texts: How can I create sets of orthogonal rings on a sphere that I can extrude inward?

texts: I'm trying to make grooves on the surface of a sphere.  I can make one set of grooves by making a UVSphere with many rings, and then extruding every third or fourth ring inward individually.  However, I also need to extrude a set of rings that are orthogonal to those, like rotating the sphere 90 degrees and doing the same.  I can't just do it that way because the UV sphere is made with segments instead of an orthogonal set of rings.  If not a full solution, I am hoping at least for some ideas.  I also have learned how to make a sphere out of only quads by turning a subdivided cube into a sphere, but then there are no rings to use.


texts: How to obtain a precise stroke in dynamic topology?

texts:
I have seen in this video a workflow that i find very interesting, however I'm having problem getting the dynamic topology part right, starting at 4:25 you can see the author of the video sculpting with very narrow and precise lines, such as those which can be seen in this screen:

However, after copying his brush and detail size (and using basically a sphere with a level 1 subsurf modifier applied as he does) the lines i get are VERY ugly:

Also the polished area on the right doesn't look nearly as smooth.

After messing up with the settings for quite a while I can't find out how to obtain such a nice looking result, I think I am missing something very obvious, being a complete beginner to blender.

So, how can i obtain such precise details when sculpting with dynotopo turned on?


texts: is there a way to make blender look for textures in the current directory?

texts: I constantly move folders around and every time all texture files are pointing in the wrong directory and are missing


texts: How to fade-in a render layer in compositor

texts:
I am trying to fade-in four render layers and not having much success. I have looked at this solution
Fade a render layer to transparent
but it does not seem to work for me, probably due to my set up. When I attempt this solution I do not get the desired fade-in results. Here's my compositor set up.

I am trying to fade-in the iMac and iPhone layers (4 layers in total). Here's a close up of the two iPhone layers.

Can anyone suggest a way to get the iMac and iPhone layers to fade in over time? Any help is greatly appreciated.


texts: When i click to do stuff with retopoflow nothing happens cursor just moves around?

texts: Thanks for your time and don't mind my poorly made rock.


texts:
I'm running a brand new installation of Windows 10 Pro on a Dell XPS 8930 on a 500 gb m2 drive. I install Blender 2.8 or 2.82a but when I run it it shows the command window briefly and then a blank window and then quits. I haven't tried earlier versions.

I reinstalled Windows 10 and now it works wonderfully.  Thanks everyone.


texts: object separating itself during softbody simulation

texts:
First time asker hope I'm doing this right!
I've made a jellyfish and wanted to try out softbody physics with it. Since it's a bit too much for my laptop to handle i put it inside a ball and linked the two with ctrl+j, making them the same object. I though since the ball was less complex it would be easier to calculate its collision with the plane, and it does bounces as I wish. Unfortunately the jellyfish gets out of the ball and splashes on the plane. (see gif attached) Is there a way to make the jellyfish stay inside the ball?
Thanks in advance !


texts: Can I set max render time instead of samples?

texts:
Is there a way to set max render time instead of max render samples?

Can i tell blender to render for example for ten minutes, so that it reaches the best quality it can achieve in 10 minutes?
I know a lot of render engines has this option, but i couldn't find it in cycles.

Thanks


texts: Applying Logo to Sphere to move to Unity

texts:
Ok, so I'm really stuck here and need some help everybody. I'm trying to color an icosphere yellow, then apply a red target (transparent png) to 6 sides of the ball (left, right, front, back, top, bottom) in Blender 2.9.
Using an icosphere from Blender, it's already unwrapped, but holy crap I cannot figure this out for the life of me. I've tried importing the image as a plane, shrinkwrapping and baking that with the texture. I've tried unwrapping just a section of the ball and apply something to it. I tried using nodes in materials to connect the image texture, I tried opening an image in the UV editor and positioning it there.
I either get a) nothing at all or b) a very dark, muddy image of everything combined when baking the texture. Neither shows up in Unity at all.  I dont need to attach the Blend file because it was just a ball, but I have attached the image I'm trying to use. If anybody can get me a little closer I would be super appreciative.
Thanks.

P.S. - This is my best attempt using a MixRGB shader and then dropping the whole Blend file into my Unity project folder:


texts: Shorten video with speed control effect strip already applied

texts: I've got a video in the Video Editor workspace with a Transform effect strip to scale the video and a Speed Control effect strip to double the speed. I added these effects, then found the frames where I wanted the video to start and stop. I've positioned the video so that the start point is at Frame Start for the scene, and it starts there fine. But when I want to take frames off the end, the speed changes. If I turn off "Stretch to input strip length" in the Speed Control and then try to shorten the video, it randomly freezes at some seemingly arbitrary point about halfway through and doesn't finish. How can I avoid these issues?


texts: I keep on getting this error message when trying to run a simulation and I have no idea why.


texts:
Can someone help me to enable this button?
I have the same version as the one in the photo but i cant find this button, i think it may need to be enabled from somewhere.

Here's the button im'm looking for.

Here's how my window looks like.


texts:
I'm new to Blender, so I'm sure this is just a newbie thing that I'm missing. In the object browser I have this after importing a DXF (the Floor object was preexisting):

I'd like to group the "CIRCLE" and "POLYLINE" objects into one object. Control-G doesn't seem to do anything. Maybe because of the object types?
Basically, I'm trying to create one "object" that I can then extrude to a few mm from the flat DXF 2d file.


texts: Faces appear to have an underlying mesh in edit mode

texts: Using blender 2.79 here. One of my file has this issue where faces appear to have an underlying mesh in edit mode, even with a freshly added cube. Any clue?


texts: Have multiple parts of model share same UV/texture

texts: I've noticed many people who have their final texture only have one half the model, or have multiple parts of the model share the same UV area. For example, two halves of a gun, or the ridges of a scope mount. How can I accomplish this?


texts: Wiggle Vector and randomness - Animations Nodes

texts:
I'm quite new to the animation Nodes concepts, and tried to follow this recent tutorial (https://www.youtube.com/watch?v=GzeP---dP1M&list=WL).
The point of the tutorial is to generate a bunch of random splines all from a first spline, and then add some moderate noise (in location) to each point from each generated spline. You get a nice cooked spaghettis effect.

Works ok, but then i tried to replace the script subprogram by a wiggle vector Node (see 6.20 in the video).
But i just don't manage to get the vector wiggle randomness (seed) independant from the Getpoints Loop. My splines stay "parallel" whatever i try. My guess is i should try to generate a random integer outside of the GetPoints loop and plug the result into the seed of my vector wiggle, but i just don't get it right.

I'd appreciate any suggestion.


texts: Why blender render produce different data even if input data is the same. I mean, i am trying to compare two images rendered by blender, they are identical overall, but the value differs in 3-7 bytes (if work with an image as with byte array)


texts: Hook moves from vertex during rigid body simulation

texts:
Hi,
During my rigid body simulation the hook is riding up the side of a ball rather than remaining fixed at the vertex where the join was made.  I set the rigid body constraint to Point.
How can I get the hook to stay in place at the vertex selected when I created it?


texts: Some ways to affect manta flow with rigid body

texts: While making a lot of fluid simulations, I wondered why Flip Solver, Realflow with flip, can interact with rigid bodies, and mantaflow no. Are there some ways to affect this? Thanks in advance.


texts: Grease pencil layers cant merged keeping mask

texts:
Testing around the grease pencil on 2.9 and notice that there s no "keeping alpha" option on the layers, so no choice but using mask. However when the layers are merged the mask effects are not kept......
is there a way to merge 2 layers while keeping the mask effects?
or
a way to draw while keeping the layers alpha?
or its really well hidden I cant find it huuuuuuhhh


texts: How do I stop textures from blurring when rendering small images

texts:
EDIT: This question is different from How can I keep low resolution textures pixelated? because I am not rendering a low-resolution texture into a high resolution image. I am rendering a high resolution texture into a low resolution image. The same solution to that question does not apply here. This is what the texture looks like:

I was hoping to use Blender to render sprites for a little game I am making. I started working on tiles and I noticed something weird.

In this example image, the left half is just a stretched out plane that has UV mapping to a texture. The right half is a completely separate object using the same material/texture, except that it is not UV mapped. You will notice that I am getting a pretty weird effect. Here is the un-edited raw rendered .png that I got from blender:

On the left half, the image is being blurred, blended, interpolated(?). The right side without the UV mapping seems confused, part of it is blurred but on the far right the image remains pixelated! The next image is blown up preserving the pixelation so it is easier to see:

Is there a way to intentionally get this effect? I tried turning off interpolation but that didn't seem to do the trick. After looking through the settings and googling around, I don't see anyone else having this problem.
Note: Right now I am not using material/texture nodes. I am still a blender noob and not sure how to set those up let alone do advanced things with them...yet.

If there is an easy solution that does not require nodes, can I please have that solution first?

If I cannot avoid using nodes, would someone mind helping guide me to how I may get this done with the use of nodes?


texts: Is Volume distribution for Geometry Nodes available at the moment?


texts: Blender Python Object Transform operations - return values / Thread lock?

texts:
I recently stumbled upon the following problem of the data/context object API layer.
If one changes object values which are accessed by the scripting with
D.objects["MyObject"].location[0] = -3

This works mighty fine. The object moves to -3. If one has a big, heavy object, the transformation is - understandably - delayed. However, if I want to perform another operation which is dependent on the new location, i don't get any access to a return value.
I tried with the bpy.ops.transform API layer but that does only work when the cursor is in the right window. I tried overriding the Execution Context, as in https://blender.stackexchange.com/a/6105/107059
The bpy.ops' return value {'FINISHED'} is something that comes in very handy. I need a functionality similar to this with the objects.location attributes (NOT calling any bpy.ops stuff...)
Is there any way to check if a direct transformation is finished or is this impossible?
I tried something along the lines of:
old_loc = D.objects["MyObject"].location[0]
D.objects["MyObject"].location[0] = -3
while old_loc == D.objects["MyObject"].location[0]:
    pass
do_another_transform()

But that will result in an endless loop. Also updating the view before performing the new transformation did not do anything. I basically need a thread-lock for the function.
Thanks for any hint or help in advance


texts: what does "traceback error" means , I am using some addon from the community, such as "speed retopo" or "bools for sculpt". I've 2.78c blender version. I am making a sculpting character, and I need to re-topologize and this warning appears and the addons don't work. I used to install the addons, I have a folder for addons and whenever I used to install them I "install from file" and search the location of my addons (c:documents/userX/addonsblender/-> "the specific addons (in rar or .py extension)--- in other words, I have .py extension and .rar extension from my files...(blender used to install them in the original folder of the typical installation)


texts: How to recreate the lighting of a reference illustration, with low sun and pink shades on the mountains

texts:
I am fairly new to blender and am wanting to create this particular lighting.

