texts: How to add a new item to the Mesh submenu of the Add Menu in this script?

texts:
How do I include a new 'Realistic Stone' item in the Add menu, Mesh submenu in this script?

bl_info = {
    "name": "Realistic Stone",
    "author": "",
    "version": (0, 0, 1),
    "blender": (2, 79, 0),
    "location": "VIEW3D > ADD > Mesh",
    "description": "Realistic Stone",
    "warning": "",
    "wiki_url": "",
    "tracker_url": "",
    "category": "Add Mesh"}

# Imports
import bpy
from bpy import context
import bmesh

class RealisticStoneStone(bpy.types.Operator):

    def execute(self, context):

        """Realistic Stone"""
        bl_idname = "mesh.realistic_stone_add"
        bl_label = "Realistic Stone"
        bl_options = {'REGISTER', 'UNDO', 'PRESET'}

        # Mesh - Create Cubic
        bpy.ops.mesh.primitive_cube_add(location=(0.00, 0.00, 1.00))
        bpy.context.object.scale = (1, 1, 1)
        bpy.ops.object.select_all(action='TOGGLE')
        Cube = bpy.context.object
        Cube.name = 'RealisticStone'
        Object = Cube.name = 'RealisticStone'
        bpy.context.object.data.name = "RealisticStone"

        # Modifier - Multiresolution
        bpy.ops.object.modifier_add(type='MULTIRES')
        bpy.ops.object.multires_subdivide(modifier="Multires")
        bpy.ops.object.multires_subdivide(modifier="Multires")
        bpy.ops.object.multires_subdivide(modifier="Multires")
        bpy.ops.object.multires_subdivide(modifier="Multires")
        bpy.context.object.modifiers["Multires"].show_expanded = False

        # Modifier - Displace 1
        bpy.ops.object.modifier_add(type='DISPLACE')
        bpy.context.object.modifiers["Displace"].strength = 0.5
        bpy.ops.texture.new()
        bpy.data.textures["Texture.001"].type = 'VORONOI'
        bpy.data.textures["Texture.001"].noise_scale = 1
        bpy.context.object.modifiers["Displace"].show_expanded = False

        # Modifier - Displace 2
        bpy.ops.object.modifier_add(type='DISPLACE')
        bpy.context.object.modifiers["Displace"].strength = 0.25
        bpy.ops.texture.new()
        bpy.data.textures["Texture.002"].type = 'CLOUDS'
        bpy.data.textures["Texture.002"].noise_depth = 7
        bpy.context.object.modifiers["Displace.001"].show_expanded = False

        # Modifier - Displace 3
        bpy.ops.object.modifier_add(type='DISPLACE')
        bpy.context.object.modifiers["Displace"].strength = 0.01
        bpy.ops.texture.new()
        bpy.data.textures["Texture.003"].type = 'NOISE'
        bpy.context.object.modifiers["Displace.002"].show_expanded = False

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

def draw_item(self, context):
    self.layout.operator_context = 'INVOKE_DEFAULT'
    self.layout.operator(RealisticStone.bl_idname, text="Realistic Stone", icon="PLUGIN")

def register():
    bpy.utils.register_module(__name__)
    bpy.types.INFO_MT_mesh_add.append(draw_item)

def unregister():
    bpy.utils.unregister_module(__name__)
    bpy.types.INFO_MT_mesh_add.remove(draw_item)

if __name__ == '__main__':
    register()


texts:
This is my first time using Blender, so I hope this isn't too obvious.

I'm using Blender 2.76b (can't use the latest version due to the graphics card), and importing an .fbx of a city model (which I didn't create). When I've imported it, I can't see the model anywhere. I've tried translating it as it should be georeferenced to OSGB36, and rescaling it, however nothing is showing. The top of Blender is showing me a fair count of all the faces etc, so it would seem as though the import it working correctly. I've tried some of the different options for zooming to the feature (e.g. Numpad.), but it doesn't appear to do anything.


texts:
I am trying to follow along with this tutorial. I had to put its speed to 0.25 to be able to view it.
In this tutorial it is shown how a cube is separated by selection, and then some part is deleted.
I have taken some screenshots:

I could replicate the first 4 steps, but not step 5.
I have added 2 arrows showing the problem. I don't understand how the author of this video deleted the rear geometry of the cube.
In step 3, he separates the front from the back.
In step 4, he has the entire cube selected in Object mode, and in step 5, the rear geometry is gone.
How did he do that? How did he select the rear geometry to delete it?
Here is a video of my own attempt.
https://www.youtube.com/watch?v=gNhwZ0L9QIQ
Edit: I have just noticed that in the end of the video, I actually succeed. It was due to help of the answerer to my post, Timaroberts.
Thank you!


texts: checkbox list, class parameter area don't react

texts:
new at programming, Python and Blender script, I am trying to give my project a checkbox list witch react to the selected object (here vertex groups but can be anything), so one checkbox or more checkboxes when an object is active and pass a little trial in a function or when needed, another object than the active one act like the active. My problem is :
I know what to do with one checkbox or a define, stable number of checkboxes (example bellow) but not when that number depend on the active object or the object given by a function variable :
Maybe because that takes place in the class parameter area and that area seems to not react to:

the active object
a variable (global nor instance class variable with a list or dict or object passed by a function nor a class method or anything I know
only when you start the script, this area seems to never react after, to never "refresh"

So my question is : can I pass this things in a place, class method, function, register area or something that can react to context or other and work like in the class parameter area, or something making the class parameter area react to context or object given by a function variable.
in fact : what
bpy.types.Scene.the_checkbox = bpy.props.BoolProperty(name='the name', description='my description', default = False)

realy mean,
How can I access in my script dynamically to "the_checkbox" here above or "the name" ?
maybe the answer is here:
https://docs.blender.org/api/current/bpy.types.Scene.html
or here:
https://docs.blender.org/api/current/bpy.types.ID.html#bpy.types.ID.name
I'm trying to understand now... not easy
I find this too:
https://docs.blender.org/api/current/bpy.props.html
In fact I saw in the example here: Function Update on Boolean Property
in the register area a allready define number of checkboxes. Two of them. But I need a tool with if you select one object with two vertex groups (for example), then two checkboxes, Then an object with none of them = no checkboxes, ten of them = ten checkboxes and since it's in the register area, like in the class parameter, you must define it in advance...
something like the properties tab vertex groups, but in the UI region (no problem) and checkboxes instead of locks, reacting to active object or variable designed object


texts: Creating a translucent acrylic-like Shader

texts:
I am trying to make this model and as you can see in the reference, it looks translucent with a glow on the outer ring, like a solid block of acrylic with thickness. Also, as you can see, it emits light from inside so I have made a wire on the inside with emission.
I have tried making the material with some volumetrics and shaders (glass, transparent, glossy) but it doesn't look believable. Additionaly, it's generating too much of noise. Also, as you can see in the reference, the surface is very rough with some scratches. So any help would be appreciated since I am not that good with nodes. Thanks.

Reference:

(P.S. - I am using 2.79b due to some hardware constrains).


texts: How to make measurements on a mesh made from a simple shape?

texts:
I've been working on making some measurements on a mesh of a pentagonal bipyramid mesh I made from a pentagonal "cone" as my starting base. I've tried working with the native Measure tool and using ctrl to snap the ruler to the mesh, but instead, it snaps to the surface of the "cone"  I used to make the mesh?
I've also looked into using the MeasureIt addon and it looks really great, but again only works on the original cone shape I used to make my bipyramid.
Does anyone have suggestions on how to specifically measure the resultant modified shape from the basic cone? If there are tricks I should use for the measure tool, MeasureIt addon, or an entirely different add-on/plug-in, I'm all ears! I'm happy to provide any files or images that might be helpful.


texts:
I tried to write a step_falloff node in animation nodes,but i failed,the consoul gave me an error:

and my code is:

import bpy
from ... base_types import AnimationNode
from . custom_falloff import CustomFalloff

class StepFalloffNode(bpy.types.Node, AnimationNode):
    bl_idname = "an_StepFalloffNode"
    bl_label = "Step Falloff"
def create(self):
    self.newInput("Integer", "Iterations", "iterations", value = 10)
    self.newInput("Float", "Factor", "factor", value = 1.0)
    self.newInput("Float", "Fallback", "fallback", hide = True).setRange(0, 1)
    self.newOutput("Falloff", "Falloff", "outFalloff")

def execute(self, iterations, factor, fallback):

    strengths = []

    for i in range(iterations):
        fl = factor*i
        strengths.append(fl)

    return stepFalloff(strengths,fallback)

class stepFalloff:
    def __new__(cls, strengths,fallback):
        return CustomFalloff(strengths,fallback)

and i put this code into falloff folder in animationnodes ,how to fix this? anyone has an idea ,thank you!


texts: How can I animate custom textures at specific clipping surface locations?

texts:
I am trying to animate a CT Scan of an arm. The result should be an animation in which the arm reveals the inside as a gradient clipping motion.
At clipping point 0 I want to show frame "alpha" of the real CT slice and at clipping point 500 I want show frame "omega" of the real CT slice. Like cutting through the arm and showing each CT slice at the exact location. Any hints on how to approach this?
Edit: The direction and shape of the clipping should be freely adjustable without changing the orientation of the sequence or its content.
I would like light it with an hdri and render it with cycles.
I added two animations here that visualize my issue.


texts:
I'm trying to add a loopcut to a filled in part of my mesh.
why won't it work?


texts: How to fix the weird surface in fluid object

texts: Hi Guys, this is my first time to make a fluid simulation. However, I got some problem. The surface looks so weird. I am trying to make an animation so I do not decide to use sculpt mode to fix it. Is it any other method to fix this problem


texts: Is there a way to register a python script at other moments than loading?

texts:
I know that you can register a python script to be exectued when a blend file is opened (if Autorun is checked in the Preferences). It works very well.

I would like to know if I can register a script to be run at other moments than loading. For instance:

run a script periodically
run a script before/after saving


texts: Quick way to remove thousands of materials from an object?

texts: I've put in about 3 days of work manually editing a mesh (with lots of copying and pasting) to get around the issues of junk vertices with boolean operations in Blender and noticed something troubling.  I started with a single material but after all the edits that single material has multiplied into approximately 20,000 duplicates of the same material, all assigned to separate parts of the same mesh.  I've been clicking away at the - button for awhile and am only up to ~700 deleted materials - is there a way to clear all materials from an object then simply reapply the one I want?


texts: How to UV unwrap a car model using standard perspectives?

texts:
I made a low poly car model (772 tris, game asset) but I'd like to unwrap it so that I can use a single texture like this car (no download, jpeg, 70 KB).

