texts: Why am I missing the UV Map option on certain Normal Map Vectors in Blender 2.8?

texts:
**I make content for a game called Trainz 2019. I'm currently working on a fictional train. How the textures are add works like this:
An image texture to the base color, a parameter texture to roughness, and an image texture connected via a normal map vector to normal. But for some reason, on select surfaces, the UV MAP option is missing in the Normal Map vector. It won't let me select anything and on some surfaces where I already applied a material, the UV Map option is red and if I click on it, the option disappears. The textures have to be added this way, or it'll trigger an error in-game, so I need to figure out why the normal map disappears and how to get it back.
I've tried quitting out of Blender 2.8 and re-opening it, I've tried deleting the material and starting from scratch, I've tried restarting the computer, but still the vector won't work on select surfaces.
**


texts: Prevent overlaping loop cuts from merging

texts:
I'm trying to create two parallel loop cuts on a pyramid. The way I saw how to do it is to first make one loop cut in the middle of the pyramid which will be vertical to the base, then do a second loop cut and push it against the first one to be parallel also to the base. The problem I'm having is that when I push the second loop cut against the first, the two loop cuts seem to merge together because when I try to move the selected loop cut, then both cuts seem to be moved around.
How can I prevent the second loop cut from being merged with the one it's on top of?


texts:
I am making an aeroplane.
How do I recreate the material that you see below. It is not too glossy, not to diffused, but at the same time it has that metallic look.


texts: Can't increase density on a small object

texts:
This is a newbie question but I've searched all over and can't find a solution.

I'm following this tutorial to create procedural clouds and it works perfectly
https://www.youtube.com/watch?v=GhMQN4vVMIU

But I'd like to add these clouds to a small scene, which has been created using BlenderGIS and then scaled right down. I've scaled it down so that camera depth of field can give the scene a 'model village' type of look. At full size, depth of field has no effect because the scale is massive.

When I scale the clouds down, they become almost completely transparent, seemingly no matter how high I set density.

This image is a copy from the YouTube link showing the shader (the missing bits to the left are texture coordinate and random noise).

It's the principled volume step that causes the cloud to go almost completely transparent when small. Without that it works, but the cloud doesn't have a nice density effect.

Is there a way to make a cloud like this very small and maintain the density? I found references to 'Density Scale' in the user manual prior to 2.8 but not sure if that's what I want and I can't find references to it anywhere in 2.8.

Thanks!


texts: How do you model a shape that is asymmetrical?

texts: I really like this shape but I cant seem to even begin modelling this. Any tips? Is sculpting a good idea?


texts: Finding vertex locations at a given frame using python

texts:
I have an issue where I can’t find the current location of a cubes’ global vertex location.  The cube is moved and key framed through code, but when I try to find the location (of any vertex) at each subsequent frame, it always returns the location of the cubes’ vertex at the start frame. Follow these steps to replicate the error:

Create a cube called Cube.001

import bpy
import random
Scene_Name = bpy.context.scene.name

def Move(Name):
    bpy.context.object.location[0] = bpy.context.object.location[0] + 2

def MovingVertex():
    C = bpy.context
    aObj = C.active_object

    if aObj == None:
        print('No Mesh seleted')
        return
    vts = aObj.data.vertices
    for count in range(0, 8):
        x = [i.index for i in vts if i.select==True][3]
        if x == None:
            print('1 Vertex selected at least')
            return
        wm = aObj.matrix_world.copy()
        aP = wm * vts[x].co

    print(bpy.context.scene.frame_current)
    print(aP)

for frame in range(1, 100):
    bpy.data.scenes[Scene_Name].frame_current = (bpy.data.scenes[Scene_Name].frame_current + 1)
    for Count in  range(1, 2):
        Name = "Cube." + str(format(Count, '03'))
        ob = bpy.data.objects[Name]
        bpy.context.scene.objects.active=ob
        Move(Name)
        MovingVertex()
        cf = bpy.data.scenes[Scene_Name].frame_current
        ob.keyframe_insert(data_path='location', frame=(cf))

Output of frame number and cubes’ vertex location:

1682
<Vector (3168.8081, -1.3707, -2.5711)>
1683
<Vector (3168.8081, -1.3707, -2.5711)>
1684
<Vector (3168.8081, -1.3707, -2.5711)>
1685
<Vector (3168.8081, -1.3707, -2.5711)>
1686
<Vector (3168.8081, -1.3707, -2.5711)>

What am I doing wrong, how can I get the location of the cubes’ vertex at a given frame?


texts: How to engrave an image on an another texture

texts: What's the best way to engrave/emboss an image on top of a texture? For example if I have smooth metal buckle and want a logo engraved in it and give the engraved part a brushed texture?


texts:
I have a Subsurface modifier on top of a shrinkwrap modifier. The shrinkwrap modifier seems to create creases whene applied. The creases disappear if I put the shrinkwrap modifier on top of the subsurface modifier but then I don't get the desired shape.

How can I get rid of these creases ?


texts: Why the new text I added rotation seems not the same as the first text color and direction when typing?

texts: Text 001 the color values are the same as the first Text but the colors are not the same and the Text 001 when I'm typing something it's adding the letters up direction instead to the right. The rotation is 0,0,0 like the first text I didn't change anything just did : Add > Text


texts: How to view a face as it is (and not modified by where it is)?

texts:
How to view a face as it is and not modified by where it is?

For example, I created an icosphere and I want the camera to show a face as it is: an equilateral triangle for a reference image.


texts: Subsurf modifier not working. Is it because I booleaned or because of my tris?

texts:
I have this reference picture that I put into the side view of my project.
I used a cylinder and then booleaned the bottom part to make the cutout. Now my subsurf modifier doesn't work. What is going on here?

I tried insetting and extruding the bottom to see if that would fix anything but it didn't. Did the boolean mess up the subsurf or is it because I have some tris left over?

Here is the subsurf mod view:


texts: How to join strokes points / closes the figure using grease pencil

texts:
Is it possible to join two grease pencil stroke points to continue and complete the figure ? (something like E and F between vertices) ?. I created a short video to show you what happens when I try to do it. Thanks.

https://sendvid.com/xk5nfttx


texts: blender rig character that are not humanoid for VRM unity export

texts: so I have created this character in blender and added some bones using rigify but when I export the fbx for unity UniVRM it gives me error "invalid rig configuration Left upper leg is missing" the thing my character doesn't have an upper leg


texts:
I'm creating a scene involving a spilled Nuka-Cola bottle. Here's how it looks:

The puddle on the ground looks too.. smooth. I would like it too look a little bit more noisy and realistic. Changing color settings or roughness or IOR didn't help.


texts: I have a smoke domain showing up in my sampled render. I'm not sure if it will show up in rendered or is just in sampled.


texts:
For some reason, whenever I do a test render with Shift + Z, all I get is my character and the world is black. In the World properties, I have a Sky Texture with a strength of four, but it still shows as black. The only thing it effects is my character. Also, I'm wondering if this is related to why I can't get my character's shadows to render/show on a separate Render Layer...? I do have some Nodes set up, but deleting all of those hasn't fixed the issue, so I'm not sure if they're to blame.

Any advice?


texts: Coordinates of non-animated object in frames with python [v.2.77]

texts:
I want to create a few animations of a flying ball with initial velocity and get its collision point with a wall. Therefore I created a sphere and 2 keyframes (using animated option in rigid body). At the second keyframe I turned off the animated option to let the physic engine take over. Everything works fine until now. For my purposes, however, I need to track the coordinates of the sphere to get the collision point with the wall.
During the animated part, I can use

obj.location

For the second part I found out that

ob = bpy.data.objects['Sphere']
bpy.context.scene.frame_current = some_number
bpy.context.scene.update()
print(ob.matrix_world.to_translation())

works. However, as soon as I want to loop over all frames:

for i in range(1,max_frames):
    bpy.context.scene.frame_current = i
    bpy.context.scene.update()
    print(ob.matrix_world.to_translation())

it is not working anymore, e.g. it always prints the starting position. It seems that update() does not update the position correctly, I found the "set_frame" method in some older posts but it seems not to exist anymore in v2.77. Any suggestions how I could solve this problem?


texts: Is it required to have a cycle in an animation?

texts:
Let's say I have an action where a character sits down. First I have to keyframe all the bones in their original position and use those keyframes as origin for the sitting position. Is it a technical requirement to then duplicate the "origin" keyframes and put them at the end of the animation so that my character can go back to its original position?

I have tried both and I'm having the problem that after the animation is over and I open another action, certain bones stay in the position where the last keyframe was inserted. The animation looks terrible.

According to my knowledge, this shouldn't happen because keyframes in different actions are independent. If I change the location of a bone in action A and then switch to action B, the location should be reset or at least not influenced at all.

In other words, do all animations have to be in cycles? Can't I just leave one open and expect the others not to adopt the bone properties?


texts:
So I'm trying to do a sword for a scene:

It's set in a forest, in which the sword has been exposed to the elements and is starting to rust. I'm trying to not have too little corrosion, but also not have so much that it becomes gaudy or unrecognizable. I've found it rather tricky trying to strike that balance.

Then there comes the trouble of making the rust itself look convincing. I've been operating mostly off of the methods found in Andrew Price's Blender Guru rust tutorial.

I also mapped the smaller specs by running a bare metal texture through a color ramp.

In addition, I've tried tinting the whole blade texture a slight rust-color- though I'm not certain about that working.

The details are in the nodes (for the blade only, since I don't have the permissions for more pics.

Blade material:


texts: Does Blender have a method to a get PNG-formatted bytearray for an image via Python?

texts:
In Blender's Python, I can get the raw bytes that make up an image into a bytearray, like so:

    image = bpy.data.images[0]  # Pick any valid image you like.
    pixels = bytearray([int(p * 255) for p in image.pixels])

But, instead of raw pixel data, I would like to get a bytearray containing all the bytes of a PNG-format image.  This can be compressed or uncompressed PNG, but I need the bytes to represent a valid PNG format as if for saving to a file, not raw pixel data.  Ideally I'd like to get these bytes without actually saving them to disk, and without modifying the user's image if possible (for example they may think the image is a JPG or something).  How can I do this?  Does Blender have a PNG data format helper function that I could use without disturbing the user's image?  If not, is there a code snippet that will convert Blender's internal image representation to PNG format?


texts: Where can I find the code behind the Remesh Blocks modifier?

texts:
In this answer by @RayMairlot, I learned how to generate a mesh surface that looks like many small cubes stacked in the shape of a sphere (or other meshes).  Remesh -> Blocks

Because I can't leave well-enough alone, I would like to see exactly how this algorithm works, and what an Octree is. Where can I find the C code (?) behind this modifier?


texts:
I'm trying to find the Color Factor node shown below. It's typically already added in there attached to the Principled BSDF by default, but from time to time I have no idea where to find the node once I remove it.
I'm on Blender 2.91.0


texts: Image imported as a plane is transparent in rendered view

texts:
I enabled the add on, but the image is not rendered. Now I come to find out that nothing has texture, shading, it almost seems that blender is just broken. Is the add-on broken?
This is what I see.

