texts: Blender 2.77 - glass shader looks like glossy shader

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I downloaded Blender v2.77 and try to render Suzanne with HDRI Lighting.

First I've used a glossy shader, then a glass shader and it surprises me that the glass shader totally looks like glossy, it's not glass. When I switch back to Blender v2.76b and render the same file again, everything goes fine, glass is glass and glossy is glossy. See the images and the test file below.

http://www.pasteall.org/blend/41146

Any ideas?


texts: Snap to vertex projection while sliding an edge

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I have made a staircase by creating a simple mesh with two faces per step. The general volume of the stair is a rectangle as visible in the top-left editor. Then I extruded the top of each vertical face horizontally to create a small overhang for each step (see bottom left editor below).

When extruding along the normal of the vertical face, the added face doesn't match anymore with the general rectangle limits, there is some variable inner/outer offset (as visible for the selected edge).

I now need to adjust the overhanging corners. Each vertical edge must be slid to a vertical position given by the overall rectangle.

I can likely create a customized orientation for each step and then snap without using the slide operator, but that seems very inefficient.

I have two questions:

About the slide operator: Is there a possibility to snap to the external rectangle?
About the method itself: Is there a better method than using the slide operator?


texts: Is it possible to "make" a curve from a rigid body object that has been simulated?

texts: I'm wondering, if I made a bowling ball bounce on a surface, can I "absorb" the information(location) from the ball to create a curve?


texts: How to a create a slate roof tile with rough edges?

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I'm looking for the best way to achieve a slate roof tile effect in cycles like the attached photo. I'm not looking to create a roof like this just a single panel/tile.
To create the rough edges, I've tried subdividing a plane, selecting the outer faces, and applying a Voronoi texture displacement modifier, but I don't seem to be getting anywhere close!
My attempt so far:

What I'm looking to achieve!


texts: Apply material color to target orbject when this object is touching ( or under) an other object

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I have a grid of "target" objects and an animated "effector" object passing over the grid of "target" objects.
I would like apply the "effector" material color to the "targets" only when the "targets" are inside the "effector".

how can i do that?


texts: How to set a given Island margin for UV?

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I am building assets in blender for use in UE4.

For UV maps and light maps I need to have 2 texels spacing around each island (i.e. 4 texels minimum between islands). To calculate what spacing I need in 0-1 space I use the formula 1/[lightmap size]*2 (e.g. 1/64*2 = 0.032 for a 64x64 map) to convert.

At first I naively plugged this value into the "Margin" parameter of the Unwrap function but this gave me a much too small margin in 0-1 space. Actually, A value of 1 (the maximum) for "Margin"  translates into a margin of 0.111 in 0-1 space. Hmm.

2 questions:

What is the math behind the "Margin" parameter of the Unwrap function?
What is the process to get a margin of a given number of texels (besides trial and error which is time consuming)?


texts: Can I save rendered images as PNG with a sRGB color profile?

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It is my understanding that I can save rendered images at best as PNG files. But what about color profiles ?

The manual says:

  The other place to keep color management in mind is when loading and
  saving image files. File formats such as PNG or JPEG will typically
  store colors in a color space ready for display, not in a linear
  space.

  When working with image files, the default color space is usually the
  right one. If this is not the case, the color space of the image file
  can be configured in the image settings.

Where can I find those settings ??? Where can I set the color space of images ? In this post it is said that

  Saving to a JPEG or TIFF at 8 bits per channel will apply a nonlinear
  sRGB curve to the data, and may change the internal float format to
  the respective format's storage type. Saving to an EXR will transfer
  the internal reference space buffers unchanged which, by nature of
  EXR, is a linearized float scene referred format.

What does this mean ?? Does this mean the image are saved in sRGB by default but no color profile is attached to the image ? So best to assign sRGB to the image when opened in Photoshop ?


texts: I have a problem. How do I combine all my materials into 1 materials (Material Atlasing)? (My 3Dmodel screenshot attached)?

texts: So I have a problem in combining all of my materials into one. When I do UV unwrap and bake them, I end up with an abomination resembling the picture attached. Can somebody please tell me what I did wrong?


texts: Shouldn't Blender free the GPU memory before rendering the next frame?

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I'm trying to render an animation, I can provide the .blend if necessary.

The problem is that if I render each frame as if it was a single render, it works fine. However, if I render it as an animation (multiple frames) I get OutOfMemory error when it reaches a certain frame (which I can render fine if I render just that single frame).

I'm monitoring the GPU memory usage and it seems that the memory used in one frame is not being freed after the render is done. Is this the default behavior? If yes, is there a reason for it? If not, what could be causing it?

I'm using Blender 2.77 on Windows 10. My GPU is Nvidia's 980TI.

EDIT

I found the actual problem. It was an add-on that supposedely shouldn't do anything related to rendering. It's called Perfect Shape. I disabled it and all renders worked fine, motion blur or not.


texts: How to remove mirrored weight painting only?

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At some point I achieved it with the foot (image 1). Now I cannot seem to remember how I did this; I cannot find where the option is to turn off the mirroring for weight painting only and continue to have the geometry mirrored and not yet applied (image 2).
Thanks in advance.


texts: How to pan around the shader editor on a mac?

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I just opened Blender and I opened the shader editor for the first time. I wanted to read the properties of the node which is there, but I can not since it falls outside the view. I hold my middle mouse button to pan, but that made it only zoom in/out.
How can I pan my view in the shader editor?


texts: i added a quick smoke to all of my particles but theres no smoke on the particles. Why? Ive been trying different ways for 4 days and cant figure it out. I made all the quick smokes have replay cache. and i make my particle system have "whole collection


texts: What exports does blender have for 3d printers?

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What exports, if any, does blender have for 3d printers?

It may be sort of a list question, but I feel it could be horribly useful.


texts:
How can I extrude two faces?
How can i make the hole in the letter


texts: Disabling Indirect Light in the Cycles Render

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I'm trying to create an image with local illumination only.
The scene I'm working with is the 'Class room' scene available here: https://www.blender.org/download/demo-files/

It uses the Cycles Render which I am not very experienced with. Switching to a different Render appears to screw up all the scenes materials and textures.

A full render with the preset settings yields a nice and detailed picture:

Now I want to render this same scene with direct light and hard shadows only using the Cycles Render. Soft of like a Phong shader would do plus shadows. In this style:

I've attempted setting the amount of bounces to 0, like so:

But this appears to only change specular reflections on metallic or glass surfaces. This is the result:

I want zero additional light bounces, meaning no indirect light or inter-reflection. All surfaces not visible to a light source should be completely dark.

Anyone know how what the easiest way of achieving this is?


texts: Any way to replicate pigment theory in blender?

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I have blue and yellow on a color ramp, but they mix to make white. I know that this is because blender follows light theory, where blue and yellow make white, red, blue, and green are primaries, and magenta and cyan exist, but how would I make it follow the standards of pigment color theory, where blue and yellow make green?

Notice how white is in the middle rather than green.


texts: I want to turn a 3D mesh into a height map and then use the height map to create a new 3D mesh with no undercuts

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I basically have a 3D model of a man.  I want to cut this out on a CNC machine, but the undercuts are proving to cause problems during the toolpathing and confusing the computer.

I want to use Blender to create a height map of the 3D model that I currently have, while looking at it from the front.  I want to then use that height map to create a new 3D form which will be the man, but he will no longer have undercuts since the new model was created from the height map.

I have tried this already and it is possible, but the height map and models that I am getting are very low quality.  The final model needs to be a MUCH higher resolution/detailed model for our purposes, I want it to look as detailed as the original.

Is there a way to make this work?  I am NEW to blender, I have only used it for two days to try and figure this out, so any sort of detailed explanations if this is possible would be appreciated.

This is what my original 3D model looks like

Here are the material nodes used to created the properly shaded material to create the height map.

This is the height map image that was created from the original model.

This shows the new model that was created from the height map.

Close up version of the new model.  You can see how low resolution it is, the face lost all of its original detail.  The body is also very stepped.. not a smooth transition between parts like on the original model.


texts: How can my animation animate if there is no vertex weights?

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I am in the process of creating DirectX Animation Skinning using Blender to Collada.

I am using an animation from an old project, that was rigged, and weighted for animation in Blender.

Whilst trying to debug why my animation skinning is causing all sorts of artifacts, I have noticed while inside Blender under "Weight Paint" almost all of the vertices are Blue.

How then, can the animation in question, animate while in blender correctly, without any weights?

Thank You!


texts: How do I reduce the resolution of a video when working with the node editor?

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Working with 4k source material, rendering takes forever. To get a feel for the results, I set the resolution to 1/4 in x and y direction (and the frame step to 4).

I now get the center quarter of my video rendered instead of the full frames.

I tried to compensate this by adding a scaling filter but that applied after the scene was cropped.

See the . I want the "Viewer Node" view rendered to 960x540 but I get the "Render Result".

I suppose it should work somehow without the extra filter but can't find it in an hour now.

Edit: Changing the "Percentage Scale for Render Resolution" to 50% breaks the result in a similar way:

Edit 2: I used the node editor, not the video sequence editor! With the Video Sequence Editor all is fine but I need the node editor.


texts: How do I flip the direction the angle is going? I have an object (think of it as a cube) and I'm using the smooth (and I tried Sphere) editing, and when I pull the bottom corner closer to the center, the arch of the proportional editing curves inwards (kinda concave). How do I flip it so that the arch is outwards/convex?


texts: How to get keyframes and related information?

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I'm a bit (or more...) lost about keyframes and fcurves information even if I have read this question and answers or others and tried to understand the related documentation.

What I'm trying to do is the following:

Looping along frames which have keyframes set on them (only these frames)
For each keyframe retrieve the related keyed objects (I'm interested in objects and bones only) and retrieve the keyframe information (location, rotation or scale only)

How to do that in Python?


texts: Assign the same color to several materials at once

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I have several emission materials that all vary in some aspects like intensity, but they all share the same color. So when I want to change color for a new render, I have to go into each individual material and change it manually.
Is there a way to link nodes from one material to nodes on another so by changing only one color, all the other materials update accordingly?
Thank you!


texts: Copy object to another scene, but keep data

texts: What I need is to make a copy of an object to another scene, but keep the object data the same (link).


texts: After updating Blender to 2.90 UI looks weird. How can I fix that

texts:
Every button, slider, tab, checkbox looks cut. Does somebody know how to fix that?
I'm using Xubuntu 20.04


texts:
I found that people use noise_turbulence function in noise writing. Also i noticed that it was used in wave texture node implementation using osl here:https://svn.blender.org/svnroot/bf-blender/trunk/blender/intern/cycles/kernel/shaders/node_wave_texture.osl

But there's no any function like that in OSL-Languagespec. So how to write something similar?