Doing multiple "project from view" unwraps doesn't work since it deletes the last one. So what can I do with Blender?


texts:
I tried the 21.2 version of PRman for blender, the previous worked fine, but this one crashes when I try to render.
Windows 10
Blender 2.78

render within blender:

render within IT:

I tried PRman materials on a cube on default scene, an empty scene. I always get these errors.

Has anybody tried the latest version of PRman for blender?

edit

I don't know if this is off topic.
Nevermind, I have a clue on what is happening if it can help.

Le line in the exported file raising an error is:
Option "searchpath" "string shader" ["./shaders:C:\\Users\\CharlesH\377\377tier\\AppData\\Roaming\\Blender Foundation\\

My user folder name is "CharlesHétier". It seems that the problem is on the "é"...

thanks for those who read and tested, sorry for those who found my question irrelevant here.


texts: Changing keyboard shortcut for 'Add / Shift+A'

texts:
I'm currently using Blender 2.79 as the latest version wont run on my machine.

I'm trying to change the keyboard shortcut that is used for Shift+A in order to add a new mesh.

I've looked in preferences to change keyboard shortcuts, and it seems there is a lot of other shortcuts that use that same combination.

Does anyone know the name of the keyboard shortcut that I need to change?


texts: OpenVDB Properties - How to disable "shadows"?

texts:
I know there is a lot of ways to disable shadows in different objects, but somehow when I import an OpenVDB smoke from a cache made with Blender 2.79, there is no option to change that. For this object, for example, there is no way to change the visibility of the "object properties". I have also tried with light path in the material nodes. Is there anyway to delete some "Grids" from the OpenVDB? I'm assuming that this glitches in the face here are the result of the shadow of the smoke as I experienced this in other situations. I don't really know how this works, but I think that the trick here is that somehow the shadow of this OpenVDB is part of the object. Does anyone know how to fix this?
I'm using Blender 2.83


texts: Combine blender with other free programs to make films

texts: I'm a 13 year old who aspires to be a filmmaker, but I don't have money to spend on software. Luckily, Blender is free, and so is HitFilm Express 2017. I know Express doesn't support 3d models, so is there a way I could still use both programs?


texts: How to test a blender call when using blender as a module

texts:
we have a simple class that does this:
...
   bpy.ops.import_scene.gltf(filepath="path_to_file"))
   bpy.ops.wm.save_as_mainfile(filepath="path_to_saved_file")
...

I want to test that we have called the proper functions with the proper names.
I do not seem to find a way to do that.
We are using purest.
with mocker.patch("bpy.ops.wm.save_as_mainfile") as mocked:
   ....

Gives me an error:
AttributeError: 'BPyOpsSubMod' object has no attribute 'save_as_mainfile'

My understanding that everything is a plugin and is initialised runtime.
I tried to mock the init function with no luck because you do not know on which object to mock it, and some of them have it private (shock)..
I tried to do maybe to get out the information from the console, but with no luck aswel.
(Pdb) bpy.ops.console.copy()
*** RuntimeError: Operator bpy.ops.console.copy.poll() failed, context is incorrect

What is the proper way to test that a call has been made to blender?


texts: Animation nodes: bake Cycles Material Output to keyframes - possible?

texts:
In an older Question I found an answer, what is possible to bake with AN.
One in the list was: Cycles Matrial Output (2 Years ago)
Link: Animation nodes bake to keyframes not working with polygon decomposed offsets
I’ve a Plane with Emission-Node as Material, which changes Color and Strength randomly over time.

When I try to Set Keyframes, there is a problem (I believe):
In Set Keyframes-Node you need an object for reference to the data-path (custom-channel), but the material-datapath is not linked to a specific object (bpy.data.materials["feuerlicht"].node_tree.nodes["Emission"].inputs[1].default_value).
Set Keyframes node tells me

Could not set keyframe

And when I look to python code, it seems, that I need an object for keyframe-setting:
obj.keyframe_insert('location', frame=1)
Or, as I found:
material.node_tree.keyframe_insert(datapath, frame=1)
But the material is not a separate object I can choose in then set keyframe-node, or?
I changed from Area-light to this plane-emission-thing to get it baked, I thought.
Is it possible to get Cycles-Material-changes baked to keyframes in AN?


texts:
I'm making a little animation with some gears. I want that if I rotate the first gear, all the gears rotate with the gain given by the gears.

For doing that I've choose the copy rotation constraint. But in my case, sometime a gear turn one time and the second turn tiwce. With the copy roation I can only put an influence between 0 and 1.

So my question is : Is there a way to put a copy rotation constraint with an influence higher than 1? Or is there an other solution to do what I want?


texts:
I modeled a hand and added an armature, but when I tried to pose the hand, the armature moved faster than the mesh. In fact it moved outside the mesh. Why?

Thanks in advance.


texts: How to scale two objects to fit together

texts:
If I have a cylinder and a half-sphere, for example, like this:

Which is the best/quickest way to scale the half-sphere to match the size of the cylinder maintaining the shape of the half-sphere? So that when I bridge them together I get completely straight lines?

I've tried with snap during transform but I never get the correct resize or the half-sphere gets immense...


texts:
When ever I try to move or rotate a bone in pose mode, nothing happens. The bone stays frozen, not moving to any axes, no matter what bone I chose..
I tried rigify ready to use mesh but had the same issue.


texts: my Blender produces very jagged lines in 2D Animation mode (grease pencil). It seems to be updating my pens position at a very low framerate. Turning input samples to 10 has no effect. What do? Im ...


texts:
Can somebody please team me where I can find the Blue topped ADD node
it's driving me mad....
I was following a tutorial by Blender guru and he showed a node tree
of a glass hack. cannot recreate it as I cannot locate the node

Many thanks


texts: When I downloaded Blender version 2.91.0 and opened it, the application would start loading but then it would close on its own. I didn't even see the starting or home page for blender. From what I gathered the problem was EXCEPTION_ACCESS_VIOLATION. I've uninstalled and reinstalled, and also tried to download different versions, but I don't know why they keep sending me to the download page for version 2.91.0. I'm using a computer Windows 10, can someone please help me.


texts: Is there a way to copy/duplicate/link objects to multiple locations at once? For instance I have several boxes around the scene and I want to copy/link/duplicate a sphere to the location of each box... Is this even possible?


texts: Animate an object array along a path with curve modifier

texts:
I'm working on an industrial conveyor belt and trying to animate it but can't figure out how to make it run.

It's a single object with an array to multiply it, deformed with a curve modifier.

I tried pretty much avery axis to move it, but it either stays still or move on the side.


texts: object animation / keyframe moving wrong object?

texts:
I'm animating a sliding door. I have two window panes and one frame.  They are not parented to each other and I have separated them from a single object. It is three total objects.  I cleared all location, applied locations to all three as well.

However, when I add a location keyframe to just ONE door to swing open, the whole frame moves along with that door object. I did NOT keyframe the frame object. Why are these other objects moving when I specifically key framed a totally different object for location change?

I have uploaded my blend file to google drive:
https://drive.google.com/file/d/0BzM6QGd0jb8YU0hiUTRVMS1BVmc/view?usp=sharing

The sliding door model is on layer 2 and i have attempted to make an animation in dope sheet called "sliding_door_open".  All I do is grab the left door, move it -2 direction on the X axis and insert location key frame, etc.


texts:
how to understand what happens when you duplicate frames

for example I have this animation and select everything in the 3d view, then press copy and then move on the timeline to the place I want to place them and press paste.

the copied keyframes include the first keyframe that in my walking animation will be the last one
then paste everything marking the keyframe 40 as a place and
I suppose that the kyeframe 1 is left over the keyframe 40 and
I do not understand if it is overlapped or replaced or they will remain as two
keyframes in the same place on the timeline,
and I guess this ruins my animation cycle because what
I want is to lengthen the cycle of walking with fluids and smoothness

then I assume that if I have 40 keyframes starting the copy in keyframe 2 and I must select 30 and paste them in 41 so that the number 40 in the duplicate becomes the number 80

How can i solve this problem ???


texts: Is it possible to export glTF models vertices, UVs and normals with signed short "2 bytes", not float "4 bytes"?

texts:
I had exported a glTF model from blender, when I put .bin file to hex editor, it seems his vertices, UVs and normals are in "4 bytes" float, or IEEE 754 floating point, like the example below.

➤ Is it possible to export glTF models with short_signed not float, or "2 bytes" only, not "4 bytes" in the vertices, UVs and normals?

Example:

Vertices are in float:
X = 34 80 45 C2 ----short_signed----> xx xx
Y = C1 F9 65 42 ----short_signed----> xx xx
Z = 94 F6 76 41 ----short_signed----> xx xx

UVs are in float:
X = AD 69 0E 3F ----short_signed----> xx xx
Y = 5D FE 63 3F ----short_signed----> xx xx

Normals are in float:
X = 66 96 66 BF ----short_signed----> xx xx
Y = 56 66 DE 3E ----short_signed----> xx xx
Z = 00 00 80 3F ----short_signed----> xx xx

➤ If it is impossible, please give me any method to convert this "4 bytes" float hexadecimal to "2 bytes" only, and make it short?      (IEEE 754 floating point --------> signed short)

➤ Or is there another model format with signed short, or "2 bytes" in the vertices, UVs and normals?

Thanks in advance.


texts:
I'm a bit new to blender and I am trying to make a model, but I need to extrude the faces like this:

(The picture shows the inner cylinder)

I currently have this:

When I try to extrude, (I want all of the faces extruded, but to demonstrate I did one) it looks like this:

Then when I tried to move the edges a bit to look similar to the one in the picture, it ends up like this:

And I REALLY dont know how I'm gonna do that for ALL of the faces too, and I dont know how to make it 'symmetrical' so when I move the edges they both move inwards.

Sorry if formatting is terrible. Thanks.

Edit In response to Carlo:

Thanks for the reply, It's successful when I do it, but it turns out too wide for each one and ends up like this (and it also makes a part of it look wiered):

Is there any way to add more faces to it?

Edit 3: Response to Carlo again


texts: image texture doesnt appear after render

texts:
The imagetexture of an object appears in the viewport shading rendered but not with viewing render or after exporting.  I use blender render. Thanks for help.
(first picture shows the view render, second viewport shading rendered, third texture properties, fourth the export settings)


texts:
trying to do hair particles but it always starts at the 3D cursor and just goes a random direction

<-what it should look like
can anyone help?
emitter works fine


texts: No sound from WAV strip when encoding in MP3 (but ok from AAC strip)

texts:
Breaking down a bigger question: Output vs Format vs Codec: what is the right combination?