This is my view of the Suzanne head, with our without materials.

As you can see, I have tried all viewports in the top right. But when I try Texture Paint view, this is what I get with the images:

Suddenly it works?


texts: What's the meaning of color of rhombus in keyframe?

texts: After I make frames as keyframe I found yellow colored rhombuses at keyframes in timeline editor. I clicked one of them out of curiosity and then the others turn to white. What's the meaning of the color ('yellow' and 'white')of rhombuses respectively in timeline editor?


texts:
So I have a list if vector4 values here [-4.571429, 12.142858, 0.35, 0.35] that need to be used as remapping values for a roughness texture i have. But here is the thing, my friend doesnt know nodes at all, only code. Vice versa for me. But he has given me this to attempt to turn it into a node group in the offchance i can get it worked out:
float remap_with_clamp(float remap_input, float min, float max, float zero, float one)

            {
                            vec2 xform = vec2(zero, one - zero);

                            float in_value = remap_input;
                            return clamp(xform.x + xform.y * in_value, min, max);

A note he also gave me is: "Your float zero and float one is the values like the -4, 12. The remap_input would be the image that is being remapped. The min and max is your clamp values. Another thing to mention this is all happening in multiple shader nodes as a float value at runtime we combine all 4 of the floats into a vec4 to save on code."
Any help i can get on this will definitely be appreciated


texts: Why can't I get the camera view like in the tutorial?

texts:
In this tutorial: Create a Realistic City - Blender Tutorial

At 10:36 he presses CtrlAltNumpad 0

When I do the same I get nothing but an empty view.
Then he goes back to object mode and can play with the camera zoom in out.

I'm now in edit mode and everything selected.

And more or less I'm in same position as he is.

Now when I press CtrlAltNumpad 0 I get this:

Not even close to what he did.


texts:
I dragged and dropped an image into blender and placed it where I want it.
It is visible in the viewport even when I hit Numpad 0 , but not in F12  render. Also Ctrl + Alt + H  isn't working, nor any combination.


texts: How can I make a smoke simulation look like water bubbles?

texts:
I'm working on a scene about a guy diving into the ocean, something like this:

I tried particles but this looks unnatural at rendering and it occurred to me to do it with smoke simulation. I found this tutorial, but it is not for blender: https://www.youtube.com/watch?v=qKIdlmofLZc

I did some simple tests, but I can't give the smoke a water material or get close to that look.


texts: when using the Bevel tool you can change the number of segments by scrolling the middle mouse wheel. At least when you are working under Windows. But how to simulate that with the Mac mouse (I know how to Rotate, Pan, Zoom with the Mac Mouse).


texts: How can I make a character moving forward after first animated walk cycle?

texts: I created an armature that walks for one cycles. Moves first leg and then second leg and that brings him into start position again. I have also made all animations so he moves forward those two steps. The whole cycle is 10 frames. So far all good. Now I want him to move forward next two steps. How can I do that without having to set each loc-rot manually? There must be som automation for this I hope. There is a lot of bones in the armatur and it would take forever to do this.


texts:
I'd like to update a list of markers [name,frame] everytime the user moves or deletes a marker. Yet, I couldn't find a solution using Handlers, but I have the feeling that it is possible...

The user's actions I'd like to monitor appear in the top info window.

For example :

  bpy.ops.marker.move(frames=-1512)

Any hint ? Thanks a lot !


texts: Is it possible to give an animation frame a property so to say?   I want to hold down a button and play the beginning or first half of my animation.  Call it frame 1-12.   A flipper animation.  IF you hold it down until frame 12 I want frame 12 to trigger the next 12 frames of the 24 frame animation.    Essentially If you dont hold the attack button long enough it wont play the full attack.  Just the wind up frames... Then revert/flipper back to the beginning.      What is a way to accomplish this?


texts:
I have a scene with very large objects. I can change the view clipping manually:
3D Viewport => View properties panel on the left => Clip Start // End

By doing this, the script console shows the following line (for example with End = 1e+06):

bpy.context.space_data.clip_end = 1e+06

But if I use this line in a script, or directly in the console, an error is raised:

'Space_console' object has no attribute 'clip_end'.

Where am I wrong? Any idea to work around the problem?
Thank you!

My Blender:
version: 2.80 (sub 75), branch: master, commit date: 2019-07-29 14:47, hash: f6cb5f54494e, type:
build date: 2019-07-29, 09:44 AM


texts: After rigging character model flips to the base of the skeleton

texts:
After I parent the bones to the character, the character model flips and is placed down instead of staying in position. See screenshots for reference:
Before applying rig:

After applying rig:

Any help will be appreciated. I tried using different options for weights but all of them result in the model flipping.
For added context, the model was created in Vroid and converted to fbx. Thank you for your time.


texts: How can I bend a surface into a cylinder?

texts: Ive got the mesh that is made up of hexagons and I want to curve it into a cylinder following the curve (circle) that is in the middle. Any tips?


texts: Grease Pencil has pixelated strokes. Anti-aliasing issue?

texts:
New Blender user. Using for 2D animation.

Grease Pencil strokes have pixelated edges both in program and when rendered.

Previous searches indicate that anti-aliasing for grease pencil has been removed to be updated at present.

Can anyone confirm, report similar or solve?

Thanks.


texts: Baking normals for this curved cylinder is creating these odd wavey lines in the normal map

texts:
As you can see from the image below, the normal map on the right side of the screenshot is producing these weird horizontal waves on my texture.
Any form of help would be greatly appreciated.


texts: Execute custom code once automatically in an add-on

texts:
I want to create a very simple add-on that will automatically call some code (e.g. see example below) that will create a custom group node to be available in the compositor. What should the simple add-on look like? Apparently this code cannot be executed in the register() of the add-on due to the following error: AttributeError: '_RestrictData' object has no attribute “node_groups”. So where should such code be automatically be called within the add-on?

def createGroupNodes():
  # create a COMBINE XYZ group
  vector_group = bpy.data.node_groups.new('CombineXYZ', 'CompositorNodeTree')

  # create group INPUTS
  group_inputs = vector_group.nodes.new('NodeGroupInput')
  group_inputs.location = (-300,0)
  vector_group.inputs.new('NodeSocketFloat','X')
  vector_group.inputs.new('NodeSocketFloat','Y')
  vector_group.inputs.new('NodeSocketFloat','Z')

  # create group OUTPUTS
  group_outputs = vector_group.nodes.new('NodeGroupOutput')
  group_outputs.location = (300,0)
  vector_group.outputs.new('NodeSocketVector','Vector')

  # create three math nodes in a group
  node_combine = vector_group.nodes.new('CompositorNodeCombRGBA')
  node_combine.location = (000,0)

  # link inputs
  vector_group.links.new(group_inputs.outputs['X'], node_combine.inputs[0])
  vector_group.links.new(group_inputs.outputs['Y'], node_combine.inputs[1])
  vector_group.links.new(group_inputs.outputs['Z'], node_combine.inputs[2])

  #link output
  vector_group.links.new(node_combine.outputs[0], group_outputs.inputs['Vector'])


texts: Higher texture resolution no improvement

texts:
I am experimenting with some image maps from Andrew Price's Poliigon site, I am comparing two colour images for the diffuse texture, a 1k and a 3k, but I can't see any difference, surely I should get better results with a higher resolution image:

The node setup:

The image texture size - this is for the 3k image:

The render settings:

Output from the 3k image texture:

Output from the 1k image texture:


texts: Emission Volume with transparent background not rendering correctly

texts:
Not sure what I am missing, I am using a wireframe modifier with material offset to 1.

The render preview window is the correct way I want.

This is what renders:

EEVEE seems to do it just fine.

EDIT: CEGATON comments below are correct.


texts: How do I change the default location Blender opens when I want to install an add-on from file?

texts: In case a picture can help to clarify, I am specifically hoping to find a way to alter this location, which seems to default (on Windows) to the current user's Documents/ subfolder:


texts: Why Does the paint not show up in layout mode but only texture paint

texts: When i try to paint a dog in texture paint, it works, but when i switch to layout the paint dissaperes


texts: What is the difference between "Shader" and "Material"?

texts:
I know that Shader is a type of computer program that used for shading. And it looks like Material also define how model looks like. That means for me, that in Blender "Material" equal "Shader" (or not?) But if it so, why same thing named differently in different parts of interface:

Is there a some inconsistency here, or this is a different things? Can I call it "Material nodes" and "Shader tab" or it will be wrong?


texts:
I want to use kinect Data Import to import data of kinect to blender, then apply that to a model in blender with kinect data import add-on. I used this
link to get this done, but I have a problem understanding the last step:

  Now you have enable armature control using the Kinect data


texts: Is there a way to get the dimensions of the camera?

texts:
I want to know the width and the height of my camera in blender-units.

Therefore I've written a small script:

import bpy

camera = bpy.context.selected_objects[0]

print(camera.dimensions.x)
print(camera.dimensions.y)

But all I get is 0. Is there any other way to get the dimensions?


texts: Why do the wrong parts of my character move when I move a bone?

texts: When I pose my character's arm, his hair and "ear communicator" and sometimes the visor of his hat move with the arm. Also when he kicks, his shoe/foot detatches from the mesh. I joined him altogether in one object. Any idea why he is acting like that?


texts:
I am following a tutorial and having trouble with an array not duplicating in the direction I want it to. You can see below I have applied an array on an object (which will be a pipe), which I want to go in the direction of the red arrow, yet it goes to the side...

In the video, he fixed this by simply using CTRL+A and selected "rotation", yet when I do this nothing happens?