I can do the background in illustrator so it's just the pinky kinda light I'm having trouble with.


texts:
I have trouble with damaging system.
I have made a damage system using property(animation property to damage at specific frame) and ray detecting "dmg" property connected to enemy object hp removal actuator with enemy having "dmg" property.
When i test on 1 (original) enemy, it works but when i want to make enemies appear via add object actuator it causes only the original object take damage.i tried to put the original on other layer but still didnt do anything. any idea how to make it work?

would also accept a new system for damage


texts:
I only just got started with Blender so please bear with me.

When working on a obj model I downloaded from turbo squid, it does not seems that the dimensions are correct. Clearly from the picture below, the length of the car is larger than the height of the car. But the dimensions panel shows otherwise. Why is that so?


texts: Blender crashing on memory usage problems? Results of several tests

texts:
I need to produce images of a certain minimum size (1000kb) when written to disk as a jpg file.  for images that are not big enough, I am attempting to increase their size to the minimum by increasing the resolution of the picture.

In principal this works, but my script often crashes when attempting to write a bigger and higher resolution file to disk.  The line of code in question is this:

bpy.ops.render.render(use_viewport = True, write_still=True)

Here are the results of some tests that I have run:

(a) at 5000x3000 pixels resolution, blender never crashes when trying to create jpg files.  When completed, the jpg files are a wide range of sizes (350k - 3000k)

(b) at 9250x5250 pixels resolution, blender frequently crashes but not always.  The final output files meet the minimum size requirement (1000kb).

So the problem would appear to be too many pixels in the resolution rather than the final size of the output file.

I have noticed a big spike in RAM usage (4-5GB) while blender creates the higher resolution version of the render.  The spike is big enough to slow the entire computer down.

I don't know how to fix this.  I would appreciate any suggestions.  Thanks in advance!


texts:
So, I think I actually "get" blender pretty well, I want to know from a workflow approach, how would I make a sidewalk, with lumpy ground underneath it. I want the sidewalk to look like it is pressing the dirt away, and the grass growing on my dirt should not be poking out through the "solid sidewalk" right now I have them as two separate objects, one named "sidewalk" the other "dirt" since they are both very different materials I assumed they need to be two different objects.
Generally the thing I'm looking for would also apply to how to make animal tracks in snow, tire tracks in sand, etc... if you guys could just point me in the right direction, I don't mind doing my research, I just don't know where to even start.  Oh, also, I can't shrinkwrap my sidewalk to the land, that would cause the sidewalk to be lumpy on top.
update
So, lol I just tried to apply the sidewalk as a shrinkwrap to the ground then I added the sidewalk to a vertex group, assign, selected only the top of the sidewalk vertexes and removed them from the group....That worked pretty well, now if I could get the particles to stop "coming through"
Here's what I want, the only comment I got seemed to focused on a very specific situation, as I said, this question applies to any situation where one surface should be "disturbed" by another.  Here are images like I am describing


texts: How can I create a surface of evenly space hemispheres?

texts: I'm new to blender, and I'm having issues trying to create hemispheres. I have been attempting to use nurb spheres and trying to split them in half using a selected vertex and this hasn't been working. I would also like to be able to add fibers that are perpendicular to the hemisphere's surface. Ideally, I would be able to make one of these fibrous hemispheres and then just copy the shape to evenly space them. I would much appreciate any tips on how to do this.


texts:
When I render or go into camera view the object I'm trying to render is partially cutoff.

Here's what it looks like when not in camera view/rendered.

Is there a way to fix this?
FYI: here's the tutorial I followed.
https://www.youtube.com/watch?v=bpvh-9H8S1g&ab_channel=CGFastTrack


texts: How do I add textures and materials to an .FBX model?

texts:
I downloaded a model here. When I import the mesh as .FBX into Blender, it loads as a completely grey model. I am new to Blender and have no idea where to begin. It is composed of numerous "submeshes".

The materials come in one folder as .tbmat. The textures are in another folder as .jpg, .png, and .tga.

The mesh also comes as an .OBJ, and loads into Blender as completely grey too.

I want to apply the textures and materials so that the end result is the same as what's pictured on the webpage.

Any help is appreciated, thank you.


texts: there is a large circle around my object in blender 2.91

texts:
I created an object in blender, and not knowing what i pressed now there is a large circle around my object which i can't seem to select in edit mode or remove (without removing the original base object). Im really new to blender and this is mildly annoying as i cant seem to find an online solution. (others seemed to have switched off proportional editing to solve this but doesn't seem to be the problem here)

Any help would be greatly appreciated!


texts: I'm looking to make a spark burst. But I want it more stylized than just a simple burst of particles... Does Blender 2.82 have the capabilities to make a "sparkler" type spark? References show that they almost have another spark emitting from the original spark... Image below.


texts:
I was modelling a Sniper Rifle,my HighPoly model has about 3M tris ,so i find kinda slow to work with this highpoly mesh. I Used the SAME models to work with in low poly,but used a low subdivision surface number in it, got 300k tris.I Used the "AutoSmooth" option.

I tried bake in a bunch of softwares, but the one i've got the best results was Substance Painter 2, it fixed a lot of projections with the "Match by mesh name" function.

My Workflow was simplified by:

Model HighPoly
Duplicate all objects and reduce de Subdivision surface to 1
Join All LowPoly objects(with all modifiers applied), and the same to highPoly;
UV Unrwap(I Used Smart UV,without "Stretch to bounds" and then, "Average Islands")
Separate all objects ,rename them with "_low" sufix and then
group them in a low poly group(The single UV Map was preserved, i wanted this);
Rename all HighPoly with "_high" sufix and group them in a high
poly group;
Export All low poly in a single .fbx file;
Export All High poly in a single .fbx file;
Bake normals.

But i've got some projections errors. One of them i couldn't fix by myself and here's a picture that shows the problem.

I was trying to find out where's is the problem,but i don't know once i'm kinda new to modelling world.

In some tests i was able to render it in Marmoset Toolbag,but once i zoom in those baked normals start to popout and look terrible.

Can you guys help me please?Thank you in advance


texts: Rendering result different between Path tracing and branched path tracing

texts:
In path tracing with 10000 samples i have this result:

With the branched path tracing at 10000 AA samples and diffuse, glossy, transmission.. at 1 i have this result:

nothing else has changed.
Why this difference?


texts: Switch between materials within material

texts:
So I'm wanting to create a laptop with a keyboard (obv) and I've got the brushed aluminium material I want to use as well as a texture with keys for the displacement of the physical keys and a mask to apply different materials to the plastic of the key rather than the aluminium of the rest of the body. So I want to apply a plastic material to keys according to white regions of an image and fall back to the aluminium for black parts. But as far as I know, there's no way to link materials into other materials. Essentially, the space between the keys should be aluminium.

The Aluminium texture is just a principled BSDF following a matte aluminium look. In theory for the black regions of the mask, I could simply use a copied version of the node, but if I do that, then any changes to the original material would be noticable.
Thanks


texts: SVG path extrude seems to leave open objects

texts:
I want to visualize constructing (sliding & press fitting) a few multiplex panels into a table or stool. The shapes of these panels can be provided in SVG or DXF.
The svg is here online. I tried to extrude that shape using this tutorial (skipping the inkscape part).

I only seem to be able to extrude the borderlines of the elements not the surface of the element, also the holes don't look like holes. I made sure that the SVG-paths are closed, but still not the desired output.


texts: I've just finished a big animation and as I'm about to render the motion blur isn't working! I have it turned on, and I messed around with all the settings. What's weird is in older renders of the animation the motion blur DID render, but now it isn't. Does it have to do with the lightning potentially?


texts: Does anybody actually use "scenes"? if so, what are some good/typical use cases?

texts: What can I use them for? Some concrete examples. I feel like I might be missing out on something.


texts: How to find the right keymap to change on addon registration?

texts:
I tried to redefine a shortcut in my addon registration step, but I can't find which one to change. In the user one (bpy.context.window_manager.keyconfigs.user.keymaps['3D View'].keymap_items) there are 3 transform.translate keymaps.

How can my registration code recognise the one in transform modal map and rebind it to a custom key ? How to restore it in the unregister function ?


texts: Editor and ways recommendation for Python addon development

texts:
I am a Vim user and generally happy with it but I see some drags with Blender addon development when I use it. What editors and ways do you use to do your Blender development? Vim oriented solutions is prefered, but I am not against other ideas. The main thing I care is support for dark themes.

I also want proper Blender Api completion when using the editor. I will be mnostly on Windows.

thanks


texts:
If I set up two empties that can add specific new objects to the game every second, can the objects added by the first empty track the location of the objects added by the second empty?

If this can be done in Python, that would be awesome! Thanks guys for the help!


texts:
Don't know what's wrong with the settings. The result comes out horribly no matter how hard I tried

I'd like to make this springy like the real Baymax!


texts:
So I don't have an option to turn on GPU rendering in settings. I only have the option for CPU rendering.
Here's my specs:

ATI Radeon HD 7770 1GB  GDDR5 1GH
AMD Phenom II 4x 960T 3GHz
4Gb DDR3 1600MHz RAM

My GPU driver is version 13.9.
I see people running fine with this GPU, but for some reason I don't have an option to turn it on.

I need to deliver my design tomorrow so I need this fast and CPU just can't render it that fast.

I'm running Blender 2.69 on Windows 8.1.


texts: I need help trying to create piping that goes along a curved surface for half of it, then curves out away from the surface

texts:
Not sure if my explanation makes sense. I'm making a 3D model of the Titanic, and for most of the Smokestack piping I've been using the shrinkwrap modifier to attach curves to the smokestack, but the No. 3 Smokestack has piping that juts out to the Tank Room.

