texts: Measuring edge angle relative to faces normals (negative angles allowed), and automatically select similar

texts:
Ive got a mesh, and Im wanting to select all acute edges with angles relative to their adjacent faces to a certain degree.  But it seems that even if a connection between two faces is flexing inward, or outward, the sign of the angle stays the same.  Is there any way to allow signed angles for use in the "Select similar" tool?  Im using blender 2.92.0
Or if not, how do I select edges that bend inward to a certain degree?
Here is a screenshot showing what happens, and in red of what behavior Im looking for.  If I were to select edge C, and select similar with a tolerance of 50 degrees, It would only select C and A, not B (as this is the default behavior)


texts: Background image not showing up in any 3-D view

texts:
There's a lot of articles like this, but their solutions don't solve the issue for some reason.

I'm trying to load a background image (well, two images, basically) for reference, and they won't show up (in the 3D view). I set they perpendicularly (first I set one to the front and the right, then set them back and left. Neither way) and have it set to perspective mode. I even tried switching it to orthographic mode and cycling through the views to no avail.

here's the ortho view and persp view:

http://postimg.org/image/uotmxqijp/

http://postimg.org/image/f80ddjq6b/

I just downloaded Blender a few days ago; I have zero experience. Dumbing down answers to noob-speak would be appreciated.

If you need any more information on the problem, just ask.


texts:
How would I take an L-System structure similar to this image

And wrap that structure seamlessly around a sphere like this:

It has to be a legitimate L-system, not faked or similar. Thank you.


texts: How to wrap cylindrical object around 2 posts

texts:
Currently working on a chair and can't get the back rest right. It's essentially a cloth draped around the wood legs that extend all the way up into posts. Anyway, I tried taking a cylinder, extruding half of it over to the other post but can't seem to get the trajectory and rotation right. Any ideas for how I can accomplish this in a more accurate way? Would love for it to look more realistic so any tips and critiques would be appreciated.

Here are my reference images


texts:
I've been using Point Lights to give light to some candles.
But how do I get the reflections in the window to appear better/nicer using Cycles? They're just yellow blobs as you can see:


texts: When I have three or more modifiers for an object, the middle ones are not showing

texts:
As shown in the picture, I miss the middle modifiers. If I apply one of the ones shown, then the next hidden modifier appears.
Anyone ran into the same issue ? Using 2.91.0 but tried up to 2.93 to no avail.


texts: Problem with bridge connecting to edges of face instead of round extruded part

texts:
I'm very new to blender, so sorry if I am asking a dumb question.
I have been following the Donut tutorial from Blender Guru and I'm now creating the Coffee cup.
The handle is done and I'm now trying to merge the last bit of the handle back into the cup. I have deleted the faces of the parts I'm trying to connect. But the problem I have now is that when I try to connect both with a bridge edge loop or pressing "F" with Vertices selected, the bridge doesn't connect properly. On the side of the cup it does so fine but on the side of the handle it tries to connect to the edges of the face instead of the actual part.

Any idea what I'm doing wrong? I know it's probably something dumb but I can't seem to find it. And nobody in the comments seems to have the same problem
Here is a link to the video:https://youtu.be/SBtDix7xGOg?t=365 with a timestamp of how it's supposed to look


texts: Why can't I get into Sculpting Mode with metaballs?

texts:
When i start Blender 2.8 i click on "sculpting" and then i get a ball and can start sculpting. I see the brushes etc...

But when i click on "object mode" to add, for example 2 balls for eyes, i can´t get back to sculpting mode.

In the small menu where one can find the different modes, i then only have "object mode" and "edit mode".

Am i missing something? ¯_(ツ)_/¯

EDIT:
Ok. I tried out a little bit and it seems that i can´t go back to sculpting mode if i add a "metaball".
When adding a Mesh - UV Ball i can go to sculpting mode again.

I don´t quite understand the difference yet, but i think that was the problem :]


texts: Grid fill is not working.I am attaching the ss below.Plz check and tell where i have got it wrong. Whenever i try grid fill on this edge loop it says "Select two edge loop".


texts: How do I convert materials from Blender Internal to Cycles?

texts:
I know this may be a tough or confusing question, but I have numerous existing materials I created and reuse for a project, which were all prepared for Blender Internal.

Now, I want to start the transition to Cycles, but I've hit a roadblock. How can I transition my materials without completely starting over? Or should I just forget it and start with fresh materials?


texts: Python FBX Export Collection and set FBX file name as Collection name

texts:
Let me start by saying am no developer, I really suck at python. But save me a few 100 clicks. Can someone save my fingers and tell me what a script will look like if I wanted it to just export the selected collection as FBX and set the name to that collection name?
I hope can save me ;)
Thank you very much
Just to mentioned I was trying to use a script from Python - Exporting Each Selected as FBX
but I can not get it to work
def execute(self, context):
    for obj in bpy.context.selected_objects:
        bpy.ops.object.select_all(action='DESELECT')
        obj.select_set(True)
        org_loc = obj.location.copy()

        # Sends object to zero vectors.
        obj.location = (0,0,0)

        # Creates the path for the exported fbx.
        obj_path = os.path.join(context.scene.worth_group_tools.dir_path,
                                obj.name + "." + "fbx")
        # Export object as fbx. Works, except all selected objects are
        # exported into single fbx instead of one at a time from the list.
        bpy.ops.export_scene.fbx(filepath=obj_path, use_selection=True)

        # Prints each object in list.  Works.
        print(obj.name)

        # Returns the object to its original position.
        obj.location = org_loc

return {'FINISHED'}

I would also love to set the path too, as I can not get it to work too


texts: I need to construct a track for a racing game. Can anyone suggest some good tutorials for creating a curved road.


texts:
I apologize in advance for asking such a beginners question, and I assume this will come down to my view/window being wrong.

I used Blender a few years back, and I am familiar with how shapes work and the interface it had years ago. Now back then, if I wanted to select vertices/edges/faces, I would click the appropriate icon next to the Object/Edit dropdown box, but as you can see, it is no longer there.

According to the official documentation, pressing Ctrl+Tab should produce the same effect, but it as well does not seem to change anything. I am able to select and move vertices, as this is the default behaviour but I cannot seem to be able to change to edge or face select.

I am using Blender v2.78c, and it looks quite different from when I downloaded it a few months ago, when those buttons were still where I was used to seeing them.


texts: Cycles GPU rendering is super slow with bigger image size

texts:
For some reason Cycles GPU rendering speed increases enormously when using bigger image sizes.

I am now doing 6000x3000px image and it takes almost three second to calculate one sample. And it is not the case all the time. When using smaller images (like 1920x1080px) rendering is as fast as expected. Also, sometimes rendering starts quite fast, but then slows down to one sample at second speed.

And I know that the doubling of pixels means four times more calculation. The Increase is now more than ten times. I might be from 5 minutes to 8 hours.

I am using 640x640 tile size but I have experienced with different tile sizes too. Using bigger tile size than that is not possible because blender crashes (which is odd thing too of course).

I use the newest build of Blender 2.8 but I have experienced same issue with 2.7. My first thought has been that it is because of the memory issue, but why image size would have effect on that? Blender is able to download whole scene to GPU memory and memory peak is not more than maximum of 5 gigabytes.

I made a thread about same issue 7 moths ago, but at that time I wasn't up to date about the problem: Cycles GPU rendering turns to really slow with big image sizes.

Someone had the same kind of issue here (https://blenderartists.org/t/cycles-gpu-render-speed-drops-extremely-when-increasing-render-size/638059), but the solution of closing T-panel in the UV/Image Editor sounds really odd and didn´t work in my case.

Does anyone one what might be the case?

Specs: Windows 10, Inter Core i5-7600 @3.5GHz, 16 GB RAM, NVIDIA GeForce GTX 1070


texts: How can I synchronize a collison particle with a shockwave

texts: I am working on a spaceship shield project. I have created the shield, and am using particles to simulate the laser fire. I have added a collision modifier to the shield so the laser effect dies on contact. Now, I have created a shockwave in Adobe After Effects and saved it as a .tga animation. I want to synch the laser impact with the shockwave so that every time a laser hits the shield, the shockwave appears and starts exactly where the laser particle died. How can I set this up as I am looking at multiple laser hits on the shields. Thanks very much.


texts:
I'm trying to make a globe model for earth using fairly accurate projections. I've been able to convert the SVG into mesh, then into a sphere using this guide with Simple Deforms. However, since the vertices are only on the outline, when I deform the shape, it turns out like this monstrosity.

Is there a good way to easily add some curvature so this? Thanks!


texts:
I am trying to recreate in Blender some space scene like the one of this image

So far, I wanted to create some "clouds/nebulae" that they are somehow "circular" in a given region of the space (Environment texture), so I am using a mask for that like this (so the noise texture is only applied here)

However, I would like to add some "noise" to the edge of that texture so its not that sharp and it adds some randomness to it. Basically, I would like to get something like this (done in photoshop)

How could I get something similar using Nodes in Blender?


texts: I am very new at this and I'm not entirely sure how to explain this stupid and I'm sure easially fixable problem... I have the cursor and origin set to the center. But when I add mesh like a flat plane, it is added facing flat to whatever my view is instead of adding at 0x 0y 0z. So to add a plane flat with the grid, I have to be in top view (7).


texts: After I export an obj file the materials without "principled bsdf" disappear in the exported model, but in render preview I can see those materials. And in an exported fbx file, if i try to export also the "empty files", the exported model looks deformed.


texts: I have been trying to install several addons, but when I click on the zip to install it, it doesn't show up!  I have several addons installed from a few months ago that worked, including animation nodes and sverchok, but now it doesn't work! Python isn't working on my computer as of late and needs to be reinstalled, so is that the problem?  Also, I have tried the unzipped version and the init.py file.


texts: Separate an advanced model into two sections

texts:
I need to separate the leaves of an apple tree from its trunk. The only thing defining the two is that they both have a different texture, so I wondered if there is any way to manage to separate the two? Currently I have this 'export selected' add-on: https://github.com/dairin0d/export-selected
Which I plan to use to separate the two objects into different .blend files.

I'm not certain on how else to do this as the model is quite a mess vertex wise:

Any help would be greatly appreciated,
thanks.


texts: Why am I unable to see AA sample when selected branch path tracing and unable to render animation when select GPU Compute on Mac?

texts:
I reinstalled Blender and I'm still unable to see AA sample when I selected Branch Path Tracing.