In the same project, I have a WAV sound-only strip originating from a recording and an AAC sound strip coming from an MP4 video.
I am overlaying the WAV on top of a picture and then concatenating the video+aac strips.
I am sure both are 'visible' (not muted) and they are audible when previewing in the editor:

When I try to render them into a file containing MP3 audio, only the last part (the AAC sound) is audible. When the sound encoder is AAC, both work correctly and can be heard in the result.

I tried various combinations of containers and codecs, all fail to render the first part to MP3.

I am using Blender 2.77 on Linux Mint 17.2 (Ubuntu Trusty 14.04 derivative) and I have libmp3lame installed. There is no problem with the WAV file, it can successfully be converted to MP3 using ffmpeg or online tools.


texts: White and black pixels when rendering on certain frames

texts: I have this issue where I am rendering in cycles and on certain frames there are black and white pixels where there shouldnt be.  It looks like it is confined to the smoke domain I have set there but it appears on and off in certain frames. Any help would be greatly appreciated.  the two photos shown were taken in sequence and are neighboring pictures...


texts:
I'd like to set the matrix_basis of an object. Unfortunately, the matrix isn't get updated correctly.
This is my test scene, consisting of an plane and a cylinder object:

My objective is to get alpha, the plane's x angle, and apply it in some way to cylinder.
Here is the code:
import bpy
from math import *
from mathutils import *

plane = bpy.data.objects['plane']
cylinder = bpy.data.objects['cylinder']

alpha = plane.rotation_euler[0] # x rotation
print('alpha=%.2f' % degrees(alpha))

'''
# normal rotation matrix around x axis
# works fine
m = Matrix(( \
    [1, 0, 0, 0], \
    [0, cos(alpha), -sin(alpha), 0], \
    [0, sin(alpha), cos(alpha), 0], \
    [0, 0, 0, 1] \
    ))
'''

m = Matrix(( \
    [1, 0, 0, 0], \
    [0, cos(alpha), 0, 0], \
    [0, sin(alpha), 1, 0], \
    [0, 0, 0, 1] \
    ))

cylinder.matrix_basis = m
bpy.context.scene.update() # is this call needed?

# prints different matrix than m
print(cylinder.matrix_basis)

# for debugging
print(cylinder.matrix_world)

This is the console output of it:
alpha=-17.10
<Matrix 4x4 (1.0000,  0.0000, 0.0000, 0.0000)
            (0.0000,  0.9890, 0.1478, 0.0000)
            (0.0000, -0.1478, 0.9890, 0.0000)
            (0.0000,  0.0000, 0.0000, 1.0000)>
<Matrix 4x4 (1.0000,  0.0000, 0.0000, 0.0000)
            (0.0000,  0.9890, 0.1478, 0.0000)
            (0.0000, -0.1478, 0.9890, 0.0000)
            (0.0000,  0.0000, 0.0000, 1.0000)>

The first printed matrix is the matrix_basis. As you can see, it differs from m. For example, the element of the second row, third column have to be 0 but is 0.1478.
I haven't apply any constraints to cylinder. So whats wrong by setting the basis_matrix in this way?
Edit:
In addtion to @mont29 's answer, I've found the following document:
issues in orientation-matrix in Blender <2.50

Current implementation of orientation-matrix system in Blender is not reliable: there are limitations / some nasty problems with mirrored/non-uniform-scaled geometry in Blender
Perhaps, it is not a bug, but a system design side-effect: insufficient/incomplete representation method of object orientation data with "all-in-one loc/rot/scale-matrix".

Yes, m isn't orthogonal (m.is_orthogonal == False), so Blender can't handle it.


texts: Blender Rendered viewport is different from the rendered image in Cycles

texts:
I have this scene:

It's basically a bunch of particles that have an emission shader.
The camera is using depth of field and gives this results using the rendered viewport:

But When I render the image it gives me the foollowing result:

As You can see it's completely different from the viewport image.  The colours are way less bright and there is way more noise.
The samplings are both (Preview and Render) set to 200. And these are the depth of field settings:

And these are the render settings:

As you can see the viewport and the rendered image are completely different, is there a way I could make them the same?
Am I Doing something wrong?


texts: Why can't I see the Cycles Rendering button in Node Editor?

texts:
When I enter into the Node Editor to mess around with materials, i'm greeted with no cycles render button, nor any of the others.

The buttons aren't there.

Please help, I've tried to see if it was enabled in Add-ons and it was, yet it's just not there in the node editor. I've also tried to change my rendering from CPU to GPU rendering, but to no avail, it's not there.

Please assist me, I've had this problem ever since i got blender.


texts: In the nodes we use checker texture and it creates checker (square) pattern. Is there anyway to have some circle, or polygon type of pattern. Any suggestion or help. Thanks


texts: Architectural Addon - Export UV for handcraft paper models

texts:
I can remember watching a video about architectural-design-addons in blender. At some point the youtuber said that it was possible to export the uv for handcrafting. Like these paper kits for children. Well now is the time I could benefit from this. Sadly I wasn't logged into youtube and can't find the video anymore. Does anybody know what addon could do this? example:

EDIT: I found a similiar addon but I dont think it can work for me. https://github.com/addam/Export-Paper-Model-from-Blender#export-paper-model-from-blender


texts:
Is there possibility how to access to the points in Point Cloud object in Python API Bleder > 2.92?
I want to change position of each point, set color and set scale.
I tried the code below. This change the position of point in Point Cloud.
But how can I set color or size?
for point in obj.data.points:
    point.co = Vector((1,1,1))

PS: I need to work with individual points. Is there a way?
Ex: Geometry Nodes?
Thanks for your advices


texts: Is the Node/Noodle Code Written in C or Python?

texts:
I've been trying to figure out if the node/noodle code in Blender is written in C or Python. Anyone know?

And if so (if I may be allowed a follow-up) can you point it out for me (file, if not starting line)?


texts: How do I make the leg and only the leg to move without pulling the body object

texts: How do I select the object like for example when you press L in edit mode to select an object. That goes for the weight paint menu, too, to make an entire selected object weightless


texts: When in camera view you have a rectangle that you view from and everything else around is kinda greyed out , well in my camera view the right side edge is cut off , i cant see it even if i move the camera or change focal length,I don’t know what I did or how to change it back...


texts: Eevee - problem with lighting, mesh is darker in some places

texts:
I'm trying to set up a studio lighting scene for my objects renders but something weird is happening and I can't figure out why.

I'm working with Eevee and looks like to top part of my mesh is lit from the back instead of the front.

From the back, you can see the right lighting.

I looked up if it wasn't due to the faces orientation/normals but everything seems fine.

Any ideas ?

EDIT : Here's my scene


texts: I'm trying to add background images to my project. I added the first one fine, scaled and moved it where I wanted, but when I add the 2nd one for some reason it links to my mesh. If I rotate/scale/move either one, the other goes with it. Anyone know why?


texts: How do you scale a square plane into a decagon?

texts:
I am following a tutorial from YouTube.
The youtuber made a square plane then used edge loop to cut one time horizontally and twice vertically. After that he then held down shift key and selected the 4 outer corners of the square and scaled it down by dragging his mouse inward from the bottom right direction. The shape became a decagon (a shape with 10 sides)
Process is shown in the image down below

I followed his steps exactly. But did not end up with the same results. My square didn't change shape at all, only thing it did was shrinking my square down in size. Can someone please explain what i did wrong?


texts: Render using all cores except one (or N)

texts:
Is there a way to configure the Blender Render or Cycles to use all the available cores in the machine except for one (or N) of them? I'd like to set a render off in the background but leave me with a core to catch up on emails, browse, etc.?

I've tried using a fixed number of cores for rendering but this means if I swap the blend file between machines from, say a 6 core machine to a 12 core machine, then I have to manually reconfigure how many cores to use.

Thanks


texts: Turn off Automatic finger Curling in Rigify

texts:
This can easily be tested with the Rigify addon:
Drop a Human metarig (that has fingers)
Generate the Rig

Select the base finger control on any finger (1st control)

When you rotate in X axis, the entire finger curls because the subsequent 2 controls are set to Inherit Rotation. (Under Bone Tab > Relations ...)
When you rotate in Y or Z axis however, even with the Inherit rotation on, the subsequent 2 fingers do not bend like the do in X.

Now try turning off Inherit Rotation on all finger controls.
Select the Base Finger control again.
Rotate along X axis, this one behaves as expected, the base rotates but the subsequent 2 controls are just acting like Children Of. Which is best.
When you rotate along Y axis however, now the subsequent 2 controls counter rotate to preserve their initial world space orientation.

Am I missing anything or is this intended behavior ?

This happens regardless of whether rotation is set to Quat or Euler.


texts:
Can I mask certain edges/vertices/faces from a subdivision surface modifier? I am working with small models and want to have some edges sharp yet others smoothed. Because of how think the object is and how I beveled it, it looks horrible when smoothed. I'd like it if I could somehow mask certain edges or faces from it, or to choose faces that should be sharper?
I have tried to add loop cuts and bevels, but with how badly I made the model, it wont work with the vertices. I will try moving them and seeing if they may be overlapping, or I messed up by making a complicated panel without extra edges. But loop cutting isn't working as it should.
I also tried adding creases but they didn't change anything about how the model looks with the modifier. I will show images of all that I tried. I want to have the sides sharp, but the inside smoothed out. I don't know if shade smooth renders, but it it does it still looks weird for what I am going for.
I also tried using an edge split modifier, but it didn't change anything either, like the previous answers. I did clean up the vertices, there aren't doubles.


texts: My Blender Pan, and Move don't work WORK

texts: Nothing is working, I have tried Loading the factory settings, uninstalling and re-installing, uninstalling and updating, and lots of other stuff inside of blender i also deleted all of the files located in the, "Blender Foundation" folder.


texts: Problem: Linking empty to track places all empties at origin and won't move

texts: I have created a Scratch animation which was then recorded and tracked. The tracking is successful but I cannot reconstruct it in the 3D environment. Whenever I select one empty or multiple and try linking them to the track, the empties appear at the origin and don't move when I play the animation or scrub through. The tracks on the movie clip editor window move as they should along the track, but the empty in the 3D view window remains static.


texts: I have a map that I needed to use a boolean modifier on to cut out the water systems from a textured plane. It's messy with lots of verts and now I have problems with the face rendering. How would you suggest fixing something like this? Thanks for any ideas]1


texts: Why do my rigid body objects have gaps in between them?

texts: I have tried to make a rigid body simulation to make apples look more realistic but when I start the simulation, apples are not touching each other they have a lot of space between them and when I tried to apply rigid body simulation it didn't applied.


texts: How do I make the spacebar menu display nodes in the Node Editor?

texts:
(using Blender 2.79b)

Almost invariably, when I watch a video on Cycles material nodes, they have an ability to hit spacebar, then type the name of a node to add that node to the editor. For example, Space+ramp pops up a Color Ramp node. An example of this is shown below:

When I try this, though, all I get is this:

Googling told me about a plugin called "Dynamic Context Menu," but that does not allow the desired type-and-select functionality.