Many thanks

EDIT: after making the change, it now goes opposite to the way I want it (which is in direction of the red arrow)? See below


texts:
My issue I seem to be having on one system is NVlink is plugged in, SLI States enabled maximize 3D, but still the information is duplicated. both cards are 2080's and the scene is a total of 11.6 gb vram. on CUDA ,system crashes or blender crashes, or goes right to launch error Cuda memory, on Optix, render gets half way through then provides CUDA error. any solution on a fix? or is the quote below false and we cannot free up the extra memory on 2 cards. Next does this apply to 10 series cards in SLI, all my cards have SLI plugged in now for testing I have x3 Titan XP's on one system and all have duplicated 11.6 gb vram.
System in Question
core i7 8700K
64gb Ram
x 2 MSI 2080's
Blender website Quote
"Allocates resources across multiple GPUs rather than duplicating data, effectively freeing up space for larger scenes. Note that in order for this option to be available, the GPUs must be connected together with a high bandwidth communication protocol. Currently only NV Link on Nvidia GPUs is supported."
Any Insight would be Great :)


texts: I have a simple character rig, and I want my Mouse Look actuator to work with my a bone in my character rig, not my object. How can I achieve this? I want my character head to look up when my mouse does. (Left and right does not matter)


texts: Black lines where a transparent mesh intersects

texts:
I have a simple piece of geometry with a cloth simulation on it (a tube). I have a second piece of geometry rigged to it with a bone chain. I need the cloth simmed piece to not render, so I made it fully transparent. However, in areas where the two pieces intersect, I get black lines. How do I prevent this?

Normally I would use a mask modifier to hide the simmed geometry, but that causes the bone chain constrained to it to get messed up as the geometry it is constrained to no longer exists.

Disabling rendering of the cloth object entirely isn't an option as other parts of it need to render, and it's running off a mesh cache, so I can't alter the object.


texts: Rigid Body objects passing through container

texts:
I am tiring to simulate a tic tac box shacking and moving from side to side.
I tried to play with the collision margins but still noting change, in some speed the objects just fly through the box.

Cheers and thanks for all the helpers


texts: How can I make my interior scene better lighted?

texts:
I am using 2 sun lamps, the principal one has the strength set to 30.000, the other one is pointing in the opposite direction, is bigger, and has the strength at 1200. An HDRI is supposed to light up the scene a little bit more, but even with all of this, I haven´t achieved a nice lighting, I am using filmic color management with the exposure at 2100 in order to see what it is in shadow areas (sofa), but I end up having a lot of noise, even with 2000 samples.

My glass is made by a glass and a transparent shader, mixed by an 0.855 factor. I don´t think the problem is the glass, becouse i made a test, deleting it just to see what the light would do without it, and the result was the same.


texts: I had my beard attached to the right vertex group, and combed in the right direction very nicely, then I edited some vertecies somewhere else on the model, checked in object mode and the hair is coming out randomly all over the model and the beard is splayed all over the place and doesn't comb properly.


texts: can't find image texture node in node editor

texts:
As you can see screen capture I took, I can't find any image texture in the add menu.
All the videos I saw, there was an image texture node in Add > Texture > Image Texture, but I even can't find the first depth.

version is 2.78


texts: Problems during sculpting-weird shapes appearing

texts:
Recently I kept facing the same problem. It doesn't matter which brush I use, there are these weird shapes appearing.

I to smooth it out but it just remains there.

The above image, is where I tried to smooth it out, but as you can see it only smooths the surrounding.

The above image, is where I use the draw brush to draw on it. A large scratch mark appears.

This is one of many, that kept appearing. I tried to delete the part with such problem and replace it with "fill hole. However, it didn't work, as it appears in another place (I did some testing, it seems to only appear in a specific region, for my case it between my model nose and chin.)

Other details : I have dynatopo to the sculpt

setting
resolution: 90 - 100
refine method : subdivide collapse
Detailing : constant detail
smooth shading : unticked

Expert guidance is very appreciated


texts:
I need to scale an object like at the right (in attached Pic) linearly, when bottom will remain the same, and top will be scaled. With cube its easy to do, but object at the right retrieves edges out with total broken geometry.

I already tried to parent object to the cube and scale like at the left, but have no effect.


texts:
I would like to know which nodes can I combine this two render layers  width?

I've made this with alpha over node and transparent rendering. I want such an image but I don't want to lose the background (Sky texture).

Thanks for helping! :)


texts:
I'm having trouble with a script. I'm trying to duplicate a selected object and copy them into an array configuration. Afterwards i'd like to select the same vertex group of each of the duplicated objects and move them.

For some reason each loop on moving the vertex group only moves the first duplicated object... I feel like I must have a fundamental misunderstanding of how edit mode works in scripting. I've tried multiple versions, but always have the same result.

The script I have is below:

import bpy
import random as random
import time

dup = bpy.context.selected_objects[0]

list = []

for i in range(0,4):
    bpy.ops.object.select_all(action='DESELECT')
    dup.select_set(True)

    bpy.ops.object.duplicate()

    obj1 = bpy.context.selected_objects[0]

    obj1.location[0] = i*4
    obj1.location[1] = 0
    obj1.location[2] = 0

    list.append(obj1)

for obj in list:
    bpy.ops.object.select_all(action='DESELECT')
    obj.select_set(True)

    bpy.ops.object.editmode_toggle()
    obj.vertex_groups.active = obj.vertex_groups[0]
    bpy.ops.mesh.select_all( action = 'DESELECT' )
    bpy.ops.object.vertex_group_select()
    bpy.ops.transform.translate(value=(0, 0, 4.32424), orient_type='GLOBAL', orient_matrix=((1, 0, 0), (0, 1, 0), (0, 0, 1)), orient_matrix_type='GLOBAL', constraint_axis=(False, False, True), mirror=True, use_proportional_edit=False, proportional_edit_falloff='SMOOTH', proportional_size=1, use_proportional_connected=False, use_proportional_projected=False)
    obj.vertex_groups.active = None
    bpy.ops.object.editmode_toggle()

And this is the result, object i'm duplicating is upper left and all the vertex group moves are only going to the first object


texts: I wanted to apply some loop cuts and I noticed that the loop cuts can no longer be slided on the surface of the object like it was possible some versions ago. Can this feature be reenabled? I am using 2.83.1


texts: Problems with hard cutting videos when using different frame rates and speed control

texts:
I'm trying to create a video in blenders video editor that involves a talking head in the corner that is "alpha overed" a power point slide using a transform. The two videos have different frame rates which is the first problem. I have addressed this problem by using speed control in order to "match" the two videos. After I do this the videos are synced correctly.

However, due to errors on the narrators part I have to clip certain parts of both videos at the same times to delete the errors. When I perform a hard cut in the area I want to remove footage from, the footage seems to shift. I don't see any clear pattern, but it is as though when I perform the hard cut the video section I wanted to remove changes and a different part of the video gets cut. This is extremely frustrating. Any advise would be incredibly appreciated. Let me know if there is any more information I can give to clarify the problem.


texts: How to bake mesh normals with the original texture normal

texts:
Say, I have a textured high-poly object (Obj_A). I applied a normal map on it using an image (Img_NRM). Now, I want to bake the normal map to a low-poly object. When I do this, I only get the normal map from the mesh structure of Obj_A.

How do I get the normal map from the mesh structure of Obj_A plus the original texture map Img_NRM?


texts: Render Animation on still scene, No BVH reloading

texts: I have a scene I would like to do a fly-through on. There are quite a few polygons. This means that blender spends quite a lot of time loading the scene before it stars to render it. It should not reload the scene because nothing has changed (except the camera). Is there a way to tell blender to only load the scene once and then just re-use what is in the RAM? I am using cycles.


texts: Why is this line appearing across my procedural material?

texts:
I have tried to texture an orange with the shader editor after uwrapping the object, and I got this strange trace on the mesh:

I want to make it disappear but I didn't find any issue. I have tried merge by distance but it doesn't work.

This is the link of the .blend:


texts: Is there a way to center a stencil map in the 3D View?

texts:
Vertex Paint mode, Texture painting with Stencil Map.

The map gets created down left in the 3D View. And clicking at the Reset Transform button resets the stencil map back to down left. But i would need it in the middle. The more exact the better. I cannot center the 3d objects down left. They also center in the middle.

Is there a way to center the stencil map in the 3D view?


texts: Cannot change curve modifier after pressing 'Apply'

texts:
Sorry for my trivial question.
I'm a newbie and I'm walking through a cave tutorial. I can deform a mesh with a NURBS curve but I can't further edit the deformation through manipulating the curve after applying the modifier. Pressing Apply on the modifier 'freezes' the effect and the modifier icon in the object tree disappears (is that a standard behaviour?). Moreover, when the mouse pointer is over the Apply or Apply as Shape buttons, I read the same tip: 'Apply modifier and remove from the stack'. Is that a bug? My configuration is Blender 2.72b on Ubuntu 12.04 LTS (64 bit).

EDIT: I can edit the deformation before the modifier is applied. I expected a further deformation editing through the curve manipulating because I am too influenced by CATIA :)


texts:
I'm trying to simulate something being stabbed and the sword leaving a gaping hole
 But i don't want to change the geometry of the actual thing, I wanted to try and use a transparent plane, so how would i go about making a gaping house in someones torso without affecting their geometry?


texts: Can I set key to only the key attribute that I move the bone along with?

texts: For example: I grab the Z axis and  move the bone upward, then I want to have only the Z axis location keyed, not the whole three axis xyz location nor other attributes.


texts: How should I make a move point of 0.1 instead of free move

texts: I basically want a set amount of move size like 0.1 instead of 0 which is free move. Also when I try using arrows to move points sometimes it moves it if I were to press g. How do I move it only on the xyz angles.


texts: How to distribute without the occurart tool?

texts:
I can use array modifier, but I want to align four different objects.
It could be a script. Please teach me.
And why was oscurart deleted

Objects I want to distribute.


texts: How to have a force field affecting only one particle system hair

texts:
how can i set a force field to affect the particle system named "alpha" and have no  effect to the one named "beta" ?

I tried to bake using separated levels and i tried also using the field weights > effector group setting into the particle system settings pannel


texts: Dos window opens along with Blender application. Is it safe?

texts: I have recently installed blender. Whenever I try to open the blender, a DOS window opens. It closes when I close the blender application. Is it safe?


texts:
I am trying to create real ocean waves that break on a shore in Blender. The three ways I know I could achieve this is the wave modifier, the ocean modifier or the fluid simulation. Don't know so much about Force Fields and thus can't say if that would help. I would like to create the ocean with the ocean modifier (to get the realistic rough ocean look) and then use this ocean in a fluid simulation as the fluid (or anything else that I can achieve my goal).