Also, when I tried rendering it with GPU Compute, it comes out blank. I really need to figure out how to get the AA samples as I tried to render the animation on CPU 5000 render samples and looks the same (Which is blurry).I also tried rendering this animation on my Windows laptop and it took 7 hours to just render a 2 seconds animation which looks blurry.

Here's the link to my Blender file:


texts: Whats the best way to create a face for the 4 selected vertices?


texts: Trouble making an Xwing aim with a crosshair and sight

texts:
I have been working on a flight simulator game for a while now, and have run across a problem I can't figure out.  The spaceship is an x wing and I have all the logic with shooting and all that, but I wanted to make it a little more realistic.
I have a set up where the ship is fixed to a cross hair that shows where it is pointing and a circle that shows where the mouse is pointing and it rotates around the ship as you move it. both the circle and the cross hair are the same distance from the ship and rotate around from the center easily because there origin is in the center of the ship and grid.

--This is when it first starts.

--You can move the circle around by moving mouse around.

--You can see the distance these are from the ship and their origin.

My problem is that I want the cross-hair (where the ship is pointing and is parent to the ship) and to move slowly like War Thunder simulation towards wherever the circle (where the mouse is pointing) is. This would create a realistic flying experience. The cross-hair needs to stay the same distance from the ship but I can't get it to rotate on its origin in the center to the circle only travel by location. I should add also I do not know python and have lasted this far on logic bricks in blender.  I have tried different actuators and nothing has worked.

Well, that's the question I've been stumped on for quite a while.  Please help me if you know a way to do it.

Thank you so much!
John


texts: How to apply lens polynomial distortion to an image

texts:
I have seen in the internet that it can be done using the Movie Clip Editor. So I import an image and introduce the parameters needed, but for some reason nothing happens and distortion does not apply. Is this happening because I should be using a clip instead of a picture or am I missing something? Maybe render again somehow? Looks like distortion applies on the grid when it is displayed though.

Here some pictures of my environment configuration:

Thanks


texts: Rigging my First Model - How do I IK rig the legs?

texts:
This is my first character model I have made and am trying to rig. It is nothing complicated as I am trying to learn how to create and rig a character before trying to make things complicated. However, I can't figure out how to IK rig my character's leg. I have been following
this tutorial, but once I get to the Leg ik.L bone things start to mess up such as the bone separating or the whole leg twisting  to the right and left of the model very strangely. So, I decided to change the foot to a more simple style and I was hoping somebody would be able to help me IK rig the leg and foot.

Also, I plan on using the mirror modifier or tool to mirror the bones to the right side of the model.


texts: How to bind the channel of rotation of the object to the position channel of another object?

texts:
It is imperative for me to use the rotation channel along the x axis to smoothly change the position of the Empty object along the z axis. I tried to do this by using Object Constraint Transformation, but failed in its settings. The empty does not act as wanted.

Can someone help me with an example?
Thank you in advance!


texts: Cannot blur one render layer and then Z-combine it with another layer

texts:
this is driving me crazy. I want the trails in this scene to glow:

But when plugging the trails into the z combine node the blur is removed. If you have an idea why that is and what I can do to fix it I would be much obliged.

Many Thanks for your answers! Here is what happened:

Not using Alpha results in this:

The blur is there but it is behind the geometry.

I already tried blurring the Z pass before and it turned out like this:

The Map Range nodes are necessary because otherwise the Z blur would just turn out white. There is some blur visible but the rest is messed up.

I think the problem is that the blurred render layer is wrapped by the unblurred render layer. This is what Gandalfs example would look like when putting a cube in front and one behind the blurred one:


texts: Bones don't appear in Action Editor at all

texts:
Hi there, I'm new to Blender.
I've watched a few tutorials where all of the bones are selected. And then Alt+G and Alt+R are pressed, then the bones appear listed in green in the Action Editor. (To make a simple walking animation).
Pressing them resets the pose for me but does not show anything in the Action Editor.
How can I make the bones appear in the action editor?
Thank you.


texts: Confused by the difference in render time between two projects

texts:
I'm still a beginner with Blender (been doing stuff occasionally for a year now), so I've got no knowledge about the intricate technicalities of rendering but this is the first time I'm really confused by render times.

My machine: i7-7700HQ, GTX1070, 32GB RAM

So I've got two different .blend-files with heavy geometry: "A" has 1 mil verts, "B" has 2 mil verts. Whenever I let Eevee render a 1080p/32samples-frame in project A it takes about .1 seconds whereas in project B it takes about 2 minutes (similar differences when using cycles).

My CPU is only working at 20%, my GPU is not being used at all. When rendering project B it's stuck at 0% for most of the time, even becomes unresponsive, and then actual rendering is done in just a few seconds. So obviously there's something going on while preparing the scene.

Now I'm really confused at why these two projects render at such vastly different render times. I think I've checked most of the relevant settings. The only major difference I see is that the geometry in project B uses 10 times the memory (6GB). Would this be the reason for the 2 mins of prep time?

Btw, everything's running perfectly smooth in shaded viewport, but I'm assuming that has got nothing to do with my issue?


texts: How can I combine separate keyframe objects and export single animated FBX?

texts:
I have a parametric model in Rhino Grasshopper that I can only animate inside Grasshopper itself. Using a plugin I can export an FBX file for every frame of the animation. How can I combine these FBX files so that I can export a single animated FBX that’s usable in Unreal Engine for example?
The geometry I'm exporting, visually speaking It's keeping the same topology all throughout the animation.


texts: I can't keep my armature in pose mode when selecting another object

texts:
I have set my armature to pose mode, and now want to select the rigged mesh so that I can weight paint it. The only way I can select the mesh as the active object is to set the armature back to object mode, which I don't want.

Using blender 2.8


texts: Collection/Object selection to the exclusion of everything else - unable to exit

texts:
I've been following a tutorial and I've been adding materials to an object I modelled. All was fine until I accidentally used one of the viewport shortcuts but I'd forgotten to turn on "emulate numpad" as I am on a laptop. I seem to have selected or entered a collection of objects to the exclusion of the rest of them. Most things are deselected in the view port and I can't see anything in viewport shading. I can re-enable them but I seem to be unable to select the objects now.

How can I return things back to normal ?

Really sorry if this is basic but I can't figure out how to get things visible again.

Thanks for any help

Here is a link to the file

https://drive.google.com/open?id=1qMMrF0E42oIz2Osj-1rXTZ_BQ9uEhaa1


texts: How to fix this bad mesh bending when moving the armature

texts:
I have a low poly character and an armature with IK Constraint now when i move the hand of the armature , the shoulder gets really messed up.

I know that i am supposed to use weight painting , but how should i do it , whenever i do something it turns into a disaster.


texts:
I'm making an audio visualizer which I want to render from the command line. Unfortunately the bpy.ops.graph.sound_bake() function seems only to work from the GUI.

I've found various tutorials, but they all use the gui to create the animation. They always require this fix

bpy.context.area.type = 'GRAPH_EDITOR'

to set the correct context for bpy.ops.graph.sound_bake() to work. This works for scripts run from the gui, but when a script is started from he command line bpy.context.area is undefined.

For materials I already found that instead of
bpy.ops.material.new()
I should use
mat = bpy.data.materials.new("")
to avoid problems with the context. I have not been able how to work out how to do something similar with sounds.

It seems in scripting, using bpy.ops.* can easily give problems with the context, as these function might check the mouse position for some reason, etc. and there would/should be alternative functions. I have no clue on how to find those alternatives. So far I found them by chance, but I have not been able to find an alternative for bpy.ops.graph.sound_bake()

How can I bake an mp3 to an fcurve and apply that curve to an object, in a script?


texts: Why are the keyframes for my texture not appearing in the f-curve window or dope sheet?

texts:
Why do keyframes on compositor node textures not show up in the F-Curve window and Dope Sheet?

Is it possible to access these keyframes in those windows?


texts: Modeling flat surface shapes on a cylinder

texts:
I started making one of these fun little posing dolls for a project, figuring that it would be an ultra easy task and a little bit of fun with rigging.  I've run into a problem with the basic modeling.  If you take a look at the pelvis piece, you'll see it is essentially a cylinder with a flat area on the front.  Creating this flat area has proven to be a challenge, or I'm just missing the very obvious.  I tried to draw the arc using the verticies and then scale all evenly on that axis, and it sort of works but looks very sloppy.  How would you go about creating this little puzzle?  Here is a picture of the area in question... I know I'm probably missing something obvious.

https://gyazo.com/35b7a85d7a7f217eb6fbdeb1281eb9a7


texts: Why does 'Knife Project' only sometimes select the new faces?

texts:
In some cases the result of the cut with knife project is not selected, why?
How do I get the result to be selected?


texts: How to make this cube texture node programmatically

texts: Can someone give me some ideas or pictures,thanks


texts: pink texture on imported model. How to re-link the texture?

texts:
Once again, the pink texture.

Here are the steps I am following:

Download a Blender-specific file from Kitbash 3D

Unzip into a clean folder. Two files show, a Blender file for the Kitbash buildings and a folder of KB3D textures.

Run Blender, open the Kitbash buildings file. Textures are pink.

Go to File >> External Data >> Find Missing Files

Locate texture folder and click on Find Missing Files

This opens the folder, listing the texture files. Click on Find Missing Files again

Result - NOTHING!

What am I doing wrong? I've followed the recommended procedure, but it just doesn't work.


texts: How to use pycollada module without install in blender? (Addon)

texts:
I'm trying to figure out how to use the pycollada module inside an addon without installing the module on Blender, so I have a root folder called pycollada-master, which contains everything needed. I put it in my addon directory

I have tried various methods, but I can't understand the best way to use this , for example form. import pycollada-master obviously cannot be the correct way to use the modules, I think the answer is simple but I don't come to terms, I don't know if I have to use import sys or not. Anyone with some experience with this type of procedure know the answer?


texts: How to Stop Edges from Rounding themselves

texts:
I'm modeling a car via a tutorial, and for some reason, the mesh is doing this:

Notice how the mesh is not touching the tips of angle -- instead bending in. This is happening all over my model. What have I pressed, and how can I stop it from happening?
(Currently using Blender 2.79b)


texts: Percentile alpha control in the Compositor?

texts:
Is there a way to adjust the transparency of an image in the compositor with a percentage of the alpha of the original image?