If I use the shrinkwrap modifier, the parts of the pipe that jut out will just stick to the smokestack. I could have the piping in two pieces (one shrinkwrapped the other not) but I was wondering if there was any way to have it all in one piece (maybe even learn a new way to have the piping sit on the curved surface).


texts: Freestyle lines behind transparent plane blender 3d

texts:
Please, help me. I have a problem with Freestyle (eevee/cycles)
I want to draw cube lines behind with transparency.
I have already experimented with groups and collections (already in the past).
Post image processing from two renders will also not work. I need animation with a tree in the foreground.


texts:
I'm trying to create a rotatable mask for a sphere which I can rotate around the sphere using the mapping node. My aim is to make it look as though the sphere has a bright light shining on it (like the moon with the sun).

I have a mask which looks ok, but I'm not sure how to rotate it around the sphere with the mapping node. When I rotate it, the mask gets distorted.

Here is what I have so far:


texts: how do I minimize a texture node using python?

texts:
I am using the python API to create a node tree for a texture and I'd like to make many of the nodes minimized so they take up less space.  In the UI you accomplish this by clicking the triangle in the upper left corner of the node.

tex = bpy.data.textures['Tex']
n1 = tex.node_tree.nodes.new("TextureNodeDecompose")
n1.minimize() # there is no such function, so what do I do?

While Mr Zak pointed out what I assume is a workable solution, I happen to have a religious objection to using bpy.ops unless there is no other choice (because bpy.ops has cooties; and I bet a dollar that the length of code for a bpy.ops solution will probably be an order of magnitude longer than a non-bpy.ops solution).  Also: any bpy.ops solutions must include the python code required to prepare the UI context.


texts: My animated images are always uploaded in reverse in Blender Video Editing

texts: I rendered 150 images via EEVEE and named them BlenderAnimation001 to BlenderAnimation150. And in the original folder they are in the right order from 1 to 150, but however I input them in Sequencer they are reversed, from 150 to 1. I tried shift select from 1 to 150, and from 150 to 1. I saw some options from older versions of Blender they were some tickboxes to reverse but now I can't find them. Thanks!


texts: How do I get a cylinder arrangement of arrays with gradient (increasing/decreasing) heights?

texts:
I have the following arrangement of same height cylinders in constanct distances and with constant diameter.
Anyone knowing whether I can make cylinders with increasing height as we reach the center of the arrangement. Something like a 3D Gaussian bell whith cylinders instead of points.

The code I am using to create them is the following:

import bpy, random
from math import radians
from mathutils import Vector

row = 10
column = 10

for i in range(row):
    for j in range(column):
        l = Vector()
        r = Vector()
        d = Vector()
        l.x = i*7
        l.y = j*7
        l.z = 1.5
        d = 3
        for xyz in r:
            r.xyz = radians(0)
        bpy.ops.mesh.primitive_cylinder_add(vertices=36,
                                            radius=1,
                                            depth=d,
                                            location=l,
                                            rotation=r,
                                            )

Thanks!


texts: I'm trying to run a render farm in Blender through a shared folder with the Placeholders option turned on and the Overwrite option turned off. Since I'm using a shared folder, I have to open the .blend file on all of the computers. This means that every time I make a save on one computer, I have to reopen the file on all of the other computers, which is a bit of a hassle, considering that I save quite often. I was wondering if there is a script or a built in Blender function that automatically loads the newest version of a file when a new save occurs. Does anyone know of any option that would do this?


texts:
I've heard of PyDrivers where you can put python code into a driver, & I'm wondering, how would you do that in blender 2.7x without resorting to a lower blender version?

Here's what I'd like to put in the driver:

(ob(‘Armature’).getPose().bones[‘Bone.001’].head - ob(‘Armature’).getPose().bones[‘Bone’].head).length/250


texts:
I've modelled a shape which is symmetric along z axis. I used material and some texure with generated coordinates plugged in displacement node. Everything is distributed evenly on the mesh.
I would like that material is also mirror image along z.

So that a procedural texture on one side of z axis
is the mirror image of other side of z axis.

How to achieve this with nodes?


texts: Saving Z data linearly (accurate depth map)

texts:
I want to create a depth map via the node editor by mapping the "Z" of my render to a "Map Value" node with Size 0.05. Basically this scales the depth down to 1/20th of it. When I save the resulting image as a .PNG or .EXR (using new GIMP version) the resulting grey values are not what I expected. They are not even linear. When I press the left mouse button in Blender on the render window, the values are very plausible (first RGB values where like R 0.1 G 0.1 B 0.1, the CM RGB values are off like in the saved pictures, e.g. R 0.3492, ...).
I made a test scene with planes at different z-values (see table) and looked at the curves:

I tried a gamma 2.2 correction and it seemed to linearize the output. But I cannot reconstruct my z values. With the plausible values from the render image "color picker" I can. How do I export THOSE values? I cannot post another link, but one person is saying that I should just output the Z directly without the scaling. Does the mapping node play a role?


texts: Can Cycles CUDA utilize more than 2GB of VRAM?

texts:
I'm trying to make a render with dual Titan X's, they have 12GB of VRAM each. If I ramp the tile size up it eventually slows down seemingly due to hitting a 2GB cap?

Is there a way to have the cycles renderer utilize more than 2GB of VRAM?


texts: Changes on one particle system affect other particle systems

texts:
I'm making a rabbit, so I used a particle system to make the fur. I made multiple systems by making vertex groups but I faced a problem: when I started to edit the particle system, all the systems make the same changes. For example, I clumped my first particle systems by 1.000 all of them  have the same changes. Can anyone help me thank you

Here's a picture


texts:
I have searched everywhere and can't find an answer on how to add snow to a plant. What I am looking for is  to add snow to something like this tree.

I have the snow texture done, but I just need to figure out how to add the snow mesh on the tree.


texts: How to load an image from disc and assign it to a newly created image texture node?

texts:
I'm trying to load an image from jpeg file and to add the material to the cube using the following code:
bpy.ops.image.open(filepath="/root/carteid_dini.png", directory="/root/", files=[{"name":"carteid_dini.png", "name":"carteid_dini.png"}], relative_path=True, show_multiview=False)

# get material reference
mat = bpy.context.view_layer.objects.active.active_material

# get texture reference
tex = bpy.data.images.get('carteid')

# create node and assing the texture to it
image_node = mat.node_tree.nodes.new('ShaderNodeTexImage')
image_node.image = tex

mat.node_tree.links.new(image_node.outputs['Color'], mat.node_tree.nodes['Principled BSDF'].inputs['Base Color'], verify_limits=True)

cube = bpy.context.active_object

if len(cube.material_slots) == 0:
    bpy.ops.object.material_slot_add()

cube.material_slots[0].material= mat

When I run this code, the newly created texture is unfortunately not loaded and the image is not selected for the 'Base Color'.
Q: How to load an image from the disc and and assign it to an arbitrary image texture node?


texts: Subdivision surface shading problem in viewport only

texts: I have a problem with visible shading lines in on my subdivision surface. It is only noticeable in solid viewport. There is no problem in the render view or rendered image. I have many other files with similar shapes and colors and are completely smooth in their subdivision surface. Never had a problem with this before. Have been using blender for several years. Below are some viewport settings that I typically use.


texts: boolean not working (did remove doubles and flipped normals...)

texts:
I've ran into an boolean problem, and even after trying several solution found online, I cant get it to work.

I've made some letters converted them to mesh, duplicated them, made those duplicates thinner and now want to cut  these from the thicker ones.

On two letters (S,E) it works. But the "T" doesn't.
I transformed both T-meshes to quads, removed doubles and flipped normals, but still its not working.

I've uploaded the file, and would be glad if someone could explain to me, how to fix that.:
http://www.lyzarr.com/stuff/help.blend

thanks


texts: Where is transparent view in blender 2.81

texts: So, in blender 2.8, you would jump to Transparent view by hitting z > 2. But in blender 2.81 beta, there's no such option and every build I get, there isn't either so it's not a bug.


texts: Any way to get tooltip-like temporary information displayed close to the mouse pointer after operations?

texts:
For instance, at least at my current (rather beginner) level of Blender skills, I think it would be quite useful to show the number of selected vertices, edges and faces after selecting or de-selecting such. Yes, I know you can see it in the "Statistics" overlay and in the Status Bar, but those are both far away from your centre of attention, and turning your gaze to them to confirm that you have selected exactly what you think you have is a bit disruptive.
Let me add that I am a programmer so I am open to doing some Python scripting if necessary to achieve this, if it is in theory possible. Or, if I get good code pointers, I could even add some missing simple functionality to the C++ code.


texts: How to stop cloth-physics from catching on pointy surfaces?

texts: I'm using cloth because soft-body is too slow. As a test I have a character's hand pushing against a zero-gravity cloth surface with high structural integrity, but the when the character pulls back, the drag of the cloth causes it to catch on their fingers and twists and wraps around before falling off. What setting can I modify to stop this from happening? Part of the problem is the hand pokes through the cloth and I don't know how to prevent that either. Subdividing the cloth somehow makes the problem worse.


texts: How to keep one object on certain view mode?

texts: I'm trying to keep my reference image that I important as a plane in Material mode while I can still adjust the object I'm modeling by switching between Wireframe and Solid (by using Z). Every time I hit Z the reference image goes to wireframe/solid. How do I go about this? Google is yielding no results, or I just don't know the proper terms to use for searches. I am using Blender Cycles.


texts: Node properties panel missing in compositor

texts:
In the compositor, there is the properties panel which allows us to change properties of the nodes added.
It is usually retracted and indicated by a small triangle on the top right, as indicated on the image below.  But it seems to be missing in this particular blend file ( I work with many blend files and this is the first case ive encountered)
How do I enable the panel? The blender version I use is 2.9


texts: Movie as image texture on multiple objects, with different frame offset, without using multiple materials?

texts:
I want to model a couple of screens that use a movie as image texture. The difficult part here for me is to have different screens show parts of the same source material starting with different frames. So e.g. screen 1 should start with an Offset parameter of 0, screen 2 with 300, and other values. (Random values might be okay or even be desirable.)
How to do this in Blender? The only way I was able to manipulate the Offset parameter was via a Driver, but from what I understand that only allows a global, object independent manipulation anyway. Help?  Below is a list of things I have considered and tried in vain. Thanks!
Visuals
Here is a generic screenshot of an image node to show what I referred to with Offset parameter.