Thank you


texts:
I'm hoping someone has come across this before. I was working on my project and things were fine, then all of a sudden they weren't. In the 3D view my mesh seems all screwed up and my camera movement is very jerky. When I switch to camera view or do a render everything looks fine though. I'd appreciate any suggestions. Below is the broken 3D view, then a render from roughly the same point of view with the same layers visible.

Edit:


texts:
New user here. I am using Blender to create meshes for an MMO which allows you to import .3ds files to its native designer. That designer has a very limited and low-resolution texture palette, with no unwrapper.

I would like to be able to emulate textures using geometry, for certain situations, by the following or an equivalent process:

Take an image of a given size.
Create a plane in blender such that it has a grid of faces equal to the resolution of the image.
Map the colour value of each pixel onto the corresponding face, as a material.
"Reverse-unwrap" the result, mapping the coloured grid onto a guide object.
(Separate by material, export as 3ds and recolour in the native designer.)

Can I achieve this efficiently, and if so, how? I have tried tracing images using Inkscape, but the resulting geometry is too messy to work with.

EDIT:
1. Take an image:

Create a plane and colour the faces:

That was a 4x4 image so I copied it by hand, but I'm looking for an automated method that could generate meshes for 1024x1024 textures.


texts: I really want to like 2.8 but every time I get into it,  I find something I don't understand. Today is creating a torus. I want to create a jump ring for a piece of jewellery. I want an inner radius of 1.5mm and an outer radius of 4.7mm, When I create the Torus, the smallest I can make either radius setting is 10mm for either of them. Set it to 1.5, you get 10. Set it to 3, get 10. Interestingly, setting it to 10 and 10, gives you a torus with an internal radius of zero not 10. What am I doing wrong?


texts: Can not make proper selection to make a face

texts:
Here is what I'm trying to do.

This is what is happening.

Learning from scratch and this is my biggest problem so far. Any help??


texts: why are some of my objects rendering as a dark blue?

texts: I'm making a project for my art class but for some reason 2/3 objects in my preview will not render. Does anybody know why? Its the terrain that will not render


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I'm new to blender so I may be mis-explaining this my core problem is that when I add a texture to my mesh the render looks weird and triangulated. I have two meshes that have the same number of vertices,edges, etc (but some edges are different length/scaling). I transfer the UV map of one mesh to the other and then this is the problem that I encounter. In the UV Editing tab of the mesh the UV map looks good, but the texture looks weird (see screenshot) - I noticed that if I try to move a vertex in the UVmap it often won't move all the edges, but seems to be a duplicate vertex with only some edges connected. I have screenshots attached that hopefully explain it better than I am.
The red circle is around one single vertexc in the mesh, but is represented by 5 vertices in the UV map. I assume this is causing my trianglular artifacting I'm seeing.


texts: I have made a massive cube made from hundreds of smaller cubes for a wreaking ball to hit and knock down. I want the cubes to be wood textured. I have my texture on one cube but I want all 700 cubes to be the same texture, there is no way I can go through and texture every single cube. How do I take the texture from the one cube and apply it to all of the other cubes?


texts: Baking liquid crashes with mantaflow error

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sudo prime-run blender

Bake all

Now the bake progress starts, goes up to 98% and then crashes with this error:
Read prefs: /root/.config/blender/2.92/config/userpref.blend
DEBUG:BlenderGIS-225.core.checkdeps:GDAL Python binding unavailable
DEBUG:BlenderGIS-225.core.checkdeps:PyProj unavailable
DEBUG:BlenderGIS-225.core.checkdeps:Pillow available
DEBUG:BlenderGIS-225.core.checkdeps:ImageIO Freeimage plugin available
Read blend: /home/user/src/blender/files/liquid.blend
ERROR (bke.fcurve): ../source/blender/blenkernel/intern/fcurve_driver.c:1035 driver_evaluate_simple_expr: Division by Zero in Driver: 'radians(360/count)'
Traceback (most recent call last):
  File "<string>", line 1, in <module>
  File "<string>", line 169, in bake_fluid_data_3
  File "<string>", line 164, in bake_fluid_process_data_3
  File "<string>", line 136, in liquid_adaptive_step_3
  File "<string>", line 221, in liquid_step_3
  ....same error repeats many times...
  then
RuntimeError: GridCg::iterate: The CG solver diverged, residual norm > 1e30, stopping.
Error raised in ../extern/mantaflow/preprocessed/conjugategrad.cpp:562
Traceback (most recent call last):
RuntimeError: GridCg::iterate: The CG solver diverged, residual norm > 1e30, stopping.
Error raised in ../extern/mantaflow/preprocessed/conjugategrad.cpp:562
terminate called after throwing an instance of 'Manta::Error'
  what():  can't clean grid cache, some grids are still in use
Error raised in ../extern/mantaflow/preprocessed/fluidsolver.cpp:33
/usr/bin/prime-run: line 2:  3162 Aborted                 (core dumped) __NV_PRIME_RENDER_OFFLOAD=1 __VK_LAYER_NV_optimus=NVIDIA_only __GLX_VENDOR_LIBRARY_NAME=nvidia "$@"

I recently built blender (in case it's related): https://wiki.blender.org/wiki/Building_Blender/Linux/Arch


texts:
I would like to use the z-math-surface add-on to animate a function with a free parameter like sin(x+a) where the effect of different values of "a" should become clear to the viewer.

I am quite new to blender and have read that it is not possible to change the function once the mesh is created. So I was thinking that maybe I could create a seperate function/mesh for every value of "a", copy all the vertices into the first object and create shape keys for the different values.

Is that possible?


texts: Why am I not able to move the complete armature with equal displacement in this case?

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a newbie to Blender here.
So the problem I'm facing is that I am creating an armature for Blender animation that corresponds to a 3D necklace model that I have got from the internet. I have watched some How-to-create-armature tutorials from the internet/youtube and accordingly did this one.
I started with a single lowermost bone that you see the dotted lines attached to in the image. Then I clicked on the head of the bones and continued extruding the next bones.

Now the problem is that for every bone/set of bones that I try to displace in the Pose mode, it is for some reason directly parented to the lowermost bone (the ultimate parent) with an offset along with being connected to its immediate parent. This makes it move oddly on large displacements. What's even more problematic is that when I select all of the bones (by pressing A or Box selecting all of them) and try to displace the complete armature to someplace, it gets stuck at the two ultimate child bones at the top and rest of the armature tries to move as expected and thus something, like shown in the below images, happens.
When I try to move the armature away from the two stuck bones:

or when I try to move them towards the stuck bones:

Thus whatever I do, I'm not able to move the complete armature by either selecting all the bones or by some ultimate parent bone (Like I'm able to do in some humanoid armatures that I've already got).
Like I mentioned earlier, I'm new to Blender, so this might rather be a silly doubt or something that is not even a problem. Please help me understand why is this happening and how can I change it. Let me know if you require any more information, though this was achieved in the simplest way I can think of (by creating a bone and extruding it to this result).
I'm using Blender 2.90. In the images that you see, I have also applied automatic weights (parented) from the Necklace to the armature, but I nevertheless had the same issue with the armature even I had not parented it to the necklace.


texts:
So i was remaking my characters to have better eyelids with 2d images of the eyelids, but they won't show up because the eye texture was in front.

I tried moving it the eyelids in front but they block the eyes even though its transplant. I also tried looking up videos of how to do it. But they didn't have one that did. How do you do it?


texts: I want to simulate a dough like material getting stretched or squashed in different places. My first aim is to animate a rolling pin flattening the dough on a flat surface. Is there any way to simulate this physically on Blender?


texts: Objects with rigidbody physics slowly vibrate/rotate (Blender v 2.9)

texts:
I am trying to animate a simple scene in which apples fall from above into a bowl.

I added rigidbody physics to the bowl, made it passive, set the collision to mesh, and set the margin to 0.01.
I then placed the apple above the bowl, gave it rigidbody physics, kept it as an active object, set the collision to mesh, and finally, set the margin to 0.01.

When I hit the play button, the apple seems to be reaction normally at first, but when it hits the bowl, it starts to slowly vibrate and rotate.  Does anyone know why this is happening?  Any help would be appreciated.  I will give the link to my .blend file below.
https://drive.google.com/file/d/1diR5tOaOeiv9fiF4Jidwxh641SpgHBZd/view?usp=sharing


texts: How to add brushes in scuplting mode or a texture?

texts:
So how do you go about adding brushes or a texture to a brush to create certain strokes?

I've made 10 different textures and it seems when I use them, I feel it doesn't recognize them.


texts: i made a large scene and when i start animating it, boom all vanished

texts:
i  made characters in one file of blender and named it *****(secret).
i made a treehouse scene in another blender file. then i opened character's file and clicked appear which is in top right option "file". and linked only the scene and not lightnings and camera.

i finished the very called frame work and pressed that animation button which lead me to a empty screen with the only things i created while doing the frame work. which was some text and a backgroud (i imported the image on plane).

i am in a great trouble i can't do that all agin its too long. please help me here .please


texts: Objects being moved with each other inside an area

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I have accidentally enabled a mode which creates a kind of smooth brush whenever I move an object. And when I drag it across the axis everything inside the circle gets moved as well. How do I stop this and what is the keyboard shortcut?

 - This is the difference in the tool bar, in other .blends without the problem there is no (Smooth).

 - This is the circle in which everything in it also gets moved, this can be re sized but not removed. And even if I re size it until it is almost gone, it still creates problems.

If someone could help me figure out this problem it would be much appreciated.


texts:
So I'm working on a blender game and when I play the game it works but when I play it in camera mode it doesn't show anything. The camera is parented to the character but it doesn't work please tell me a way to fix this.

oops and please ignore the edits ive done i was keep posting the wrong .blend file

this one is the right one i promise


texts: I can't select faces with left mouse button

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I tried following a tutorial to make something simple and ran in to a problem straight away.