(So images that pixels that are completely transparent stay that way, and pixels that are partially transparent stay the same relative to the rest of the image)


texts:
I'm a beginner in a blender and use version 2.82.
Why the rotation looks wrong ?
It can be seen that it is not 45 degrees.


texts: is it possible to replace face of a humanoid model with a plane face object?

texts:
i have a 3d alien, i made it's body using adobe Fuze, and then i replaced it's head and feet with an alien model, now i want to replace it's face with a cute face that i just made, but the face that i want to use is a plane object and is not shaped like a face from the side views. i tried the techniques that someone in this website taught me to replace the feet and head but i couldn't make it, I'm wonder if it's even possible to do that?

here's a picture of the model and the face, but don't worry about the eye balls of the plane face, if i be able to put it on the alien's head, I'll handle the eye balls myself, they're separated objects.


texts: Rigify or my own armature squeeshing my mesh instead of articulating it

texts:
I have used the basic human meta-rig on this human model of my own and have this problem:
I try to move just the left glove away from the body and the result is that the hand is deformed and the body next to it as well. The first picture shows the model before moving the hand/glove and the second shows the result of the move. I then tried to build my own armature but the result is the same.


texts:
Greetings: I'm new to Blender. I've done my due diligence by reviewing about 100 posts on similar rendering questions but, within the limitations of my understanding, I've not found a response that appears to answer my question.

In attempting to render an animation using eevee, I am unable to get the rendered images to show the glossy finish that I get in the Modeling editor when I select the Render Preview button. Instead, I get the grey appearance shown in the eevee image.

Any help would be appreciated. Thanks for your time.


texts:
This is a sniper rifle chest piece which has a cylindrical type thing attached to it

I have tried many ways but having no idea how to make it like this


texts: Convert Bsurface (without object) to mesh

texts:
I am trying to join 3 objects. They should be 3 meshes (which i created starting from bsurface). Somehow when i try to join them it says "Active object is not a selected mesh". Also the mesh icon does not appear. Alt+C seems not to do anything. How can i convert it to a mesh!!
Thanks for your help,
Lluís
I belive the problem resides in that i made a retopo with bsurface but without the 1st step (add a object -> enter edit mode-> delete the plane-> start! ). Nevertheless i can see it like this:

*(Outliner View. Objects: Plane, Plane.001 and Plane.00)


texts: Strange behavior with Boolean Difference

texts:
I'm getting strange behavior with Boolean Difference as per the attached file.

I'm trying to cut a notch into the U-shaped object using either of the two shapes on the right.

With the more complex shape, I can't get a notch at all.

With the simpler shape, I can get a notch, but not when it's exactly flush with the U-shaped object (I want to do it when the cutting shape is flush).

Please see the following file:

Any ideas? Many thanks!


texts: Sharpen mesh curves by dissolving vectors

texts:
I loaded a floor plan SVG file into Blender, this SVG file is made from another program automatically not by me. Any ways this new beveled curve I imported now has a lot of uneven bumps.

How do I "sand" these bumps off so I can have straight lines? There is no way I want to do this by hand. I know a decent amount of python and has been tinkering with blend's API before so I should be able to deal with this. The question is how? My idea is to turn these into meshes and check all the vertices locations for the entire mesh to identify huge groupings of vertices. After that I id these points, then I have to find one starting vertices and one ending vertices then just dissolve all the vertices in-between. Major issue is to find these 2 starting points. Any idea or thoughts on how to identify these 90 degrees corner vertices? Or maybe I am overthinking everything and there are simple ways to do this?

Edited: I could also just check the distance between one vertices to another, if its too tiny of a threshold/distance I know they are too close to each other. I can then store the measurement, at the end I can dissolve all the groupings together. I'm still not completely sure...


texts:
How can I see the global coordinates of a bone?
Blender only show the transform for local coordinates.


texts: Using partial normal maps for character wrinkles

texts:
I can't seem to find any solid way to do this online.  I'm trying to have wrinkles on skin during animation.  Baking a static normal map on mesh will not do the job because I only want certain areas to have it and I only want it during animation.

Perfect example is:

https://www.youtube.com/watch?v=4aRPr7ftUgg

Thanks for your help.


texts: Blender crash while rendering image after building BVH

texts:
Once render is started, the building BVH value goes to 100% and then the whole Blender program gets closed !
What could be the reason ?


texts:
i'm working with stats show addon

But i really want to add checkbox for visibility here

How to propetly get layout of this panel and add checkbox?

Upd

Solved by AFWS

Download final script


texts:
I'm having trouble adding texture to a complex plane object, where can I place the seams so that the UV-Map doesn't appear very distorted and overlapped.

Here is the file


texts:
I want to have 3 lamps in a group that are supposed to rotate around in a circle. However, I want the light rays to remain shining onto a fixed spot as it rotates.

Do I constrain it to an empty or what is the best way to go about this? Will it still work if the lights follow a path?

Thanks for your help.


texts: Is there a way to lock bones property from getting keyed. In Auto Key mode?

texts: If lock the property right now it just prevents me from manipulating it but when i key it keys all the location rotation and position channels.


texts:
Whenever I go to align two objects (in Object Mode) I expect their origins to snap to the target. S, X, 0 should do this. It is currently doing something else; making all vertices go to the target origin as well (regards if median, active etc.), as if I had done this in Edit Mode.

Toggling Manipulate Centre Points will stop this transformation happening, but attempting to rotate with R will stop functioning until I toggle back. The Transformation Panel will let me enter rotational values but it's not the same as having it on your mouse.

This error has only existed for me since today and I've done all I can to track down an answer elsewhere. It's affecting all work files including the startup file.

The funny thing is, this seems to be permeating through space and time. I have not only purged the directory, upgraded from 2.78 to 2.79, changed the install directory to a different disk, and loaded factory defaults for every test, this issue still plagues me. A friend I sent my work file to says he sees the same thing but is localised to that file, while it's a bit more intense for me, to say the least.

Any magical shortcut I need to hit or hidden .ini file I need to nuke to restore normal functionality and fix my workflow would be appreciated.


texts:
My problem is: I can't move SOME bones in Pose mode. If I try, it only rotates them.

Yes, I know about "manipulate center points", sadly it did not help in my case. Enabled or disabled it does not make any difference at all.

Here are 2 screenshots:

  I may easily move this and 3 other bones.

This one turns dark orange and rotates, instead of dragging.

As you can see on these screenshots, both bones have exact proportions, same parent and no transfer limitations. Clearing/re-assigning parent bone does not help either. To be honest, I have no idea where else may I search for mistake. Any help will be appreciated!


texts: Importing PNG files into Blender Grease Pencil

texts: I have several Adobe Illustrator logos I would like to pop into Blender's Grease Pencil utility to animate them.  Is there a good way to do this that won't have me re-drawing everything in Grease Pencil?


texts: Blender Python select an object with the sequence of letters in a name

texts:
How can I select the object using a sequence of letters in the name . I know there are operators endswith and starswith, they allocate objects to spell the end or the beginning . But how can I select an object if at the beginning and at the end of the characters are the same, but differ only in the middle of the name.
For example, the operator selects the object name in the end:

for ob in bpy.context.visible_objects:
      if ob.type == 'MESH' and ob.name.endswith("_P678GHNV"):
          obs.add(ob)
          ob.select = True

for example, my naming:

_Н480_2_ТХ_VALVE1_Linde_Clea
_Н480_3_ТХ_VALVE2_Linde_Clea

And I need to select the objects that include the VALVE in the name


texts: Inverse kinematics bone doesn't stick to its source

texts:
When I grab the footIK.L bone in the below image, everything seems to be working except for movement of the footIK.L bone. In tutorials, duplicated bone (footIK.L) stciks to its source bone (foot.L) and when grabbed they move together.

How can I stick the footIK.L bone to the foot.L bone?

Blender file


texts: Graph in blender a function of two variables,

texts:
I would like to know if there is any way to be able to graph in blender a function of two variables, for example Sin (x y2) for the domain of x from -3 to 3, the domain of y from -2 to 2, to get something like the following image:

Clear this without axes, nor box,to later add some material and other things. I searched on YouTube for something similar but without success

I hope someone can help me


texts: Makehuman 1.1.1 use mhx2 no rigify on export?

texts:
I see new features in Makehuman 1.1.1 using mhx2
only has export options with just Poses

Where can i use rigify as previous version ?

i don't see any rigify or FK/IK in blender


texts: How to apply diffuse, glossy or glass material to smoke in cycles without using volume materials?


texts:
how are you? So, I'm going to create and Stove animation and I wanted to know how can I make a Stove fire with Fire Simulation in Blender. I have seen lots of tutos on fire, but they are all the same with big fires. Is there a way to make the fire more smooth and consistent, and also blue?
Kind regards.


texts: Trying to understand rotation of parented objects (relative rotation?)

texts:
I'm trying to understand how Blender applies parent-child relationship w.r.t rotation. My end goal is to get the child rotation relative to the world. While there might be a function for that, I'd still want to understand how things work.
To make things simple, I'll use the X/Z ortho view, and only rotate on Y. Here's my basic setup:

The object at the center (called 'Bottom' has a Y rotation of 135°). The other object ('Top') has a Y rotation of 45°:

Now I make 'Bottom' the parent of 'Top', and 'Top' still has a 45° rotation:

Finally, I rotate 'Bottom' by 45° and get the following result:

Now, Bottom's rotation is 180° (not shown in the screenshot), which seems reasonable, and Top's rotation is still 45°.
While it's obvious Top's rotation shouldn't change if I rotate Bottom, it's not obvious what's Top's rotation is relative to. Clearly, its parent is vertical and it is horizontal, so where did that 45° come from?
When Top became a child of Bottom, its rotation became (in practice) relative to Bottom's, why didn't the numbers change? How is the global/world rotation is calculated based on the parent and child rotations?


texts: I can't find object control in fluid simulation blender 2.82

texts: In the older versions of blender the fluid physics had the option of making an object a 'control object' to manipulate the fluid flow with its shape. Now in 2.82 i can't find this option and i still haven't figured out a similar solution. Has this option changed location or name?


texts: Can i create depth or bump maps from this image without sculpting or modeling?

texts: Is there a way for me to create the height or bump map of the design on this door without modeling or sculpting it or maybe a trim sheet?.


texts:
i would like to make a limb grow, like tentacle, the model has already an armature.I didnt find any reference- tutorials.
Thanks in advance.


texts: How to seperate Blenderkit Assets from Empty

texts:
I have a Pretty large Scene going on and naturally wanted to add some decals. I used some from blenderkit and most of them come attatched to an Empty. I Need to seperate them to make ivy grow on the actual model. They dont seem to be parented since removing parenting doesnt do anything. Is there a way to seperate the model from the empty?
Thanks in Advance :)


texts: hiding objects from render while keeping their reflections

texts:
I'm working on a small interior and in order for me to get a decent render of the majority of the scene I need to have the camera outside of the room. This leads to me having to hide an entire wall of the room from being rendered which in turn means reflections reveal a gaping hole in the scene.