Related answers

Can I use an image sequence with offset frames as a texture on array items

Uses a lot of different materials and I see this option. But that would require me to have many dozens of materials and setting the offset parameter on each of them manually. Does not seem like a good solution to me.

How to change a material texture per object?

Uses a script to clone objects and materials. Seems like the best workaround at the moment, though still labourious and not really elegant.

Animation time offset for multiple objects

Uses Animation Nodes to delay regular animation. I couldn't find a way to change the video offset with Animation Nodes.
Update
The question was marked as a duplicate. After thinking about it more, my question could have better been put as: How to do what I want to do without using multiple materials? From this I read here and in other answers I take it that there is no better way to achieve the results I desire without having multiple materials. This is somewhat unsatisfactory, but probably can't be helped.


texts: Is there a way to see the lumens (or watt) emission value from a surface?

texts:
I would like to know some precise illumination values from a combination of light sources, so I am looking for a way to view the lumens values from a surface (for example a flat plane). Is there a way to do this?
Best I can do so far is:

Using the Raw View Transform in Color Management, using Right Click in the render window, I get values of HSL Luminance that might correspond to lumens (?)
Using the False Color View Transform in Color Management I can see the exposure as a heat map. Ideally I would be able to get the underlying numerical values.


texts: Artifacts in viewport. Recalculate Normals and Remove Double Verticles have no effect

texts:
I feel stupid, but I don't know what to do. Bad topology? there is no triangles

Wireframe

Solidmode. X-ray is off.

Render mode is ok, cycles

artifacts


texts: How would I do this metaball feature in blender?

texts:
The unity asset store has a metaball tool called mudbun at this link
This tool has the option to choose different rendering modes, best explained with this picture:

Is there a way to achieve the same effects in blender? I'm specifically referring to the circle/quad/textured splats. If this feature doesn't exist, what would be the easiest way to create the effects in blender?


texts:
When unwrapping a seamed object, my UV coordinates come out very weird. Whereas several sections have equal area on the model, they come out distorted when projected to the UV mappings:

closer view of the UV map:

I already tried applying the object's scale (Ctrl+A, Scale). It did help, but the UV is still distorted a bit. Is that normal, or am I doing something terribly wrong?

.blend file here (the model in question is in the 4th layer)


texts: Auto toggle between isometric when using 1, 3, and 7

texts: Previously, I've always had a setting or something which would always switch to isometric view whenever the view is moved to front, left, or top view (with 1, 3, and 7), and automatically switch back whenever i pan away.


texts: Artifacts at particular edges after Subdivision modifier

texts:
So, the problem is basically visible at the pictures. The edges (the vertical one at the corner and the horizontal one going all the way to the back) seem "pinched" after adding subdivision surface modifier. What's strange is that the vertical one starts to behave abnormally in 1/3, where it connects to the horizontal one.

As you can see there is no such problem at the back with the vertical edges, however the horizontal edge is still wrong.

I've tried creating loop cuts to make the bent more round (as it is at the back) and make the vertical edge look better, but nothing really changed. I've also tried the loopcuts to fix the horizontal one with the same effect (or lack of any). I've read that weighted edge creases might help, but I'm not sure where and how to apply them in my case.
Thanks in advance to anyone trying to help me. I'm still a noob in 3D modelling, so go easy on me :D


texts:
I downloaded a model to rig (see below)

but I want it to look more like

So that it can be effectively rigged.


texts: How to properly simulate hemmed cloth objects

texts:
I’m trying to model a children’s bookcase which has two stiff fabric drawers on the bottom (which I’m treating as rigid), and 4-part sling hung from a diagonal array of 5 wooden poles. Each of the poles is threaded through a sewn channel about 5 inches in circumference. The sling is hemmed on each end.
I modeled the pre-simulation in cross-section as 4 “J”s coming out the bottom of 5 circles. While my initial instinct was to make all this “solidified” (2 vertices thick), reading on the cloth sim lead me to revise my model to 1 vertex thick along its length, and only doubled for the 3 columns of faces on the end. I have the faces 1/4” squared... the two layers are only connected at the outside edge and the inner edge of the SECOND column (so the last double face is free on the edge. Lengthwise, the first and last channel also have a trailing row of faces dangling from the “channel” circle.
When I try to simulate this, the mesh just goes crazy and explodes off the poles. What am I doing wrong?

I don't appear to have adequate reputation score to attach a non-image file, so here is the .blend file from pasteall.org:
childrens_bookcase.blend


texts: Way for delete all object inside an Collection "Mycoll" in blender 2.8

texts: I find the bpy.ops, but not find the low level python way to get obj inside a collection and delete . Any idea?


texts: When I push undo it seems to go back too far? How can I set it to go one step at a time? I don't belive I changed any settings.


texts: UV - sharp edge and uv seams overlapping

texts:
how can i disable sharp edges when adding uv seams because this is really confusing and annoying unlike in 3ds max when you are in unwrap editor automatically all of your selection is only for unwrap unlike in blender everything is there so it was confusing when you export it you thought that everything has its seams but eventually you know when baked there was error.

my eyes doubled sharp and seams at the same time, my works double because of this overlapping i always need to remove the sharp just to check if my uv seams are really applied on the mesh.  I hope you can help me for this its really frustrating an an-innovative. I shift from 3ds max because of blender is free but I might go back to 3ds max because its not really that nice to have this very simple yet it makes complicated.


texts: Set parent with automatic weight for selected bones only

texts:
How can I easily set the the selected bones parent of the selected mesh?
Reading the documentation it works well while setting the bone directly as parent but as soon as I use with automatic weight it use all the bones of my armature.
On my screen-shot if I do ctrl-p then automatic weight and move the hips, it will also deform the arm.


texts: autoexec python code / script doesn't seem to work

texts:
Using Blender v2.78, auto executing python code / script doesn't seem to work no matter how you're trying to do that.

Following explanations from Blender manual - Scripting & Security

1/ Setting auto execution manually should be possible when Register is checked in the text editor containing your python code.

NOT working : script does not run automatically (even if you also check Auto Execution in User Preferences)

2/ Setting auto execution from command line should be possible when -y (or --enable-autoexec) is provided as argument.

NOT working : this parameter should override User preferences (and factory startup by the way, see : Auto-run scripts security options)

Here is the dummy code I put in an empty blender file to do very basic testing (trying to "see" startup process using different ways ... but since script doesn't seem to be started, app handler is also probably not called):

import bpy

def onStartup():
    print("[DEBUG] doing something on startup")
    bpy.ops.mesh.primitive_monkey_add()

print("[INFOS] Blender v" + bpy.app.version_string)
onStartup()

from bpy.app.handlers import persistent

@persistent
def load_handler(dummy):
    print("[DEBUG] handler called AFTER blender file is loaded (" +     bpy.data.filepath + ")")
    onStartup()

bpy.app.handlers.load_post.append(load_handler)


texts: does anyone knows how to make similar Materials to this? (Blue marble)

texts: i found this Material   online but i can't make similar one can anyone help ?


texts: BGE: Change physics attributes of an object in real time. (AKA while playing)

texts:
I'm trying to make a boost power up for my video game but I'm terrible at Python and couldn't do it even if my life depended on it. :| Anyway, here's my setup:

I need it so that:

The default velocity_max for my object is 50.
When the space bar is pressed AND a game property named Boost is greater than 0, change velocity_max to 70.
(The property Boost will count down)
Once Boost reaches 0 or less, the velocity_max will change back to 50, and can only change back to 70 when (as in #2) spacebar is pressed AND Boost becomes greater than 0 again.

Thanks again.


texts:
I've been using Pie Menu Editor and I'd like to create one that activates only in object mode when nothing is selected. I did a lot of research but since I have no background in coding it makes it very hard for me.

The idea is to have one pie menu to create meshes when nothing is selected and another one with the same shortcut to merge two meshes together for instance.

It seems like it has to do with poll options. An example they give for instance if you want to create a pie menu that activates only while in edge mode you have to write :
return C.scene.tool_settings.mesh_select_mode[1]

Thank you for your help :)


texts:
So I'm really new to blender and I'm trying to get a book to catch on fire and fall over, but for some reason the domain for the smoke system is totally black. Not sure what to do or what I did. Any idea what's happening?

That's how it looks before I hit play


texts: Need help animating a collection instance with parented empty

texts:
I am unable to animate Child Collection Instance with parent empty.
Here’s a short clip of what I mean: https://imgur.com/smMkQZu
Could anyone please help me to understand what’s the issue and how to fix it?
Also here's the blend file, in case anyone needs to inspect it :


texts:
I kinda need help figuring out what the following type of texture is usually called, as I'm trying to figure out how to add it over a pre-existing material

texture:


texts:
i've imported DXF file of terrain contours, and im trying to figure out a way to fill in the contours to get a surface, but since its very complex, all tools such as fill/grid fill, bridge loops etc. don't work.
So far the best outcome i got was using shrinkwarp, but to still there was a lot of imperfections.

Is there any solution other than do it manually?

Thanks :)

EDIT:
So far, I've been having decent results with bsurface addon

with just shrinkwrap

with bsurface


texts:
I use Tinycad addon operations a lot in Blender, to my surprise, in Blender 2.92, even though I have Tinycad addon activated, it's no where to be found in the context menu in 3D View, as documentation suggests.I select an object, switch to edit mode, then press F3 and search for VTX or Tinycad, but I get irrelevant results, I thought this is a bug and reported it to the developer, but my report was closed with a reply "It's W or something now, report closed because there's nothing to be done"!, Well I tried the W which "now" it just switches the active selection tool, so does anyone knows what is the "something" that the developer was talking about? In other words, How can I use Tinycad in Blender 2.92, I tried all menus in Edit Mode, but perhaps I skipped something?
Edit: If you know of a replacement to Tinycad "That actually works in Blender 2.92" please post it as a comment.


texts: Dynamic Displacement for tracks doesn't appear in the final render?

texts:
I use the dynamic paint - brush, for the wheel

and the dynamic paint - canvas for the plane with displacement

This is the preview render animation of the tracks

it looks fine,

and This is the final render in the same frame of the animation.