To clarify, I can add nodes with Shift+A and hunting through the menus that way; I simply want to have this much more efficient way of accessing them.


texts: I need help improving my normal map baking for game assets

texts:
I started with Blender about 2 months ago. I use that and 3dcoat to make models. I've made a lot of models i'm really happy with, but when it comes to the normal map baking process it's pretty much been a "fake it til I make it" approach. So far I've only modeled weaponry. I honestly don't understand baking still despite modeling nearly 20 different weapons so far. Here's my work flow

Make low res model
Make hi res model
UV Unwrap low res model
Use Blender to bake Normals
Import everything into 3dcoat and texture it

This time I made a spiked mace/hammer. Pretty much I get weird stretching, shading and just plain weird jagged lines when I bake. I hate using xNormal so I bake within Blender. I followed BlenderGuru's normal baking process and maybe I am forgetting something crucial. I've just gotten to a point where I try to hide the imperfections as best as I can in the texturing process.

I've found that when I have really bright colors on the normal map, adding more edge loops to the low res model can help, but with this model it only helps marginally. There's a lot of curved parts with strange anomalies on the sides, as well as the texture being straight up stretched on the base of the shaft... When I UV unwrap, I check for stretching, and it had very little if any.

If someone could help me out, that would be great. I've got notifications on for my posts so I should respond pretty promptly.

Here's a post with a bunch of photos of what I'm talking about, including the normal maps. https://imgur.com/a/qMKPwFh

And here's a link to download my Blender project. https://drive.google.com/open?id=1oQ...Z1cr2sKJltFJeg

Thanks.
Here's some images of the normal map without, and with added edge loops to the low res model. I can remedy some of the stretching but it's still very messy. I also included an image of the high res model of the object.

enter image description here


texts: How should I update a script to 2.8 that uses the removed 'scene_update_pre' handler?

texts:
so I'm having trouble with this script:

import bpy
import mathutils

cam = bpy.context.scene.objects['Camera']
obj = bpy.context.scene.objects['Cube']

def drive_shapekey(scene):
    obj_mat = cam.matrix_world.inverted() * obj.matrix_world

    obj_eul = obj_mat.to_euler('XYZ')
    cam_vec = obj_mat.to_translation().normalized()
    obj_vec = mathutils.Vector((0.0, 1.0, 0.0))
    obj_vec.rotate(obj_eul)
    difference = cam_vec.dot(obj_vec)

    key1 = obj.data.shape_keys.key_blocks["Key 1"]
    key1.value = difference

pre_handlers = bpy.app.handlers.scene_update_pre
[pre_handlers.remove(h) for h in pre_handlers if h.__name__ == "drive_shapekey"]
pre_handlers.append(drive_shapekey)

It's supposed to change a shapekey ("Key 1") value, based on the angle and position of a Camera relative to the position and angle of the Object possessing this shapekey.

Of course I have named all objects and shapekeys accordingly (at least I'm pretty darn sure).
It does not run in 2.8 Eevee (didn't test cycles). The error I get is:

  'bpy.app.handlers' object has no attribute 'scene_update_pre'

Which I looked up on google ofc, and apparently a number of commands from 2.79 don't work in 2.8 anymore, including some in this script.

So this thread talks about using the new commands instead. Apparently I am supposed to use the dependency graph instead of this bpy...sceneupdate-thingy.

I've never written anything in Python before and I have no clue about most of the code (apart from obvious stuff like the matrices and that def probably stands for definition or define.).

If someone could fix this script for me, I would be very happy. An explanation would be great, too, but don't waste your breath if you have better things to do. I just need it to work. Thanks in advance. :)


texts: i have a problem where my baked texture is completely wrong,but in the shading tab it looks like it should look like. Wondering if anyone has a solution for this


texts:
I have a question concerning the mesh for a character I'm making for an unreal game engine.
I created this hair from a tutorial from youtube.
I know that this has to be joined to the mesh of the character in order to make it work in the engine.
What is the best way to join this mesh without destroying how it looks?
The hairstrokes are all individual ones.

In addition, the jacket and shoulderpads are also seperate objects, but I don't think this will be an issue, will it?


texts: How to play video at two times speed for editing purposes

texts:
I'm not looking to produce a video at two times speed, but it would be nice to be able to edit the video in two times speed. Kind of like how you can play a youtube video at 2x speed. I tried adjusting the frame rate in the scene tab, but that only increases the speed of the video, and not the speed of the sound.
Anyone have any ideas how to accomplish this?
Thanks in advance!


texts: I added a portal to the the window and put the size to 9.353, and also rendered the samples at 2000 and there is still noise. do I need to portals for this?


texts: How to submit changes for Blender's online documentation?

texts: I often refer to https://docs.blender.org/api when I'm working on scripts.  I also often find that there are places where the documentation is unclear or even incorrect.  I was wondering if there was any way to submit proposed changes to the documentation, kind of like a Wikipedia page?


texts: how to find all faces linked to a specific face

texts:
I need to find all parts of a mesh which are separated by seams, or which are unconnected sub meshes. As an illustration see the following image:

I need to get the sets of faces for each of the 5 shown mesh areas. How can i do that in a convenient way with Python?

I found this operator:

bpy.ops.mesh.select_linked(limit=True)

But maybe bmesh could provide a better way to go here ?


texts: For some reason the pivot point on my object has become rotated (other objects show normally oriented pivot points). I have to set the "transformation orientation" (see the bottom of my screenshot) to be able to see it though. Does anyone know how to change it back? That is, change it to be aligned with the "world orientation".


texts:
Hello blender stack exchange.

I'm trying to make a character look progressively more sick by having boils pop up on the skin.
They dont shrink, or grow, they just pop up.

However, i see that in the particle system i can not keyframe the number of emissions.
This leaves me stumped on how to control the amount of boils over time.
Any tips or methods that allow for the random placement of objects on a mesh to pop up?
Or am i in the right direction but the wrong settings.

It's basically the sprinkles part from the blender guru donut tutorial.

Thanks in advance!


texts: Can rtx graphics cards run cycles renders in realtime?

texts: Can Nvidia's realtime ray tracing feature be used to render with cycles in realtime?


texts: How do i change the move widget for armatures?

texts: I'm sure this question has been asked before but I'm not even sure how to search for it. I'm creating an armature and I know there is a setting to change the way the move interaction works. Basically when i go to move a part of the armature i want to just be able to press g then y/z/x and move it in that direction, instead of having to click the arrow and slide it. Can anyone help? Much appreciated.


texts:
I want to make some procedural textures that look like a bunch of brush strokes, pencil scribbles, or the like. The core component being that they are a collection of strokes that go mostly in the same direction and overlay each other, but each contains some smaller bristle marks, scratches, grain, etc. Any ideas on the best way to do these things?

Here are a few examples of what I want to make off google (which I assume were done by hand)


texts: Which external renderer should I use for architectural visualization?

texts:
I use Blender mainly for creating architectural renders. I love Cycles, it's nodes, quality, realism, everything about it, except for it's speed and noise.

An indoor night-time scene with a lot of small light-sources seemed almost impossible, somehow I've managed to do it but I had to pull all kinds of node-tricks to get a relative low-noise render and still lasted 5 hours per image (1800x1200) on a mid-high range GPU to get acceptable results.

Is there an alternative render engine for arch-viz? It doesn't have to be completely free, but has to work on GPU, should be well-integrated into Blender, node-based engines are preferred. Cycles would be perfect without the noise.

Thanks for any input, and sorry for asking but I have no time to try all the existing external renderers, since there are so many of them now.

Cheers!


texts: Do I need to dissolve left over vertices after combining faces?

texts: When I combine faces in edit mode by pressing F, the vertices from the original faces remain. I then manually select all these vertices and dissolve them. As you can see in the example below the image shows 3 selected vertices that I can dissolve. The question is: Is this something that is required in order to optimize a model for a game engine such as Unity? The more complex the model the more of these vertices I find myself cleaning up. Is there an automated way to do this perhaps?


texts:
Consider a cube, a wall and two cameras (A and B).The cube moves toward the wall and crashes through it. Camera A tracks the cube as it moves toward the wall at which point the camera view / angle swaps out Camera B which records the cube crashing through the wall after which the view angle is again passed back to Camera A which shows the cube proceeding forward after the crash. I set up multiple cameras and switched them in different strips of the Video Sequence Editor, however, the playback freezes after playing the second strip.
How do i fix this? Or am i doing something wrong here?
Also, how do I render this video considering the above and the fact that the wall is on another Layer.

UPDATE :


texts:
I'm using the rigify rig with my model, and following this tutorial (https://www.youtube.com/watch?v=f3JWNIkwBZ8&list=PLaPYMM3efL6nAqPsMwC3jJAc-r7CUTOd4) helped me work out how to use corrective shape keys for the hips. I tried to apply the same process to the shoulders but nothing is happening.

For the shoulders, I made a driver and and selected the thigh.fk bones as the targets. I selected Y rotation, local space, and averaged values. I didn't add a generator modifier as, unlike the hips, changing the coefficients to 0 and -1 didn't make any difference.

Here's a screenshot of my settings:


texts: Fastest PBR Material Workflow for a beginner?

texts:
So I've been messing around in Blender on an off for a few years and just recently started putting in the work to actually improve.

When messing with materials and texturing I've found the Poliigon add-on and free materials indispensable. It's super fast to throw PBR quality materials on meshes and be done with it.

However it has its limitations and I hate the pricing model for it.

I started looking into Substance Source/ Painter and it seems like the right way to go for better quality but the workflow of taking things in and out of each program, the back and forth seems very inefficient.

Am I missing something here that makes this process easier or faster than what Poliigon offers? Or why there aren't more options for Plug and Play material libraries out there?