I'm wondering if there is a way to hide the objects while keeping their reflections. I tried the option for backface cull under the geometry section of the render settings, however, it doesn't seem to do anything and renders the back side of geometry anyway.

any ideas? Thanks


texts: How to display Cycles procedural materials in viewport?

texts:
According to the Blender wiki here, as of Blender 2.78c (or around May 20, 2016), procedural cycles materials should display in the Blender viewport in "Material" mode. Unfortunately, this is not working for me.

Musgrave, Voronoi, Noise, Magic, and Brick textures all refuse to display in the viewport. Checker is the only one that works, and it doesn't shade properly.

Is there some option to enable GLSL for these? Could it be a graphics card issue?

I know there are several questions on here about this, but as of May 20 last year, this feature should be implemented. I am using the latest build of blender off GraphicAll, and am on Windows 7 64 bit.

Here is a screenshot of the result in material mode and my node setup:


texts:
Just wondering if anyone knew how to achieve the exact lighting effect as in this video (in particular the "dust" particles floating in the area and the flashing of light)?  I'm not too interested in how the actual smoke was created.  Video can be found below:
https://www.youtube.com/watch?v=jVq6HJy49Rc

My attempt:

It's just a particle system with the following node setup and particle settings.  I also tweaked the camera to have an aperture of radius 0.5

Node setup:

Particle settings:

What I'm trying to achieve:

Notice the bright flash of light just to the left of the smoke.  Notice the smoothness, subtle colour gradient and only lights up part of the scene.  This is what I want to achieve.  It also really adds definition to the smoke, normally when I add a standard light (plane with emission shader) all it does it make things brighter which looks very average.

Flash of light is halfway between really bright and none at all (easier to see in the video).  There looks to be a subtle rainbow colour to some of the particles on the left sort of like a lensing effect and are more irregular in shape which is quite good.  I want to achieve all of this also.

Flash of light is gone, mainly just showing this to contrast the different stages of the lighting effect.  Smoke is still quite well defined in terms of lighting.


texts: Blender exporter GLTF Kronos Group glTD Specular Glossiness as Metalic Roughness

texts:
I'm trying to export Specular Glosiness Material but in exported file always get Metallic Roughness with empty values.

My setup for material "test"

result:

Using Blender 2.8 Beta:

What is correct approach?


texts: I want to make the fluid go to the end of u. These are my inflow and domain settings. But the fluid is stooping here. How can I solve it? please help.Thanks in advance.


texts:
So I'm making a fairly rigid robot where only the top most bone on the leg can rotation on Z and the everything below that can only rotate on the X, I read some other posts about not using rotation constraints but instead using the IK rotation lockers on the bone properties instead though it doesn't seem to work perfectly to how I imagine.

You can see here that the top bone which should only twist here is tilting. The other bones seem to work lock rotation perfectly.

Thanks for reading.


texts:
Good morning.
I'm new in blender and i'm making the donut tutorial but unfortunately i've encountered a problem: my render is much darker than view in viewport. Moreover i noticed, than changing Gamma and exposure in render properties doesn't affect viewport and render at all. I'm using NVidia GeForce 2060RTX notebook version. This problem doesn't appear in my previous notebook with NVidia GeForce GTX1060 on the same file.

I tried:
Instaling and setting latest NVidia Strudio Driver in GeForce Experience
Rendering using GPU, CPU and integrated graphic card
Changing Cycles Render Device between CUDA and OptiX
Installing NVidia OptiX SDK


texts: Find boundary coordinates of a set of mesh points

texts:
I have a set of bmesh verts created like:

import bmesh
# ...
bm = bmesh.new()
# ...
bm.verts.new(...)

I intend to have all the points on the boundary of the verts. I can compute the boundary points by doing something like:

minX = min([co[0] for co in coords])
maxX = max([co[0] for co in coords])
minY = min([co[1] for co in coords])
maxY = max([co[1] for co in coords])
minZ = min([co[2] for co in coords])
maxZ = max([co[2] for co in coords])
print(minX, maxX, minY, maxY, minZ, maxZ)

However, I'm curious if there is any tool to get the min/max of bmesh verts, or even better, a tool to get the boundary points of bmesh verts. Thanks.

There is a BMesh API, but not sure how to use it:

is_boundary
True when this vertex is connected to boundary edges (read-only).

Type:   boolean


texts: Blender object disappers when in the play mode

texts:
everyone! I have a problem of viewing an object in the play mode. I don't know what I could do about it.
I added 20x20 vertices of a mesh by the code in the end.
The mesh looks like this in the camera view. (a 2D Gaussian distribution)

But in the play mode, I can only see the tip of it.

I tried the camera setting: clip end to an incredibly large number like 200000, there is no change at all. Moreover, the material is set to be "opaque", so it can be detected by the camera.
What could I do?
I tried the python template addon_add_object.py, the added plane cannot be seen in the play mode, either. My code is on the basis of that template, so is there any change I could make on the code?
Thank you in advance!
import bpy
import numpy as np
from bpy.types import Operator
from bpy_extras.object_utils import AddObjectHelper, object_data_add
from mathutils import Vector

def add_object(self, context):

    #ob = context.object
    #sigma = ob.mean_value
    #mean = ob.std_deviation
    #rou = ob.covar

    sigma = 0.5
    mean = 0
    rou = 0

    verts = []
    edges = []
    index = 20
    for x in np.linspace(-4,4,index):
        for y in np.linspace(-4,4,index):
            z_val = 1/(2*np.pi*sigma*sigma*np.sqrt(1-rou**2))*\
                np.exp(-(1/(2*(1-rou**2)))*(((x-mean)**2/sigma**2)-\
                2*rou*(x-mean)*(y-mean)/(sigma*sigma) +\
                (y-mean)**2/sigma**2))
            verts.append(Vector((x, y , z_val)))
    for j in range(index*index):
        edge = [j, j+1]
        edges.append(edge)

    faces = []
    #faces = [[0, 1, 2, 3],[4,5,6,7],[0,1,5,4]]
    for i in range(index-1):
        for m in range(index-1):
            faces.append([m*index+i,m*index+i+1,\
            m*index+index+1+i,m*index+index+i])

    mesh = bpy.data.meshes.new(name="Gaussian Distribution")
    mesh.from_pydata(verts, edges, faces)
    # useful for development when the mesh may be invalid.
    # mesh.validate(verbose=True)
    object_data_add(context, mesh, operator=self)

class OBJECT_OT_add_object(Operator, AddObjectHelper):
    """Create a new Mesh Object"""
    bl_idname = "mesh.add_object"
    bl_label = "Add Mesh Object"
    bl_options = {'REGISTER', 'UNDO'}

    def execute(self, context):

        add_object(self, context)

        return {'FINISHED'}

# Registration

def add_object_button(self, context):
    self.layout.operator(
        OBJECT_OT_add_object.bl_idname,
        text="Add Object",
        icon='PLUGIN')

# This allows you to right click on a button and link to the manual
def add_object_manual_map():
    url_manual_prefix = "https://docs.blender.org/manual/en/dev/"
    url_manual_mapping = (
        ("bpy.ops.mesh.add_object", "editors/3dview/object"),
        )
    return url_manual_prefix, url_manual_mapping

def register():
    bpy.utils.register_class(OBJECT_OT_add_object)
    bpy.utils.register_manual_map(add_object_manual_map)
    bpy.types.INFO_MT_mesh_add.append(add_object_button)

def unregister():
    bpy.utils.unregister_class(OBJECT_OT_add_object)
    bpy.utils.unregister_manual_map(add_object_manual_map)
    bpy.types.INFO_MT_mesh_add.remove(add_object_button)

if __name__ == "__main__":
    register()


texts: How do you control how long a forcefield lasts(without increasing strength)?

texts: I just want to make my turbulence forcefield last longer without increasing its strength.


texts: How to add in an object/empty or bone with the size of my selected object

texts: I just wanted to know how you could be able to add in an empty to be set to the same size as my selected object to make things easier, maybe there's a shortcut that I don't know off, but I am absolutely fine with any long answers, I would also be fine if I could only do this with bones as long as there is also a way to add in an armature bone the size of my selected object. Thanks


texts: Can I set the SHIFT-S hotkey back to the standard menu from this pie menu?

texts:
The Shift + S  pie menu in 2.8 drives me nuts. Sometimes it appears as it should and other times it flashes on and disappears. I can get it to stay by holding Shift + S until I've made the selection and timed my click with the release of the keys.

As often as not I get the timing wrong and have to do it again. How can I either get the old list menu back, or fix the pie menu to actually stay long enough to make a selection?


texts: Is it possible to append objects to the same layer as they are in the source file?

texts: When appending objects to new .blend file, is it possible to make objects to retain their original layers?


texts: How to seperate one animation, into multiple animations?

texts: I am making gun animations in Blender. I want to separate the gun's, and the arm's animations, after creating them together, so then I can export the animations separately into unity. How could I do this?


texts:
I want to model a paper character in 3D. I started by importing the material of the character I want to create using an add-on called "Import images as planes". Then, I arranged the material the way I want it to be, however, when I take a look at the model again it ended up like the image below.

The material on the back seems about fine, however, the material on the front seems to be overlapped by the material on the back. How can I stop this from happening, and if possible, how can I prevent this in the future?


texts: How to make particle systems of particle systems?

texts:
I have a sphere with a particle system that adds petals to turn it into a flower. I want to then create a particle system to distribute flowers across a plane. However, when I try to use the sphere as a dupli object, it only uses the sphere, not the rest of the flower. How do I get it to use the entire flower? Sorry if this is confusing, I'm happy to clarify if there's any confusion.