So why the final render just appears like a flat plane like that?
I need some help here, thanks


texts: How to select a group of vertices in edit mode?

texts:
Is it possible to select all faces of one of these groups in edit mode?

I tried my luck with this extension, but i wasn't able to figure out how that works. It just says "No Group" when i select a face and hit "Select".


texts: Is there a way to use logic operators in Blender Shader nodes?

texts:
I'm self-answering this question since I've found the nodes useful and would like to share this with the community since I couldn't really find anything related on it here.

Are there shader nodes / node groups that can be used for basic logic operations in the shader editor, like And, Or and Not?

Since nodes like Math > Greater Than output a 1 or a 0 based on the input conditions, it might be useful to use those outputs in a more logic-oriented fashion with multiple conditions deciding one final answer.


texts: How can I specify the position of vertices to create an object using Python?

texts:
I have generated a large matrix with the (x,y) positions of all 4 vertices of a rectangle, using a Python script. It's called Matrix1, and has the dimensions (265,2,4)- 265 rectangles, 4 vertices with their x coordinate in the first row, and the y co-ordinate in the second row respectively.

As I am new to Blender, I am unsure as to what commands I would use to actually create rectangles with those vertices.

Any help or assistance would be greatly appreciated. Thank you in advance!

Edit for more information: (UPDATED)

For example:

[[0,1,1,0]
[0,0,1,1]]

are the four vertices for the first rectangle, representing (0,0) (1,0), (1,1), (0,1); in general, if the order of vertices is [a,b,c,d] they should be joined to form edges ab, bc, cd, da.

Could anyone please help?


texts: Rigid body constraints not accurate between animated and dynamic objects

texts:
I'm having some trouble with rigid body constraints between animated and non-animated RB objects. I notice that if you have two dynamic RB objects constrained together, the sim works quite well and the constrained objects will "stick" to the empty defining the constraint. On the other hand if one RB is animated and constrained to a dynamic non-animated RB, the dynamic RB will only loosely follow the constraint's location.

The image below shows what I mean. The sphere is an animated passive RB and the box is a dynamic RB. They're joined with a Fixed constraint (the plain axes empty in green), and there is a sphere empty parented to the box with the same initial location as the constraint empty (orange empty). The constraint empty is parented to the sphere as a visual aid to show how closely the sphere and box are maintaining their initial relative positions throughout the animation.

The sphere is keyed to move down and as it does, the box moves away from the constraint's initial location and the empties no longer line up.

The box is ~1 m long and the RBs get misaligned by ~9 cm at worst in this example. Something sliding around by 9% of its length seems pretty sloppy for a "fixed" constraint.

Is this a case of the animation system and rigid body sim not working well together? Is this some known limitation of the RB sim and are there any typical workarounds?

I have the RB sim at 250 steps per second and iterations turned up to 40. At the max settings, the constraint inaccuracy is reduced to ~3 cm which still seems high.

I'm trying to work with some character models that have their hair controlled by chains of rigid bodies constrained to a (passive, animated) head collision mesh. A similar setup is used in this video (https://youtu.be/A5tEGvRjJO8?t=156) and seems to work fine, so I'm at a loss.

Blend file is here (http://pasteall.org/blend/index.php?id=48181). Layer 1 has this RB setup with all dynamic objects for comparison and layer 2 has the animated sphere.

Any insight or advice would be greatly appreciated here. Thanks~


texts: Can Blender be used to composite HDR photos?

texts:
So, I know Blender can render out to .hdr format. And I am also familiar with Blender's compositor. What I don't know much about is the processes or algorithms used to produce HDR photographs, or what sort of node setup would need to be constructed for this - if even possible.

For clarity, here is an example of what this process looks like in Photoshop, compositing three exposures:

I would like to do this with Blender's compositor.

What I usually do currently is render a Radiance HDR (.hdr) file out from Blender and then load it into a Mac application called Luminance HDR. There are some limitations with this though, so I am wondering if the same or similar results can be achieved within Blender.

Being able to use .hdr files would be ideal, but working from multiple bracketed exposures would be alright as well. I would like to know if there is a way to do this. Thanks.


texts: How do I connect these faces up without adding too many quads using retopology?

texts: I am trying to retopo a sculpture and I have little experience. How do I connect an area with small quads and high density up with an area with large quads without messing up the flow? Should I be doing the spikes in my image separately?


texts: Why does my textured object appear black in the viewport in 2.8?

texts:
Does anyone know how to solve?
I can no longer apply texture.


texts: Keeping Bezier spiral curve handle tilt perpendicular to a specific axis

texts:
It's doesn't seem to matter if I use the curves "extra objects" to make the spiral or just create it on my own. I can't seem to find a way to keep tilt parallel to any one axis. Or make tilt uniform in any meaningful way without tilting each handle individually, which is a waste of time.

I'm using this spiral as a curve modifier. I have an object following this spiral curve path. I want to have some control over its orientation and deformation, which is why I'm not using the "follow path" constraint. I'd like to set the handle tilt uniform to a certain axis so the object stays level as it travels up the spiral.

The problem:

The final result will be a flow demonstration with arrows, very similar to this example I made in another project, but with a long spiral as shown above. I need to be able to control how the arrows rotate as they travel along the path.

Is there any way to keep tilt aligned to a specific axis so I can predict object rotation?

I've already tried:
• Setting the "mean tilt" number with all points selected
• Clearing tilt (my example image is what happens when you clear the tilt)
• Convert from curve > mesh > back to curve
• Tilt interpolation options
• Proportional editing while in tilt edit mode
• I need object deformation, so I will not be using path constraints


texts: What is this group that applies transforms onto objects?

texts:
I downloaded an asset kit which when imported into blender places objects inside some sort of group (screenshots below). On their own objects have incorrect size and rotation, but when placed within this group, they appear as they should.
I want to cleanup this asset kit and remove these "transform" groups so I am just left with my objects, I can do this, but it seems like very manual work (I need to delete transform group and then manually apply its changes onto an object). Perhaps there is an easier way?
So, this is how it looks in outliner, group I am asking about is one with icon that has 3 branches

This is transform that this group has, which actually makes object look correct

And this is transform that object itself has


texts:
So I want to scale these points from the 2D Cursor,

Like in the 3D view you can change  to .


texts: Textures not showing up in rendered mode

texts:
I just finished modeling my first 3D model while following a tutorial and I got to texturing. I did flat colors just to start out, but (and this may have been where I went wrong, but it wouldn't get it to work any other way) I did my painting on the checkered material instead.

I saved my texturing image but the textures never load in any mode other than texture paint mode with solid viewport shading. Nothing shows up at all in rendered mode. I can't figure out where I went wrong because I'm new at Blender. Any help is greatly appreciated!


texts: Baking to Filmic or Filmic Log in Blender 2.9?

texts:
I’m trying to bake a texture I relit and as it’s a white texture, the lighting is blowing at places. In photography this is a typical sign of a camera with low dynamic range. I found some articles and tutorials pointing to the Filmic and Filmic Log profiles in Blender and indeed using one of them the image looks correct with no overexposed or blowing areas. But as far as I can see this is just a view setting. How do I bake more dynamic range?
How do I bake to Filmic or Filmic Log?
Thanks in advance.


texts:
I am sculpting voxel-type meshes. I have a few methods for this and was working on a tutorial. Had an idea to use objects as a boolean type tool. Very close (I think) to a script but I am stumped. The following script is based on this post. It seems to only get vertices based on 'distance=' in this line.

result, point, normal, face = obj.closest_point_on_mesh(p, distance=.25)

It won't run if the Sphere is absent, but the Sphere doesn't seem to affect the selection in any way.

Script:

import bpy, bmesh

def is_inside(p, max_dist, obj):
    max_dist = 1.84467e+19
    result, point, normal, face = obj.closest_point_on_mesh(p, distance=.25)
    p2 = point-p
    v = p2.dot(normal)
    return not(v < 0.0)

obj = bpy.context.active_object
Sphere = bpy.data.objects['Sphere']
bpy.ops.mesh.select_all(action="DESELECT")

mesh=bmesh.from_edit_mesh(bpy.context.object.data)
for v in mesh.verts:
    p = obj.matrix_world @ v.co
    if is_inside(p,1,Sphere): v.select = True

print("script complete")


texts:
Blender noob here, I've been having trouble UV mapping/texturing for weeks now.
I've looked at maps from various playstation 1 era games in Blender and they apply a texture/material that covers several triangulated faces. Eg, Final Fantasy 9:

So I cleared that section and tried to recreate it..

But no matter which UV unwrap option I tried, I can't get anything that does the job. Each unwrap seems to create UVs that are all kinds of angles and would require ages to edit manually. Is this just how it is or is there some quick way?

Can someone please tell me what I'm missing? How can I achieve this?

Edit: If I do something like Project, then do scale 0 four times (for each edge) to straighten them square with the image, then I can move and scale the UV transform to where it should be and replicate it. But this still takes time.


texts: How to get rid of "keying set failed to insert any keyframes" error

texts:
I am struggeling with the NLA Editor.

It seems that I am  triggering a (for me) strange Hotkey, which keeps me from adding new keyframes.
The last times I noticed it before saving, unfortunaltely, this time, it   was already saved closed.

Whenever I  try to add a new keyframe I get error messages.

When I try to add a loc rot scale keyframe I get  "keying set failed to insert any keyframes"
When I try to add a constrains keyframe I get "could not insert keyframe due to zero NLA influence or base value"

I tried all tipps, I found in the net, but nothing helps.

I checked the Scene Properties, but there is no keying set defined.
I checked also the Active Keying Set properties in the Timeline. There was also nothing specified.
I tried there other settings like LocRotScale and others. but no result.

What did I do, to get to this state and how do I get rid of it.


texts: Missing polygon when baking in Cycle render

texts:
I'm trying to bake my character for unity but only some polygons' materials were baked. The body isn't showing up :(

I am using cycle render and assigned different materials to different polygons.

Please see attached screenshot for clarification. Thank you, really appreciate any help!