I have used obstacles to create the wave, but that never looked good/behaved like a real wave. The inflow/Outflow was similar. I would like the plane (modified with the ocean modifier) to behave like a real ocean and if I set obstacle (=shore) that this plane interacts with that shore. What is the best way to achieve something like this and are there any addons that do exactly this. Ocean Wave addon. I have baked a lot of fluid simulations and it never looked remotely realistic. Thank you very much !


texts: Why is my image not showing up after UV unwrapping?

texts:
I'm following a YouTube tutorial on UV unwrapping the image of a mouth onto a character ( https://www.youtube.com/watch?v=5NlvgMYZgaY ), and although I've followed all the steps, several times, to a T, I cannot get the mouth image to show up on the character. I've included the blend file for your convenience. Could you please help me understand why this is not working?

Steps that I took:

Mark the seam.
Unwrap the faces.
Open the png mouth image.
Create a new material that is a copy of the material used for the body.
Add an image texture to that material.
Assign the new material.
When I use the file that he provides to go along with, the results are as expected. But when I do the same thing to my file, I do not get the same results.

Please, if you could take some time to help me I would very much appreciate it. Thank you.

Here is a copy of my file: https://drive.google.com/open?id=1JxxWnnUfpxqWwv0Fo_5trLo4L7luAJq-

A copy of his file:

The png file used for unwrapping:


texts:
Is there a way to create a completely fresh new section were you can put your addon-ui-stuff on?

It should look something like this:


texts: How to increase the time length of the animation without slowing it down?

texts:
I'm new to blender and have to make a 10-second animation of a walk cycle. The walk cycle I created only lasts for about 2 seconds. How would I be able to increase this to 10 seconds with it looping without increasing/decreasing the speed of the animation?
Thank you.


texts: Invisible Plane that catches light from emissive surfaces

texts: i am trying to make a lighsaber in blender 2.81 to add to some footage. i am trying to make a light emission from the lightsaber onto a plane directly behind it, but i dont know how to make the plane invisible so i can still use a transparent render background. any help would be greatly appreciaated. thanks in advance.


texts: How to increase/decrease the size of the buttons inside the panels?

texts: I've downloaded a .blend file recently and all of the interface elements look very small. I remember that there were an easy trick to make everything bigger (or smaller) when I was using Blender 2.49 long time ago. My question is how to do it increase or decrease the size of the buttons within the panels using User Preferences and without using it?


texts: How do I add a 3D border on all edges of a mesh?

texts:
I would like to add a 3D border to all edges of a mesh, such that the border is a "cylinder" that wraps around the mesh. The effect would look something like this:

My object is very similar to the white-textured part of the above image, it is a fully 2D mesh. However, differently to this mesh, the object is entirely one face, so I just need this effect applied to all edges of the mesh, and there's no edges in the middle that could get in the way.


texts: 'requested item "......" does not exist'

texts:
I'm a new python/Blender user
I'm trying to move an object using an Arduino. I've watched many videos and tutorials, and somehow i could write a code using others codes.
here is my code

import bge
import math
import serial

controller = bge.logic.getCurrentController()
own = controller.owner

serialport = serial.Serial('COM4', 9600)
sens = controller.sensors['run']

val1=0.0
val2=0.0
val3=0.0
p = pi/255

def run():
    if sens.positive:
            serialport.write('s'.encode('ascii')) #blender sends the ascii code of "s" to the Arduino
            n = serialport.readline() #receive data from the arduino
            val1 = (float) (n)
            val2 = (val1-val3)* p
            val3 = val1
            print ('The value is: ')
            print (val2)
            own.applyRotation((0 , val2 , 0),0)

#    own.position.y = val2

my problem is with the sens = controller.sensors['run'] when i run the game engine the following message appears:

Python module can't be imported - object 'Cube', controller 'Python':
KeyError: 'requested item "run" does not exist'

as usual i looked for a solution by checking questions of people have the same problem here and elsewhere. so i followed some of the best answers. such as, setting the actor flag in physics tab, some people suggested that reinstalling blender would help. nothing worked for me.
thanks anyway


texts: How to use the File Browser's (with ImportHelper) execute function?

texts:
I now have the file browser, and I've found out how to load the texture into the node but not from the file browser. I have to type the file path in manually, and I had to put it in a different class that was activated with a bool... so, how can I activate the file browser instead?

code

import bpy
import os
from bpy.types import (Menu, PropertyGroup)
from bpy.props import (BoolProperty, FloatProperty, EnumProperty, StringProperty)
from bpy_extras.io_utils import ImportHelper

def update_texture(self, context):
    path = self.screen_texture.value
    img = bpy.data.images.load(filepath = path)

    nt = bpy.data.materials['Screen'].node_tree
    n = nt.nodes["screen_texture"].image = img

class IgnitProperties(bpy.types.PropertyGroup):

    screen_path = StringProperty(
       name="Browse Image:",
       description="Loads the texture for the screen",
       maxlen= 1024,
       subtype='FILE_PATH',
       update=update_texture
   )

class IdentifierFileSelector(bpy.types.Operator, ImportHelper):
    bl_label = "File Browser"
    bl_idname = "macbook_controller.identifier_file_selector"

    def execute(self, context):
        fdir = self.properties.filepath

        # Screen Texture

        return{'FINISHED'}

class IGLayoutDemoPanel(bpy.types.Panel):
    """Creates a Panel in the scene context of the properties editor"""
    bl_label = "MacBook Controller"
    bl_idname = "macbook_controller.macbook_controller"
    bl_space_type = 'PROPERTIES'
    bl_region_type = 'WINDOW'
    bl_context = "object"

    def draw(self, context):
        layout = self.layout

        scene = context.scene

        # Screen Texture
        layout.label(text = "Screen Texture:")
        layout.prop(scene.ignit_panel, "screen_path", text="")


texts: Select Dynotopo field and check it as true

texts:
I would like to select the dynotopo and place a check into the field, yet I can only find a toggle script. bpy.ops.sculpt.dynamic_topology_toggle()
I'm not sure where I am going wrong. All other sculpt options seem to work.


texts: Best way to model the top of a rook piece?

texts:
I'm having problems modeling the crenels (battlements, castellated parapets) of a rook piece. The basic modeling is easy, the problem comes with subsurf modifier. I can't achieve the shape I'm looking for.

Any combination of bevel, edge loops, creases, gives me artifacts, or I lose the circular shape in the top view.

Here is the blend file, if you want: http://www.pasteall.org/blend/31339


texts: Hi, my jaw master rig is at an angle for some reason. I have attached a picture with the meta rig where everything appears to be normal


texts: Camera rendered view only renders a tiny square

texts:
First off, I'd like to say that my rendered view is working but when I try to view it from the camera perspective (by pressing 0) then only a small square gets rendered and the rest is still in solid view.

As you can see, it works as it should when not viewing from camera view

But when viewing from camera view, it looks like this:

As you can see, only a tiny square gets rendered and the rest is still in solid view.

I suspect that the camera setting is wrong and needs to get adjusted but I can't figure out which one it is. I tried deleting the camera and adding a new one but I still get the same problem.

I would appreciate any help.


texts: Is there any way in which one can delete an object in a .blend file without opening the file with Blender?

texts: Here's how it went down: A .blend file of mine has an object that somehow was corrupted, it has a mesh that somehow stopped matching it, I can append that mesh into a new .blend file just fine, but I can't append the object that was associated with this mesh, everything else was fine, but, right, I can't open the .blend file that contains this corrupted object with Blender now anymore solely because of this object, it crashes when I try to open this .blend file, so I wonder is there any way I can delete an object or things like that in a .blend file without actually opening the .blend file with Blender to avoid crashing?


texts: How to rotate texture 90 degrees when using Object texture coordinate?

texts:
I feel so stupid as I can't figure out how to rotate a texture 90 degrees when using Object as the Texture Coordinate without it starting to stretch on the sides. I'm using Object instead of UV as I want the texture to be same size across multiple different sized objects.

The only way I could achieve it is by rotating the object itself 90 degrees or by rotating the textures in photoshop but both seem really hacky.
Any advice?


texts:
Studying 'vertex parent' yesterday, I found a strange thing.

What that means is that making vertex parent in object mode is different from edit mode.

Way in edit mode: we select child object and shift select parent object(now active object) and convert it to edit mode and assign parent vertex and ctrl+p.

But in object mode there's no process to assign parent vertex.

It is very strange to me that exactly same operation(make vertex parent) differs(one can assign parent vertex manually and the other can't) in two modes.

Is there no way to assign parent vertex when making vertex parent in object mode?


texts:
I need help,
I need to cut windows out of the fuselage of an airliner, however every time I do that I get these weird shadows/creases.
I am limited to a certain amount of vertices because it is for a Flight Simulator, and it is also important the windows stay at the right size, which they are now.

Thanks in advance :)


texts: How can I create a glass globe with a sandblasted effect?

texts:
I have set myself a challenge to create a glass globe with sand blasted land mass and totally transparent sea.

Creating the globe is straight forward enough but I'm not sure of the best way to create the land. I've tried adding a UV map but the glass always becomes solid even where the sea is...

Can anyone suggest the simplest way to do this? Or, better still, an example for creating a sandblasted effect on glass.


texts: When using the knife tool, if I accidentally click in the wrong spot, is there a way to remove the last placed vertex instead of cancelling the whole operation and starting over?


texts: Can I recover my old keymap without opening Blender?

texts: After my Graphics Card broke I want to use Blender 2.79 on a new PC. Unfortunately I cannot open Blender without a Graphics Card to export my Keymap (and other Settings, like Design). Can I get these Settings without installing the Graphics Card back and forth?


texts:
I have a mode of a bathroom closet, and there is something wrong with the UV. I marked the seams, pressed "unwrap", but the checker texture look stretched for some reason.

And then I tried separating one of the doors and the checker texture changed, but I didn't touch the UV:

Then I got to the UV editor, and tried to scale and rotate the UV, but it didn't change how the checker texture look on the model:

And for some reason, when I try to look at an image texture, the UV editor is a rectangle and not square:

How can I solve it?


texts: is the front/back (.Fr .Bk) naming convention useful for mirror weight painting or poses? why does it exist?

texts: I just discovered this exist and I'm curious to know if it actually helps in something, like mirror weight painting or poses on "Y" axis.


texts: Why is my smoke animating on preview but not on render?

texts:
I am trying to do a simple smoke simulation using the Quick Smoke effect and the problem I am running into is that although my smoke shows and animates fine on preview, when I start rendering it just stays still, a big smokey blob around my emitter object. It appears to be simply rendering Frame 1 of the smoke in each frame.