From the default cube: I can select it in Object Mode (object turns orange). I switch to Edit Mode, I can only select a face with right click and not left. When I left click, no list of options appears as I expected there to be.

So I can't move on from there.

Can anyone help?

Thanks in advance.


texts: Is there a way to change the mortar geometry of the Brick Texture?

texts:
I started making procedural Cycles materials since a few days, and I find it very fun. After messing around with the nodes, I tried to create a brick texture. Here's my current progress :

I wanted to know if there's a way to change the mortar geometry, to make it less "perfect", like on a real brick wall (for example this one)

I already tried some things, like connecting Noise/Voronoi/Musgrave to the Vector input and the Mortar Size of the brick texture, but I didn't found anything that looked right...

Can someone help me ? Thanks !

Sorry for the engrish, I'm French :x


texts: How to return to default view in a file you got elsewhere

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I have gotten several files from various sources on the net to learn from. When they load the UI is completely changed from what I am used to in the Default view when you first create a new blender scene.

I am looking at the file now and there is no default view selection anyway in it. Since I am very new to blender I like to use the default view that is standard with blender as it helps me find things I need.

Thanks in advance for the assistance.


texts: simulated cloth doesnt show through glass in Evee

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What I did
I made like this desk with mat by using cloth simulation

Problem
When I use cycles, looks like that through glass

And Evee looks like that. Desk mat doesnt show, and I realized under tap is not shown as well just now(it's image texture).

This is glass shader

Somebody knows how fix it??
*add 1
I changed material settings of desk mat like this pic ↓

and result is like that, as you can see desk mat appears!
(I still doubt its proper setting cuz according to your sources which pasted, alpha blend is proper setting)
so I changed material settings of place under tap as well, the same as desk mat.
but unfortunately it shows only frame.


texts: Getting Copy Transforms + Stretch To to work consistently during a render?

texts:
I figured out this way of making things slightly lag behind. It's quite nice and easy to set up, and I can move stuff around in real time.

Everything would be alright, but the system simply does not work the moment I attempt to render it. I'm able to see it act how I want in the viewport, I can even render still frames and get the position correctly. However, if I attempt to render the animation, none of the child bones animate and lag behind, they are completely static, as pictured.

Trying to move the top of the chain doesn't' help me out either...

Link to blend:


texts: Is it possible to render frames out of order?

texts:
I have a looped animation. On the first and last frames, there is nothing but a plain backdrop, and the object appears sometime during the middle of the animation. I'm rendering to an image sequence, then compiling to .gif with the help of ScreenToGif.
The problem is that the .gif thumbnail shows the first frame, which is the blank backdrop. This is especially problematic because I have multiple works in a series, and all of their thumbnails are the same blank backdrop. The animations are all 168 frames long. My workaround is to manually import frames 60-168 into ScreenToGif, then to import frames 1-59. However, this is fairly inconvenient. I've also tried shifting the keyframes to achieve the same effect but, again, it's a substantial amount of unnecessary work.
Is there a way to render frames out-of-order and effectively renumber or remap the frames? For example, I'd like to save frames 60-168 as frame[0001-0108].png, and frames 1-59 as frame[0109-0168].png.
Is this possible?


texts: cloth keeps pulsing when simulating on rigged character

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I'm new to cloth Physics in blender and I'm trying to simulate cloth on a cape rigged to my character. It wont stop blowing or pulsing even when the character stops moving in the animation. I've tried several things that solved similar problems in other questions to no avail. For example, I increased the poly count, collision settings and weight and it still pulses. The mesh isn't going inside one of the collision meshes either
Here's a little gif showing the issue

Just let me know if you need the model and I'll share the link


texts: Certain image textures not applying right

texts:
Currently, I am trying to apply an image texture to the eyes of this model, yet when I add the image into the nodes, the texture will either come out misaligned and not be where it should, or just appear black like in the picture. (The problem has occurred on other models as well) The model I am currently using was imported from SFM using Crowbar, and the textures were imported using VTF

Edit. I am unsure of whether or not the UV is misaligned in any way, so I have attached an image with the entire UV shown.


texts:
I would like animate and render a car driving in a snow, so my main issue for the moment is to have the tread of the tire (and sometime a rough mark) during the car is driving.

See picture bellow

I was thinking do two planes, one with the snow and the tread mapped where I want on the plane, And an other plane WITHOUT mark on the ground. And play with the opacity of the two plane in After Effect or in blender with mask . But I have no idea how to unwrapped the tread mark exactly where I want, AND I have to calculate my scene twice...

Any other ideas are welcome :)

Render engine : Cycle


texts: More number of spheres increasing glTF file size

texts:
I am new to blender, I'm trying to build a block which has 100s of spheres(you can say molecules of metal block) and continously vibrating. Currently I am using around 100 molecules for just 1/4th of metal block and the exported(.glb) file size is few MBs if I add more spheres to cover the entire block file size will be even more.

Is there any better way to optimize the spheres keeping their size and animation same.


texts: How to produce an object that fills another objects?

texts:
I have a scanned object that looks like a complex bowl. I would like to make another object that fills the bowl as if it is liquid poured into the bowl. Ending up with two models that are positive and negative of each other. I hope that makes sense. I am new to this software.

Is this possible to do in Blender?


texts: Scale pose/animation from blender to sims 4

texts: I use blender to create poses/animation for the game sims 4. What I want to do is shrink the sims very small in an animation. Please picture, "alice in wonderland" when she drinks the potion and becomes very small. In the blender I can scale it down but it the scale down will not animate, that aside in game it doesn't recognize the scale down at all , it will change limb length when I do other poses so why won't it recognize the scale down in size? any help in this area would be amazing.


texts:
I am really struggling with this issue. I have two eyes as separate objects to a character and want to parent the eye control and target bones to the head bone so that they can move with the character. No matter which way I parent them, the rig starts behaving really strangely in pose mode and doesn't even switch back to default pose on right click. I have parented both eyes to the correct eye bone.

Any advice on this issue will be really appreciated!


texts: Blender 2.8: Target UV map is half the size of the source UV map

texts:
first time poster, got an issue I don't know how to solve. My goal is to have as big an island selection for my house parts to capture as much of the weathering detail as I can. But to keep the model efficient I combined as many of the house parts as I could that use materials (not textures) onto one texture map. I'm combining these materials with weathering textures to get a final result. So my UV map, my source, looks like this:

So after baking from the source to the target my result is the UV map for the target is using up half of the image size allocated for the target UV map. I'm wanting to use a 2048x2048 image. Here's what I'm getting for my target UV map:

I've baked before, just three times, and didn't have this issue. I'm going to include my properties screen in case it helps to troubleshoot the issue. Here it is.

The resulting model looks fine even with the image using up half of the texture space. But still, I'd like to know why this is happening. I've checked things like the rotation and scale, and they are right. And I've checked the mesh so there are no extra vertices or edges or any goofy ngons. BTW, the House_Source and House_Target occupy the same space. I don't know what else to check. Any ideas? TIA! - Rich


texts:
Im making computer mouse and i have made the base and i want to make the grooves cut. How can i achieve that grooves cut. Any addon or how it works. Blend file attach

Model base model

Reference image


texts:
I am having an issue with my render.
I have set a plane to the background with white emmission color. In the viewport everything is as i want it to but when I hit render the background becomes dark (First image is screen of my viewport and the second one is the render). Any ideas what the issue could be? The same thing is happening in Cycles and Eevee.


texts:
Im trying to render a glass on a transparent background(video sequence).

Problem:
The transparet background that shows in the glass, is my "Shadow"plane. (from my layer 2.

I would like the background to be from my video, and not background from layer 2. (3d World)

I have not found any information about this.
My node setup for my glass is:

(Glass BSDF, Trabsparet BSDF,Fresnel)->  (Mix shader)-> (Material Output(Surface)

I've setup my two layers.

1) For object:(Glass object, and a smoke object inside my glassbowl...)

2) For shadows: Plane for casting shadows onto my transparent background(video)

And my lights thats on both layers.

The white background shown, is my glassbowl is the "Shadow"plane in layer two, the smal sphere is my smoke object in layer one.
As you see the video background is not showing on my glassobject.

Ive made my glass transparent for my 3d world not my video

Im not alowed to add more than two photos beacuase i dont have enough "skills"/ Badges.


texts: Can you paint textures in Blender 2.8x with values > 1? (I.e. HDR)

texts:
Is it possible to paint a texture with values greater than 1? I'd like to paint some emissive surfaces to use as lights, and I need large values. It seems the color picker only goes to RGB=1.0. Am I missing something?
(I know I can import an .exr from outside Blender. I'm talking about the texture painting inside Blender.)

As a fallback, I can paint the textures with <1 values and use a math node. But I'd like to paint them as they should be.


texts:
I have a very easy (maybe silly) question, but I cant get it done....

How can I close hole like above (or bigger) mantaining the round shape?


texts: Problems with automatic weights when rigging

texts:
Just created a simple character with a head, body, and legs. But when I use try to rig it, the joints get distorted. I tried to use empty groups (since it worked in 2d), but the parts wouldn't move.
Normal/Resting Position:

When I move a model:

Weight Paints:

Here is the file:
https://github.com/daarush/BlendersTestings
Please tell me if you cannot access it.


texts:
I want to rotate object in blender, for which I am using following operations.

ob = bpy.context.active_object
ob.rotation_euler = (x,y,z)

It is working well. Now if reaped the this definition for same object, it doesn't consider the last updated orientation. It considers the original orientation.

What can I do?


texts: What can I do to bring my hierarchy back?

texts: I have no idea what I did, but my hierarchy is gone. I'm trying to make a VR character, but I can't finish it without the hierarchy. It shows up if I open another project, but I don't want to start over. Can anyone help me? Thanks in advance!


texts: Particle and Fluid Forces driven by motion vector image data (XYZ vectors). Optical Flow

texts: I'm looking into how to achieve forces in Blender particles and fluids driven by motion vector image data.  Think "optical flow".  This is possible in Nuke, Houdini, and other packages.  It appears like the functionality may be there in Blender but I haven't been successful in getting it to work correctly.  I'm wondering if some of you out there have had success.  Thank you kindly for your help.


texts:
I am doing a map.
I have a base to render the background.
I have a displacement plane (With infinite division) to render the map on top of that. I use a greyscale .PNG image to make the displacement.
And I use a Orthographic camera view to simulate a view from the sky.
My issue is that I have Dark line when I render my image.
There is an issue with the subdivision or the displacement ... but I don't succeed to fixe it.
Can someone help me ?
The blender file is accessible here : https://drive.google.com/file/d/1FE4Dzmlr1KtpBz9dldRj5ziUyX1cKPsj/view?usp=sharing
Thank you very much,
Claire


texts: How to change scale of a texture through nodes

texts:
I have created a wave texture which I assigned to one face, this is the object rendered:

This is the node setup:

I have set the wave type to be "rings", but in the rendered object these rings are stretched out like ovals.