Agatha


texts: Can't render with Displacement Modifier on - is it destroying the mesh?

texts:
So Im working on a loop simulation of inside the body (in this case the bloodstream) and having trouble rendering it. Ive made a circle into a tube (like a very thin wide donut) then into a mesh and added a displacement modifier. I also put a sub surface modifier either side. Nothing too extreme on the settings. Based on (but modified) this tutorial by BlenderMeds. I had the same issue when following the tutorial without my modifications to make it a Loop.
https://www.youtube.com/watch?v=98wp3mfjquM

It looks fine in the viewport (not torn/broken) but I cant render. When I try to, there are big gaps with nothing, just grey. Then with the displacement modifier switched off it renders ok (but just obviously without the effect i want).

Sorry if this is a noob question. Ive tried and tried and searched around and cant find an answer!

Render without the displacement modifier

Render with displacement mod turned on

Render with displacement settings I want (doesn't show at all)

Tutorial blood vessel not rendering


texts: Smoke not appearing when rendering animation

texts:
It's my first time using blender. I am making relatively simple model of an object that emits two "smokes" with changing color- one from the top and one from the bottom of the object. Therefore, I have two smoke domains at the top and the bottom. The smoke on the top has to go up and the smoke on the bottom has to go down. The smoke on the top has density different from 0 in the first half of the simulation and then its 0 for the second half so that its not visible. The opposite happens for the smoke at the bottom. When I look at the animation in the openGL render active viewport, everything looks as it should be and I see "both smokes". However, when I render the animation I do not see the bottom smoke at all when it is supposed to be visible in the second half of the simulation, but I see the top smoke properly in the first half. Why is that?

I need urgent help!!! Thank you in advance!

I am attaching the .blend file in the link:
https://www.dropbox.com/s/qwtdr0998susm9k/6ri.blend?dl=0

Best,
Nenko


texts:
I've been struggling to get a height map to be displaced in a plane. I'm trying to do what is done so nicely in this answer, and in fact, do it with a variant of the height map in that question, which was also me.

I have now tried 2 approaches with 2 planes, both of which are in the attached file. The planes are UV unwrapped.The first approach was to add a subdivision surface modifier, and a displace modifier with the height map image as its texture.

The second approach was with a shader. It plugs the color data from the image texture from the height map into the Y axis of a Combine XYZ node, and then plugs that into a vector displacement node, and from there into displacement on the material output.

Neither method is working. For both planes, Displacement and Bump is selected under Properties > Materials > Settings > Surface. Cycles is the render engine. What is wrong here?


texts: How to rotate a bone around multiple times? It just snaps to closest rotation?

texts:
I have some fans that I need to rotate using an armature:

the problem here is blender's bone posing system makes it so if you key a rotation, then rotate around multiple times, blender just goes to the closest rotation. I cant have this - I need to keep spinning (like a fan).

how can I do this?


texts: Script to make an empty enclose selected vertices

texts: I want a newly created cube-empty to enclose my selected vertices by script. I thought on calculating the bounding box of all selected vertices and then position and scale a new cube-empty to enclose them, but I don't know how to use the calculated bounding box positions to enclose the vertices, since a cube-empty doesn't have the bounding box attribute.


texts: Fit timeline to first/last frame via python

texts:
I'm trying to setup a scene in Blender 2.8 and I'm having problems "fitting" the timeline to the first/last frame.

There's no problem to set the frame-range of the scene via python, but the actual timeline still shows frames 1-250 even if my start/end is 50-100.

In the timeline it seems like you can press View/View All to fit the timeline to only show the scenes actual frame-range. But how do I do this with python? In the tooltip I see a command, but if I execute that command it tells me the context is wrong. So do I change the context to the timeline somehow, or is there another way?

scene = bpy.context.scene
scene.frame_start = 50
scene.frame_end = 100

# Does not work
bpy.ops.action.view_all()


texts: Identifying the source of unexpected lighting differences

texts:
I am seeking out ideas for why the darkened areasof this .gltf behave so differently with lighting than the other surfaces. Specifically the lower molars, and the tongue facing surfaces of the lower incisors.
I have attempted substituting the materials of each tooth (they each use a different one with seemingly identical properties) and it has no effect. I have attempted transposing the various elements around incase it is a shadow or a lighting issue and it has no effect. This is my first blender project and I am at quite a loss.
What is most perplexing of all to me is that the tongue facing surfaces of the canines do not exhibit this behavior.
For this file, I would like each tooth surface to render with identical lighting; this model is being used to exhibit research results on the spatial positioning of childhood tooth decay, by updating the texture and material of the teeth accordingly.
Thank you so much for your assistance.
the file itself can be found here if it would aid your investigation,
https://drive.google.com/file/d/1DCN1bfNcfQFS2YS195rX1iaaQRdxRrIb/view?usp=sharing


texts: Help: "Foam Fade" + "Foam Coverage" with Ocean modifier

texts:
After some advice about what values to use for these foam settings in the "ocean modifier". Note that my foam is working fine, it's all set up OK and working but these need clarification:
Foam Fade
Foam Coverage
Coverage seems almost meaningless. at 0.05 coverage, about 90% of my ocean is foam. At 0.00 coverage, it seems exactly the same. How does this value work? If I want less foam, do I set it at a higher or lower number? If lower, can I go a negative value?
Foam Fade is much the same... The tooltip is useless, the name "Foam Fade" suggests that the higher the value, the faster the foam will fade out. The tooltip suggests the opposite. The default value is 0.98, again resulting in about 90% foam coverage... so if I want less foam, or less persistent foam, do I set this value higher, or lower?
As always, the blender manual offers no help. I really wish they would just say in their tooltips "higher values = more stuff" or something that actually helps me understand whether I should increase or lower the value for the desired result.
Thanks again all, your assistance is always excellent and appreciated.


texts: Freestyle strokes not appearing in Cycles texture bake

texts:
First of all thank you for taking the time to read this question. I'm new to Blender, been using it the last week and I'm having great results so far, I've learned most of the basic stuff on both renders.

Since I'm working on a cartoonish project I had this idea, instead of hand painting textures, I'd simply use the Freestyle option and end up with a nice cartoonish texture from baking.
After trying it on two projects, it baked successfully but without the freestyle strokes.

So I came to the conclusion it either doesn't work in baking, since it is the last to show up when rendering and only when pressing "F12" not in rendered mode (probably just a childish assumption) or I don't know what to do to get it working.

So how do I bake a texture with Freestyle strokes?

I'm also including some pictures of my scenario, freestyle working fine in final render (F12), but not showing up on baked textures or rendering mode.


texts: how to make eevee ocean simulation wirh proper display and render?

texts:
so yeah, i made ocean scene via cycles tutorial.
material preview looks good

but eevee render looks ugly.

i might did some mistakes in values but it doesn't matter for me rly, i just wonder how i can recreate material preview ocean in eevee render

shading on ocean


texts: EEVEE viewport render image highlight suppressed

texts: viewport look alright. But after snapping(View/Viewport Render Image). The image's highlight looks suppressed as grey.. what is wrong?


texts: Is it possible to render hair in Cycles, other parts in Eevee, and then do compositing?

texts:
I try to render eyes and hair in Cycles then render face and the rest of the scene like room and light source in Eevee. After that, I try to use the compositor to connect the two render layers in mix node and alpha over but the result is not ok.
How do I make the eyes go behind the eye socket and the hair go behind the head?
There are only 3 objects (head, eyes, and hair). I heard about Cryptomatte but can't find the way to do it.


texts:
When I'm editing my keymap, I'm able to create custom Node creation shortcuts, however, for nodes that have multiple options (eg Math node can be Add, Subtract, Multiply etc) I can't seem to specify any parameters without breaking the shortcut.

When I type in node.add_node, I'm given the Node Type, Use Transform, and "0 items" options. Is it possible to pass in this variable using these "items", and, if so, what is the proper syntax?
Whenever I type anything else in either the node.add_node, or ShaderNodeMath boxes the shortcut stops working.

I have checked the docs and can't find any references to what the "items" can be, or how to activate them. I know there are add-ons that do this, but I'm wondering if it's possible just in the keymap?


texts: Help building a square box under my complex 3D model!

texts:
My 3D model has the complex geometry of a small, rocky river. To be able to import it into my fluid dynamics software, I need the boundaries of the model to be rectangular.
I am looking for something similar to the table in the attached picture. This will include extending the riverbanks a bit so that they create a straigt edge (as the river is not straight in itself). Then increase the depth of the model such that all faces are flat rectangles except the top one, which contains the river texture.
Is this feasable? Any help or tip would be greatly appreciated!


texts: Blender 2.8 edit mode. I can see through parts of my model

texts: I finally decided to start using blender 2.8, I've gotten a lot of things looking right again but I've ran into an issue in edit mode, I can see through parts of my model at times, and if i zoom out I can see all of the facedots. Is this a bug, or a new feature?


texts: Viewport only showing objects in camera shot

texts:
I was just experimenting with the new smoke simulation stuff and something's happened. It seems that blender is only rendering things that are in the camera's view when in Solid Mode. What's even weirder is that it's seems to be from a location that the camera isn't in.

Here's an example of my scene which has a plane and an adaptive smoke domain in the middle. You can see that it's showing slices based on the origin point towards the lower right.