I have tried to bake the animation in my Smoke Domain and my Emitter object ( because I don't honestly understand which is the one that 'owns' the smoke in this regard ) and save the project afterwards but that didn't change anything.

This is the only frame that appears to get animated. The behaviour is the same between Eevee and Cycles so I assume it is something I'm doing wrong.

My smoke domain looks like this:

What do I need to add or change in order for my animation to behave the same way in render that it does in preview?


texts:
So, I have an object to which I preformed a boolean operation. The problem is that by doing that, some of the normals on the object are facing the wrong direction:

Now, the object looks fine in blender, but when exported to Unity, since faces cannot be double-sided, they appear facing the wrong direction and appear invisible:

So I tried recalculating the normals to see if it would fix that problem, which it did, but it created another one:

Now the object looks very weird and lit wrong, and I have no clue what's wrong. I've recalculated the normals again, I've flipped only the normals in the door part, but nothing seems to fix it. If someone can help I'd be very grateful.


texts: How would I composite my rendered animation

texts: I'm new to blender. I created an animation, and it saved in my folder as 140 pictures, for each frame. How do I take all of that and add it into the compositor to add some effects that I need?


texts: Why does mesh shrink when using shape keys?

texts:
This is the first time I've used shape keys, but from what I understand they should be pretty straightforward.

I have the Basis key and I've added an Arms_up shape key, see mesh examples below:

Basis shape key

Arms_up shape key

The problem I have, is that half way through the interpolation of the Basis and the Arms_up keys, the arms are shrunk. What could cause this? Are there considerations should I take into account when using shape keys?

Here are my shape key settings.

Where am I going wrong? I should also note that I have two unapplied modifiers in the stack, a mirror modifier on the X axis and a subsurface modifier.


texts: Is there a way to join two strips in VSE?

texts: Is there a way to join two strips into one? For example, If you cut a strip in two, do some other stuff and then realize, you want to undo the cut or something; I found how to groups strips, but not how to actually merge them into one.


texts: camera doesn't show an object. how can be solved it?

texts:
Camera doesn't show an object. how can be solved it?
Screen view of my problem


texts: Is it possible to twist bones while posing on Weight Painting mode?

texts: On regular pose mode, I can twist the forearm by changing the rotation value under Transform. But I can't use this method on Weight Painting mode, any value I change in Rotation moves the whole mesh. I can still pose the arm by grabbing the control bone, but I can't do twisting motions, just bending.


texts:
Working on a human character and when i try to add faces to attach the body it wouldn't work .. Tried F , Alt + F. Relatively new to blender.
Also tried on a basic cube still won't fill in faces.


texts: Ways to create a cylindrical shell (annular volume)?

texts:
The only way I know how to make a cylindrical shell is to

ShiftA, Cylinder, to insert a cylindrical mesh.
ShiftA, Cylinder, to insert another cylindrical mesh.
SZ2Enter, to double the height of the second cylinder.
SShift+Z0.5Enter, to halve the diameter of the second cylinder.
Right Click the first cylinder, click the wrench icon, Add Modifier, Boolean, Difference, Cylinder 001 (or whatever the skinny cylinder's name is), Apply.
Right Click the second cylinder, x to delete it.

Does anyone know easier ways of making a cylindrical shell, preferably out of a single circular mesh or cylinder?


texts: Adding a plastic cover over teeth (braces)

texts:
I have model of teeth. I need to make a plastic like cover over it as shown in image below. Can anyone suggest how can I achieve this?
Thank you.


texts:
I am trying to create a shader that replicates the shadows from the original Sonic Riders, here I have the in game model set up with a toon shader, but I am unsure how to fully recreate this effect.

any help is greatly appreciated!


texts: Using joint angles to animate a character

texts:
I work on modeling of human locomotion, I have a physical model of walking that runs on a gazebo like software (ODE based). I extracted the joint angles of a walking cycle in a file and want to use that to animate a body in blender.

I have an already rigged model in blender and I would like to animate the model using the joint angles extracted from my model. I need some hints, because I am new to blender and don't know where to start. I guess it should be possible to directly access the armature from python for example and specify the orientation of each joint. Is that possible ? Is there any tool or example showing that ?

Many thanks


texts: How to bake animations to textures (as image sequence?)

texts:
I'm trying to create content for projection mapping on a real object! Basically I made a model of the object and unwraped it, created the content over the UV map (in After Effects) and then used that content as a video texture on the model which is projected on the real object The problem is creating content on the UV map...
I used to do it in after effects but then I've seen this guy (https://www.youtube.com/watch?v=aPaEq072ifM) doing it only with blender, by baking textures as image sequence... How does one do that?
Here's the post in question: Baking Textures as Image Sequence by Script in Cycles
Quick example:
I have lights turning around a 3D model of a building (I'm trying to learn to projection map on actual objects using blender). I want to be able to bake the effect of the light on the model as an animated textures that would of course fit on the UV map of the model.


texts: How can i add an extra object to a mesh/armature that i have forgotten to add to the mesh before i added the bones?

texts:
i have a character that i parented to an armature but now i forgot to add one little object on the head beforehand. now i have tried parenting the extra object to the character and it works fine to move it in objectmode but whenever i move it in pose mode (and render it) the extra object wont come along
can anyone help me with this? :)


texts: Making a menu to take me to different scenes

texts: How do I make a mesh clickable so that when I click on it, I go to a different scene? Obviously just making a mouse sensor (left button) > Set Scene (game) isn't working. Whenever I click anywhere on the screen, it goes to the next scene. How do I make it so that when I click a specific object, the actuator goes off?


texts:
I've been using 3 GTX 1080 cards for more than a year now, for Cycles rendering, but just recently, all of a sudden, Blender is only using one of them, ignoring the other 2 for rendering.

I can see all three in Blender User prefs. The system (Win 10) sees them, it's only just one, being used for rendering.

I've tried different versions of Blender. Even Nightlies. Same thing.

Any help and suggestions more than welcome.
Thank you.


texts: Set vertex location to always be between two other vertices

texts:
Is it possible to set a vertex's location to be relative to another?

For example, A-B-C; I want B to always be exactly halfway between A and C, so that if I move A or C, B moves to stay halfway.

Ideally, I could then move B, and the delta between old/new is preserved, so that if I move A/C, then B moves to halfway + delta changes.


texts:
I need your help. I have a model that has a cable attached to the back of the head and body. I want the bottom part of the cable attached to the body to follow the body bone and the top part attached to the head to follow the head bone, deforming the bone chain and stretching as the head rotates.

Does anyone know how to do this?


texts: How do you morph a small cylinder shape circle into a cartoon eye shape?

texts:
Hey I am new to blender and have been doing some practice in modeling for some time but I can’t seem to figure out how do I get my circle cylinder to morph into a cartoony eye shape?
Every time I try and attempt to do it, the edges look too sharp.
I have provided pictures to show you the shape I am trying to morph as well as a picture of the eye shapes I’m trying to achieve, keep in mind I just want to know how to morph it into the structure of the eye shapes not create the details inside.


texts: Can I permanently add add a method to the driver namespace?

texts:
I have a method x which I can add to the driver namespace like this:

bpy.app.driver_namespace["x"] = x

but the namespace is reset everytime I restart Blender, which then messes up my drivers. Is there a way to permanently add it to the namespace or auto-execute this script when starting Blender?


texts: Creating animations for Unity models using Blender?

texts:
I am relatively new to Unity.

Currently, I am trying to make some animations using the free model Unity-Chan available from the asset store. Could someone post some helpful tips or perhaps a link with a brief walkthrough on how to perform this?


texts: Help with rendering a google sketchup file, on blender?

texts:
I have inserted a google sketchup file, when i clicked render this happened. It is not rendering, and is turning up pixelated like this, and unclear.

blend-exchange.giantcowfilms.com


texts:
So i'm trying to merge 4 color passes (DiffuseColor, GlossyColor, TranslucentColor and SubsurfceColor) so i can get 1 Combined color map. Is this possible? If so, how cand i do it?

Thanks!


texts: i'm trying to add hair onto this model I got and for some reason when I use hair lab to create the hair no matter what I change the particles to it is not showing up like normal... It ends up looking very thin and practically not there. This doesn't make sense because when I add a cube and create hair the particles show up normally. Hope someone can help, thanks.


texts: Convert Formula to xyz Function (blender python) - Pisot Triaxial Surface

texts:
Two sources: (See end result there as well)
http://www.atlantis23.com/ei_parmsurf/images/63.html
and
http://paulbourke.net/geometry/toroidal/ (scroll down)
Trying to get a handle on the process of converting readily available math formulas into mesh.
The formula (from the first source):

[general]
name = Pisot Triaxial;

comments = Charles Pisot (1910-1984).;

a1_min = 0;
a1_max = 6.28318530718;
a1_steps = 50;

a2_min = 0;
a2_max = 6.28318530718;
a2_steps = 50;

[formula]

X = 0.5 * 0.655866 * cos(deg(1.03002 + A1)) * (2 + cos(deg(A2)));
Y = 0.5 * 0.74878 * cos(deg(1.40772 - A1)) * (2 + 0.868837 * cos(deg(2.43773 + A2)));
Z = 0.5 * 0.868837 * cos(deg(2.43773 + A1)) * (2 + 0.495098 * cos(deg(0.377696 - A2)));

I'm guessing A1 and A2 translate to U and V respectively.  Some of the other variables may perhaps translate to a, b, c, etc variables.
After that, I'm lost.

Eureka!
Based on Batfinger's input below, I put together this:
Literal copy paste.

Pisot Triaxial Surface
Math Function XYZ

X = 0.5 * 0.655866 * cos((1.03002 + u)) * (2 + cos((v)))
Y = 0.5 * 0.74878 * cos((1.40772 - u)) * (2 + 0.868837 * cos((2.43773 + v)))
Z = 0.5 * 0.868837 * cos((2.43773 + u)) * (2 + 0.495098 * cos((0.377696 -v)))

U Min = 0
U Max = 6.28
U Step = 50

V Min = 0
VMax = 6.28
V Step = 50

That works!

