each selected face "clumps" and it just became really tedious. Is there a way to select (for example) 7 out of every (another example) 33 faces equally spaced apart around a cylinder?


texts: Grease pencil layer transparent in compositing

texts:
my grease pencil layer is transparent in my compositing scene (As you can see in the picture below we can see building backgroung scene through the character). I do not understand since my material parameters seem to be ok (strengh 1). Any idea about the issue?
Thanks in advance for your help.


texts: Disappearing bone shapes with rigify (show_wire)

texts:
In the transition of 2.79 to 2.8 there are currently still some problems. The main problem I'm having is, now I can't see my wire shapes without manually selecting "show wireframe" on all of my bones.
I know this is going to happen so I'd like to automate it.
Is there a simple script that can turn wireframe on or off on all selected pose bones?


texts:
In the compositor node editor, I have an image node -> a blur node (Gaussian, X=100, Y=100) -> composite node.
The unblurred image looks like this (There is a black square on a white background and a white square on a black background):

The blurred image looks like this:

Notice how in the blurred image, the white square is bigger than the black square. Is there a way I can blur the image "The other way" so that the white square is smaller than the black square?


texts: Presenting an Operator-specific panel to the user

texts:
I am trying to write an add-on for an operator that:

1) Links to an external library
2) Displays a list of all the armatures in the linked group
3) Lets the user select a bunch of armatures out of the list
4) Makes proxies for the selected list.

I have managed to write parts 1 and 4, for which I wrote a class:

class LinkMakeProxy(bpy.types.Operator):
"""Link & Proxy"""
bl_idname = "bpy.ops"
bl_label = "Link & Proxy"

@classmethod
def poll(cls, context):
    ...

def execute(self, context):
    ...

def invoke(self, context, event):
    ...

but I am not sure how to display the list and get user input.

From reading the API guide, it seems as if I would need to create a new subclass:

class SelectArmaturesPanel(bpy.types.Panel):
     """Creates a Panel for Link & Proxy Operator"""
     bl_label = "Select Armatures Panel"
     bl_idname = "TOOL_PT_select_armatures"
     bl_space_type = 'VIEW_3D'
     bl_region_type = 'TOOL_PROPS'
     bl_context = "objectmode"

and define a draw method for it. My specific questions are:

1) Is this approach correct?
2) How to ensure that the Panel is only shown when the above operator is running?

Edit: What I need is something like bpy.props.BoolVectorProperty added to my operator class, which I can dynamically set and prompt the user via context.window_manager.invoke_props_dialog to update. This would do away  with the need for a separate Panel.
The problem with this is BoolVectorProperty is of fixed length whereas I need variable length Boolean Vectors.


texts: How do I snap an object to an empties world position in the bge

texts:
to simulate re-spawns I need to get an object from the scene named "Target" (this is where the player will spawn at)

and get the sensor connected to the python controller, then when the sensor is triggered, move its Owner (the player) to the "Target" object.

thanks for the help! BLEND' ON!


texts: How can i sharp only an edge as in this video?

texts: In this video https://youtu.be/ltuD1wg9MoE?t=10s he sharp only an edge of the cube, how can i did it?


texts:
I am trying to import this model from Unity Store https://assetstore.unity.com/packages/3d/characters/humanoids/amanda-frost-34583 but it does not show up in the project.

Console does not output any errors:

\Amanda\amandaModel.fbx
FBX version: 7400
        FBX import: Prepare...
                Done (0.000000 sec)

        FBX import: Templates...
                Done (0.000000 sec)

        FBX import: Nodes...
                Done (0.000000 sec)

        FBX import: Connections...
                Done (0.000000 sec)

        FBX import: Meshes...
                Done (0.000000 sec)

        FBX import: Materials & Textures...
                Done (0.000000 sec)

        FBX import: Cameras & Lamps...
                Done (0.000000 sec)

        FBX import: Objects & Armatures...
                Done (0.000000 sec)

        FBX import: ShapeKeys...
                Done (0.000000 sec)

        FBX import: Animations...
                Done (0.000000 sec)

        FBX import: Assign materials...
                Done (0.000000 sec)

        FBX import: Assign textures...
                Done (0.000000 sec)

        FBX import: Cycles z-offset workaround...
                Done (0.000000 sec)

        Done (0.000000 sec)

Blender 2.79b

Am I doing something wrong?


texts: After I merge by distance it automatically becomes marked sharp?

texts:
so I have two planes here. As you can see in this GIF I merge them together then select everything and use merge by distance. After I do that you can see it automatically marks it sharp around it. I do not want that to happen and it didn't happen in 2.83.
https://gyazo.com/0d5b27092304e75393bdc7568615938c


texts: Moving GPencil frames in time with Python causes viewport issues

texts:
While changing Grease Pencil frames 'frame_number' attribute, the viewport doesn't update well, when switching their order (needs manual action to complete that refresh/sort).
To reproduce the error, you can simply add a Grease Pencil monkey to an empty scene, and quickly sculpt his face a bit at frame 10 (or get the blendfile here : https://developer.blender.org/T83590 )
Select the monkey and run the script :
import bpy

ob = bpy.context.object
gp_ob = ob.data

#it gets the frames at time 1 and 10
for layer in gp_ob.layers :
    for frame in layer.frames :
        if frame.frame_number == 1 :
            frame_1 = frame #should be layer.frames[0]
        if frame.frame_number == 10 :
            frame_10 = frame #should be layer.frames[1]

    #and switch the frames order
    frame_1.frame_number = 10
    frame_10.frame_number = 1

at first, it seems like nothing changed, (frame_1 displayed from time 1 to 9, frame_10 from 10)
manually click on a frame symbol in the grease pencil dopesheet,
now it looks like frame_10 is displayed all along the timeline
manually move a frame symbol along the timeline (you can even replace it at time 1 )
now everything is as expected, (frame_10 displayed from time 1 to 9, frame_1 from 10)
My guess is that the frames indices have to be recalculated because displaying frames[1] before frames[0] is confusing Blender. So i was looking for a  kind of frames.update() or layer.sort_frames() method which doesn't seem to exist.
Am i missing something ?