It's also displaying very strange in Material Mode as well (The plane just has a basic grey material but half of it ghosts as I move the camera around)

Have I pressed something without realising it or is this actually a bug? It's hard to tell since blender has crashed so many times while trying to make an explosion.


texts: When I paint over an old texture after UV Unwrapping it does not save and if I close the file after saving it is gone. Sorry I couldn't provide a file.


texts: I need a bpy.data.objects["object name"]["property value"] or a command like this.


texts: I may have pushed a key unawares because suddenly I can't see my selection highlights. If I click a face/vert/edge I can manipulate it but it's not highlighted orange, can't see it when I press "a" either... where can I turn this back on?


texts:
Is there a way in Blender to layer one material on top of another via alpha channels? Here's the use case: I have a material that I've applied to a bunch of different objects. On one of them, I'd like to apply an image, basically as a sticker.
I recognize this is doable if I duplicate the base material's node setup, combine it with the sticker, and apply that new material to the faces in question. But now I've got two copies of my base material node setup, which isn't ideal.
What I'd like to be able to do is keep the base material on everything, then add a second sticker material that I apply to the faces I want. Anywhere on those faces where the sticker material's alpha is zero, I'd just see the base.
I have not been able to find a way to do this; there are similar questions here, but they all get answered with a node-based solution as described above. I've also played with the blend modes in the material tab, but none seems to do this.
Thanks in advance!


texts: How to make a rigid body pass through only certain other rigid bodies?

texts: I have a human model made of separate objects. Body, thighs, legs, feet, toes, etc. I got the body to collide with the toes and not pass through each other. However, I want the thigh and leg capsules to be placed so their ends overlap, and are able to rotate, as if they can pass through each other. But they must not pass through say the toes when they collide. I thought about Groups but no progress. The human will be able to feel around its body, so, setting limits won't stop it from "puncturing" itself with its finger at any area. Therefore a all-can-pass-each-other solution won't work. The calves behind the knees would, if both can pass each other like want, would actually need set limit rotations, but that works there.


texts: How to implement custom icons for my script/addon?

texts: Is it possible to use different icons other than the default set and how?


texts: Why in some cases my icons disappear from the panel?

texts:
The code shown here is essentially what I am using to load the icons contained in the path of my addon. It is not the first time that I use this method, and it has never bothered me until now. However, in this case it seems that this also blocks the load of bpy.utils.previews of other addons so nothing will be loaded anymore, neither icons, nor personalized previews.

If I open a new project, the icons will be shown, but not always, in some cases I try to start Blender as Administrator, it seems to solve it but after a while the the icons are gone. System console is empty too.

import bpy,os

class MY_PT_Panel(bpy.types.Panel):

    bl_label = "My panel"
    bl_space_type = "VIEW_3D"
    bl_region_type = "UI"
    bl_category = "My category"

    def draw(self, context):

        ico = my_icon["icon"]

        layout = self.layout

        row =layout.row()
        row.label(text='My text',icon_value = ico['my_png_image_1.png'].icon_id)
        row.label(text='My text',icon_value = ico['my_png_image_2.png'].icon_id)

my_icon={}

classes = (MY_PT_Panel,
           #etc..
           )

def register():

    import bpy.utils.previews

    iconUtils = bpy.utils.previews.new()
    my_icon["icon"] = iconUtils
    iconsDir = os.path.join(os.path.dirname(__file__),"Icons")
    for ico in os.listdir(iconsDir):
        iconUtils.load(ico, os.path.join(iconsDir,ico), 'IMAGE')

    for cls in classes:
        bpy.utils.register_class(cls)

def unregister():

    for cls in reversed(classes):
        bpy.utils.unregister_class(cls)

    for ico in my_icon.values():
        bpy.utils.previews.remove(ico)
    my_icon.clear()

if __name__ == "__main__":
    register()

The problem seems related to the mode of Scene.render.engine
When I open the project and use 'BLENDER_WORKBENCH' the problem appears while opening the project in another render mode, all the icons are loaded correctly.

Any idea why this happens? I don't understand whether that's my fault or a bug...? All icons are 32x32px, Blender 2.81, Win 10


texts: UV Mapped textures won't show up in Blender Game Engine

texts:
I'm using Blender Game Engine to make a game with a city scene. I UV mapped the logos of the businesses in my city, but they don't show up when I press P to play the game. I've tried deleting the materials and textures but it won't work. I'm probably just not doing it right.

The blend file:


texts: How to prevent cell fracture from deforming the mesh?

texts:
Ok i'm using Cell Fracture add-on but i want it to keep the shape of the mesh. When i use it, it's messing with the mesh as you can see on view mode. I'd like to have all the loose parts but without having them being distanced from each other. Here's a visual example:

https://imgur.com/mcsWV6n

Is there a way to do that? I did that one on the image manually


texts: Blender 2.79 Windows 64Bit - Web-Cam starts on Start-up

texts:
I have a strange behavior, when I start-up the newest official Blender-release, my WebCam starts up.
I cannot find any point. where to stop this. I guess, there's something "connected" to the start-up of Blender concerning "session-recording" for training-vid-production... I never had something like this.

Could please someon hlp me out of this?

Thanks
Greetings
Mike


texts: Possible to create new Application Handler?

texts:
Blender's application handlers are listed here, but is it possible to create a new one?

For example, I'd like an application handler which is a callback for every time I add a strip to the Video Sequence Editor.


texts: Alpha material not see through when overlapped

texts:
I have a graduated background image set in camera properties and compositing nodes such that the linear gradient is always the same in any view.

I have 4 different materials (shown) with differing transparencies driven by factor. 0, 0.33, 0.66 and 1.0

Including Freestyle I have this render result.

I would like to achieve this (photoshop mockup) result.

Where am I missing which part of blender out?


texts: In Blender I have these tubes I created using splines setting resolution 6 and a depth. Now at the end of the tubes I need them to become square so that they will fit or blend nice to the end of the square pieces. Can I somehow move the individual vertices or does Blender have a function that can automatically match /smooth the end of the two objects.


texts: Why deselecting an already selected vertex does NOT work?

texts:
I have found out that while it is possible to select vertices by setting select to True, it is not possible to deselect vertices by setting select to False if the vertices are already selected.
Sounds silly but it is not.

To demonstrate this, open a new file with the default cube, switch to Edit mode (all vertices should be selected by default).
Then run this script:

import bpy

bpy.ops.object.mode_set(mode="OBJECT")

bpy.data.meshes['Cube'].vertices[0].select = False

bpy.ops.object.mode_set(mode="EDIT")

The vertex 0 should be deselected, right? Well, it is not.

Now, deselect the top 4 vertices on the Cube and run this:

import bpy

bpy.ops.object.mode_set(mode="OBJECT")

bpy.data.meshes['Cube'].vertices[0].select = False
bpy.data.meshes['Cube'].vertices[5].select = True

bpy.ops.object.mode_set(mode="EDIT")

The vertex 5 will be a new selected one, as it should, but vertex 0 will still be selected but it should not be.

More info: if the select property's value is checked while still in Object mode, it will be False. However, switching to Edit mode makes it back to True.

Why is deselecting vertices not working? Am I missing something?


texts:
I know this question has been asked multiple times, however none of the answer I found applied to my case.
Please refer to my screenshot below, where I have the sphere thing (I call it Container) with UV unwrapped, painted, with assigned image texture in Nodes. In fact, it was normally displayed until yesterday.
The display method is in Texture. In fact, when I switched to Material, or Solid, the object would still be in wireframe as shown. The whole thing can still be rendered normally.
Hope it's just a wrong button clicked.
Thanks guys, appreciate any help.


texts: Prevent Blender to add numbers behind materials when importing a FBX

texts:
is it possible that Blender don't add numbers behind the materials when I import a FBX?
Because right now I have the problem, that I have to change the material for every window in the scene.

For example, the normal Name for Glas.120 should only be Glas.

Thanks for your help.


texts: Viewport pivot point changed from scene objects to around viewport camera origin

texts:
I am starting to learn using blender, and at some point I managed to do something to the 3D view camera.

Usually the camera orbits around an object, but now the rotation seems to happen (atleast very close to) around the "camera's origin". Neither the input setting in "User Preferences", the pivot point selection nor Ctrl-Alt-Shift-C (as suggested on some forum) do anything to the issue.


texts:
Every .blender, file that we save, is a SCENE in itself, right? So the VSE provides a option to add a Scene. Now after adding the scene, how can I link it to an existing Scene?

For example :
1. I create a 3d Text and save it as Text.blender.
2. Now I create a video using the VSE and save it as Video.blender.
3. To Video.Blender I add a SCENE.
4. How can I link the New SCENE to Text.blender?

Thanks,
Anand


texts: Having quite a bit of trouble with Baking

texts:
I'm relatively new to Blender (3D modelling in general), and am working off of YouTube for the most part. I am trying to bake a head of hair and glasses (all in on object) so I can create a texture file for the model I am creating. The only tutorials relevant to my situation are outdated and therefore I cannot follow them, so here I am as a last resort.

This is what it looks like when I bake.

And this is what the actual rendered image looks like (in Cycles).

I don't think it is an issue with unwrapping, but I have no idea. Any help would be greatly appreciated, this has given me bigger headaches than I would like to admit.


texts: I was using Blender 2.79 for a little bit before I downloaded the 2.8 beta. So I'm still a beginner. But I'm a little confused. For some reason, when I'm in edit mode, and in vertex mode, when I try and select a vertex or multiple vertices, it won't select. I don't have this problem with Edge or Face mode either.


texts: Particles appearing at different locations when rendering

texts:
I have set up a Biod particle System to follow a leader. No child particles. However, when rendering the particles seem to be at different places. When going to the first frame the particles seem to not have moved at all even so they are set to start at frame -100 and end at frame 0. I have baked the cache to see if that helps.
This example shows the particles at frame 60.


texts:
I made an armature for my character and it moves well until it is applied. I have, again and again, applied all my mirror modifiers so the solutions in "Weird Armature Deformation" have not worked for me. The armature was applied with automatic weights but none of my other models have had this issue before. I have unparented the model and reparented it time and time again but nothing seems to work. Here's the model before:

and here is the model after:

(Note the arm's weird bend and the legs moving together) Remember, I have tried to use all the solutions given in "Weird Armature Deformation" but nothing has worked yet. Suggestions? Tell me if you need me to upload my model, I would be happy to so that I can fix this issue.


texts: joining two objects distorts procedural texture

texts:
In blender I created a procedural marble material using nodes and no image textures and also using generated texture coordinates and it looks great in this image

but when I go to join the marble object to the brass object using ctrl j the procedural marble texture looks completely different almost like it stretched in the z axis
Is there a way to join these objects together without having the texture change or stretch
here is the node setup
and here is the blend


texts:
I tried to render two little movie clips I dropped into the timeline to learn how to do video editing in Blender 2.8 and after a minute my computer box started beeping (which it's done once before when I tried mining Monero and it overheated and shutdown).

How can I limit how much damage Blender is doing to my box?


texts:
Basically the character is posed and rendered with various props. At random, suddenly, the lines are "sticking" among multiple frames despite the fact that the object has been moved.