Any tutorials or training path recommendations would be greatly appreciated, thanks!


texts: Adaptive Subdivision eating RAM incorrectly? Fails all GPU renders regardless of settings

texts:
I've been working on an animation project for months now, that started in Blender 2.8. The animation includes one photo-real character that I am using a Displacement Map workflow for pores and small skin detail, rather than normal + roughness maps. Basically a Film Res character.
I have 6 subdivision levels I'm working with in Zbrush, and load the lowest into Blender to work on the animation, and then rely on Adaptive Subdivision to tesselate the model throughout the animation depending on the camera's location. Far away, I do not need all that pore detail as geometry, but in close-ups it definitely makes a difference.
This has caused me an unreasonable amount of trouble shooting time, especially after upgrading to Blender 2.9+. Adaptive Subdiv being active makes my scene impossible to render (it of course took me a long time to determine that as the absolute cause). As you will see in the images below, there is no reason Adaptive Subdiv should be eating up over 100% of my RTX 2070 Super's 8GB VRAM, yet it does.
In the images below, I have a fresh scene, where I've only loaded my character's body, adjusted render settings to be more efficient, and then fiddled with the subdivision modifier / render settings. I am using the wireframe node on a base material to visualize the tessellation.
First is Adaptive Subdiv working in 2.83 (though the Max Subdiv render setting does nothing).
Next are images of successful renders using normal Subdivision in Blender 2.92. Here you can see the tessellation working as expected, and reasonable memory usage as the polygon count increases.
The last three images are failed renders using Adaptive Subdivision in Blender 2.92. Regardless of settings configuration, the renders fail with an Optix error. CUDA renders take unreasonably long to build the BVH and often also fail. The memory usage is dramatically more than the normal Subdiv Modifier, even if tessellation should be the same or less.
If anyone has any information that may help, I would really appreciate it. The project is basically done and I'd like to avoid having to version everything down to 2.8 to complete it. Don't even know if that would work.
Thank you in advance!
Error:
bpy.context.space_data.context = 'RENDER'
Failed to build OptiX acceleration structure
OPTIX_ERROR_INVALID_VALUE in optixAccelBuild(context, NULL, &options, &build_input, 1, temp_mem.device_pointer, sizes.tempSizeInBytes, out_data.device_pointer, sizes.outputSizeInBytes, &out_handle, background ? &compacted_size_prop : NULL, background ? 1 : 0) (device_optix.cpp:1208)


texts: Stretch or extend curves dynamically based on mesh translation (or rotation)

texts:
I recently started using Blender for a project involving multiple cables (or ropes) connected to the same object. Let's say, for instance, this is my set-up:
- two cylinders containing a rolled-up cable;
- a curve wrapped around each cylinder;
- a "curve modifier" for the cables (to follow the curve);
- a cube connected to these two cables.

I made it work to "roll-off" the cable from the cylinder while following the (Bezier) curve:

Now what I want to do is to connect the cables to the cube (or to some other object), like this:

I already used the "transformation constraint" and mapped the movement of the cube to a single cable, while following a curve (both the cube and the cable). Now what I actually want to do is to move the cube around and dynamically change the curves (or more importantly: the "rolling up/off" of the cables).

I am able to "control" these different motions programmatically, however, I want to do this in blender. Is there a way to do this? It does not necessarily have to be "perfect" for that matter. My blender skills are fairly limited, and at first sight is seems that extending or stretching the curve could already be a big step forward? Or there might be a completely different, much better way :-).

Thanks!


texts: Can't select individual vertices by right clicking in UV image editor (v2.46)

texts:
I am in the process of UV unwrapping a rather complex model that I have spent the last few weeks working on. However, at one point this evening whilst trying to make some progress on my project, I found myself unable to select individual vertices by right clicking them. I am still able to select individual faces by selecting the face select tool and right clicking on them, but for some reason I cannot do the same with vertices.

I am aware that one other person had a similar problem with blender 2.7 which turned out to be caused by the "UV sculpt" tool, but no such tool exists in version 2.46, which I am currently using.

This issue only affects the object itself and does not affect any other objects in the scene. I thought that I might be able to Rube-Goldberg-fix the problem by joining the affected object with a non-affected one and vice versa, but this only led to the problem "infecting" the other joined objects regardless of the joining order selected. I have also tried importing the mesh object into a new file, but the problem seems to follow it when I do.

I am now at a stage where I can either scrap the whole model and start over, or find some way of fixing it. Since the model represents quite some time investment from me, I would loathe to have to start over and so come to you, cap in hand, pleading for help with this project-ruining issue.

Thank you all in advance for your assistance.


texts: Tire modelling. Problem with sharp edges on tread

texts:
I'm modelling high-poly tire with tread. I have problem with sharp edges on tread connection(array+circle modifier). Have you got some ideas to correct it to smooth surface?

-----------------------------PROBLEM SOLVED-------------------------------


texts: Navigate through an animation with a single key

texts:
I'm using the game engine of blender and I would like to be able to use the same key to incrementally trigger different animation part. For example, pressing the right arrow one time should play frame 1 to 60 for a given object animation and if pressed a second time it should play frame 61 to 120... (And so on) Any Idea how I could achieve that ?

Thanks

Philip

Here is the code I made to solve my problem. I'm using two keyboard sensors (could have used only one set to all keys but I'm n00b in Python and Blender so...) and a game property "counter".

import bge, GameLogic
cont = bge.logic.getCurrentController()
scene = GameLogic.getCurrentScene()
#slideNumberDisplay=scene.objects['Text']
obj = cont.owner
nextAction = cont.sensors['Next']
previousAction = cont.sensors['Previous']

def navigate( direction ):
    if direction == 'next':
        startFrame = (obj['counter'] * 40) + 1
        obj['counter'] = obj['counter'] + 1
        endFrame = obj['counter'] * 40
    elif direction == 'previous':
        endFrame = ((obj['counter'] - 1) * 40) + 1
        startFrame = obj['counter'] * 40
        obj['counter'] = obj['counter'] - 1
    #slideNumberDisplay['Text'] = obj['counter']
    obj.playAction("PresentationAction", startFrame, endFrame, 0, 1, 1.0, bge.logic.KX_ACTION_MODE_PLAY, 0.0, 0, 1.0)
    return;

if nextAction.positive:
    print(nextAction.key)
    navigate('next')

elif previousAction.positive:
    print(previousAction.key)
    navigate('previous')


texts: How to save action to external file blender in python

texts:
I want to save action to a file .blend to make a libray, there is only the command bpy.data.libraries.write, but on the set path, it overwrite the .blend with only the data that I pass.
I want to update the .blend file with the action that I save.
The only way I found is to load first all the Actions from the file and than write all+last new on it, but with large file, the simply export operation starts to be slow and the imported actions could change their name etc...


texts: Force consistent behavior when renaming more than 2 objects?

texts:
If I want to name a group of objects, starting with "MyObject.000, MyObject.001", etc. there is no reliable way to do this.

Workflow issues:

The first time I copy/paste the name "MyObject" or "MyObject.000" the source object  gets renamed to "MyObject.001" and the second object becomes "MyObject" or "MyObject.000" respectively.
Now I cannot rename the first object with the same convention.
The second time I copy/paste the third object becomes "MyObject.002". Now my objects are ordered { MyObject.001, MyObject.000, MyObject002 }
Still cannot rename first object with proper increment through copy/paste or keyboard input..?

Is there anyway to force renaming to act consistently regardless of the auto-increment being greater than 1?

Edit:
I just read there was a batch-rename tool added, but I have no idea how to find it in the interface.
https://developer.blender.org/rBa5b1231de790e4cbf0d4dd62e30afcbc5d8a95f5

Ok. Batch rename is more of a search and replace function. It doesn't have any tools for auto-increment names. You're limited to the .### suffix.

Edit:
It seems that @ArthurBlaquart is correct, the easiest way to do what I want is with a script.

I found an addon that does what I want and is more efficient than copy/pasting a bunch of times. But, it's from a discussion in a developer thread.
https://developer.blender.org/T63024#706511


texts:
I am trying to model a 3D dress for a friend. The dress should look similar to this.

The problem is, I can't figure out where to begin. I've watched a few tutorials on youtube, but most are based around simple t shirts or shoes, or make a very simple cape using the cloth modifier. Any help on making this possible? Should I just use a plane and extrude / rotate to fit the dimensions and then try and wrap it around my figure's body? How could I make the bottom of the dress ruffle like the image? Thanks for any insight you can give!


texts: Volumetric lights - origin point seen as a single point even with large radius

texts:
What can I do about point lights having very intense point of light at its origin when using volumetrics?

I realize this is the nature of a 'point' light, but what about when the 'radius' is turned up? I can't get the lighting to look realistic.

There's also a clearly defined 'origin' when using an area light, even when the area is substantially larger than what the volumetric origin is portraying.
If there's no simple solution to this, then how do you suggest lighting of this nature be done? A spot light leaves parts of the scene behind the light unlit, and still has a 'displayed volumetric origin' way smaller than any radius I set it to have.


texts: "find missing files" doesnt find the audio strip

texts:
I did an edit in the VSE and then moved the source files (MOV videos) in another directory.

So i launched a "find missing files" to recover the files. Everything goes well, for the video part of the strips, instead the audio part of the videos becomes transparent and no audio is loaded or played.

I would like the audio part to be recovered as well...
Shouldnt the audio strips get extracted again from the same MOV files they took it originally from?
Is there something i'm missing?


texts:
I have 3 cameras in my game scene. When I press P, I am using one camera. How can I use the other cameras?

Like pressing F1 to switch to front view, almost like a racing car game's camera views, which have a lot of view options for the player. I don't mean split screen .


texts: Running commandline blender in background returns bke.fcurve error

texts:
sudo prime-run blender --background x.blend
Blender 2.91.2 (hash 5be9ef417703 built 2021-02-01 04:23:10)
Read prefs: /root/.config/blender/2.91/config/userpref.blend
Read blend: /home/user/src/blender/x/x.blend
ERROR (bke.fcurve): ../source/blender/blenkernel/intern/fcurve_driver.c:1035 driver_evaluate_simple_expr: Division by Zero in Driver: 'radians(360/count)'

Otherwise blender works just fine a daily base with sudo prime-run blender
Update:
The error remains, yet rendering works using:
sudo prime-run blender -b x.blend -E CYCLES -x 1 -o x -f 1


texts: Hair particles: Unwanted, irrevertable mirroring!

texts:
I've been styling hair particles for an asymmetrical look. To speed up my workflow, I turned on x-mirror in the particle edit tools panel when working on individual strands, then turning it off to create asymmetry. However, I left the x-mirror option on when I exited particle edit mode, and now whenever I return to particle edit mode, the entire system is forced into symmetry and half my work is undone!