How can I scale the texture in one axis to get circular rings?


texts: Render Image F12 shows non-existing plane after Boolean modifier

texts:
I created a hole in the top of my door using a Cube and a Boolean modifier.
I show you several screenshots of my Blender in various Viewuport shadings, where you can see right through the hole, into the blue colored hallway with a lamp in it.

When I press Render image F12, this hole is closed with a plane of some sort.

I do not understand this, in all other 3D views there is no face at all, no plane, it's a hole, why is there a plane visible in the final ender Image?
I updated with an extra image in Solid View where I put the normals view on.
This could explain something?

Thank you!
Regards.

Pictures:

Final F12 render Image shows plane:

Normals view on:


texts: whenever i try to open or append a rig, blender blacks out

texts: I'm using Blender 2.83, and whenever I try to open or append a rig, Blender blacks out. Does anyone have any tips/solutions?


texts: Warp mesh to retain shape when changing focal length of camera

texts: Bascially, what I want to do is modify the mesh by warping it so that when the focal length of the camera changes, the mesh appears the same to the camera. I'm not sure if this feature is in blender, but if not, how would I go about doing it?


texts: Animation: Creating random pulses (not noise) on a F-Curve

texts:
with a noise modifier on a F-curve I can "shake" something randomly and continuously.

But I need a couple of single "pulses" randomly spread over a sequence of frames with a random amplitude.

How can I do this, when I don't want to animate any single pulse manually?


texts:
I followed Andrew donut tutorial and it seems my displace can never look as "crunchy". I followed-through and for some reason when I add in my double noise textures the bump just seems off. I do have 'bump & displacement' checked.  Any advice is great, thank you :::)
**PS dont pay attention to those dropped surface planes, I fixed them already.


texts: I made a model too tall, how do I chop the bottom part off?

texts:
I made a ship model and mid-way into the making I said "Hey, that looks a lot like a rowboat". But I'm not sure how to delete the other half of the model that is too big.

Here's an image of the boat: (should be fairly obvious where I want to cut)

EDIT: I tried deleting all the vertices at the bottom, but that just created a large hole in the bottom.


texts:
actualy I know how to insert the keyframe to custom properties; that was solved in previous post
with the same idea I want to insert the keyframe to object.data.layers
I can access and modify the data layers values:
context = bpy.context
obj= context.active_object
obj.data.layers[0]

I test some ideas in order to insert the keyframe with any result:
obj.data.keyframe_insert(data_path = 'layers[\"1"\]')
obj.data.keyframe_insert(data_path = layers[str(1)]))
obj.data.keyframe_insert(data_path = '"layers[1]"')
obj.data.keyframe_insert(data_path = 'layers[1]')
obj.data.keyframe_insert(data_path = layers[1])

at this point I think in the wrong place
some ideas please
****************************** update 1***********
I have this layers as buttons in a addon UI

after insert


texts: Can I set the rendered viewport to be a lower resolution on a high resolution monitor?

texts: Is it possible to "scale down" the rendered viewport when using a high resolution monitor without adjusting the viewport frame size? It's a bit overkill and time consuming to have the viewport render in a higher resolution than the final render.


texts:
I have an UVMap and I try to editing that. As we can see below there are couple of faces which are not placed very well.

So I would like to separate those faces in order to place them from here:

To here:

But I can't find the solution to cut edges to separate faces in the UV Editor.


texts: Are there good techniques for creating high poly regions within lower poly meshes when using subdivision modifier?

texts:
I have been learning to model in Blender using the subdivision modifier, cuts, and support loops. (For an example of what I mean, see this video from Arrimus 3D. I find this technique is quite good for generating smooth and interesting geometries while retaining a pretty low poly mesh to work with.
I find sometimes I would like to add a high-poly region within an otherwise low-poly mesh. Consider the following simplified example:

Here I have a somewhat low-poly cylinder, with two levels of Catmull-Clark subdivision modifier applied. I would like to add an extruded panel (seen in the bottom left of the picture). Do do this, I extrude out some faces and then beveled the corners with a few segments. The beveling tightens up the corners nicely, in effect forcing the sub-div modifier to interpolate over that smaller region.
At first glance it seems ok, but if you zoom in there are noticeable artifacts (most visible w/ the red racecar matcap, but also visible with studio lighting):

I understand that this is likely the consequence of the ngon being generated in those regions. Converting to quads is tricky in this case, because the bevel has higher geometry density than the rest of the cylinder (although I am also new to this and possibly just missing the obvious solution). If I try cutting across the corner quad I seem to get different (but still visible) visual artifacts.
I realize this is a specific instance, but there are other simpler examples of what I mean. For example, consider a scenario like this:

In the image above, I start with a low poly plane and then slice one of the interior quads. I extrude the sliced quad, convert its inner region to a circle, and then extrude once more. At first glance it looks ok, but the normals have some odd artifacts where the high-cut and low-cut regions intersect:

The effects are less pronounced in this example.
My question is: are there some general retopology techniques or guidelines I can follow in instances like this? It seems like a relatively common thing - wanting to create a more detailed region within a low-poly mesh and avoiding artifacts at the boundaries.
You can download the blend file here if you want to take a closer look: Download (800KB)
Thanks for the assistance.


texts: How can I achieve this inked sketch material?

texts:
Let me preface this by saying that I'm a complete beginner when it comes to Blender, as in - I just clicked on the Blender icon for the very first time ever yesterday.

I'm trying to achieve an inked sketch material. I've created one that I'm 90% satisfied with already (Principled BSDF>Shader to RGB>Color Ramp>Material Output). This is the result:

(BTW, model was not done in Blender but in Sketchup. I'm not that quick of a learner :)

So, I'm just looking to add a little bit of roughness/pen strokes to the material. This blender material looks exactly like what I'm trying to achieve, but after downloading it I can neither open, nor link/append it for some reason (I'm using Blender 2.81 and 2.77, didn't work with either).

I'm thinking some kind of procedural wood texture added as a bump map and somehow occluded to appear only at the edge of the black and white areas would do the trick, but I don't know how to do that.

BTW, I've looked at a few tutorials online for toon/sketched materials, but none of them are what I'm looking for. They are either too cartoonish, or the inking is too heavy and unrealistic.

Thanks in advance to anyone who could help me out with this!


texts: f-curve modifier to an object that has an object contraint (track to)

texts:
I am working on a scene with a car chase and I am struggling with adding noise (rotation) to a camera that is tracked to an empty via object constraint.

I have one camera that is static and tracked to an oncoming car (object constraint 1), once the car passes, the camera starts tracking a new car coming from the same direction (chasing the first one; object constraint 2). The transitions are made via keyframes with influence parameters of both tracking constraints (see the picture).

I would like to add a bit of noise to the rotation of the camera to simulate action. However, whatever I do to the respective curves in the graph editor seems to get overridden by the tracking constrains.

A workaround would be to parent the camera directly to a tracking empty (one on each car), but then I would need to use multiple cameras because the parent value cannot be animated.

Thanks for any tips!

Lukas


texts: Best way to export a fluid/water animation to be used for WebVR?

texts: Pretty new to Blender. I'd like to create a water animation to be used on a WebVR site using the Aframe framework. All the tutorials I've come across only suggest using the physics fluid simulator to create a water animation. I need to, however, keyframe the animation and save it as an action, which I'm not sure is possible with physics simulations? Does anyone have insight on this? Thank you!


texts: Simplest (fewest steps) way to measure diameter of a circle in edit mode?

texts: Is there a simple (fewer steps) to measure the diameter of a circle in edit mode?


texts:
I am having issues with the final render and HDRIs. Whenever I render in the Cycles Engine, my HDRI disappears and replaces itself with the default background.
Here is the image (note the lack of an HDRI)


texts: How to use mirror but affect different sides differently?

texts: I want to make a car model but I want to be able to make the model with the mirroring way but I also want to be able to select the different sides of the model individual. For example I want to make a hole in the left door without having the same hole in the right door.


texts: How could a lightsabers bright core be maintained when motion blurred?

texts:
Without motion blur it looks like this:

With motion blur and shutter 1.0

The core dissolves:

The compositing is similar to Post-processing Lightsabers in Blender


texts: How to calculate the exact bone rotations so that the tail goes to a specific location or direction using python

texts: I want to animate bones using animation nodes by setting there tail positions instead of rotating them, how can I calculate the exact bone rotations that make the tail go to an exact location? (or exact direction if this location is out of range.)


texts: How to change the default views of quad view?

texts:
How do I change the TOP ortho view to BACK ortho view for my BACK image?

check out the pic I uploaded to see what I'm talking about.


texts: So I've done the atmosphere, but the Volume material has given it loads of dots. I assume this is the resolution of the Volume light but is there a way to get rid of them without bumping up the resolution to over 100,000?


texts: How to get rid of Jagged Lines around shadows in Evee Render

texts:
I'm extremely new to blender and I've come across a minor irritating thing.
While I'm trying to change the light around in Evee the shadows formed have these annoying jagged lines around them - Image 1. In Maya (IIRC) there was an option in the viewport settings to switch on Anti-Aliasing and this would be resolved. I have checked around Stack Exchange and even messed around with the Film setting but all it does is give the objects a blur.
This is my Render Setting - Image 2.
Is this something common with Evee that i have to get used to? Apart from  Any help would be appreciated.


texts: cell fracture and reform following animated body

texts: I have a character animated, I created a duplicate of it using the Cell Fracture add on and want to duplicated body to split off the solid form, and then reform in the new position, following the deformation of the new character. any tips?


texts:
Someone asked for the functionality to change multiple fcurves at once (f.e. Loc X, Loc Y, Loc Z).