EDIT: I tried the particle instance modifier, but couldn't get it to work. I'm linking the file, and hopefully, that will help. Sorry that it's a bit messy.


texts: Trying to select updated mesh, but get: Object 'Plane' can't be selected because it is not in View Layer 'View Layer'!

texts:
Using Blender 2.82a, I am trying to advance an animation and then select an object or mesh that has been updated. I am using something similar to the old scene.update() (pre-2.8) as described in the Blender Wiki here and this question here. However, I am not sure how to properly select the object. Here is a minimal working example. I make a cloth above the starting cube. I advance several frames. Then, I use evaluated_get to get the updated cloth.
But now I'm trying to select it using select_set so that I can then make it the child of an armature (using code in this answer). If you run this Python script:
import bpy

# Add collision modifier to starting cube to support cloth.
cube_obj = bpy.data.objects['Cube']
bpy.ops.object.modifier_add(type='COLLISION')

# Make cloth at a height above the cube.
bpy.ops.mesh.primitive_plane_add(location=(0, 0, 2.0))
bpy.ops.object.editmode_toggle()
bpy.ops.mesh.subdivide(number_cuts=20)
bpy.ops.object.editmode_toggle()
bpy.ops.object.modifier_add(type='CLOTH')
cloth = bpy.context.object

# Advance some frames to apply physics.
bpy.context.scene.frame_set(0)
scene = bpy.context.scene
for f in range(1, 10):
    scene.frame_set(f)

# Get updated cloth.
depsgraph = bpy.context.evaluated_depsgraph_get()
cloth_upd = cloth.evaluated_get(depsgraph)

# At this point, bpy.context.selected_objects = [bpy.data.objects['Plane']]
# Now try to select the _updated_ cloth, but this does not work. I do this because
# I will make an armature later, which is the parent of this updated cloth.
cloth_upd.select_set(True)

I get the error:
RuntimeError: Error: Object 'Plane' can't be selected because it is not in View Layer 'View Layer'!

When I print the cloth and cloth_upd, both result in <bpy_struct, Object("Plane")>, suggesting that they are of the same class. Does anyone know how to properly select the updated mesh or adjust the layer?


texts: I have a problem with Blender, it bakes the textures to different images

texts:
I have 6 materials each have an image because my model have different textures and i solved it with material image texture. But Blender bakes the textures into different images. Because in the UV editor there are 6 images.
The UV map is on every image but i want it to be only on the Untitled.001

Each of them have this node


texts: I want the domain of a fluid simulation to abosrb the mesh (stop rendering splashes) as soon as it touches the bottom of that domain. Possible?

texts: My fluid sim goes from top to bottom as a waterfall, but i want the water to be absorbed by the bottom of the domain as the fluid touches it. Is that possible?


texts: There's no camera on the timeline in 2D animation

texts: I've clicked on all the options, but I can't find them. Let me know.


texts: What exactly does the "Use 3D Viewport" rendering option do?

texts:
There is an option when you press the shortcut to render (F12 by default) to Use 3D Viewport.
The tool tip describes this option as:

When inside a 3D viewport, use layers and camera of the viewport.

What is meant by "of the viewport"? Conversely, I don't see how a Camera or View Layer could not be of the Viewport - unless it's hidden. But if you Hide an object in the Viewport, it still gets rendered. So, what does this option do? Comparing renders when it's enabled and disabled, I'm not noticing a difference. Thanks.


texts: am using blender 2.82 and using a alpha front and back leaf, but i cannot get it to appear on the back face of my mesh

texts: I have pictures with the node set up and key parts. I have followed a few tutorials but the same thing keeps happening...I Have Tried a few Combinations with the geometry node UV map node still no luck and still no luck... i can get you the blend file if you can fix https://drive.google.com/open?id=1iwCDp7h3jex25NXdBdKjoOZtyq6JNhbi thanks in advance


texts: How to have different materials assigned to same mesh gradate into each other (without using a mapping node)

texts:
I would like to be able to assign grass and dirt to certain parts of the mesh and have them gradate into each other instead of having a hard edge, just like in this video:

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

The plugin shown in the video itself is not available to be downloaded. I was wondering if there was another way I could achieve the same effect.

(edit)

I'm including an image to describe exactly what I'm trying to achieve. In the video, the blender user has a plugin which allows him to assign the textures to the faces, and the textures gradate automatically. I heard that this was possible without the use of the plugin, but I wasn't sure how to achieve it.


texts:
Why do I see edges in my object? It is smooth, has enough vertices , has Edge Split Modifier.And shading is set to "Smooth"
Any idea please?
enter image description here


texts: How do I make Rigid Body Joints not become loose due to weight?

texts:
In BGE I have a Ragdoll made up of Rigid Body Objects connected by Rigid Body Joints. When I stand it up and make it stay standing up and press play, the weight on the upper arms is a lot even though I lowered it beyond what it naturally should be (below image is exaggerated to show it), and makes it stretch, ignoring its limits! Also the more motion I apply via Logic Bricks the more they go past their rotation limits too.

I know I can make a balljoint/hinges mechanism that doesn't allow them to pass objects of course but that is a lot of work.

]1]1


texts: Modeling eyes for a manifold and continuous game asset?

texts:
I am making a character for a game in Unity. It is supposed to be animated and textured later and I want to follow best practice in the creation process. I don't know which way to make the eyes of the character. I started with knife projection, but figured this would create ngons. Then I've seen people just making spheres inside the mesh like this:

But wouldn't this make the mesh either non-manifold (holes between eyeballs and socket) or intersect (also they eyeball and edges of socket)? Isn't that bad if you want to follow best practice? What options are there? What is the preferred way?

Is making the eyesockets manifold and then placing an eyeball inside that carving an option (hard to make it blend with rest of the face though)?


texts: Recursively traversing a tree in a collection in Python

texts:
I have 100 collections and they form a complex tree structure.
I would like to enable the Holdout and Indirect Only options for the 50 specified collections from the entire collection.
In order to properly handle the tree of collections, I can predict the maximum depth and write for loops in layers, but I found a hint that the recursive function is excellent at solving this type of problem.
However, recursion was difficult for me, so I failed to write my own code.
How can I write a recursion that digs through a collection of tree structures to the end and then returns back?


texts: How to have particles pursue a target around obstacles

texts:
In Blender Game Engine, it is possible to have an object purse a goal around an obstacle using a 'steering' actuator and 'path following' behavior.

Is it possible to do the same thing using particles. I'd like to have a particle system find a path around an obstacle to get to a goal.


texts: A quick way to set all visible objects on a layer to non-rendered (camera icon off in 2.79)?

texts:
I'd need a quick way to set the renderability (camera icon) off for all invisible hidden objects in a selected layer.

Basically I am trying to make an ao bake but I'd need to turn renderability off for all objects that are hidden. Due to the big size of the scene and big number of objects I don't want to do this manually. And I only need to do this for one layer. I don't want to adjust renderability for objects on other layers.

Other option would be to use the visibility for renderability (use the eye icon for the camera icon so to speak) and just ignore objects in the bake that are set hidden. Is that possible?


texts:
I added a normal cube and subdivided and added sub sub modifier. I want to shrinkwrap on the mesh but its not working on my object. I tried project in that all options but fails to shrinkwrap.

Whats I am doing wrong that I cannot achieve shrinkwrap on the mesh.

Any suggestion or help? Thanks

scaling to x axis mesh getting distrub


texts: Strange lightning - what is wrong with my model?

texts:
I am a total beginner in modelling but would claim to know the basics.
Here is how my model looks rendered in blender:

As you can see there are many strange ligthning artifacts, and the edge is not lit how one would expect. The beveled faces at the edges of this thing look weird, too.
The normals seem to be correct (I also recalculated them):

So what am I doing wrong here? It is worth mentioning, that this only occurs when i triangulate the model. Before that, everything except of the beveled areas looked okay. The artifacts vary in size and intensity when i subdivide the faces even further.

What am I doing wrong?


texts: How can I have separated Layers in Texture painting in cycles?

texts:
I'm following this tutorial here which is just what I wanted, but it is in Blender Render and I can see any similar feature in cycles
enter link description here

I'm having issues working on my painting because I was hoping to have a layer for my strokes and another for color, shadows, hightlight etc.

those layers would be converted in just one UV image file after I am finished painting.

I'm hoping for a blender solution without addon (I bought zero brush but unfortunatelly is buggy and doesn't work well with existing texture)

I appreciate any tips, thanks


texts: Rig is moving other parts of my mesh for no reason!

texts: I've been following this tutorial to rig my blender character https://www.youtube.com/watch?v=mhQY2_gVoVg and no matter what I do, my rig moves other random parts of my model. If I move one leg, the other leg follows? Something's also wrong with the hands.  I've applied the mirror modifier, parented using automatic weights, I even removed the mirror modifier, duplicated the half of my model, mirrored it, then joined the two so there would be no need for a mirror modifier. No matter what I do, my rig seems to be acting up strangely. I even play around with the weight paints, but it still doesn't work! I'm assuming there's nothing wrong with my mesh and that it's something with the rig, but I don't know what. Please help!


texts: I would like to know if there is some sort of tool that resembles the polybrush tool in unity, but for blender. Basically I wanna "paint" objects such as rocks etc, but without the tidious workflow through weight paint, especially because the objects dont get painted exactly where I want them. Is there such a tool?


texts: How to load or manage large OpenStreetMap file in Blender for simulation

texts:
I am working on a simulation in Blender for syrian refugee migration. That requires a relatively large OpenStreetMap file, covering most of the inhabited parts of Syria. I have a fair bit of RAM on my computer (24GB), but was trying to think about simulation performance with such a large file. I was wondering what is the best way to handle such a large file in Blender? I can try to limit the detail keep the map relatively zoomed out--though I would like the ability to zoom in to the detail if I want to.

So this is the idea. Can I manage this in Blender?


texts: Unfortunately, I'm a pretty sloppy organizer when it comes to blender. This leaves me with a bunch of "spaghetti" logic all over the place. Is there a way to hide the logic that I'm not using? I tried plain ol' H and that didn't do it.


texts:
For some wierd reason, my images, in a specific blender file, started to pack themself automatically. I cannot explain it very well, but I know something is wrong.

This only seem to happen in my latest .blend file. I always start a new file for each object, and append them afterwards. But because this happened for some wierd reason, I also append the packed files, and they stay packed in my main scene, so it takes much more memory etc.

As you can see below. this "packed" icon shows directlty after I open the image, that is not suppose to happen.