Ctrl+z does not work here. What can I do to avoid losing half my work?


texts:
I was creating a simple terrain texture, and just used the create simple uvs button. The UV's it created were pretty ugly, but I didn't care, because I was only going to be texture painting directly onto the 3d mesh, and regardless of how nice my UV unwrap was, it still looked fine. For all I cared, it could make each face separate from each other (and that's nearly what it did, even though my object was basically just a plane with a few verts moved around for hills). Now, I want to clean up the UV map a little bit, but I don't want to repaint the texture that I spent an hour or two creating.

Is there any way for me to fix up the UV map while moving the texture along with it, so that the final result looks the same, but it just has a better map?


texts: how do you make the top of a cylinder round and the bottom a hexagon

texts: i was trying to make the glass shown in the picture but i dont know how to make the top of a cylinder round and the bottom a hexagon, can someone provide me a solution?


texts:
I know this is a stupid question, but for some reason I can't select a text to change it. I've tried right clicking and hitting Tab but for some reason it is not letting me change what the text says. Please help.

The following should be noted:
I'm using a MacBook air,
I am using Bender 2.71,
And I am very new to Bender.


texts: Eevee Depth of Field causes weird pixels at the edge

texts:
I am rendering an image with the Depth of Field setting on the camera. This causes the edge pixels on the right-hand side to display an unwanted solid color. Here is an image from the viewport preview and the resulting render:

Does anyone know how to solve this issue properly? (Other than trying to paint over it in post production.)
Thank you!


texts:
I am currently working on Blender Guru's Chair Modelling Tutorial.
When I delete the top faces to make a hard edge, the face on the front starts making a weird shape.
Anyone knows why? Couldn't find it out myself.
Thanks in advance,
Tobi


texts: making vertices follow along a straight line

texts:
I'm trying to make something following a blueprint, I've angled the object following the side of the blueprint but now when I try make the front of the blueprint I don't know how to move it so it follows the straight line of vertices.
Thanks to anyone who helps :D


texts: I'm modeling a helmet from a 2D image but can't figure out which way to go about making this crease. I started with a UV sphere and mirrored it then started to drag faces to create the general shape which worked great but as soon as I started on this crease I got stuck.  Any suggestions on if I should start from a different object or how a more experienced modeler might go about doing this would be greatly appreciated.


texts:
Goal:  Efficiently cut out (holes) or trim off regions of dense meshes defined by editable polyline or bezier curves which are snapped to a mesh surface.

Uses:

My narrow use is to cut teeth out of scanned model data.
Cut meshes data into articulating parts to print models larger than 3d print volumes
Cleaning boundaries of 3d scanned data
Cut holes in meshes (see the 10 or so related questions here)

Related Topics:

Standard Knife tool:
Cons:  No way to edit cut path once clicked, slow on dense meshes, sometimes skips faces.
Knife Project:
Cons: Doesn't always work if not a good view path or on dense triangle meshes.  Here you can see the result with a bezier I manually paced on surface (visualized with a thickness) and the cut from knife project.

Grease Cutter:  Cons:  Uses boolean
Sculpt Trim:  Cons:  Not implemented, cut not editable

Progress

I have written a simple user interface for defining the desired cut path.

The segment intersections are calculated and previewed.  Segments which failed to successfully cut are displayed in red, so the cut can be altered.

I now have a list of edges in the oringal Bmesh, and corresponding intersection points.  And to finish "cutting" I need to split those edges at the intersection points (create new verts), connect the new verts with new edges.  Optionally, split the new edges to actually separate a piece of the mesh.

Problem

This method has been extremely slow.  >2 minutes.  Calculating the cut locations for this example was instantaneous.

    for v, ed in zip(new_cos, ed_map):
        ed_pcts = {}
        ed_pcts[ed] = .5
        geom = bmesh.ops.bisect_edges(bm, edges = [ed],cuts = 1,edge_percents = ed_pcts)
        geom['geom_split'][0].co = v
        new_verts += [geom['geom_split'][0].index]

    for i in range(0,len(new_verts)):
        bm.verts.ensure_lookup_table()
        v_pair = [bm.verts[new_verts[i]], bm.verts[new_verts[i-1]]]
        ed_geom = bmesh.ops.connect_vert_pair(bm, verts = v_pair, verts_exclude = [], faces_exclude = [])`

using mesh.ops.bisect_edges and passing in all of my edges, and then simply passing all of the new vertices to bmesh.ops.connect_verts vastly improves the performace, however I have not been able to get the edge_percents argument for bmesh.ops.bisect_edges to work. It seems to be completely ignored.  Cut's really fast, but doesn't cut in the right place, it just bisects the intersected edges at the midpoint.


texts: How to achieve this kind of custom brush in Blender?

texts:
I am trying to create a brush that allows for seamless alpha textures that can be drawn curved. The result should be similar to what is found in this video.

This is what I am currently getting.

Does anyone have any ideas?

Thanks for your time!


texts: i have this issue with my texture in cycles render, when i go to rendered view to look at my texture it looks perfectly normal, but as i start rendering my texture is whole streched up, any help?rendered view


texts: Is there a Hand tool avaliable like in photoshop?

texts:
Is there any Hand tool available for blender like moving entire world (I'm not asking about the middle mouse click movement. I'm asking like entire world movement like Hand tool in Photoshop & other Software)

2.How can I export .obj files with changed pivot position using blender? Every time pivot gets reset to the default position.

Thanks in advance


texts: Issue with bridge between two edge loops

texts:
I'm trying to bridge a circle with an edge loop of a complex model (see next picture.)

However, when I select both edge loops and select to bridge both edge loops (via space => mesh: bridge edge loops), I get the following result. I think I'm missing something but can't get to the reason.


texts: Axis flip when converting matrix4 to quaternions

texts:
i have a hard time figuring out why i get an axis flip when i try to convert the second matrix to quaternion. First matrix (f1) gives me positive quaternion values while the second matrix (f2) gives me negative values in x, y, and z. If i convert to euler instead, the values are stable ...
Am i doing something wrong?

Thanks alot for your help!

from mathutils import Matrix

print("\n")

f1 = ((-0.8030, 0.2867, 0.5255, 1),
      ( 0.2980,-0.5660, 0.7686, 1),
      ( 0.5161, 0.7729, 0.3691, 1),
      ( 0.0000, 0.0000, 0.0000, 1))

f2 = ((-0.8153, 0.3279, 0.4773, 1),
      ( 0.2633,-0.5243, 0.8098, 1),
      ( 0.5158, 0.7859, 0.3412, 1),
      ( 0.0000, 0.0000, 0.0000, 1))

matrix_f1 = Matrix(f1)
matrix_f2 = Matrix(f2)

quat_f1 = matrix_f1.to_quaternion()
quat_f2 = matrix_f2.to_quaternion()
euler_f1 = matrix_f1.to_euler()
euler_f2 = matrix_f2.to_euler()

print(quat_f1)
print(quat_f2)
print(euler_f1)
print(euler_f2)


texts:
I am using the GLTF exporter to use the result with Three.js. Within the Scene I have defined two cameras and set one as the »scenes' camera« within the Scene Properties panel (see image below):

The result of the export contains a list of all cameras, but how can I figure out which one is the one attached to the scene?


texts: How to select only visible vertices using python API?

texts:
I'd like to select only the visible vertices (from the camera), using python interface.

I use bpy.types.SpaceView3D.use_occlude_geometry = True to limit the selection, but when it is followed by bpy.ops.object.select_all(action='SELECT'), it results in all mesh vertices being selected and not only the visible ones.

I probably don't understand how to use the bpy.types.SpaceView3D.use_occlude_geometry or the selection operator correctly - will appreciate your help with it.

Anastasia


texts: Selecting vertices algorythmically,i.e. a sphere?

texts:
I am working with high res point clouds of museum peices made of 20-30 million vertices and normal mapping from PLY files generated in another program.

I wish to delete cylinders and spheres algorytmically from the middle of the point cloud. For example, a sphere is just a maths equation of all vertices that are within distance from a point in space. I just want to get all vertices withing an mathematical surface and delete them.

How can i do it?


texts: Is possible to draw over render image and save it?

texts:
I would like to draw on top of render image and save it. For example, I would like to draw a text or a line and then save the final image as PNG.

I was thinking to use something like this: Is it possible to create image data and save to a file from a script

But, to make a line here or text would be a nightmare calculating each pixel position. I would like to use OpenGL primitives for drawing on top.


texts: How to rotate a selected edit not at center

texts: I am a newb, I have spent the last half hour looking for this specific answer. Most of what I saw had to do with animation or rotation of an object. I want this selected part of the spout to rotate/bend at the 3d cursor along the x axis. I tried to "space bar" - "set origin to 3d cursor".. but I get an error that it cannot be done in edit mode. So, I set it in object mode but when I go to edit mode it has changed back to center.


texts: How to create gathered stitches in clothes

texts:
I am struggling to mimick the gathered stitches shown in photo here. I have tried stitching two cloth pieces of different lengths. After baking them, it is a failure.
I had sought Blender tutorials in Youtube, those on gathered stitches. I found none.
Any suggestion on how to create gathered stitches?


texts: During playback of a video file, my configuration (2.72 on Windows 7) does not show the frame rate in the upper right corner of the Video Sequence Editor's Image Preview window.  How can I turn it on?


texts: What is the radius parameter in text_add()?

texts:
I'm using Blender 2.79. The Python function bpy.ops.object.text_add() has an optional parameter named radius, which doesn't seem to have been there in older versions.
I tried values between 0 and 40000 and the text object generated looks the same.
The documentation is not very helpful - the description for this parameter is "Radius".
Does anybody know what this parameter is intended to do, and if it works at all at this time? (I was secretely hoping that it would align the text along a circle with the specified radius, but so far I can't get it to do anything.)


texts:
I'm trying to get rid of some gaps in my mesh.

In object mode it looks like this

So it is one object. When I switch to edit mode it turns out that splines are subdivided.

How do I join them?


texts: How can font size be increased in the 3D viewport?


texts: How to combine two base colors for Principled BSDF

texts: I want to combine two base colors that I have exported from Substance Painter for a model I'm doing but there is only one channel to connect base color. Is there something I'm not doing right or is there no way to have multiple base colors


texts:
I've get a mesh with a uv image texture on it. I'd like to animate peeling the surface off.

I'm trying to do with by duplicating a square region of mesh, and animate it peeling back using shape keys.