Now I managed to get all selected Fcurves in an array but I can't find any way to change their values.
There is the bpy.types.FCurve.evaluate() method which only reads the given value at a frame.

How could I change it(optionally at a specific frame)?

EDIT: Found a workaround and posted it as solution.


texts: 'Animation Nodes' Compared with 'Animation Nodes + Extra Nodes'

texts: What are the main differences between the two Blender addons Nodes 'Animation Nodes' and 'Animation Nodes + Extra Nodes'?


texts: Boolean non working, shows red box in the modifier panel

texts:
I'm using Blender 2.79 with factory defaults.

I select the default cube, then Add Modifier > Boolean, it shows a red box in the modifier options.

I then duplicate the cube, select both, again Add Modifier > Boolean  and it shows a red box again.

What am I doing wrong?


texts: Visualizing voxel data from smoke or liquid simulation in 3D viewport [2.83]

texts:
I'm using either the Eevee or Cycles renderers, and I am using the Adaptive Domain feature on a Fluid Domain object. I have set my Adaptive Domain --> Add Resolution feature to 100 voxels (cells). While baking my physics, the domain is adjusting itself to size, as expected, thanks to the Adaptive Domain feature.
However, I would like to be able to visualize the voxels in the wireframe 3D viewport, to better understand exactly how many voxels (cells?) are being added by the Adaptive Domain feature. That knowledge will help me tweak the values of the attributes in Adaptive Domain, such as Add Resolution and Margin.
Question: Is there a way to visualize the voxels / cells in the 3D viewport wireframe view?
NOTE: I have searched and found other Q&A items related to importing voxels from external files, but I am specifically asking about visualizing voxels from Blender fluid (& smoke) simulations.


texts:
I created this particle plane with trees, but when I render cycles or eevee it doesn't render trees.
What I could do?

https://we.tl/t-wyAYR30YpS blender file


texts: Scale object only in y-dimension also changes dimensions in x and z dimensions

texts:
I have modeled a 3D image of a whale and have to scale the total length (in the y dimension) and then scale individual vertex groups (in the x and z direction).

The scaling factors used for the vertex groups are based on the radial measurement I want it to reflect divided by the radial measurement of the individual model. However, using measureit I have found that when scaling the length only in the y direction is still slightly changes the radial measurement of the vertex groups, and therefore changes what the scaling factor for the vertex groups should be.

Since I am working with a large amount of data I cannot scale the total length, measure the circumference of the vertex groups and then scale the vertex groups accordingly. Is there any way to insure that while scaling in the y direction all other measurements are secured in place?

The code I am using is as follows:

import bpy

obj = bpy.context.active_object
totallength = .843504
whale = [0]
vgrp = ['Face', 'Reye', 'Rpostpec', 'Rantdslfin', 'Rpostpdslfin', 'Ranus',
'Rmidkeel', 'Rend']
sfac =[0.792018666, 0.792018666, 0.818984445,0.857604997,0.821038612,0.623493015,0.56712762,0.56712762] #list of all scaling factors for vertex groups

def scale(vgrp,sfac):
    '''
    scale vertex group of name vgrp
    based on scaling factor of name sfac
    '''
    bpy.ops.object.mode_set(mode='EDIT') #set program in edit mode
    bpy.ops.mesh.select_all(action='DESELECT') #deselect any previously selected vertex groups
    bpy.ops.object.vertex_group_set_active(group=vgrp) #set vertex group active based on name in vgrp
    bpy.ops.object.vertex_group_select() #select active vertex group
    bpy.ops.transform.resize(value=(sfac, 1, sfac)) #resize vertex group by sfac
    bpy.ops.object.mode_set(mode='OBJECT') #set program in object mode

def scale_whale(a,whale,vgrp,sfac):
    bpy.ops.object.mode_set(mode='OBJECT') #set program in object mode
    bpy.ops.transform.resize(value=(1, totallength, 1)) #resizes the length of the whale (only the y axis) based on an index in total length corresponding to the index in whale
    for v in vgrp:
        scale(v, sfac[vgrp.index(v)])

scale_whale(obj, whale, vgrp, sfac)

Here is a link to the file of my whale:


texts:
I am making the "cgboost" apple bownl tutorial.
my fabric goes inside the bowls faces,not just on that.how to solve the problem?


texts: I searched for the answer in another post that recommended shift+B to reset scroll lock. I tried it and it still felt strange to navigate, unlike a new file. I can shift+B, then select a window to work on a certain area and then when I change the area, I can select a new window with shift+B. I didn't have to do that before, I could work on all areas fluently. Here's the file where it occurs:


texts: Using Scripted Expressions for Shape Key Drivers

texts:
I am having trouble finding an example of how to use python scripts to drive shape keys, as opposed to using python scripts to move bones which animate the characters mesh through Bone Driven Shape Key animations. In other words - is there a way of changing the shape key values in the BGE during game play that is simper than accessing the bones which are tied (using Drivers) to the shape keys values?
Here is an example of Bone Driven Shape Key animations http://vimeo.com/21357304 if it is not clear what I am referring to (go to 15:20 on-wards).
Thanks guys!


texts:
Trying to do a simple edge slide but it keeps twisting at angles when moved.  I am trying to just move them along its connected path whilst keeping the vertical alignment.

Because the top is curved, it is longer and twists? Any help appreciated, thanks.
no photo as file is deleted to start again. but answer still desired.


texts: Adding hair thats made form curves to a rigged charcter and clothes

texts:
Im having troubble figuring out workflow and techniques for finishing this character. i want to add anime like hair so it would follow a rig and also have a little movement on its own. allso i rigged the character "naked" hoping to add clothes later with an idea that i could change them for other scenes... but when i use parent and data transfer modifier method geometries of character, pants and the shirt overlap and i cant seem to get rid of that with weight paints.
Id love to hear how you would add the hair/moustache and clothes to the rig
heres a picture of the character:
https://imgur.com/tiQ1Bcw
and heres the project file:
https://failiem.lv/u/y45tf43b#sign_up
allso maybe from looking at the project you can give me some pointers about geometry or some usefull tutorials


texts:
When i wanna asign material to my mesh i'm not getting any result except this one:

I have no idea what is wrong, also on the carpet i cannot get material to work. Do not know if is it a Blender 2.8 bug or i'm doing something wrong. I hope that somebody will know the answer. Thanks in forward for the help.


texts: Maya to blender pivot point location changes

texts:
I am new at Blender and I am trying to import a file that has multiple objects and some of them have the pivot point set at a specific place for them to rotate properly (car doors, windows, etc.)
The problem is that when I export with FBX, all the pivot points go to the origin and I can not find a way to make them import properly.
I also tried exporting from Maya as DAE.fbx but even though the file seems to export fine (I can re-import it into Maya without problem) when I try in Blender, nothing gets imported.
I hope I am missing something simple and there is an easy fix for that.
Thanks a lot for any help!

Leo


texts: Blender VSE - speed control and cross effect at the same time

texts: I try to use cross effect between two stripes and set speed control effect to one of these stripes , only one of these effects works (the one which is on the top).


texts: Is it possible to limit the "Cycles Shadow from Transparency" per Object?

texts:
There is an option in the properties panel, Render > Light Paths > Shadows that toggles "using transparency of surfaces for rendering shadows" for the whole scene.

I like to render architectural stills or short films. When I uncheck this option the rendering speed greatly increases, but some parts such as fences and curtains don't work very well, although the quality of shadows of trees, grass and so on is sufficient.

How is it possible to change this option per-object?


texts: deleting a fraction of vertices from a point cloud mesh

texts:
I have an object in my scene which is basically a point cloud, i.e. all vertices, no edges or faces. I'm trying to select a random fraction of this point cloud. Here is what the data looks like.

>>> bpy.data.objects[2].data.vertices[:]
[bpy.data.meshes['vertsMesh'].vertices[0], bpy.data.meshes['vertsMesh'].vertices[1], bpy.data.meshes['vertsMesh'].vertices[2], bpy.data.meshes['vertsMesh'].vertices[3], bpy.data.meshes['vertsMesh'].vertices[4], bpy.data.meshes['vertsMesh'].vertices[5], bpy.data.meshes['vertsMesh'].vertices[6], bpy.data.meshes['vertsMesh'].vertices[7], bpy.data.meshes['vertsMesh'].vertices[8], bpy.data.meshes['vertsMesh'].vertices[9], bpy.data.meshes['vertsMesh'].vertices[10], bpy.data.meshes['vertsMesh'].vertices[11], bpy.data.meshes['vertsMesh'].vertices[12], bpy.data.meshes['vertsMesh'].vertices[13], bpy.data.meshes['vertsMesh'].vertices[14], bpy.data.meshes['vertsMesh'].vertices[15], bpy.data.meshes['vertsMesh'].vertices[16], bpy.data.meshes['vertsMesh'].vertices[17], bpy.data.meshes['vertsMesh'].vertices[18], bpy.data.meshes['vertsMesh'].vertices[19], bpy.data.meshes['vertsMesh'].vertices[20], bpy.data.meshes['vertsMesh'].vertices[21], bpy.data.meshes['vertsMesh'].vertices[22], bpy.data.meshes['vertsMesh'].vertices[23], bpy.data.meshes['vertsMesh'].vertices[24], bpy.data.meshes['vertsMesh'].vertices[25], bpy.data.meshes['vertsMesh'].vertices[26], bpy.data.meshes['vertsMesh'].vertices[27], bpy.data.meshes['vertsMesh'].vertices[28], bpy.data.meshes['vertsMesh'].vertices[29], bpy.data.meshes['vertsMesh'].vertices[30], bpy.data.meshes['vertsMesh'].vertices[31]]

I'm thinking of a script that would resemble the following

count = int(vertices.length*fraction): # where fraction is a float generated by another function
for i in count:
    rand = random number generated % vertices.length
    delete vertices[rand]

I'm just not sure how this would be implemented in blender


texts: Seeing odd texture artifacts while rendering on a EC2 machine with GPUs

texts:
To save time, I set up an EC2 machine running Ubuntu with a Tesla K80 GPUs to render a scene saved in a blend file. I rendered in the background using this command:
blender -b room.blend -P set_gpu_for_rendering.py --render-output //test_ --render-format PNG --use-extension 1 --render-frame 1

While the rendering took just about 3 mins to complete, the wall looked really rough and significantly different from the original look of the texture see here. Also, the floor texture looks pretty good in comparison. So the problem doesn't seem to be an universal issue of using JPEG textures, which was my first thought.
I wonder if anyone has faced this or a similar issue of significantly different rendering when done on GPU vs on CPU.
While I'm also wondering if I'm setting all the parameters of cycles to render properly, what confuses me is that when I render the same blend file with same settings on my MacOS machine without GPU, it comes really good without any issues. See the attached image below. But it took 45 mins to render this scene.
Appreciate your help!


texts: How to specify number of cuts for subdivision modifier in python

texts:
I'm working on a custom panel in Blender. I can add a subdivision modifier with python like this:

subsurfMod = self.layout.operator("object.modifier_add", text ="Add subdivision", icon="MOD_SUBSURF")
subsurfMod.type='SUBSURF'

However I want to also specify the number of cuts. Something like this doesn't work:

subsurfMod.levels='3'

What do I have to use instead?


texts: I tried subdividing 2 edges in this mesh and for some reason it kind of deformed it like this:


texts: Adding a pole target causes bones to ignore their IK constraints

texts:
I currently have a robotic arm rig with the shoulder only being able to rotate along 1 axis, and the bicep only being allowed to rotate along a different axis. I am controlling these bones with an IK controller, and It's working great, save for the fact that when I add a pole target to adjust the solution, all of my axis locks are ignored.