I made two Gif showing how it looks like, and how it is  suppose to look like

How it looks like:

How it is suppose to look like:


texts:
After I press F12, Blender (as expected) renders the current frame. But as soon as it has finished, it discards the product (without any opportunity for me to save it) and starts all over again, and again, and again ...

What's going on?


texts: Why does my normal map have grey squares on it

texts:
I've baked a normal map for my project, and there are grey squares that show up on my normal map. Why is this happening?

This is the high poly model that the normal map is coming from.

The grip tape on the model are a bunch of cylinders that are shrink wrapped to the bat.


texts: I am saving an animation to a video. I crop the output image using Crop node (Crop image size is enabled), but the rendered image remains the same size, and uncropped areas become transparent pixels. If using the File Output Node, it is cropped correctly but I can save only one image at a time, not a video as I wish. Do you have any suggestion to save the video that is cropped properly? Thank you in advance!


texts: how would one go about creating an epic animated landscape?

texts: I would like to create a large natural landscape with animations(waterfall, river, ocean, wind moving objects). I am a just wondering if the polygon count of a epic landscape is feasible in blender. I dont know how a plane or ANT terrain object subdivided many times for detail would behave in the scene window or even if the entire object would need high subdivision but I do know I would need high subdivision at many points on the objects since I would be sculpting detailed cliffs and mountains(not simple smooth falloffs created with proportional editing) and I also know a cube I created with 100,000 verts rotated ok in the Scene window(Wireframe) but the next subdiv(400,000 verts) barely moved.


texts: I want Blender to compare two images and subtract the one image from the other and create an alpha. So far, it turns it white... but I need it to be alpha. I can't just turn white into alpha as there are some times where I want white to be a color left behind on the final image.


texts:
I have a problem in Blender. When I stretch my object, it opens in
one spot like that  on the picture.
Do u know how I can connect the parts together ?


texts: Copy Rotation adding rotation to start position?

texts:
I am making a rig that transfers motion from one mesh to another via bones. This is for complex mesh hair strands. The base mesh has a cloth sim on it. A Chain of bones are constrained to follow this mesh. Another version of the mesh is then driven by this bone armature.

It works by having a vertex group of a horizontal loop at the top of each bone. The bone has a Copy Rotation constraint to this group, and an IK to the next group down (at its tip). The bones are not using inherit rotation.

The copy rot is giving strange results. The bones seem to get ~45 degree rotation around local Y. There is also X and Z rotation, but it is overridden by the IK constraint. I am trying to figure out where this rotation is coming from, and how I get rid of it. I do not want things to rotate until the simmed mesh (red in this picture) starts moving. This problem occurs regardless of the Space I use for the Copy Rot. Different combinations of spaces give different results, but all are wrong.

Where is this extra rotation coming from?


texts:
I am applying colour to the object.
When doing the brush on the left leg, the colour only appears on any faces at the rear of the leg that are in line of fire of brush.
This has only happened on this model. I edited the mesh using a copy of right leg mirrored. Why is the paint going through the one front face and painting the one behind it?

An image or sample material as the link source on the unwrapped template is mapped as it should be.


texts: How do I make a model resemble one with low poly count?

texts:
I want to make a model look like a low poly count, very detail lacking figure such as like this:

Very much resembling mid to late nineties 3-D polygonal model formats that were run in games on consoles like PS1, N64.

If you could have a look and entail, what steps should I take to design a model similar to those?

Or like this, for a better overview:


texts:
In Blender I shift the UVs in such a way that the 2nd "object" is moved into the texture space. I didn't know how to explain that well, so here is a sample:

Currently I do this by hand which is extremely tedious.

Ideally, I would like to solve this programatically.

To do this, I took a look at the obj as a text file, but I didn't really get it as the file was huge.

To simplify my investigations, I tried to create a simpler geometry, but I wasn't able to create something that would resemble this situation.

I created a cube and added a cylinder in Edit Mode and unwrapped it, but the UVs were not separated, instead they looked like this:

Could somebody tell me how to create an object that consists of a cube and a cylinder and which have 2 individual UVs that are both shown in the UV editor at the same time (like the very first screenshot)?

Thank you very much!

Edit: Here is the end result that I got after the answer (with my modification which I posted a comment about), which is fine:


texts: So I'm making this stool and I decided to rotate all the faces on the legs to make this swirly effect and now I'm getting these weird bend marks, one on each of the legs. I tried messing with the vertices but I only really made thing worse. I'm not sure if there's a way to fix this or if there's a better way to achieve this look but please let me know. Here's pictures of the issue (P.S. the legs are made with cubes and not cylinders):


texts: After rendering, why can't I find the render on the hard drive?

texts:
After rendering my render image, I cannot find my file in File Explorer, I set the output like this:

But I still can't find my image after rendering at C:\Users\User\Documents\Blender stuff.


texts: Diffuse (cos(theta) or Random) Scattering of Particle Collisions

texts: I'm trying to get particles to bounce off a surface in a scattered fashion. Currently the collisions have the particles bouncing normally, but is there a way to have them bounce off randomly? Do I have to program this into blender through python or is there a setting I can use for this? If python is needed, is there somewhere I can go to get info on this? I've attached a picture to help clarify things a bit. The green arrows are normal collisions and the orange ones are the random scattering I'm trying to get.


texts:
I'm trying to simulate liquid being lit on fire, but only the fluid works when I simulate both domains (the fire domain is on the second layer).  I tried to find a tutorial for this, but wasn't able to.  I've attached the .blend.

Thanks!


texts:
Does decimate an object helps cycles rendering faster in blender?

If we decimate the object and use smooth shading, will it render faster specially in those scenes where lightning matters the most?


texts: How to make faces planar without distorting other faces?

texts:
other than not creating non-planar faces in the first place, which is tedious for a beginner like me. Is there any way to make a face planar but not mess up the connected faces?

All I've managed to find for flattening faces is "select face, set scale to zero on axis"
Which works... but only for that face, it will mis-align the vertices of another connected face almost always.

Maybe something to force all faces to be planar by not allowing you to move vertices so they'd cause it to be non planar?

I'm having so much trouble modelling and having none messed up derpy faces.


texts:
I have two objects that I want to join together on one plane and am having dificulty figuring out how to do this.

I started by mirroring an object I had designed and I want to put the two mirrored halves together, without changing the shape of either.

I am aware of mergeing, but that changes the shape of the objects, which I don't want. I have also tried using various "snaps" none of which have resulted in the desired outcome.

Is there a way to move one object so that the center of a selected face is moved into contact with the center of another selected face, while preserving the shape of the object that is being moved.


texts: Getting a weird black texture everytime moving the Mouse over a button

texts:
Just downloaded Blender (I hardly know anything about it), and the same black texture appears/flutters when highlighting or scrolling/moving the mouse over a Button or another UI element.

p.s: I'm from Germany, my english isn't the best.

Edit: Some Details about my Hardware/Software (not really good , just wanted to try a Software like Blender)
    -OS: Windows 8.1 64 bit; x64 based CPU
    -8 GB DDR3 RAM
    -CPU: AMD Quad-Core Processor A10-7300; 1.9 Ghz
    -Graphic chipset: AMD Radeon R7 m265; 2GB dedicated VRAM and AMD Radeon R6 graphics (Driver Version: 13.351.1002.1002)

2nd edit: In AMD Catalyst Control Center, I put everything on high/maximizing Performance; but I'm still having These Problems with Blender. I searched for Driver updates in device manager, too, found none. Are there any other ideas?


texts: Soft Body Object-Collision Object Interaction Not Working

texts:
Thanks in advance to this wonderful community that has helped me a ton on the way.  With that preface, here is my problem.  I am trying to get the most basic of simulation to work correctly.  The top cube is a soft body and the bottom cube is a collision object.  I can't get these two objects to interact at all.  I have tried adding a collision modifier to the soft body cube (in addition to the soft body modifier).  The soft body cube also doesn't have the soft body goal (as I am trying to get a bouncing effect where the cube bounces off of the plane).

The normals of both objects are facing the right direction.  I have also played a ton with the inner and outer settings of the collision object to no avail.  What're your guys' thoughts?

Below is the beginning of the animation and the end of the animation (where the cube just falls through the surface of the collision object).

Also do you have to bake it before it will interact correctly?  I already tried that as well and nothing happened.

I also thought it might have to do with the fact that I had no vertex groups specified on my soft body object.  I did, however try subdividing the cube a bunch and still nothing was happening.


texts: Generating height map of group of objects

texts:
I need to get a height map of many objects covering each other. It's exactly like the  Z-buffer. I need this to simulate a laser scanner output.

My scene looks like this:

I have seen some tutorials and understood I need to set texture to blend based on Z coordinate.  But I have not found a way, how to set the texture to all objects at once. I tried to use a group, but then I did not find any mapping by Z coordinate settings.

Could you please advice me? Is it even possible to get height map of bunch of objects? Is it possible to set texture to objects by python script? Some other ideas?


texts: scaling mess up original shape, not even

texts:
As you can see, I scaled the top surface, and it messes up other parts. It is just a perfect sylinder before I change the scale.

This happen everytime I scale something. Please help, thank you!


texts:
I am new to animating in blender and have a (what I think is) weird behaviour, which makes animating very frustrating and near impossible for me.

Please watch the uploaded .gif: https://imgur.com/nkLGrZ7

First I show my animation. After that i select one IK element in Pose Mode and play the animation again. Please notice that some positions of my bones just change in the animation. I did not modify anything. Since I bought the AK  model online I don't think I am allowed to share the blend file.

For easier comparision here are two pictures. One before clicking on the IK element and one after (same frame in the animation).

This also happens everytime I move something in pose mode. Some positions change on other frames and I can't controll my animation.

Is this a known issue or am I missing something?

Thanks in advance.

EDIT:
uploaded the file without the ak. The arm rig and model is from this video (https://www.youtube.com/watch?v=xzLnkpBQUfA), so I hope it is Ok to share this here.

Steps on how to easily recreate an issue: https://imgur.com/a/2qK00D2


texts: Is it possible to get vertex locations (world) from a vertex group?

texts:
How can I get the vertices location connected to animated bones?
E.g. the vertices of vertexgroup "foot.L" at keyframe 2?


texts: I can't change view/angle or pan, zoom works fine

texts:
I tried restarting Blender, opening new, resetting to default factory settings, reinstalling blender - nothing works.