I'm having trouble modifying the mesh without stretching the mesh. Is there a good strategy to get my mesh peeled away without distorting its UV map?


texts: How to use a pivot point to mirror mesh with script

texts:
I have pivot point and cursor set as in this answer. Now I want to use it to mirror mesh of an object by running script from the text editor. Mirror works fine, but it does not use the pivot point. Does it mean I have to run the code from the 3D View, or there is a way to switch to the context, and still run it in Text Editor?

import bpy

def areas_tuple():
    res = {}
    count = 0
    for area in bpy.context.screen.areas:
        res[area.type] = count
        count += 1
    return res

areas = areas_tuple()
view3d = bpy.context.screen.areas[areas['VIEW_3D']].spaces[0]
view3d.pivot_point='CURSOR'
view3d.cursor_location = (0.0, 0.0, 0.0)

bpy.ops.object.mode_set(mode = 'EDIT')
bpy.ops.mesh.select_all(action='SELECT')
bpy.ops.transform.mirror(
    constraint_axis=(True, False, False),
    constraint_orientation='GLOBAL',
    proportional='DISABLED')
bpy.ops.mesh.flip_normals()


texts: How to get luminance value of every pixel from the rendered image?

texts:
This link below shows how to get value of RGB color and z-depth from viewer node, that corresponding to the value on the pixel information bar (figure below).

Link :
How to get Color and Z-Depth from Viewer Node?

Question is, how do I get the value of the Luminance of every pixel from the rendered image that is corresponding to the luminance value on the pixel information bar? Can I get the luminance value from the viewer node too, same method like the link? Do I need to use additional nodes to get that value?

Thank you for help in advance!


texts: Jump to next/previous keyframe doesn't work with no rig controls selected

texts: Is there a way to jump between keyframes with no controls selected in pose mode? (I want to jump between keyframes that I see when "only show selected" is off) My current workaround is to select everything before using my jump hotkeys but that has been suboptimal in my opinion.


texts: Unable to use pen pressure in Blender using iPad

texts:
I’ve been having trouble enabling the pen pressure when using Blender grease pencil using my iPad connected to my PC using the EasyCanvas Pro app.
The brush strokes I make stay the same size and opacity no matter how much pressure I use and even when I change the size and strength of the pen. I set my preferences to use the Windows Ink for the tablet API and have the pen pressure sensitivity icons for the size and strength enabled. I tried the other options for the tablet API and restarted the program each time but I still have the same issue.
Any help is much appreciated!
Update
Here’s a snapshot of the issue I’m having:

Update
I found that if I switch from wireframe to viewport shading, my pen strokes don’t really show. But when I draw with my finger, the stroke matches the opacity and size I set

And when I switch to wireframe it reverts back:


texts: Rigify automatically link UI text file in 2.8

texts:
Rigify rigs rely on their rig_ui.py file to generate the addon's interface. If you link a character collection into a new file and proxy the rig, the UI does not generate because the rig_ui.py file is not linked. You need to append that text file as well.
In 2.79, you didn't need to do this. There was a setup using the Logic Controller that somehow made it so when you linked a group with a rigify rig, it also brought in the ui script. I don't know the details of how it worked, but it was part of the standard rigify setup, not something you needed to make yourself. This no longer works in 2.8 because the Logic Controller has been removed (it was part of the old Game Engine that has been removed.)
So, is there any way in 2.8 to get the same behavior again?


texts: What is the best way to set up crowd animations?

texts: I was working on a Minecraft animation and was thinking about implementing a large battle with around 200 units on each side. What is the best way to go about animating a large crowd like this?


texts: How to achieve no faces with more than 4 sides

texts:
While uploading model in TurboSquid, there was a geometry error, i.e "Geometry: Only Polygonal Quads/Tris and Polygonal Quads only Geometry are certifiable for CheckMate PRO"
How can I solve it in Blender 2.83 ?


texts: How do I rename all object as same as their material name?

texts: Newbie. I have a scene with so many objects. I want to rename them at a single time same as their material name. How do I do that? Is their any script/plugin?


texts: Extrude shape on a path from illustrator?

texts:
I have an illustrator path that I want to bring into Blender3d and extrude a circle on and close the shape at the ends. Almost like a long skinny balloon that is used for balloon animals. Or a tube with rounded closed ends. Is it possible to bring a path in from illustrator (It is a company's logo basically) and extrude a path along it as described prior? If so how would I go about it? tia.

Updated with an image. So far I have not figured out how to get my illustrator path into Blender to be able to extrude from. The blue line is the path I am trying to import. The stroke thickness applied is to illustrate the effect I am after but I of course and wanting it in 3d with rounded end caps.


texts:
I'm trying to create a modular conveyor which I can animate. I've got a mesh for each section of the modular belt and a Bezier curve I would like them to follow. How can I setup the constraints so that as I drag the front section it rotates around the curve and the rest of the sections follow.

Some of the conveyor sections will use a different mesh in the final setup. As such I'm not sure I can use an array modifier combined with the follow path constraint.


texts: Accidentally used the rip feature (v) but I need to make my model the same amount of vertices to join as shapes

texts:
I create faces for mods for PES 2020 and to export the face from blender and into the game the model needs to be the same amount of vertices as when it was imported.

When I edit the face I export my work and then import it back to the original model and join as shapes.

Unfortunately I pressed v instead of c when modelling and I didn't notice until after exporting that it had created a new vertical.

Does anyone have any way at fixing it? I can't find the difference because I pressed V, right clicked and the pressed C as normal. So it didn't actually rip the model but just created a new vertical.


texts: faces visible through somewhat transparent mesh edges in edit mode

texts:
I'm following this tutorial on Youtube: https://www.youtube.com/watch?v=3jJGBzAxXKo

I'm following every step very carefully but for some reason my mesh does not look like the one in the tutorial. Faces are visible through mesh edges. I have the "Limit selection to visible" turned on. The normals are also facing the right way, outside. I've tried to recalculate them few times with no improvement. What is causing this?


texts: Why does mesh behave like mirrored in Edit mode without Mirror modifier?

texts:
This is probably a very simple question, but the Mirror modifier keeps mirroring my model though i've applied/deleted it.

I read somewhere that I have to disable symmetry lock, but I'm assuming that only works in Sculpt mode which I'm not using because I'm trying to make a low-poly model. I'm not entirely sure why this is happening because I've done it before and I didn't face any problems.

If i can get some help that would be great!


texts: How to keep the circular part of the cone a circle whilst bending the rest?

texts:
Ok as much as I have got the hang of it now there is one snagging issue when I warp the cone it don't keep the original straight edge all around at the back, it warps that to

How do I keep the back circle part of the cone straight and round all the way round but bend the rest of the shape


texts: Dynamic Paint and Cycles and Fire Simulation

texts:
Does Dynamic Paint work with Cycles and Fire Flow in the following way?

Fire is moving as determined by Dynamic Paint Vertex Group
Not just a single beginning frame of Vertex Group
Cycles Render not Blender Internal Render.

If it does work, what are the practical settings in Blender?

Additional Context

I can see that the Weight Paint is successful in 3D View.

I cans see a successful Dynamic Paint with Fire with Blender Render.

This Blender User has Cycles with these results

Successful

Particles which allow some movement with associated texture
Full Mesh Fire
Static Vertex Group
Single Texture

Failed

Image Sequence as Texture


texts: Workflow for batch rendering in the same scene with different cameras

texts:
I have a scene with 500 frames of a person walking. I want to render out several different viewpoints of this scene.

In the past, what I used to do is to create a new scene with everything linked except the camera, then I would use Blender command line to render all scenes. (Each scene has different start-end frame to match the length of the camera movement)

However, this cause me huge problem when I want to change some render settings as it could not be changed together to all scenes. (I set the size wrong once, then I set the noise handling wrong, then I set the FPS wrong, etc.)

Instead I have thought of a workflow with multiple cameras on only one scene. Currently I found this way of setting the render camera via command line.

What's missing is I have to manually remember the frame range of each camera and use it in the command line.

My idea is to embed custom properties to the camera that specify start and end frame, then the command line maybe can gather all cameras in the scene and render them all regarding to this custom property. But I don't know how to do this. Or perhaps are there any better ways?


texts: Knife project tool is looking rough after I extrude on a curved surface

texts:
Hello Blender Stack Exchange Community!

I'm creating a cuff bracelet and using the knife project tool to "etch" text on the inside of the cuff, but the results are super rough.

The cuff (mesh circle) has a subdivision surface modifier (3) and the text is 2D (no extrusion) for reference. Any thoughts on what I might be doing wrong or how I could get a smoother etching effect?

Before knife project:

After knife project:


texts:
I have a problem with Mist.
I am compositing a photo with blender, using the cool mist tool.
The problem is I don't have any clue how to exclude the foliage over my cosplayer model.

This is my cycles node so far. I suppose I need to add another mix node, but I didn't succeed without excluding the entire photo.


texts: rendering 3D video/image for google cardboard

texts:
I'm looking to render out a video or image for display on Google Cardboard, i.e. a video is rendered with two barrel images, one for each eye, side by side.

I've found tutorials like the following: https://www.youtube.com/watch?v=1S-AATilv84

But I know that Blender now has Multi-view rendering capability so was wondering how to render for Cardboard from Blender without rendering an image/video for each eye, which the tutorial tells you to do.


texts: Overlap unwrapped texture with transparent image

texts:
I'm working on a briefcase and want to make it look like a thread has been woven into it. However the only result I can get is based on the already unwrapped texture. How do I simply overlay, and create essentially another uv unwrap? See pictures for details and result im trying to achieve.

Setup

Texture for the leather

Result I'm trying to get

The problem, this happens when I texture paint 1 line on one side.


texts:
Hello there fellow blender people!
I am new to blender and I have this problem with light... When I shine light on a "shade smooth" wall trim, it does this weird thing. I don't know how to fix it. Can someone please help?


texts: Bones with copy rotation rotate when the parent bone rotates

texts:
I'm trying out a way to rig a coat's hem using copy rotation bones that are copying the rotation of the legs, so it would rotate when the leg moves. So far it's working fine, until I rotate the waist bone, for some reason the coat hem bones start rotating as well instead of being stationary like other disconnected bones that are parented to the waist bone.
Here's an image of what I mean:

How can I prevent this from happening?
The .blend file:(https://blend-exchange.com/b/lZr3gmq3/)


texts: Is it possible to move keys of Rig Main Properties?

texts:
I'm animating a character rigged with Riggify.
I want to switch IK/FK between two poses. If I want to modify the timing, I drag the keys of my whole character but thoses keys seems impossible to select and drag in the timeline... Don't know why but it's very frustrating...

here is a non-cropped image but I don't have any hope this will help more. Who knows ?


texts: Curve edges of cylinder extrusion inward like an arc

texts:
I have a cylinder which I've extruded like so:

I want to convert those edges to be curved like an arc inwards like so:

Such that the entire bottom section is curved (the faces along with the edges).
Note: beginner


texts: Field Weights properties not working as expected

texts:
Very new to Blender, and I've just been following some tutorials to help me achieve my goal of creating a smoking logo. I've found plenty of helpful ones, but not quite everything has come together yet. One issue I'm having is that I haven't been able to make the logo itself look like it's made of smoke, while emitting smoke at the same time. I guess that's because in a real world scenario that isn't physically possible. So I'm trying a workaround whereby I first create an object with smoke but set the Field Weights property for the Wind force to 0, and then duplicate this object in the same location set the Wind force to 1.000.