This issue has been driving me crazy, and I am wondering if there is a solution.

Here is the blend file : as you can see, the rig works exactly as intended, but when you set the pole target as the bone labeled "elbow" the axis locks are ignored.


texts:
Is it possible to add a socket to a node group with a custom identifier?
So it would be:
>>> bpy.data.node_groups["NodeGroup"].inputs["My Socket"].identifier
My Custom Identifier

It is necessary because the "mapping" depends on it. I know I can utilize the order of adding, but a custom string is better.

A gist for testing.


texts: Applying MoCap face data to "foreign face"

texts:
I recently modelled Gustavo Fring and I want to test Motion Capturing on him. So I painted a few dots on my face and took a short film.

Motion Tracking in Blender gave me these results:

Now I can transform this MoCap data to moving emptys and give them depth trough the face mesh. The problem is that Gus Fring has obviously other facial proportions.

So I request a way to move the empty while they are keeping their MoCap-movement.

Now Emyptys control the movement of the bones, but when I join the bones it it one amarture and cant be influenced by multple emptys, how can I solve this problem?


texts: Radial Symmetry in Editing a Single Object

texts:
I am a intermediate beginner in Blender: I have a moderate knowledge and understanding of the interface and am capable of modeling and rendering simple forms, but if skill is a percentage I'm at probably 2%.

I'm looking for a way to enforce radial symmetry in mesh editing. I want to tell blender that an object has a particular kind of symmetry, for example 8 sided radial symmetry, and have blender apply the edits and changes I make to one part of the mesh symmetrically not absolutely. Here's an example:

Let's say I have this funky shape here and want to move all the raised triangles to the center of the surface.

I can move a single triangle inwards:

But if I select multiple triangles and move them all, they all obviously move in the same absolute manner:

What I would like to happen is that when I move one triangle inwards (towards the center point), the others move inwards as well. I have tried aligning the 3d cursor to the vertex in the center and setting the movement orientation to 3d cursor, but it has not helped.

This is only an example as it is the best way for me to demonstrate my question. I will be modeling a diamond, and I am seeking a way to establish a symmetry so that any edit I make to a part of the diamond is reflected symmetrically in the other parts; for example if I make a single face larger I want that facet to become equally larger on all radii of symmetry on the diamond. I am aware of things such as the mirror modifier (though I am not an expert on their use) but am wondering if there is a way to define or establish symmetry within a single object. Thanks in advance for any help or advice!


texts: How to customize a material without duplicating it?

texts:
I know how to share a material among different objects, customizing it by using the ObjectInfo node. I want do something similar but replacing the ObjectInfo node with a custom property (different for each object, and animated with an F-Curve) that the material can automatically read as input.

How could I do this? Adding a custom property to the object? How would I access it from nodes? Could the ObjectInfo node be enhanced to support this custom property (as well as random, object index, location, material index)?


texts: Blend4Web does not render in Mac OS Sierra 10.12.6

texts: All my Blend4Web.html files (which worked fine on my Mac) don't work anymore. I double click the html and I see the Blend4Web Wheel for a couple of seconds (as usual), then the buttons appear, but the 3D Object does not load. I never updated the drivers for the gpu and it always worked. Apart from the Mac OS update, the only other thing I changed was to always use the the graphic card and not switch between the internal and external. Any ideas why this does not work anymore would be great. Thanks.


texts: Cloth vibrating with object collision turned on?

texts:
On the character rig I'm creating for an animation, I have a cape, which is a piece of cloth which is solidified to give it thickness. However, I want it to collide with the torso, head, and arms of the character. As soon as I turn object collision on, though, the cloth begins to vibrate, looking unrealistic and unusable.

There was someone else with a similar problem to mine, but nobody had solved it, so I'm asking again.

Here are a couple images, and the blend file is also attached.

First, above ^ is the rig, which shows the character, the cape / cloth deforming (vibrating) weirdly. You ought to be able to tell what the arms, torso, and head of the rig are.

Second is the settings for the cloth (I think that's all of them).

Also, Here is the blend file.

I hope this has been written clear enough, as I tend to ramble a bit.

Any and all help is appreciated!


texts: Differences in texture painting between 2.7 and 2.8

texts:
Why when I'm texture painting it looks so bad, I mean in 2.7 the same texture look good but in 2.8 its look like that.

It should give the same color as skin behind but instead it give this black color.

Is this because of low quality of texture? Why does it looks good in 2.7 but not in 2.8?

Painting with stencil.


texts: Bones are deforming the mesh at different rates. Is there a way to fix this?

texts:
When trying to control the eyelid and eyelashes mesh (both are part of the same mesh although the eyelashes are not attached to the rest of the head). Moving the gaze bone up causes the eyelids to move at the appropriate speed, but the eyelashes move at a different speed and don't stay where they need to be.

Eyelid deform bones are circled in red. These bones are restricted to X rotation only.

After changing the gaze bone to make the character look up, eye lashes detach.

I have tried weight painting the eyelashes but it doesn't make a difference unless the weight is set to zero and then the eyelashes don't move at all.

Is there a way to fix this?

Link to the .blend file:
https://www.dropbox.com/s/4bcrigg4d4nrbwv/Blenderman%20-%20Working%20On%20Eye%20Control.blend?dl=0


texts: Creating Transparent Water Droplets in Cycles

texts:
I have been working on a project where I need to add some transparent water droplets on a bottle but they render completely white. I have tried using many different shaders to achieve this effect but nothing has worked so far.

I have tried adding a glass shader, I have tried using a transparent shader, I have tried using a refraction shader, and I have tried using a combination of these.

I am starting to wonder if it has to do with my lighting, I am just using a basic 3-point lighting system.

I would really appreciate any help that is given.


texts: Is it possible to pass a [color ramp] to a node group?

texts:
Are there any addons or other features in Blender that allow the Blender user to write nodes that passes in color ramps and reuse them in a group node?  If the answer is yes, then what are the steps?

Single colors and vectors can be passed into a group node (reusable function).  MixRGB node can simulate simple color ramp for two colors.  So these items can be excluded from potential answers.
Thanks.

In response to a question below.  A crude and compromised set of nodes.  Candidate for enhancement and promotion to group.


texts: Mirror mod doesn't mirror opposite even when origin set to edges

texts: I just cant seem to get the mirror modifier to work.  Ive set the origin to the edges and moved the 3d cursor like suggested however when the mod is added it doesn't mirror the object parallel, it just goes in any other direction but opposite on the axis I dont want it to be


texts:
So importing an alembic from Houdini and wanted to throw a subdivide modifier on it and every time it crashes blender. Can confirm the alembic can be subdivided in C4D
Here's a link to the file. Just make sure the alembic is targeting the right directory
https://www.dropbox.com/s/0ljsmdq7wp1mov2/Alembic%20Test.zip?dl=0
Comp specs are fine, also just using a light file for troubleshooting before anything heavy comes into blender ie. fluidsim
2x 2080ti
128gb ram
AMD 2950x 16 core 3.5ghz


texts: Is there a way for a text object (curve) to contain more than one font size?

texts:
I have a javascript rich text editor (like the one I write in right now).

I have to take the rich text and write it some how with a single text object in blender (through python script). It will contain strong text, colours, and different font sizes.

I can manage extracting the info for each line, word, letter and pass it to blender.

My question is:

Is there a way to have a text object containing multi text boxes with different colours, text-alignments, font sizes?

If not, I'm going to have to generate text objects. In this case:

Does anyone know of a way or a script to reproduce the layout (including text-align)? or would I have to write a script to generate 1 object per letter and then re-arrange them accordingly? I would have to re-create words, lines and then place them so it matches the alignment.

Here's a picture with what I'm trying to achieve, Thanks!:


texts: I have yet to get the mesh deform modifier to do anyhting

texts:
I tried on a character, with a complex mesh, nothing worked, so tried a new grid that was simpler from scratch, didn't work, now just a cylinder with Suzanne (supplied file) nothing. I checked to make sure scale =1 , location and rotation  are at zero and UV's are pointing out.

The cylinder comes with a shape key to skew it.