All the mouse buttons work fine, selection of object, right-clicking on it for properties/actions. For some reason Zoom works. Tried checking/unchecking Auto-depth box in preferences like one answer suggested in someone's question here. Tried laptop's touchpad to rotate or pan, still nothing.


texts: I am at my very first sculpting attemppt and having some deformations, as to be seen in the picture. If anyone can explain how this comes up, how to get rid of it and how to avoid it in the first place, I would be really thankful!


texts: How to remove aliased lines with anti-aliasing?

texts:
I rendered my image with Eevee (256 samples, resolution - 1920 x 1080) and this is what I've got:

There are ugly, sharp edges on my rendered image (these ones I highlighted).
Also, in the upper part, I marked with the red circle section that got "pixelated" but this is another thing.

Is there anything I can do in order to smooth these edges ? Or do I have to increase the number of samples ?

I'm an absolute beginner with Blender and the topic of "optimization" sounds like magic to me.


texts:
This is a lame question but, what is this yellow triangle marking a frame? I was trying out different shortcuts and I think I accidentally added it. I can't find it in the Blender docs.

The only reason I'm asking is because I'm having an audio sync issue when I render my video and I'm trying to hunt down the cause.


texts: Is there a textured but unlit (full bright) viewport mode?

texts:
I'm trying to display models that have shading drawn or baked directly on the textures, but I can't figure out how to disable Blender's default scene lighting. If there are no lights in the scene, everything is black, but I want to see the textured objects fully bright. How do I disable the lighting?

NOTE: Just before posting this, I found the "Shadeless" material property, which does more or less what I want. However, is there a way to globally toggle the default lighting?


texts:
I'm in the video editor.
I have closed the header by mistake, in the window where you put the videos.
I can't recover it. I need it because it contains "add strip" etc...
What to do to show it again?
Thanks.


texts: Tips for removing a handle point from a complex mesh

texts:
I have some complex meshes imported from photogrammetry which I am trying to clean up in Blender. One of the artefacts that sometimes arises is when two parts of the mesh incorrectly join to each other creating a handle point. I need to remove these so the meshes have genus 0.

This is one example. I want to remove the highlighted "pillar" so that the upper and lower parts in view here stay separate from each other.
I have been able to bodge together a method in edit mode using knife cuts, deleting faces, and then filling holes using grid fill, but it is quite laborious and the resulting geometry does not match the surroundings well. As far as I'm aware there aren't any tools in sculpting mode that will change the fundamental topology in this way. Any suggestions for how to do this without too much micro-management of individual vertices, and leaving a natural-looking result?


texts: So a few months ago, I came across an addon that would give you the ability to animate the transformation of one object to another by taking apart the faces of the 1st object, morphing them, and then positioning them into the shape of the 2nd object. But I can't seem to find it again! Does anyone know what this addon is called? any help greatly appreciated!


texts:
I am a fairly confident blender user, who has been using the software for about 1.5 years. I have recently updated from version 2.63 to version 2.70, but I have noticed that in version 2.70 the text alignment has changed.

Is there any way to change it back?

I have looked all over the internet and cannot find any way to change it in the User Preferences.


texts: Problem with mirroring and animation rigging

texts:
Welcome
I’m beginner in that and not the best in english so please for your understanding.
I have problem with mirroring some object on my work. It doesen’t mowing like I wanted to when i making animation. Problem probably is caused by object pivot (what is mirroring object for second one - Picture) point that don’t follow to rotation of bone. I think that I understandably explained my problem. I wanna to know how to solve that issue.
Link to download: https://download1523.mediafire.com/qu1p77h764rg/13xrbrf71bcl7il/LIGER.blend
May it be possible to understand words because I mostly used my country language in naming the objects etc.
Thank you in advance for your answer.


texts: Whenever I try to add any type of liquid or smoke simulation the object set to inflow doesn't emit anything i tried changing the setting for both the inflow and domain.Could it be due to my hardware as i don't have a powerful system.Plz help. My computer specs are:Graphics - GT710, RAM - 4GB, CPU - i3 6100 @3.70 GHz.


texts: Cycles Procedural Square using Polar Coordinates

texts:
I'm using Blender 2.8 and trying to get a grasp on procedural textures.
For fun, I was following through the list here at https://thndl.com/square-shaped-shaders.html and now I'm stuck.

Equation I'm trying to reproduce:

 float a=atan(c.x,c.y);

 f=vec4(step(.5,cos( floor(a*.636+.5)* 1.57-a)*length(c.xy)))

Result = A Square

I have a feeling it has to do with the Polar Coordinates, but I'm not sure where considering I believe the math is correct everywhere else.

Can someone take a look and see where the mistake is and perhaps explain though it if possible?

Thanks!

Shader Node Setup:

(Length = sqrt(x^2 + y^2)

The Result:


texts: Bone heat weighting: failed to find solution for one or more bones (tried all "solutions")

texts: So I've been trying to create this mesh for a while, and the rigging is the only problem I've had so far. I'm trying to rig just the head of a dragon, and I keep getting the same error message over and over when applying the automatic weights "Bone heat weighting: Failed to find a solution for one or more bones". I have tried all the fixes for this I've seen, such as decimating and subdividing the mesh, making sure the mesh is symmetrical across the x axis, making sure the origin for the bones and the mesh is at the center of the mesh geometry. Is there anything else here I should try? If you would like to try for yourself, I can email the file to you should you be interested. Any insights and help is greatly appreciated!


texts: Is there a way to lock a bone axis? rigging

texts: i wan't to make some of my bones like the elbow to just move in one axis for better animation, is there a way? I'm searching but i can't find an answer


texts: How to fill container with granular material?

texts: Recently I've been trying to create a simulation of the Zeer Pot system, which essentially consists of a pot filled with sand. So, how can I generate sand particles in order to fill a container? Note that, preferably, the particles should have a mesh shape to give accuracy or precision to the simulation.


texts: Objects not casting shadows in Eevee using HDRI

texts:
I'm using an HDRI (https://hdrihaven.com/hdri/?h=abandoned_tank_farm_04)
And the objects are not casting any shadows but if I don't use the HDR, objects are casting shadows
Hope that makes sense


texts: What are the Images in the UV editor for and how to prevent them affecting OBJ export?

texts:
I'm not sure I understand the UV image editor and its ability to hold images. I thought it was purely to get a visual comparison between your UVs and the image you use for texture mapping, but it seems that if you have an image in there, it affects OBJ material export. I would like to ask if this is an intended effect, and if not how to fix it, or just remove all UV editor images in a script.

More background:

I'm working with a mesh format for a game. I can already convert into this format from an OBJ file with some existing tools.

To export directly from blender, I have written an addon that first writes out an OBJ file and hands it on to the other conversion tool.

The OBJ files blender exports cannot fully support rich materials, but for my application all I really need is the filename of a single texture. My model uses the old blender renderer (no cycles), and has some number of objects/meshes, where each mesh has some number of material slots, and each material has just one shadeless texture and no other properties.

For the most part these are written out into a .mtl file and into usemtl directives in the OBJ.

However some of them are written correctly as

usemtl material_name

but are then using the wrong .png file in the .mtl file.

I dug into the builtin blender OBJ export addon and found that it writes a different image name by picking up something called the 'face image', which turned out to be Image data blocks that are linked to the UV editor. This only affected certain materials that I had manually loaded a UV Image for to manually align things.

So back in the python console I find the following:

>>> bpy.data.meshes[2].polygons[0].material_index
3
>>> bpy.data.meshes[2].materials[3].texture_slots[0].texture.image.name
'om_decals_02a.png'
>>> bpy.data.meshes[2].uv_textures.active.data[0].image
bpy.data.images['om_floor_03d.png']

This shows that it is possible to have one image in the texture, and a different one shown in the UV editor, and it is this latter one that is preferentially exported (but only if it's present).

I can fix all this up in my export by removing all the UV editor images, but my questions are:

why does the UV image preview affect the exported material when the actual material assigned to that poly disagrees?
How can I remove them all from python safely and what impact might that have beyond having to load the image again to align UV layouts.
Have I set this whole thing up wrong and should be building the model in a different way in the first place?

For removing the uv images I have this:

for mesh in bpy.data.meshes:
    for data in mesh.uv_textures.active.data:
        data.image = None

Will this do the job, or will it break things? Is there an API that will correctly handle removal of things like this instead? Is the python internal reference counter the same thing as blender's user counts, or does one track the other?


texts: Weird artifacts in shadow when rendering transparent objects

texts:
I'm rendering a transparent cup with water + transparent plate.
However, the right bottom part of the shadow seem quite off. It has artifacts in the shadow.

https://imgur.com/a/djoP72f

This is the problematic part

Before using the Denoising Data option in View Layer Properties, however it looks kinda ok. It looks like  this.

https://imgur.com/a/rX34dZl

So maybe it's a problem of denoising? However, this is part of the tutorial of Blender Guru's Donut Tutorial and he's using the denoising option and it looks just fine.

Here is the blender file just to be sure.

My sampling rate in the renderer is 128 and I'm using Blender 2.8. All the transparent materials are made by Principled BSDF, Transmission 1.0, and Roughness 0.0.


texts: Move segments of an sphere apart from each other

texts:
I have a sphere of hexagons, made from an Icosphere and Ctrl Shift B (whatever that short cut is?), which I then split each selected hexagon apart from the original object (resulting in 33 of them).

I want to move the hexagons away from the center so they get some space/gap between them, not scaling as this just make the whole thing bigger. I need to move each hexagon in the direction that they are facing or from center point of the old Icosphere.

How do I do this?


texts: Snapping with 'median' part has a bug in 2.80?

texts:
I know that snapping with 'median' option works like above picture.

But  it works differently  in Blender 2.80 like below picture.

Is snapping  buggy in 2.80?


texts: Emit particles and move particle on this surface

texts:
I'm new in blender, and I am stuck in the progress of my project.
I want to emit particles from an object (done). Then i need these particles move on the surface of this object randomly (turbulences).

I have duplicated my emitter object, and i scaled up a little (ALT+S). I put it in collider.
So now, my particles are stuck between these two objects, but the simulation time is big.

I just want to know if there are a better solution to lock moving particles on surface.