In theory I thought this should work, but setting the Wind force property in Field Weights to 0 doesn't seem to have any effect at all. The smoke still continues to be affected by the Wind force, exactly the same as the one which is set to 1.000.

First question - what am I doing wrong?
Second question - is there a better way to achieve what I'm trying to do?

Cheers,
Ben

Edit: I should have mentioned, I want the logo to remain clear and legible even while it's smoking. That's why I'm trying to achieve the "looking like smoke while emitting smoke" effect. Hopefully this makes my question make a bit more sense.


texts: Why size and position changes while changing parent?

texts: I was trying to change parent of an object and while changing, the object seems really big and position changed, even though its transform values are same. I am really new to blender. How can if fix this.


texts: Access texture that has been altered through texture nodes

texts:
I have created a texture brush (not a cycles one) and then transformed it in various ways by going into the texture node editor and using nodes. My node tree consists of a cloud texture from the textures node menu, then several mixes and changes, and then ends with an output node.

I want to use this modified texture in the compositor. However, when I use a texture input node and select the texture I made, I only get the default clouds, and none of the changes made by my other nodes.

How do I get the full results from the texture nodes?

EDIT: Well I opened the file again this morning and now it's all working properly. I have no clue why it wasn't before. So guess this question should be deleted?


texts: Different hdri mapping values per camera

texts:
I was wondering if it's possible to create a connection between mapping values for an hdri and the different cameras in a scene.

For example: in a scene with a building I want to make a render of the front and one of the back. If the front camera is active the hdri would have a 0° rotation, and if the back camera is active it would have a 180° rotation.


texts: How can I make the character not going backward after collison with a bad's guy ammuntion?

texts: After my main character is hit by the bad guy with ammunition, my charcter is going a lot backward. What can I do to make it go back just a little  and then come back to his place where he was hit.


texts: I recently downloaded a model that is works in MMD (which is a .PMX file) but when i went to import it, it showed it as an .mqo file. I've looked everywhere but couldn't find an add-on that supports .mqo file. Anyone got one? Thanks!


texts: Hi i woul like to paint my logo on a weighmap for my grass system but i cant figure out how to change the brush or use a texture like in texture paint mode. Is it nor possible? Should i draw the logo on hand?


texts:
so I want to wrap a few rectangles (like 2x4 pieces of lumber) partly around a cylinder (maybe 1/4-1/2) of the way and at an angle. I found a few ways to do this but all involve manually wrapping each section of the plane and feels like there should be an easier way to do this.

thanks


texts:
I have the same problem like this:
Boolean Issue: hole in mesh is.... strange

I need to cut a hole in a cube. I'm trying to use a Boolean modifier.

It doesn't cut but extrude actually a hole from the cube.

I'm in Blender 2.8. So there is no Solver option in Boolean modifier.

How is it better to cut a hole in a cube in 2.8?


texts: How would I make the material for these LED headlights in Eevee?

texts:
I've been trying to make an LED light similar to the one showed above, but I can't find a way to make the glass material be simultaneously transparent and emissive like in the picture. I tried making the glass itself emit light, but it looks really dull compared to the picture. I also tried making the top and bottom faces of a cube emit light, but that doesn't light up the glass in between. (Picture is in rendered view below).

The glass texture is just a principiled BSDF with full transparency, yellowish base color, and everything else set to 0, and the lit up planes are just yellow emissions of strength 10 with a gradient texture.


texts: Is there an easy way to create particles and destroy them in an unequal periods of time?

texts:
I need to make all particles to appear at once and disappear gradually.
To appear at once, I set the start and end values to be the same.
But they all disappear at once too because of the lifetime value. I think this input value should be replaced with two values so that we can specify the exit or dissolve time of a particle system.


texts: Clipping not working on certain vertices when using mirror modifier while doing retropology

texts: Clipping is selected and it works across everywhere else but this area the two points won't connect. it's like pushing polar opposites together and them repelling. I tried using merging and it dose not work. I don't know why this issue occurred but its random.


texts: How do I make the ends of a pole less square?

texts:
I have a pole-like shape (octagonal prism) with a bevel added on both its ends and branched into two. The faces are triangulated and the triangles are converted to quads. I applied a subdivision surfaces modifier. The edges of the ends are not perfectly circle, though; there's difference between the bevel thickness with subdivision surfaces.

screenshots album

How can I fix this and make the ends look less like squares and more like circles?


texts: I have an animated armature in my .blend file found here. I parented a mesh to my armature while in rest pose and it's good, once the animation starts the mesh start twisting. I wonder how I can avoid this unwanted twists deforming my mesh during animation. If anyone could please help me solve this issue as I will be doing it automated using Python as I have many armatures to parent with the same mesh, so it needs to be possible to be handled by python scripting.


texts: python controller module code works inside blender but not saved as game engine runitime

texts:
I try to run a simple python invisible visible toggling python controller module. This works well inside blender, but not in the generated game engine runtime.

I have:

a 'Cube' mesh
a keyboard sensor named 'VisibilityKey' with 'All Keys' selected
a python controller in 'Module' mode with source 'mybpylib.visibilitytoggle'
controller and sensor are linked.

In the mybpylib.py file i have the following code:

def visibilitytoggle(o_ctrlr):
    if (o_ctrlr.sensors["VisibilityKey"].positive):
        for _ in o_ctrlr.sensors["VisibilityKey"].events:
            if (o_ctrlr.owner.visible == True):
                o_ctrlr.owner.visible = False
                print("i was visible")
            else:
                o_ctrlr.owner.visible = True
                print("i was invisible")

When I inside blender game engine press 'P' the invisible visibile  toggling of the cube woks perfectly by pressing any key.

When I 'File / Save As Game Engine Runtime'
the game get saved, but when I start the executable the invisible visible toggling does not work.

I am using:

Blender version 2.78c (and corresponding blenderplayer)
on MacOS X 10.12.5 (sierra)

I am still quit a blender noob.
It might be that I miss something simple but I can not figure out what.
Any help is appreciated.

Elmar


texts: How can I get ripples with the Waves modifier in 2.8?

texts:
As seen in this tutorial, adding a Waves modifier to a subdivided plane results in multiple concentric ripples - and that's the behavior I remember from versions of Blender prior to 2.8.

However, when using 2.8 and adding a Waves modifier to a subdivided plane, I seem to get only a single wave which deforms the plane, even when editing the Width and Narrowness etc values.

How can I recreate the earlier behavior with the current modifier? Sorry if this is a dumb question, I've been messing about with the modifier and I'm somewhat baffled.

EDIT 01: It seems like I can get something close to the behaviour from the video with the following settings - but they're fairly extreme. Am I missing a 'frequency' setting or something?

EDIT 02: I downloaded 2.77, as this is the version Gleb was using in his tutorial (linked above) and the Waves modifier works identically to how it works in 2.8, requiring extreme values to create multiple ripples.

But in the tutorial video, Gleb just brings in a new plane, subdivides until there’s 66,049 verts and adds the modifier… and voila:

Default values, no changes to width or narrowness and yet there are the desired ripples…!

I’m baffled.

I think I’m going to have to chalk this one down to gremlins.


texts: Sculpting brushes other than the grab brushes aren't affecting most of my mesh

texts:
All of the blue and red/orange brushes aren't doing anything when applied to the upper part of my hair object mesh. I've tried flipping the normals and recalculating them, didn't change it. Trying it with dynamic topology off also didn't fix it. The brushes seem to occasionally work on the bottom part of my mesh, and I went inside of the mesh once and the inflate brush worked from the inside out.
blend file uploaded to google drive


texts: Does anyone know how to fix the eyes while soft body effect is applyed?

texts:
Thank you for your time.

A problem has occurred  with the eyes of my character, after I apply a SoftBody effect sometimes the eyes go out of his head.

While the normal walk animation the eyes do what they should be doing.
After a few tinkering and playing around with the soft body settings they all make the eyes go wonkey at times.

The eyes are there own objects, and boned to the mesh.
I hope someone knows how to fix this, I am new to blender and mostly of the time I don't know what I am doing ^^;


texts:
Good evening to everyone,
My question is simple but I'm unable to find the answer. I'd like to input the size in mm (or meters) when scaling an arista instead of instroducing the scale unit with the keyboard. Just to be more precise. Is this possible?
The exact issue is that I would like to scale the edge in the picture by introducing the exact mm but I can't find how to do it.

Thanks in advance.
Jaume


texts: Emitter object shows up in reflection/transmission

texts:
I'm stuck with this cycles scenario:

-I have a translucent tube inside a glass room

-The tube is being lit by an emitter object, which has ray visibility turned off for "camera"

-The emitter doesn't show up in the camera, but unfortunately it shows up in the glass material

-I can't turn off "transmission" ray visibility, because then the emitter doesn't light up the tube any more

-I would prefer a solution that doesn't require render layers, since compositing is hard because of partially transparent objects

My question is:
Is it possible to limit the transmission bounces for the emitter object, so that the rays hit the tube, but don't reach the glass?

Here is the render:

Here's the .blend:


texts:
I made an animated box with the intent of importing it into GZDoom as an MD2 for testing. The problem is that I can't get this whole UV mapping thing down. The MD2 exporter won't let me export the model, saying that it needs at least 1 skin to export. I read the Blender 2.83 documentation on this a few times (https://docs.blender.org/manual/en/2.83/modeling/meshes/uv/applying_image.html) but the mapping window pane they are displaying doesn't seem to exist in my version of Blender!! I have a picture here of where I'm stuck at: (https://1drv.ms/u/s!Ap4KZFMds2L1hGq1cPxTVZPnft8Y?e=bQA8xP). I also have here the .blend file right where I got stuck: (https://1drv.ms/u/s!Ap4KZFMds2L1hGkboQxzDy50WN0s?e=85dXcA) .
Thank you in advance :-)


texts: Export of PNG sequence does not match video framerate

texts:
I have an image sequence (PNG) of a motion capture session, that I export from Blender that should match the video.

For some reason however the sequence won't match the video - I double-checked - I export (and import into Premiere) at the same FPS as the original video.