I never got the modifier to work once.
What am I doing wrong?


texts: How do you bevel on an already beveled edge?

texts:
I am following a tutorial for modelling an air conditioning unit, but in the tutorial the person bevels successfully on an already beveled edge with the usual ctrl+B. Here is the screenshot of the video:

However when I try doing the same, the bevel goes all funny,and the lines seam to stretch to the centre:

I've reset rotation and scale and tried changing settings, but nothing has seemed to have worked. I've heard that you can't bevel on a bevel, but on the tutorial he seems to do just that, so I'm stumped. Any advice or tips would be greatly appreciated.


texts: How do I animate a facial animation sprite sheet?

texts:
I made a face animation sprite sheet like this,

with multiple faces on one texture sprite sheet.
I've tried animate it by moving its UV, but it stays the same whenever I play the animation.
What should I do to animate them?


texts: How do I select multiple items in the outliner or file browser without selecting all the items in between?

texts:
When I try to append multiple files at once, or when I try to select multiple objects in the outliner window that aren't right on top of each other, every file or object between the ones I select are selected as well, and there is no way to un-select them and choose the files I want.
To combat this, I've been using the drag and drop feature when I can, and other times, I append or select the objects one by one or in the viewport. Sometimes, in the outliner, I can make collections invisible, but that doesn't work if I have multiple items in multiple collections. It's annoying because I've always been able to just select whatever I needed and get it done in every other version of blender except this one, and turning on an old laptop to work on some blender files lately in v2.69 reminded me of just how much many new minor changes in 2.81 have slowed down my workflow.
Is there any way to change this?


texts: Where i can find this properties panel in blender 2.79

texts: i am trying to find this properties panel in blender 2.79 but i am not able to find it, can you guys tell me that does this panel exists in blender 2.79 or not?


texts:
I've been trying to come up with an idea of creating rust procedurally and tried searching up for tutorials on various sites which only made use of image textures.
Procedural being a hard practise as it is, I wanted to create a rust texture for various meshes in blender but the one I did come up with, not so very realistic:

does anyone have some ideas on how to create rust using only procedurals inside of blender?


texts:
I Appended GP Brushes and Sculpt Brushes. I checked Fake user for each one, then Saved start up file. Now, when I reopen Blender, the brushes are here bur there are no icon, only grey squares.

Somebody knows how to recover each icon? Thanks


texts: Weird shadows in arrayed floors in EEVEE

texts:
When sun light is at particular angle.
These weird shadows appears between floors.
how can i fix this?
in cycle it doesn't happen.


texts: Can I change colors of image textures when applied in blender 2.8?

texts: I'm in the middle of applying materials and textures to a project I'm working on.  I've found a lot of good textures and they work very well, but they are not the right color.  I've tried using the different nodes like hue and saturation and mix RGB and curves, but nothing turns out quite right.  For example I am applying a rust texture to a large barrel, and the image texture is a steel grey with rust, but would like base color to be a dark red.  I'm able to go into photoshop and adjust the colors of the texture file there to a degree.  Is there a way to do this while in blender?  I'm using blender 2.8 and rendering in cycles.  Thanks.


texts: Importing OBJ with MTL and Image not working properly

texts:
I'm trying to import an OBJ file that has associated MTL and PNG files. There's a similar question here, but the answer is not very helpful, I just see a big blob.

These are the files that I'm trying to import. Inside the textured meshes folder there's a few different versions of the object but none seem to import correctly with the texture applied.

I also don't have access to the material and object (as well as a few other) buttons. (see the picture)

Blender 2.71


texts:
I have two objects (A and B) and I need to get the union of them. A has a face area of 200 units and B has 10 units. In addition, B falls completely inside A. If I use join (Ctrl+J) then the face area becomes 210 units (200+1). However, if I do "Union" using Bool Tool then I get an area of 200 units (what I am looking for as B falls inside A).
There will be thousands of objects to merge between them, thus, I am looking for a way to do the union operation using python. Is there any way of doing that? Can I use the Bool Tool with python? Or, import some function then do the operation.


texts:
I'm just starting to get familiar with bpy.types and application modules, but I didn't find an answer to this:

Concerning A Bezier Curve with multiple splines, is there a python way in EDIT mode to know on which spline I am working on (activated in the viewport) except iterating every single bezier_point inside ?

Thanks in advance,
jimflim


texts: How to get evaluated driver value for certain frame?

texts:
I've already got an answer of how to get evaluated keyframed property value  but this doesn't work for drivers in the same way. I've tried to get it with
import bpy
ad = bpy.context.scene.animation_data
data_path = "my.path" # not the actual path, just an example
fdriver = [dr for dr in ad.drivers if dr.data_path = data_path][0]
value = fdriver.evaluate(10.0)

but it just returns the number of the frame I want to get evaluated value from. As I understand it takes driver's FCurve which can be found in Drivers Editor and which has nothing related to actual Driver value.
So the question is - is there a way to get evaluated driver value for the certain frame directly with the Blender API, or do I have to recreate all driver's behavior from its type, variables and expressions to get this value (it seems to be pretty hard to make it procedural because there may be so many variations of the settings)?


texts: How do I change to the texture mode in the viewport shading menu

texts: I have just switched from the old UI (Version 2.7x) and I can't find the viewport shading menu so I can switch to texture shading.


texts:
I'm currently designing a modular road system for use in a game. That, of course, means a lot of by-the-grid design and so on. I've encountered a couple of problems, however and I would love it if anyone can offer any insights.

Problem number one: Grid align is absolutely broken, for instance,
 Both vertices are 'snapped to grid', and it looks okay when you're in the 'meters' zoomed out position if you get what I mean. But as soon as you zoom in to 'milimeters' you start seeing that stuff is not aligned properly!

Part two: What happens to the grid when you start zooming in? I mean you'll see the screenshot(the one below) but the grid lines just go nuts and start multiplying. Any idea why?

Part three: Let me explain my confusion and frustration:

1- If you think something is aligned, zoom to the micrometer level and you'll find out that you never belonged on da grid.

2-You can't really fix it, as you can't move anything by 1 micrometer unit and 'snap to grid' (as stated in 1) doesn't align anything on the micrometer level.

Screenshot:

EDIT

Here's an example scene:

Anyway I guess it may not be an issue, but I was just trying to future-proof myself before I bring everything in Unreal and realize things don't align etc- etc. :)

Edit 2:

Holy moly, that was helpful!
@3fingeredfrog -First of all thank you so much and absolutely, a mm is plenty enough!
@Duarte Farrajota Ramos -Oh, I usually just apply rotation/scale/position when I'm finished editing, totally forgot this time. Is there a big difference, between carefully rotating everything in object mode versus applying the rot when I'm finished?


texts: I have created a rig that has a ground bone that can move the entire rig. It moves fine when all of the control bones are connected, but as soon as I parent the root bone for the entire rig (the root spine bone), I get some weird issues. If I move the spine bone, it rotates the parent ground bone around the ground bone's head. If I move the ground bone, it wiggles when it is moved. I must be missing something simple, any ideas?


texts: How To Rotate some Vertices around a changed Pivot Point?

texts: I switched from Maya to Blender 2.8. In Maya there was the possibility to choose some Vertices and then change the PivotPoint for those Vertices and then Rotate around this Pivot Point. For Example i have a 3D Model in the T-Pose and i want to change it to the A-Pose. In Maya i normally pick the Vertices of the Arm then change the pivot Point to the shoulder and rotate around this pivot. How would you do that in Blender 2.8? I saw some Post for older Version of Blender where you use the 3D Cursor but i couldn't figure it out in 2.8.


texts: Copy vertex groups from old object to new object(2.8)

texts:
I have to modify new orientation and for this i think to make a copy from old object to new object, but not undertand if is possible to copy vertex grup from old object/ mesh to new object/ mesh :

 old_obj = bpy.data.objects['My old obj name']

 mesh = bpy.data.meshes.new('My new obj name')
 new_obj = bpy.data.objects.new('My new obj name', mesh)
 new_obj.data = old_obj.data.copy()


texts: Shrinkwrap addon conflicting with curve bevel

texts:
I have made a grid curve which I beveled for a final result which looks like this:

I am making an animation out of this, which will make the grid object wave like a flag. To do so, I have shrinkwrapped the grid object to a moving wavy plane, so that the result looks like this:

Now, the problem is that not only did the curve get shrinkwrapped onto the plane, but also the bevel. Which makes the whole thing flat, as can be seen in the GIF. How can I fix this?

One solution I can think of would be to "bake" the waving animation onto the curve so that I don't need the shrinkwrap addon anymore, thus letting me bevel the curve independently. Unfortunately, I do not know how I can do this.

Thanks for reading!


texts: Mac-style inertial viewport navigation on Windows

texts: On Mac (at least with the touchpad; unsure about mouse), orbiting/panning/zooming the viewport has inertia and momentum to it, which is to say if you release while still moving your cursor, the viewport's movement will slow to a stop rather than stopping immediately. This isn't the default behavior on Windows, and I haven't yet found a setting to enable it. Is it possible to have this functionality on Windows? It makes using Blender a more fluid and joyful experience, for me at least.


texts: How can I achieve this type of spherical unwrapping?

texts:
How can I unwrap a sphere like this?

I can get about 1/3rds the way there by going to front view > selecting all faces > UV > "Project from View" But it's not at all optimized like the image above shows.
Here is a blend of the sphere with the UV mapping that I am trying to recreate here:


texts: Get obj export settings (properties) from ExportOBJ class shown in the UI in python script

texts:
When I start blender, create an e.g. cube and want to export this cube as obj I do this via:  File -> Export -> Wavefront (.obj)
In the opened export dialog I see e.g. besides the last used file location the OBJ export properties like: Selection Only, Animation etc.
These properties are defined in "<<blender location>>/scripts/addons/io_scene_obj/__init__.py" where the ExportOBJ class is registered as operator I think.

If I export my scene as OBJ via the Wavefront (.obj) UI dialog blender saves the last set property state values like Selection Only.

How can I get those property values in a python script?
So for the Selection Only a boolean like: selection_only = bpy.ops.export_scene.obj.use_selection


texts:
Guys could you help me figure this out?

Left: the one i made

Right: the one i want it to turn out


texts: How can save rendered images to a specific folder?

texts:
I tried to render an animation when it suddenly paused, I just thought it was lag so I went to my desktop to find each frame it rendered as a file (it flooded my desktop) is there a way to make it so it puts all of those frames in a folder.

Thanks


texts: how to make an bright spot similar to a star?

texts:
how to make an bright spot similar to a star ?  i  we tried to make a sphere and add emission to it
but it didn't work it only made the sphere clear bright without looking like a star

you know something similar to this image right here


texts: Program resolution is too small on the screen

texts: I just installed Blender and have a 2000x3000 tablet. I can't read the the labels on the program. Is there an easier way to do it rather than changing the laptop resolution?


texts: weird weight paint effect that I cant figure out

texts:
I'm newish to Blender and working on animating this figure with a suit that's all built in one piece. He's got a rigify armature that I'm using to do his body movements and wings that move separately. What's happening is that when he moves his hands close to his body suit jacket gets narrow as if his claws are affecting the suit. But when I select the claws or suit, the weight painting looks fine. Everything is dark blue. What am I missing? Here is an image: and another with his hands out- that's closer to how the suit should look:
It's not the wings, even though those move in this example- the suit widens out any time the hands aren't close to the body, even if the wings don't move. Any help would be appreciated- I don't want to re-rig this guy!


texts:
I try to render an image of a model made of optical fibre. I create it by extruding a cirle along a path. When I apply a glass material I get a very dark render image. I think this is caused by intersecting geometry.