Thanks!
Best, Vincent.


texts: How do I fix the unwrapped version of my knife?

texts:
The first picture below is the tutorial I´m following and the second one is mine.
Why do they look so different? And how do I fix it?
the tutorial: https://www.youtube.com/watch?v=xPoxqOcUzNQ&list=PL3UWN2F2M2C8-zUjbFlbgtWPQa0NXBsp0&index=6
update:
I unmarked everey seam and did it againg and it worked! I hav no idea what i did wrong but it works now. My guess is that i had marked some seams that you couldn´t see or someting
[]


texts: How can I enable mp4/h264 as an output option in Fedora Linux?

texts:
I know it is possible to output a render as a video in mp4/h264 (as well as mkv, etc) however, it does not appear as an option for me.

This is blender 2.64.2, on linux (FC17), ffmpeg version 0.10.7:

$ ffmpeg -codecs|grep 264
D V D  h264            H.264 / AVC / MPEG-4 AVC / MPEG-4 part 10
D V D  h264_vdpau      H.264 / AVC / MPEG-4 AVC / MPEG-4 part 10 (VDPAU acceleration)
 EV    libx264         libx264 H.264 / AVC / MPEG-4 AVC / MPEG-4 part 10
 EV    libx264rgb      libx264 H.264 / AVC / MPEG-4 AVC / MPEG-4 part 10 RGB

$ ffmpeg -formats|grep mp4
 D  mov,mp4,m4a,3gp,3g2,mj2 QuickTime/MPEG-4/Motion JPEG 2000 format
  E mp4             MP4 format

The file /usr/share/blender/2.64/scripts/startup/bl_ui/properties_render.py has the following lines (snipped for brevity):

class RENDER_PT_encoding(RenderButtonsPanel, Panel):

    return rd.image_settings.file_format in {'FFMPEG', 'XVID', 'H264', 'THEORA'}

    layout.menu("RENDER_MT_ffmpeg_presets", text="Presets")

    if ffmpeg.format in {'AVI', 'QUICKTIME', 'MKV', 'OGG'}:
    elif rd.ffmpeg.format == 'H264':

which leads me to believe that it should give me at least those options. How do I enable them? I've looked all over the place and cannot find the solution online.

edit:

This is the official fedora build, blender-2.64a-3.fc17.i686.rpm   installed from the fedora updates repo.


texts:
I am trying to create a sort of "fighting" type scene where balls of fire are around our hands. I want to get that visual effect where it is also trailing slightly behind the movement of the hands so that it looks like it's swinging through the air.

The problem is, the fire is just sort of globing up around my hand. It's also showing over top of my arm, which realistically, it should pass behind it and out of sight.

How can I secure these two effects to get a more realistic looking fire from my blend?

Thank you in advance!


texts:
I'm new to blender.

I am creating this batman sculpture, and wanted to pose him before going further with the sculpt. I created the armature, then selected the mesh, shift selected the armature, then hit ctrl+P and deformed with automatic weights. I then applied an "armature" modifier to the mesh, and selected the armature object.

However, when I select the armature and go to pose mode, moving the bones does not cause the mesh to move along with them. I don't understand what I'm doing wrong, especially because I have done this exact same process once before, and the character mesh moves with the armature.

If anyone could please help me out, that'd me amazing!


texts: How to use absolute value in Loopcut and edge slide?

texts:
I want to make for example edge slide by 0.5 unit. How can I achieve this ? I don't want to use in edge slide fraction (from -1 to 1), instead real slide value.
I found that in previous versions of Blender there was in Edge Loop Proportional option, but I can't find it in newest Blender :/

http://wiki.blender.org/index.php/Dev:Ref/Outdated/Release_Notes/Modeling/Meshes/Advanced_Tools

From old manual:

Pressing P while positioning the loop cut will enter non-proportional mode, which keeps the shape of one end of the faceloop regardless of where the cut is positioned. Pressing F while in non-proportional mode flips which side of the faceloop is used to determine the shape of the cut.

Maya have this, Absolute Value.
http://knowledge.autodesk.com/support/maya/learn-explore/caas/CloudHelp/cloudhelp/2015/ENU/Maya/files/Edit-Mesh--Slide-Edge-Tool-htm.html


texts:
Blender materials have different properties such as "Specular", "Strand", "Ramp", "Diffuse", "Scattering" and etc. I am Blender newbie and I guess there should be a list of ALL material properties with short descriptions so one can figure out influence of each property on material behavior.

Could anybody advise where can find such list?

Thank you in advance!


texts: Dynamic paint renders only paint (foam) OR only waves (displacement a ball creates)

texts:
I am making an ocean and playing around the setting to create a foam and waves that a boat would make. I am learning from youtube and found this https://www.youtube.com/watch?v=smArCTzxGpE. I tried to apply the same settings on my ocean (OceanAMovementForStack.blend).

When rendering animation from the example from youtube, waves displacement worked on every frame, but the foam sometimes randomly disappeared. I fixed that by using Bake all dynamics in Physics properties. And that example now works perfectly.

In my project when rendering animation, foam is always present, but waves only work on the frame that is being rendered (so wave trail is gone from previous frames). I tried fixing that as before, by baking. Weird things happened. First I only baked Paint (foam), and waves worked perfectly, but the foam was totally gone. When I baked only waves or baked both, the waves would be completely gone.

I also tried moving dynamic paint above subdivison in Modifier properties but it just broke the render animation even more.

I don't know what to do. Can someone please help me achieve the same results as in youtube video? I would be thankful so much! I am posting my own project and the project from youtube. Also posting hdri used as you'll probably have to set it in world settings if you don't want everything to be purple.
1st time asking a qustion and don't know how to post a .blend file, so here's a link to google drive: https://drive.google.com/drive/folders/1N_p0dyywBFKimTRtbjtcAiI9tQQLXMiy?usp=sharing


texts: How can I get rid of these artifacts in blender internal? They appear on mesh with subdivision-modifier and lamp with raytraced shadows

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When using a lamp with raytraced shadows active, artifacts appear in the shadows on the mesh IF the mesh has a subdivison modifier in the stack.

But if I apply the modifier and re-render the artifacts disappear.

How can I achieve the same result without applying the subdivision modifier?


texts: What is the best way to make sure a clothing piece will animate with a body mesh and not clip?

texts: I am trying to create clothing for a body mesh of mine. I want the clothing piece to be able to animate along with the skeleton without experiencing clipping with the body mesh. What is the best way to go about this? I've tried applying automatic weight paint which was a mess trying to fix (so much clipping). I also tried data transfer on vertex groups which gave me no success. Any ideas? Thanks.


texts: Problem with the Specular Glossiness node and Metallic Roughness

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Goodmorning everyone

I write because I have a problem with the Specular Glossiness node: I do not know how to connect it to Metallic Roughnes.

I'm creating a 3D file, to be exported to glTB 2.0 (glb) to create a 3D post on Facebook.
I downloaded Importer / exporter from KronosGroup, then I imported the Metallic Roughnes node onto my project on Cycles Render and later I imported also Specular Glossiness.

I was able to give a metallic look to my 3D element, but I would also like to give the effect of the reflection so that the Synapticweb logo that you see in my first pic, is reflected in the element that is below it.

But I do not know how to do this.
Although I link the Specular Glossiness output to Metallic Roughnes, there is no Glossy effect.

Here is an example of my post: https://www.facebook.com/paginaprovaSynptc2018/posts/2225106837534167

Can someone help me?
Thank you very much


texts:
I am working at a studio that uses Photoshop as its primary storyboarding tool.

Is there a way to render / export Grease Pencil animation as a multi-layer PSD image sequence? Can GP object layers be separated into separate PSD or even TIFF layers?

I have experimented with exporting to "Open EXR Multilayer" but that only shows up as a black window in Photoshop. I've had better luck with "Open EXR" -- but, alas, no layers.

I would love to be able to use Blender at work in this way. It would be a real time-saver.

Thanks in advance!


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In my scene, I needed to hide a group of elements from the camera, so I hid them behind a simple plane with a holdout shader and as expected, the objects were invisible to the camera.

But here is the interesting part, later the client asked for some modifications and one of them required the scene to be seen behind a glass. So naturally I added the glass element - it was an automatic door - and to my surprise found a strange black square out of nowhere. Analyzing my scene I finally found that the problem was in the combination of the holdout material and the glass shader.

So the holdout shader works fine when seen directly throw the camera, but if I add a glass element between the camera and the holdout, then the holdout element becomes visible as black to the camera.

I tried switching off the transmission property on the cycles settings of the object but the result was that the holdout element became invisible to the camera BUT it stops hiding the elements behind it.

I finally resolved it in practical or artistic ways, like moving the objects away from the field of view or just changing the perspective of the camera. But the problem remained.

To clarify I attach some pics and a blend file to test the effect.
BLEND FILE: you will see two views of camera. Switch one of them to renderview and play in the outliner, hiding or showing the elements to see what I mean.

Apparently I can't post more than two links so I had to put everything into a RAR to share only one link.

To clarify let's see what you will find on the pics:

We have a simple cube: H01.JPG
We want to hide it so we add a plane with holdout material: H02.JPG
The cube becomes invisible to the camera. Now let's add a glass object in front of them to see what happen: H03.JPG

Houston! Now the holdout element, which was supposed to be invisible is visible to the camera and looks black as the night!

Let's try to turn off the transmission property of the holdout element to see what happen...: H04.JPG

As you can see the holdout element becomes invisible to the camera through the glass but is not a holdout element anymore! Now we can see the cube...!!!

IMAGES + BLENDFILE:

https://we.tl/GVfLvxqWPg

Any idea is welcome!


texts: Navigation not working after upgrading to Blender 2.79 from 2.78

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After recent upgrading 2.79 none of navigation controls are working properly, eg. instead of going through camera perspective with num 0 it opens a layer.

Same is with changing from perp to ortho with num 5. I tried resetting input to Blender and also tried loading factory defaults.


texts:
I would like to have two folders where i can put scripts and addons that will be loaded at start time with blender.

for example if its possible to add two paths to BLENDER_USER_SCRIPTS environment variable.


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I'm very noob in Blender as a result I'm struggling to unwrap a M24 grenade 3D-Mesh properly.

My first attempt to improve the UV-Mapping was making the irregular polygons as squares or rectangles using a Python plugin so that I could apply textures easily on Gimp. The result is this one:

Despite doing this I'm still not happy with the changes as the trial texture's squares are not well distributed. As you can see in the photos those parts divided by the seams have like a "cut" in the texture and I don't know if that will affect the texture added with Gimp.

Could you provide me with some tips to improve my UV-Mapping?

Thank you very much for your help.
Héctor