There just seems to be so much out there that readily translates.  Useful to know.


texts: Cycles: Front plane's alpha pixels getting 'canceled' by rear plane's alpha pixels

texts:
I am rendering a scene with three planes that all have emission shaders.  Farthest from the camera is the room plane (#1) with a movie texture, close to the camera is the face plane (#2) that has an RGBA movie (alpha channel) texture, and flying across the scene is a plate plane (#3) that has a PNG image texture (alpha channel).  Lighting is irrelevant, since there are no other objects in the scene. The #3 alpha is working as it enters the scene (the green circle below), but as it moves in front of plane #2, #2's alpha bits are turning #3s alpha bits to black (the red circle below).
Here you can see the object view with the two planes overlapping (the plate plane is rotated about 45 degrees) When #3 completely overlaps #2, the plate is surrounded completely by a black square.
The transparency is accomplished with the "standard" set of nodes on both planes #2 & #3.


texts: Change between layers using shortcut in blender 2.8

texts:
I've recently update blender to 2.8 and now I'm looking for a shortcut to change quicly between layers (or collection views). Something like 2.79 had:
Shortcut to switch between layers?

I use to make presentations using full screen view (control+alt+space) and there is no way to change views there.
Any idea ?


texts:
So as a follow up to the gimbal lock question, I've learned that for a camera it's best to use YXZ euler model (as explained in this video).

Here's the problem. When I add a camera in blender, it for some reason points downward, so when you change the euler to YXZ, rotate the camera 90° along X axis(gimbal), you immediately hit the gimbal lock. That wouldn't be a problem, if you could apply rotation to the camera - which seems to not be possible.


texts:
Ive only been introduced to Blender yesterday and have been trawling through the tutorials and loving it, definitely a new fan, albeit still taking very small steps.

I exported a VRML from a GIS application (ArcScene).  I have done little to the scene in Blender, apart from adding some material effects to the ground layer.

What I can't understand is why my final render has a lot of noise in it.

Can someone give me some pointers on how to get a better quality render?  Is it something to do with the render settings or have I missed something on the import/configuration of the scene?


texts: How do you rig eyeballs without affecting the rest of the face?

texts:
I have a human mesh in blender. It's rigged.
I use it in Unreal Engine.
Works fine.
Now I want to have bones to rotate the eyeball(s).

But right now it rotates the eyeball AND part of my face.

So how do I make a bone only affect the eyeball?

All are separate objects (body, eye.r, eye.l).

Sorry, maybe it's due to my lack of correct vocabulary, but I really cannot find a solution. Been trying and googling for days.

Thanks in advance for any hint!
D.D.


texts: Hide Blender's grid floor programmatically

texts:
When a new install of Blender opens, there is a camera, a light source, a cube and a matrix of vectors on the x,y 16x16 plane.

As I do not know what this is called, I cannot search for it to switch it off or change its values.  I've checked Neal Hirsig's grand reference, and gone through the User Preferences, but cannot find what I'm looking for.

What is this reference vector matrix called?  How can I modify it?  I want to toggle it into/out from my 3D ViewPort Editor Window.

EDIT: OK we know it is now called the grid floor, but I need to toggle it programmatically and didn't ask for that at first.

bpy.types.SpaceView3D.show_floor = False

does not appear to work in code.


texts:
I'm currently working on a spaceship render. The engines glow and emit light. I have cubes behind each thruster that contain volumetric properties, I want these to look like a subtle back burner or just some ambient light coming out from the thrusters.
As you can imagine, the engine thrusters are circular. I have my volumetric in a cube, and of course the gas is cubic. It is not the right shape I am trying to accomplish. I need the volume circular, or just soften edges.
I have attached an image of the render, with the problem of the square volumetric occurring, as well as a screenshot of the nodes I used for the volumetric shader.


texts:
So I created rig bones and etc, but I still can't properly generate rigify buttons, when I press Generate Rig
 ,
rig bones of my character goes somewhere down. How can I fix this?


texts: What is this 'view only the selected area' mode I am in, in the 3D viewport and how do I out of it?

texts: I've managed to enter this 'view only selected area' thing in the viewport and I have no idea how to get out of it.


texts: How to speed up blender animation playback. It is slow

texts:
I've been trying to make this animation, and every where I've looked people don't have as low of fps.

I have a 16GB RAM computer with a new graphics card.
(I'm able to play Mine craft and blow up a TNT town with Little lag)
( And I'm able to play counter strike at a constant 90 fps )

Example:


texts: while I was sculpting today a part of my interface disappeared while accidentally hitting a key combination I don't remember. The interface only changed in Sculpting mode and it only changed in this project, it's back to normal when I open a new project. Is there a way to fix this?


texts: how to combine two Maximo animation without repeating from origin

texts:
im trying to combine two animation (to make it simple i duplicate the same animation three times). However, when the second and third animation started , it reset the position of the armature to the original position where the first animation started.
here is a video to explain :

https://drive.google.com/file/d/1TH4uucxAoxsmUTQiNhzZG6HIR5F1ozhH/view
any help please ?


texts: Shrinkwrap modifier with curvature control? – Machining inside corners

texts:
I am trying to create form fitting stands for some rocks that I 3d-scanned. What I've managed to do so far is to create a 3d-printable version. To produce the negative form I shrinkwrapped a plane on my scanned object (to blockout undercuts) and cut it out of a solid with the boolean modifier. That worked incredibly well.
Now I would like to mill such form-fitting stands out of wood.
Unlike with 3d printing, I can't machine sharp inside corners with the cnc-router.
--> https://makeitfrommetal.com/machining-square-inside-corners-the-nightmare/
Is it possible to limit the shrinkwrap modifier so that the plane clings to the surface of the stone without producing sharp corners? The smallest inside curvature has to be limited to the radius of the ball- or endmill I am using (5-8mm).
Does anyone know a different method which could solve the problem?


texts: How do I successfully attach this hand I made to my forearm, without creating extra geometry. I just can not seem to connect them properly, and when I subdivide the surface or knife bisected the lines to create extra vertex points, it messed up my faces on the rest of my forearm and wrist area.


texts:
I'm super new to Blender and working on a script for Blender. My question is how to rotate scene via python script, just like using middle mouse?

Thank you.


texts:
My goal is to add procedural grass patches along the crevices of tiles. I have a tile pattern as below

So, is it possible to add noise along those black lines so that they can be colored green to give some grass patch effect??
To my knowledge I can only add Noise inside the black lines by using mix RGB node with fac as the tile pattern and noise node as one of the inputs as shown below.

. But this isn't what I need.. i need the noise to extend beyond the line boundaries a bit more (not just inside). Any ideas how to achieve this??


texts: Particle system. Why is the hair not following the mesh?


texts: How to make camera rotate around object and take pictures from different angles?

texts: Please give me a script example of how to make camera rotate around object and take pictures from different angles


texts: Material persists even after being deleted

texts:
I created a Blender Render material and added color, after that i changed to cycles render and selected use nodes, now material color persists even after deleting the original material so any material i apply result in a darker color than when i apply it to new objects.

It is as if the original color had been baked to the mesh so now it´s darker than normal even if i remove all materials from it.

I may have done something else but i can`t recall, i deleted the automatically generated data in node editor (Material and Out, still in blender render)

Im joining now the original mesh with a new one and it is always bicolor, i can change color by applying a single new material and works for both pieces but the new mesh is always lighter than the original one.


texts:
I am trying to animate a fbx imported file originally made in solidworks, since it was made in solidworks all the parts are in different layers. In order to change the rotation pivot I need to change the origin however nothing happends when I try going the object/set origin route.

Is there a way to change the origin of collections or merge a collection to a single object so I can change the origin?

There are serveral hundreds of subcollections so I cannot select them individually.


texts: How to make smoke puff repeatedly in an animation

texts:
I am animating a locomotive and I need it to have smoke puff several times throughout the animation but I can only make it happen once. The first smoke puff I made using CG Matter's tutorial here: https://youtu.be/sNHIdcjhJT4

Any help would be appreciated.

This is the current setup of my scene. Another thing I will need to know is how to make smoke appear in the middle of the timeline rather than at frame 1.


texts: Two different objects at first then merge them, but keep them seperate on the former frames

texts:
I got two different objects, I want them to move seperately between first 40 seconds(frames), then want to merge them into one. However, if I would use CTRL+P after selecting the two, they also started to move together in the previous frames. I want two objects to be joint only after some point and want them to be seperate before that particular moment.

Thank you for your help!


texts: world lighting doesn't affect objects with Eevee renderer

texts:
i want an object to be evenly lit with a flat color, but i can't achieve such result - scene lights work, but world color does nothing and i don't know any other way of adding an ambient light.
here's the file with preview of how it looks like https://pasteall.org/blend/df6fc53b54dd49fdac33a9d0bd65ea0c
(i've set the world background to bright purple just so that it would be easier to notice the difference in case some intensity setting affects it - like it was the case with my green point light)


texts: How to set origin points of multiple objects to a corner of their bounding boxes with Python?

texts: So, I’m new to scripting in Blender but I do have a project which requires me to change the origins of all the meshes to minimum X, maximum Y and minimum Z coordinates of their bounding boxes so the left-down corner. A project consists of several meshes and it’s really repetitive. If it’s possible I would love to know how.


texts: Problem with bluring a light which is behind another object

texts:
Good night, I have a problem on applying blur effect on the node compositer on an object which is between 2 other objects, like this:

I can't find a way to make the blur look just like the shot itself :S anyone could give me a hand? thanks :D


texts: How to insert draw method inside a built-in bpy menu list

texts:
As title, although it is not a good practice to insert any additional button in a built-in menu. What if I meant to do so?
bpy.types.Menu only provide menu.prepend(call_func) and menu.append(call_func) to make custom draw method in front or behind the original buttons.