After converting the curve object to a mesh object, I have tried to apply a boolean modifier (Operation: Intersect, Solver: Carve) with a cube. Unfortunately this operation results in an error message ("Cannot execute boolean operation").


texts:
I'm trying to animate a human made in makehuman and exported to blender, parented mesh with armature with automatic weight but when i move any bone, mesh doesn't move.
This is the file https://drive.google.com/file/d/1n2xG-fzKt1Htsx6jkmDCtSllm_UAtsYf/view?usp=drivesdk


texts: Issue with grease pencil and where lines meet

texts:
I have a recurring problem where I can't make the lines of the grease pencil meet without the ends being rounded. I'll use this circle and line as an example to what I'm referring to.

It appears that I'm only able to erase lines in linear segments rather than the specific part that I want to get rid of. I understand that the grease pencil doesn't really use pixels which is what I'm used to when working with other art softwares.
Is there an easy fix to this?


texts: Problem with recalculating normals in a complex mesh

texts:
I have a mesh with a complex topology and some of the faces normals facing inwards.

I have tried to recalculate the normals with Ctrl+N but there are still faces that won't flip.

Any suggestions on what is going on with my mesh?

Problem


texts: How do I navigate the Outliner using the keyboard?

texts:
When I click on any item in the Outliner, and press Up or Down on the keyboard, I expect the selection to move, but nothing happens. Is there any way to enable keyboard navigation of the Outliner? Also, is there a shortcut to rename the currently selected object (like F2 in Windows Explorer)?

What I want to do is rename many objects from Object.001, etc. to informative names quickly.


texts: Blender 2.8 Comb hair strands with children

texts:
I'm struggling to find a way to comb hair particles in Blender 2.8 with children particles included in the Edit Particles mode.

In other words, is it possible, and if yes how, to view and comb all strands, including children particles in the Edit Particles mode?

In other other words... Can I view to outcome of the comb immediately.

Actually, I can only comb the parents, go back and forth Object mode-Edit particles... which is tedious and ineffective… I cannot control the outcome.

Thanks for any input, advice and cheers

DB


texts: Mirror modifier: holes in my model and a line down the middle

texts:
I'm trying to mirror my human mesh but I can not get it to align perfectly. There are holes in the model as well as a protruding line down the face. My mesh shows in edit mode that there isn't any holes or another line down the middle. What do I do?

And also yes I have selected the line down the middle and put Cursor to Selected and Origin to 3D cursor. It just doesn't look good in the object mode.


texts:
Writing into a text datablock can be done with the script

text = bpy.data.texts[name]
text.write(something)

However, when I used the script text.read, an error appeared.

Question: How do I read the content in a text datablock with a script?


texts: Blender 2.83 UDIMs for every layer question

texts:
I am new here and couldn't find an answer to my question around so decided to ask. I have a tank model in blender 2.83 and because it will be hero asset the mesh is kind of dense. Also, I will be exporting it as fbx for Substance painter
So I have the mesh all done and unwrapped and it's separated on 4 layers- Equipment, Hull, Suspension and Turret. The layer separation is all done for performance reasons. I started packing UV islands and for the hull, I use 3 UDIM tiles because it's 1:1 scale and 1 texture cant take all islands while keeping good texel density.
Then I started working on the turret, but I still have the same 3 UDIM tiles present to work with.
So the question is if I can have 3 UDIM tiles for the layer with the hull and only one for the turret since the islands are smaller there?
How does that work in Blender?
Is it like you either have UDIM tiles and no layers, or many layers with one tile each?


texts: how to apply my group node to multiple different materials?

texts: I have made a group node for one material. Now i want to use this group node for multiple different materials. Is there a shorter way than just copying it manually in every material which is very tidy...?


texts: Technique to model a 3D button (Image attached)

texts:
I've got this image from a skeuomorphic calculator interface and want to model it in Blender.

I was able to create this within minutes, with the following technique : Subdividing a cube multiple times and pull the face in the middle upwards with proportional editing on. Then I lowered the circle for proportional editing and lowered the middle face again.

The outcome is not exactly what I want, since the topology is round and not squared with rounded borders and stuff like this. So I was wondering if someone knows a better technique to achieve this?


texts: How to move multiple objects to central point

texts: I'm trying to move multiples objects next to the central point but without success is there anyway to do it without doing one by one but all objects at once ? (Not using scaling up and down)


texts: Where can I find a better manual for learning Blender than blender.org

texts:
I can do Maya because I learned where everything I need is located. However with Blender nothing.

Example: First thing I needed to learn is how do I hide backfaces? So I check the manual on blender.org

It says to uncheck 2 sided, it is located in the game setting. I have no such thing or can't locate any game setting.

In fact the whole manual I am suppose to know where everything is, nowhere is stated where anything is located. That is the biggest problem I keep having with Blender is knowing where anything is.


texts: How do i fix armature deformation (robot rigging)

texts: i am having problem with my animation, the armature is deforming the model while it should be a straight bone. how can i fix that.


texts: When you use the multiresolution modifier in blender, whenever you orbit the subdivisions have the same effect as if turning off and when you stop orbiting they are displayed again.  I believe this is a feature of blender to make orbiting faster, but I want to turn it off.  How do I do that?


texts: Is there a way to set specific dimensions in inches or an other measurment?

texts: I have imported a model and the size of the hole of a cylinder is too big and I'm wanting to scale it to 2in. across. Is there any way that I can set the scale down to that measurement without having to move my mouse up and down to get the correct measurement?


texts: How do I know which faces correspond to which area of a UV image?

texts:
The below image shows the edge of two faces. I'm wondering how you know which face the lines belong to. It seems pretty random.

Basically what I'm trying to figure out is if I go into photoshop and try to only select one face to paint onto, which lines do I also select so that I don't have black edges on the mesh?

I hope that's clear enough. If not I'll try to reword it.


texts: How can I rotate 'LOCAL' orientation in 2.82 python Script

texts:
Blender : 2.82
Windows 10

This is my code
and i want to rotate 'Global' and 'Local' both

import bpy
import numpy as np

this_scene = bpy.context.scene
view_layer = bpy.context.view_layer
override = bpy.context.copy()
override['selected_objects'] = bpy.data.objects["MyOBject"]
rot_obj = override['selected_objects']
now_pos = rot_obj.rotation_euler[0:3]

rot_obj.rotation_euler = now_pos + np.deg2rad(np.array([10, 10, 0]))
bpy.ops.transform.rotate(value=np.deg2rad(50), orient_axis='Y', orient_type='LOCAL', orient_matrix=((1, 0, 0), (0, -4.37114e-08, 1), (0, -1, -4.37114e-08)), orient_matrix_type='LOCAL', constraint_axis=(False, True, False), mirror=True, use_proportional_edit=False, proportional_edit_falloff='SMOOTH', proportional_size=1, use_proportional_connected=False, use_proportional_projected=False, release_confirm=True)

this works fine in python console in line by line.
but the problem is 'Run Script' (there are about 200 ea files exist)

when i Run Scripts by pushing 'Run Script' button
"MyOBject" rotates only GLOBAL orientation.

i found some code Blender 2.82 Python API but don't know how, don't know what it is ...

bpy.types.TransformConstraint, bpy.types.TransformOrientation, bpy.types.TransformOrientationSlot, bpy.context.scene.transform_orientation_slots

and one more, is there fully functional intellisense(autocomplete) in blender?
or API using guide? the documentation is quite not kind:(

(so many def, function, class are not work even in console)

please help ..


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I'm using context.window_manager.invoke_props_dialog(self) to show a property dialog. One of the things I need is an export directory, so I added:

exportPath = StringProperty(name="Path", subtype='FILE_PATH') to the class.

The property does show up, and there is a button to click on as it should, but when I click on that button, nothing happens. Do I need to do something additional to make this work, or is this a bug?

Thanks!


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As someone who comes from a Maya background, I got quite used to being able to open Maya's Hypershade window and see all the materials in my scene at a glance. However, in Blender it seems that the materials tab only shows materials that are assigned to the active object. Is there a way to display a material preview for all materials in a scene?

Currently, the only place I can find the materials added to my scene is in the outliner in datablocks mode, which shows me that there are materials in my scene, but I can't see previews of them or easily check if the textures have loaded correctly.


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This is my mesh

I have already smooth it but i would like to create a smoother surface in several points like these (reduce these angles)

Is there a way to achieve this goal without moving eache vertex from myself? I know that i can smooth face/edge when i export it in fbx but isn't enought; are there other ways?

Thank you


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I have the following situation

The entire object is rigid. The bottom plate can rotate around the blue(z) axis. The torso should be rotation with it and the arm should rotate around the side of the torso.

Whenever I put the objects as parent of bone they will work in their default positions. However if I turn the base around 45° and then the arm the rotation will not be around the torso. Instead the arm detaches a bit.

Here is a video of what I mean:

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

I just want the bones to only rotate 90° to the normal of the location surface

Is there a way I can fix my rotation to a plain (torsoside) with its two axis as references?


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texts: How would I use the array modifier to duplicate this pattern all the way around the top and bottom circle faces? Whenever I try to use the array modifier, the pattern just copies next to itself. Its hopefully going to be a grenade. Ive added the blend file in case anyone can help. Thanks


texts:
I have 2 mesh and i have join them with ctrl+j and made a single mesh. And i want the pivot point to be center of the new mesh i have made from joining the 2. I have tried geometry to origin but also it did not fix the center. Its on the top of the match stick and not in the center of my mesh. I can go in the edit mode and move my model and set the pivot manually. But without doing manually how can to fix it to the center.

Final image (answer for the question)


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My sword looks fine in solid view, but when I go into rendered view, it turns completely grey.

I have mipmaps off, texture solid on and i have light.

It looks fine in solid view:

;

But when I switch to rendered view, the sword is entirely grey.

.

Link to file: http://www.pasteall.org/blend/36878
Link to Sword: http://www.pasteall.org/blend/36888