What could be the cause of this, and how can I fix it?

This only started happening recently - I had done many renders with this file / model and suddenly this has started.

The magnifying glass frame is two or three frames down from the hammer one.


texts: Why is blender saying some of my scenes have no user

texts:
Blender started "randomly" deleting some of my scenes and when I checked, it was because it said there are no users. I figured out how to add a fake user now (via the "Orphan Data" Outliner) but I'm still unsure why this is necessary.

Why would a scene require a user, and how can I make sure this doesn't happen in the future?

I also haven't found any pattern to which scenes are marked as having no users.


texts:
I have a question
Blender "eats" my constructions with gray spaces.
I would like to know how to move away those gray spaces so that I can work with more space.
Thank you so much to anyone who answers me!


texts: Blender collision sensor is triggered twice

texts:
I have this script with the module collision which is called when the player collides with any of two cylinders in the scene, the module increments the counter in a text object that in a separate scene that overlays the main scene

import bge

scene = bge.logic.getCurrentScene()

dynamicText = scene.objects['Text']

def collision():
    dynamicText.text = str(int(dynamicText.text)+1)

This the logic behind the cylinders that triggers the collision and send the message to the text object to increment the counter.

This is the login in the the text object

The problem is that the counter is incremented twice per collision, and I don’t see an obvious way to filter the second time the module is called.

This is the blend file.


texts: I did 3d model at work, did save .blend file to cloud... textures missing at home

texts: So my problem: I did 3d model at work, did save .blend file to cloud... textures missing when im loading this .blend file at home. I have same texture files at home, but diffrent folder structure. How can i modify .blend file to search those textures (jpg) on hard drive? Now my model is simple purple coloured without textures (at home).


texts:
I added these loop cuts to a shrinkwrap I made on my arm, but they're coming off very crude. I wanted them to curve with the other edges instead of going straight down. Is there a way to correct this or do I need to manually move the vertices?

Click to enlarge.


texts: How to make solid torus knot (sverchok nodes)

texts:
I am trying to create a solid torus knot using the sverchok addon. I've started with the following node setup:

Which produces:

This works to create edges, but does not work to generate polygons. When switching the UV Connection node to make polygons, I get:

What I'm going for is two unconnected rings, like a couple of chain links. Like this:

The key here is being able to use the torus knot node, so I can adjust the torus knot to different configurations, while maintaining the solid structure around it.
Here is the blend file: https://drive.google.com/file/d/1W8hgo_B8JWy5ZvfJOBlpLgWLUR3aNbo0/view?usp=sharing
Thanks,


texts: Attached is the picture of the tree I am currently making from a tutorial. I am trying to sculpt the icospheres, however the sculpt tool does absolutely nothing to them. Any ideas?


texts: Rendering multiple smoke simulations from python script in cycles

texts:
I am using Blender 2.77 and want to render many smoke simulations in cycles from a script. The idea is to take one template smoke simulation, change the parameters as specified in a csv table, render with the changed parameters and then move on to the line in the csv table.
Whenever I run my script, the rendered output of the smoke simulation is the same although the parameters are changed in the blend file.
I suspect that I need to rerun the smoke simulation each time I want to render, but I am not sure how to do that.

# for each line in csv file do this
for k in range(len(outputName)):

# skip first line
if k == 0:
    print (" skip header")
else:
    # change smoke settings according to csv file

    # get the attributes from the Camera, Flow and Domain object
    myFlow   = bpy.data.objects["Circle"].modifiers["Smoke"].flow_settings
    myDomain = bpy.data.objects["Smoke Domain"].modifiers["Smoke"].domain_settings

    # get the domain and flow attributes
    smokeVorticity  = myDomain.vorticity  # amount of turbulence
    smokeAlpha      = myDomain.alpha
    smokeDensity    = myFlow.density
    smokeTempDiff   = myFlow.temperature

    # set domain and flow attributes
    smokeVorticity     = vorticity[k]
    smokeAlpha          = alpha[k]
    smokeDensity        = density[k]

    # set windforce
    bpy.data.objects["Field"].field.strength = float(force[k])

    # set render output settings
    bpy.data.scenes["Smoke"].cycles.seed = int(seed[k])

    # set number of samples to render each pixel (the more the longer it takes)
    bpy.data.scenes["Smoke"].cycles.samples = 3  #crank this up to at least 300

    # set end frame
    bpy.data.scenes["Smoke"].frame_end = 50  # change this to 100 later

    # set render path:
    fileName = bpy.path.basename(bpy.context.blend_data.filepath)
    fileName = os.path.splitext(fileName)[0]
    bpy.data.scenes["Smoke"].render.filepath = os.path.join("//renderings", "smoke", outputName[k], outputName[k] + "_" )

    # render the scene
    bpy.ops.render.render(animation =True)
    print(outputName[k] + " rendered, moving on to next file")


texts:
I can't quite figure this out, so I am hoping someone can help.

In Python, I want to create an empty object, and add a Cube primitive to the object. After that I want to create a new material, and set the object to use the material.

# Create an empty object.
basic_cube = bpy.data.objects.new("Basic_Cube", None)

# Add the object into the scene.
bpyscene.objects.link(basic_cube)
bpyscene.objects.active = basic_cube
basic_cube.select = True

# Add a Cube primitive to the empty object.
bpy.ops.mesh.primitive_cube_add(location=(0.0, 0.0, 0.0))

basic_cube_mesh.update()

But this does not add the cube primitive to the object. It adds it directly to the scene.

Any suggestions on how to get this to work?


texts: How to do volumetric lighting for a forest scene?

texts:
I have scene that looks like this:

And I want to add volumetric lighting to it so that light forms a rays of light when it go through the trees like on this example that I found in youtube:

But the problem is that all of these tutorials show how to make this lighting coming from windows, but when I try to replicate it in my forest scene it looks like big ugly fog with cubical shape. Also the light is coming from the back of the camera (as you can see) and there are some spots that needs this special lighting (like places where light goes through trees) and some that don't (like big bright are on the bottom left corner) so I can't just add a giant cube to all of the scene.


texts: How to fix HDRi showing as a black color?

texts:
I am trying to add one of the built in HDRi to my project, but when I add it and turn up the world opacity the background just turns black.
Here is a new general file that I tried adding a HDRi into:

Am I doing something wrong or are there more settings I need to mess with?


texts:
I am new to Blender and was watching some video tutorials. However, the one in the video (v2.78) has the tabs on the left panel,

and mine (v2.69) doesn't.

How do I enable them and what is their correct name? Or were they added in some later version?


texts: Does array modifier constant offset use blender units or the object's radius?

texts:
From the official guide and some video tutorials I understood that constant offset move in blender units, but when I try to apply it, it works like relative offset but using the radius instead of the whole dimension. In the picture below I used constant offset=1 in all 5 cubes.

I'm new to blender so I don't know if I misinterpreted the guide, fail to apply it or if it is a bug.

I'm using Blender 2.79 on Linux,Suse Leap 15.1


texts: Create proper UV islands without removing vertex doubles

texts:
Currently I'm creating a very low-poly model where there needs to be a high contrast between different Surfaces, so the normals of each surface must be equal to the perpendicular of the surface.

When I try to smart UV unwrap my model, without changing the model, no UV's are connected. If I want to create a nice unwrap with proper UV islands, I remove all vertex doubles and afterwards smart unwrap the model.

The problem with this method, is that now the normals are automatically smoothed, which destroys the preferred  look of the model.

Is there a way to properly smart UV unwrap a model without removing the vertex doubles? Or might there be a way to get normals perpendicular to the surface after removing the doubles?


texts: How to edit a split vertex normal without affecting others?

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I apologize for the long post ahead, but please bear with me:

I am facing a problem which, after transferring normal, I want to edit split vertex normal to fix shading on a particular face, but avoid modifying other normals on the same vertex.

To illustrate the issue:

STEP 1: I transferred normal from this cylinder onto an arc of its piece (so that the shading is smooth when we put multiple of these arcs together.)

STEP 2: as we can see, while the top/bottom/front/back sides of the arc are now shaded smoothly, the left/right sides of the arc will shade badly, mostly because the cylinder doesn't hard edge/faces along the same sides.

STEP 3: we know splitting the edge (aka setting hard edge) will give us more vertex normals to work with, BUT, because Blender use "Auto Smooth" to display custom normals, doing so cause it to recalculate the normal, which defeats the purpose of transferring normal in the first place.

STEP 4: so I tried setting hard edges + Edge Split modifier before normal transfer, it got the hard edge sorted, BUT I still need to set the vertex normal, and importantly, 1 vertex normal from each split vertex, to be the same as face normal.

STEP 5: This is where I got stuck, I don't know how to do that without affecting the other 2 normals on the same vertex. I know they are different vertices rendering wise, BUT Blender's normal tool doesn't know that.

STEP 6: also note that, because Blender's Data Transfer modifier depends on Auto Smooth, even if I have applied Edge Split modifier beforehand, the transfer only store custom normal data for Auto Smooth mode! (these 2 objects are identical, the only difference is one has Auto Smooth enabled).

Thank you for reading this far, so my issue comes down to:

I want to transfer normal data.
I also want to edit normal after transfer.
BUT normal transfer (Data Transfer modifier) depends on Auto Smooth.
AND Auto Smooth by definition doesn't split vertices, so I can't edit normal individually.
AND I can't set hard edges or use Edge Split after transfer as they will modify other normals.

I am in this circular dependency hell, please help!


texts: Is it possible to specify a complex rendering area in Blender?

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I am trying to render a complex object (suppose this is a torus). The area occupied by the object itself is much smaller than the area of the object bounding rectangle. I only need to render this object.

The surrounding scene is not important to me (besides its effect on the object lighting). I try to adjust the object material and I often have to rerender the scene.

It takes a lot of time, so I want to throw out the rendering of all the excess. I know about rendering boundaries, but this only works for a rectangular area, which is not effective for a torus. Can I somehow define the rendering area including only interesting object?

My guess how I could do it:

Disable some tiles during rendering.
Determine the non-standard ray density distribution for tracing.

Unfortunately, I did not find the standard functions and plugins for this. Maybe someone has already solved a similar problem and knows the solution.