Menu(bpy_struct) only said it is not possible to reference menus in Blender’s default scripts. So is the concept of draw is working like following code?
issubclass(menu, bpy.types.Menu)

if menu.prepend_callback:
  for menu_func in menu.prepend_callback:
    GUI.draw(menu_func)

GUI.draw(self.draw)

if menu.append_callback:
  for menu_func in menu.append_callback:
    GUI.draw(menu_func)

And If I really need to do insertion, I will need to insert the menu function directly inside the panels source code?


texts: How do i change the pivot point of the "Rotate" text fields in the Transform panel?

texts: I've already figured out how to set a pivot point for the normal Rotate tool in the Toolbar, but whenever i try to animate something rotating, it always ends up rotating around the axis (in this case the Y axis) instead of rotating around the pivot point that i previously set it to. Keyframes seem to look at the "Rotate" text fields in the Properties panel instead of how i actually rotate it using the Rotate tool in the Toolbar, which is why the title is phrased like that.


texts: It has been a while I am trying to solve the problem. The thing is my Mapping node seems not to have any effect at all on the object. I wish to resize my texture (to diminish it and repeat it), but I have followed many ways to do it by searching on Google and none has got any reaction on my software. I guess something isn't switched in as it should:


texts: Eevee bump and displacement modifiers are low resolution?

texts:
I feel like I'm doing something wrong but I have found no answers online. For some reason in Blender 2.8, bump and displacement maps are always in low resolution. The antialiasing is bad, and when I zoom out from the object it just looks like a lump of pixels.

I've tried setting my antialiasing samples to 32, anisotropic filtering is 16x, multisampling is 16 and it still looks low quality, in viewport and even after it's rendered. I won't be able to use the default textures with a normal map. I've also seen a whole lot of people having high-quality bump and displacement even before Blender 2.8 officially released (Ducky 3D for example). Any fix for this?


texts: Exporting a rigged object to Unity (as FBX) produces massively distorted mesh, affecting normals

texts:
I've just built my first rigged model in Blender. Everything looks okay inside Blender, but when I export it as an FBX and bring it into Unity - not so much.
If I drag the whole rigged model into the scene, it's the right shape (and bends in the right places) but the lighting on it is crazy. Dragging the raw mesh into the scene and rendering it without rigging shows why: the underlying mesh is HUGELY distorted from how it was built in Blender.
I'm sure there's an option in there somewhere, either on export or on the bones or on the model. But I don't know what it is. If there are multiple settings change, I am fine with that.
Can anyone help? Thanks.


texts: I only see a outline of a square in my editor type area. I'm very new to blender and I clicked some thing to do this, and ctrl z doesent work. If you can help that would be appreciated!


texts: If I buy an RTX card just to render will it work?

texts: I have a quadro card connected to my screen, but I want to have the RTX 2080 do the rendering as the selected compute device - if it is not plugged into the monitor will this still work? (basically can the rtx send a picture of what its doing via the quadro display output for Evee?)


texts: Can a model be both smooth and flat shaded?

texts:
I wonder is it possible to have 50% smooth shading and 50% flat shading in blender cycles, applied to an created mesh?

The 1st image has a smooth shading on it and the 2nd has flat shading , is it possible to have 50% smooth shading and 50% flat shading? or 30% smooth and 70% flat?


texts: Object glitching/dissapearing in render due to parenting problems

texts:
I have completed my animation but I realised when I render it that one of the propellers blades starts to glitch. On some frames it is in shot and some it is out of shot and this is really strange. These 'blades' are both parented to the same 'propeller' and the 'propeller' is parented to the middle ball. I have baked the animation through so this shouldn't be a problem. These propellers are passive rigid bodies.
I have tried to figure out this problem and I just can't get to a solution. I've never had it where a rigid body object glitches out like that in the rendered animation, it's almost like it's jumping, which on the render these frames show the object as invisible.
The video attached will show. https://i.imgur.com/IhKCTeW.mp4

If anyone has experienced problems like this or knows an answer to my dilemma that would be greatly appreciated, thanks!


texts: How to rotate mesh which has "Clamp To" constraint

texts:
I'm trying to use constraints to create animations like in the example:
(I used shape keys in this example). I dont want to use shape keys since I want to use the moving parts as a target for the "Copy Location" constraint of another mesh.
I am trying to key frame influence of "Clamp To" constraint to make this animation:

Problem is that "Clamp To" affect mesh difrently when I am trying to duplicate and rotate around 3D Cursor mesh and curve(that is used as a target of "Clamp To" constraint of this mesh). I don't understand why it the mesh shifts relative to the curve while passing certain rotation value:

How to rotate the mesh and curve so mesh not change it position relative to curve? Or how can I make this animation using constraints?


texts: Subdivision Surface Modifier freezes Blender. With each subsequent processing for seconds

texts:
I am on Blender 2.83. with 8GB RAM, I5 3470 3.2 GHz, GeForce GTX 1050Ti.
I am trying to learn procedural modeling with a tutorial and I've got problems with subdivisions.
If I increase the subdivisions to >3 in my Subdivision Surface Modifier, the result is 860.160 Vertices. Blender freezes for a few seconds every time I change any values in Blender (eg on any transforms on any object).
I am total lost in hardware questions. Task Manager during the freeze says:

CPU 78 %
Memory 56%
GPU 0 (seems unrelated)

Is there any chance for me to fix this and increase the possible subdivisions trouble-free? E.g increase RAM or change any Preferences?
I tried to decrease undo RAM Limit with no success so far.


texts:
I am trying to make an animated human in Blender.
First, I imported a human mesh. Then, with the Rigify Addon, I added a skeleton and adapted it to the mesh. No problems so far, but, when I try to do the Skinning, the mesh becomes very large (see picture 1). Also, when I move bones of the skeleton rig in Pose mode, I can see distortions on the mesh (picture 2).


texts: How do I separate 1 Vertex that has 2 UVs?

texts:
I've imported a model from MagicaVoxel, and it uses UV mapping to assign vertex colors. I'm editing it in Blender 2.8, but I'm running into the issue that one vertex has 2 UVs in the same UV map! I thought this was impossible, and I need one vertex per UV. See the image below:

Here's a video of the same effect in motion (you might need to full-screen to see the detail)
As explained in the image, selecting that vertex in the 3D viewport auto-selects 2 UVs in the UV editor. Alternatively, selecting one of those 2 UVs auto-selects the other, but the stats bar at the bottom says I've only picked 1 vert.
Question:
How can I split these type of vertices that have multiple UVs? I'd like one vertex for the light-gray UV, and one vertex for the navy blue UV. My scene has 135k verts, so I would be very grateful for a solution that doesn't require I hand-pick them.


texts: UV mapped texture being distorted by extruding and rotating

texts: I'm trying to make a castle tower with this rounded stick-out part on the side. I'm trying to add this brick texture image but it's warping at the part where I extruded and rotated.  I've tried Smart UV Unwrapping and other stuff but it never works properly. Any help would be appreciated.


texts: Color management: Monitor calibration issues + Compositor issues (+ ideas for improvement)

texts:
I am aware that there are other posts about color management, but bear with me. I have a wide-gamut monitor and HW calibrators (Spyder 3 and i1 Pro) with custom profiles, meaning without the SW knowing it is displaying in wide-gamut and even a bit adjusted colors, the displayed colors are waaay off. I already made a monitor profile and put it into the Blender color management pipeline ( How can Blender be augmented to display color critical and accurate results? ). I now have concatenated Filmic + sRGB-> monitor profile. However working with colors just improved from unusable to barely acceptable, there are still a lot of issues, that I need help to solve.
Main issues currently bothering me:

The final render is displayed in my monitor's color profile, which is nice. However, after saving the file is in this profile as well, i.e. I have to process it in another step... something like open Photoshop, assign my monitor profile, convert to sRGB and save. I guess the current workaround is to set "Filmic-only" profile before saving and then switch it back again, which is an annyonce and error-prone (could be done by script though). Is there another way that I missed?

Compositor: If I load a file, which should be on top of the render (model on a green-screen, logo, anything, ...) it is processed by the same color transformation as the render: Filmic + sRGB -> monitor's profile. The latter part is ok I guess, but Filmic should not be applied here. How to turn it off for images imported in compositor?

Ideally it seems to me that there should be separate monitor profile that is applied on top of everyting (render image, color pickers, compositor) without other parts of Blender even knowing that.
Also I now wish there was a color conversion node in Compositor that would allow conversion from/to various color spaces. Just an option to load a manually-prepared LUT would be enough. This would solve a lot of issues for me.
Am I getting something wrong and there is an straightforward way to fix theses issues? Thanks!


texts: Does anyone know what happened to my render?

texts: I've been working on this scene for a while now and have never had any troubles at all until this afternoon. For some reason, the render (both in viewport and exported) now just come out as noise and I have no idea why. Does anyone have any ideas? The only action I performed since the last successful render was a Boolean (applied) to create the pit. As you can see from the screenshot, no other views have been affected...


texts: Run Python Operators in Animation Node - UV Unwrap through Python

texts:
I am relatively new to Python. I am trying to create a simple script inside of the animation node (by: Jacques Lucke).

My train of thought for this script is that it will get the selected object in the viewport, go into edit mode and uv unwrap the model through cube projection and afterwards pack the islands inside the 0,1 space without overlap.

I read somewhere that I don't need to import the bpy, as it is already included inside of the animation node plugins but if I remove the "bpy.ops" part, it will say that the context is not defined.

If I put the bpy.ops lines in the python console command it works but not when I try to execute the script in the text editor or in the animation node panel. I believe this is because of the context.

Does anyone perhaps have a reference to where I could learn more about this?

Thanks,
Trinh

import bpy

#Get Selected Object, UV Unwrap and Pack the UV Islands
for obj in bpy.data.objects :
        if(obj.type == 'MESH'):
            bpy.context.view_layer.objects.active = obj
            bpy.ops.object.editmode_toggle()
            bpy.ops.uv.cube_project(cube_size=0.25)
            bpy.ops.uv.muv_pack_uv(allowable_center_deviation=(0.001, 0.001), allowable_size_deviation=(0.001, 0.001))

            #Export Object Result
            outObject = object

RuntimeError: Operator bpy.ops.object.editmode_toggle.poll() failed, context is incorrect


texts: Goal Strength parameter in "Soft Body Goal" works differently in 2.76+ versions

texts: I learn soft body physics in Blender and tried to perform a lesson from tutorial: creating soft-body plane with "pins" on edge vertexes (like hammock). But when i play the animation, result was very different from  described in tutorial. Lesson was written for Blender 2.71, and first thing i repeat experiment in this version. And all worked properly. I tryed different versions and found what in 2.76 parameter "Soft Body Goal > Goal Strength" greatly changed its influence on animation. But i haven't found this change in "New Feature" description or "Bug Fixes" list. So, my question: it's a "bug" or "bug fix" in versions after 2.75 (2.76, 2.77, 2.78)? I would be grateful if anybody would give a link where i can read about this change. On screenshots 25 frame of animation this soft-body object in 2.75 and 2.78 versions.


texts: Adapting Fisheye camera from Blender Cycles to Blender Render?

texts:
I made a Fisheye Camera in Blender Cycles but now I need to change the whole scene to Blender Render. I have already converted the textures and material nodes so that's not a problem, the problem is that the camera I made is a fisheye camera. This is the actual setup I made for it:

In Cycles, the camera works perfectly but in Blender Render the settings just dissapear and the camera deformation for Fisheye doesn't work anymore.
I remember that keeping the camera parameters was possible but I don't remember how...

How can I convert my camera from Blender Cycles to Blender Render without losing the already made setup?


texts:
I am trying to make a lens effect in Blender. I created the material for the lens with the Glass BSDF shader and connected it directly to the material output, and changed my render engine to Cycles. In the viewport everything looks fine:

But when I try to render the final image, the glass material becomes opaque. Is there any settings or something I could accidently have messed up? The final render looks like this:


texts:
I am trying to bake two materials onto a single texture file. Trouble is, my bake is picking up some other strange object, and I have no idea what it could be, or indeed, how to stop it being there.
So I have this deer with two materials on it - one for the body, one for the antlers. When I just highlight the deer, I just get the deer pieces on the UVmap:

However, when I press shift A, I get another thing behind the deer pieces on the UVmap:

Some other thing has crept in there, and is sitting behind all my deer pieces!
Unfortunately the bake thinks this is important, and when I try bake the colours to a single image, it colours it in too:

To my knowledge, the only objects I have are the deer, the camera, and the light. I even tried moving the camera to a different collection, but unfortunately that didn't help.

I am very new to Blender and am in the process of learning via following some YouTube videos, so I apologise if this is a very obvious question, but I am totally stumped! I would really appreciate any help to get rid of this thing.


texts: UV texture getting replaces by another image texture

texts:
hope everyone is well during these difficult times we're going through.

I have a logo which I want to map onto my model. I have marked the seams, even separated the mesh from the model, made a material, just for the specific location which I want to map my logo. But when I do the UV mapping, the UI text is getting replaced by the logo. What am I doing wrong?

Thank you.


texts:
I've been researching how Blender uses the CPU. It seems each algorithm is different where some may use all cpu cores, others may only use 1 or 2 cores.

I am trying to unwrap a very high poly count model from Photogrammetry software. ~9 million faces.

I am using 'Smart Uv Project'. I have also tried normal Unwrap method.

however, the cpu usage starts at around 20% and then crawls to almost no activity and the program becomes immediately unresponsive.

after a few hours the cpu usage sticks to around 4% and doesnt change from then on out.

Is this normal? Is this a limit of Blender?

Thank you!

Model Poly Count:

Resource Monitor after about 5 hours:

My machine:

  Ryzen 9 3900X ( 12 cores / 24 threads ), Dual Geforce GTX 1070 GPU 8GB
  , all SSD, 64GB of ram

  Blender v2.80


texts: import obj file (from turbosquid) only diffuse material, no textures

texts:
I have downloaded couple of free 3D models from turbosquid but I'm unable to see them fully textured after I imported them as obj. files.

Materials are loaded with diffuse shader only, however I can see texture files(jpgs) in UV/image editor

Link to a model: http://www.turbosquid.com/FullPreview/Index.cfm/ID/834553

Any help would be appreciated. Thank you


texts: How can I shift the orthographic camera view over large (>10) distances?

texts:
Orthographic cameras in Blender have the shift_x, shift_y settings:

But these are limited to the value range [-10., 10.]. How can I achieve the same effect as orthographic shift when I need the shift to have magnitude >10?


texts: Cloth going halfway through object to collide with

texts: I am following the popular tutorial by cggeek on his modern bedroom. I exactly recreated his settings and it is giving me this. I am new to blender so I cannot troubleshoot myself. I can provide anymore information you need. I am on a potato pc so I am not sure If that is relevant


texts: Cannot open this file on Blender 2.79b, blender quit unexpectedly

texts:
When i open this file on 2.79b, the apps quit unexpectedly.
But when i try to open in 2.83, it can open normally
But my daughter want 2.79b for editing, she don't want the latest version..
hopefully someone can help me, maybe some trick to make it work
This is the file
http://download1821.mediafire.com/5zb63pnn3i4g/b2ucqkt3tgefl5l/RobloxRig_Woman.zip


texts:
I want to render the sword I just finished.  But when I render it, the hilt and handle are fine but the blade looks odd.  Why is this?

Here is the render:

This is what the blade looks like in object mode:

This is what it looks like in edit mode:

This is my lighting setup:

I'm supposed to have the bevel along the sword but not what I have highlighted below.


texts: Is there any way to have a projection without size changing?

texts: Blender implements an othogonal projection so the further is an object, the smallest it is. In my case, I would like to get a plane (x-z p.e.) where the feel of depth is lost so if 2 objects have the same size, no matter how far they are between each other that they are going to be seen as of the same size, even if one is centered in the image and the other one is far away. Is it possible to do this?


texts: Why is my Object's Origin corrupting its Surface Deform modifier results?

texts:
I'm encountering a super perplexing issue where the Surface Deform modifier I've applied to a low-res mesh mostly works, but results in a few arbitrary vertices ignoring the Surface Deform target, and instead decide to point away from the position of the origin.  It took me about an hour of experimentation to even realize what was going on.  I have a video demonstrating my issue below.
Video demonstrating my problem
Does this make any sense to anyone?  What am I doing wrong to cause my origin to affect (or appear to affect) my Surface Deform results, and what should I check to get it to behave as intended?
Thanks!
EDIT: File attached!


texts: the best way to place crowds of animated objects

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So I am a seasoned veteran in blender, but I have been having problems with 2.8+. it seems as they added functionality, they have yet to replace the legacy ways of operating
the problem is, I have a stadium, and fans to place into it, but no simple way of doing that for a various set of reasons
I have currently tried to following:
Duplifaces:
as they do work for placement, they don't work with collections or animated offsets (to my knowledge as I can't seem to find anything on it)
Particles:
This was incredibly weird all things considered. good collections support for randomly distributing my collection, particle lifetimes give random offsets, however object rotations and the ability to orient by the normal of the emitter do not work... at all... in fact they should simply take them out if they are not planning on using them properly (I am pretty sure they worked in 2.79)
Crowd Master:
now i have seen this, but its a huge investment for what i need, if it has the ability to actually do what blender simply can't, then I'm up for it...
I was wondering if there is any simple way to pull this off


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Can you use 2 non SLI GPUs  in Blender with 2 different architectures an example
a geforce gtx 560 and a quadro fx 4000.


texts: Found the same (BMVert) used multiple times

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I'm trying to import the following .obj file into Blender

v -1.3433 0.3333 -0.7191
v -1.4807 0.3333 -0.3596
v -1.2747 0.0000 -0.8989
v -1.5493 0.0000 -0.1798
v -1.3433 -0.3333 -0.7191
v -1.4807 -0.3333 -0.3596
f 1 2 4 3 5 6

And getting the error specified above. When I switch the order of verts, it seems to be working. Any idea what causes this error and how can I avoid it?


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I am fairly new to blender and I cannot seem to solve this issue;

Whenever I add a new object. I used to get this sort of menu. in the tools section on the right.

However, after working on my file for about an hour. I cannot access this menu upon adding a new object.


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I press 'I' for inserting a keyframe, but couldn't find 'color keyframe' in menu.
There are only 'loc','scale','rot'
If I change object's color in a certain frame, then the color of object is changed too over all frames.
Then how can I change color in amimation?


texts: How to make the child object to match the location and rotation of parent object

texts: I have 2 objects : A and B. A will become the parent object, it has position/rotation animation. B is static object (no animation) . I want the B to be the child of A so i want B to move/rotate exactly as A ... but also i want to be able to move B in its local coordinate. This is like regular parenting, but i want B to jump to A and match A orientation.


texts: Texture Paint and UV Map Islands not showing up

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I'm completely new to blender and have been following CG Boost's beginner tutorials.

I'm at the part where he is painting the knife blade, I already painted the handle of the knife. Unfortunately, when I select the knife blade and then switch from "Object Mode" to "Texture Paint", the UV islands I created for the knife blade don't show up in the left hand paint viewport like they do in the tutorial.

Here's a comparison:

My Screen

Tutorial Screen

Notice how in the tutorial screenshot that the UV islands appear above the texture paint image in dark gray. What am I doing wrong?

Any help would be greatly appreciated!


texts: Is there a way to solve terminator artifacts?

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Has anyone found a way to fix the problem?
Increasing the subdivisions the artifacts remains, less visible because the polygons are smaller.
I have also attached Arnold image (Redshift is very similar) even with less subdivisions and more contrast that work better.


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Description :

I have the pant hose mesh and texture (let's call it texture1) ,and also the body texture(texture 2) ,
I want to blend the body texture with the pant hose texture (make semi transparent pant hose but also have the skin color)
 but only use the pant hose mesh
(layer of skin texture is behind the semi -transparent pant hose)

For easier to imagine, i can get the same result by doing this (but this method duplicates the pant hose mesh, while i want to only use the pant hose mesh as i wrote above)

Rearrange the pant hose UV (let's call it UV1) to fit the apporiate area of body texture . Now i have new UV for pant hose ,let's call it UV2
The arranged UV2 pant hose mesh has the same position as the old one, but has different texture
Make the old pant-hose mesh become semi transparent and leave the new one in same position

Now i have semi transparent pant hose with skin effect

Question :

I want to use only one pant-hose mesh,so i 'm going to edit the body texture (texture2) to fit the UV1
(this is what i mean split the texture follow the UV)
for more clearly about split the texture follow the UV :

****  More detail

For example we have face (A) with  3 vertices ,these vertex indices = 1,2,3
The old UV is UV1,The new one is UV2
I want to do this :
In UV2 editing window, i open the body texture and retrieve texture content inside the face (A) ,and paste that texture part into the corresponding position of UV1
(the position define by face A, which is created by vertices 1,2,3)

-Repeat the steps above with all faces
After doing this (if possible) , i 'll use gimp to place the semi transparent pant-hose texture layer over the new body texture -(the texture created by steps above)- and have the same effect as above

Old post

  I have an object which has two UVs.

  UV1 is for texture 1. UV2 is for texture 2.

  I 'm going to blend texture 1 with texture2 with image editor, the
  semitransparent layer of texture1 is on top of texture 2

  Is it possible to split the image of texture2 follow the UV2, and
  paste to the right position of UV1 ? Thanks