texts: Material settings for Blender Internal and Cycles?

texts:
I've been working with Blender Internal for the past. Recently, to use HDR lighting, I switched to Cycles. Basically, I have a Python script that sets up my entire scene for Blender Internal. Now switching to Cycles, I notice I need to add a lot of new material specifications, because a lot of the old material specifications for Blender Internal are no longer  options in Cycles.

I am a bit confused here, because previously I've been thinking the two rendering engines will not differ in material settings. After all, my material is there, so why would changing the rendering engine has any impact on what is already there...

Is there a good strategy in terms of material settings for switching engines? Do I delete all the material settings and write new ones? I worry some of my old settings may still be in effect.


texts: Using Blender Internal, is there a way to make light pass through a solid object, such as a cube, as if it wasn't there? The cube of course would still be rendered.


texts: How do you calculate square root with nodes?

texts: I'm creating my own merge functions in the compositor, but I've run into a bit of a wall. How do you calculate the square root with nodes? Would one have to write a python node to do this? If so, what would that look like?


texts:
Is there a way to use modifiers in Blender to do things like apply translations, rotations and/or scaling without actually applying it?

The use case here is that I have objects built up over several modifier steps as follows:

Draw circle
Change origin
Screw Modifier without screw to create curved tube
Apply Screw Modifier
Set cursor to base of tube
Copy and rotate 30 degrees in each direction about Z axis
Array Modifier about different center point using empty for rotation

I'd like to do this without having to apply the Screw Modifier and changing origins around, because doing so loses the ability to go back and change it later without resorting to Boolean operations and lots of manual merging of vertices.

For reference, this is the result of the actions described above along with the final modifier with EmptyInner sharing the same origin shown in the image.  This is after applying the screw modifier and changing origins around.


texts: I’m trying to get this wireframe to have curved wires, like chicken wire. I added wireframe and subdivision modifiers, but they don’t seem to affect the curvature of the wires. Any suggestions?


texts: after baking normals, ao and cavity maps, I wanted to texturize, but as you can see on the screenshot, nothing happen. Did something wrong or did I forget something?


texts: Retain circular shape after adding subdivisions with sub surf mod applied

texts:
Anytime you need to add additional subdivisions to only certain edges of a circle (not all edges) you wind up with a shape that's no longer circular when the sub surf mod calculates the curve between the newly added vertex and the original vertices.

Logically it seems that there should be a way to determine where that new vertex needs to be to make the resulting sub surf line appear circular. Unfortunately,  as a human, it's hard for me to pinpoint that exact location by eye.

Is there a tool or command that re-circularizes the shape once I add my subdivision to my circles edge? Am I thinking about this the wrong way such that there's an alternative path that fixes the problem without this tool?

Thanks in adv.


texts: Is there a way to get linear HSV sliders in colorpicker?

texts:
I noticed that the RGB  sliders under color pickers are in linear mode, while HSV are in sRGB.
Is there a way to chose to have all in linear or in sRGB ? Just to get cohesion. Do you think it's possible with an addon ?
I am asking this because if I want an albedo with a value of 0.3 for example, and a hue of 0.85 and saturation of 0.2, I have to set RGB value at 0.3 to get the good value in HSV picker, and in this one I enter Hue and Saturation. That's a bit broken to me.
Normally when converting to HSV, the value is the max of red, green or blue channel. So a color in RGB (0.5 ; 0.3 ; 0.1) should be in HSV( 0.3 ; 0.8 ; 0.5) and not (0.101 ; 0.525 ; 0.735).

Edit : I just found that it can be partially solved in the ColorManagement tab by switching display device from "sRGB" to "none", with the drawback to get a raw look in the 3D rendered view...

Edit 2 : I found a simple way to correct the raw look back to sRGB by using a gamma 2.2.

I guess it's close enough for some preview. But I lose the render view presets...


texts: UV map transfer with Data transfer modifier gives ripped borders

texts:
guys. I, a Maya user who was asked to adapt my routine to Blender, ran into the following problem:
After retopologizing a Marvelous Designer mesh in Zbrush in a way that preserves 3d placement of seams, I try to transfer the UV map from the original mesh to its retopologized version in Blender with Data transfer modifier, but I either get ripper borders (both meshes are split along seams) or messed up inner parts.

I've tried all Face corner data options, increasing Island Handling refinement, scaling meshes to real-world size + increasing Island Handling refinement. The only thing that works is splitting meshes by UV islands and transferring individually.
While I know a way around it, I am pretty certain it is possible to set this modifier to give me the results I want right away ( like in Maya)

I'm using Blender 2.78
Here's my file


texts: I had an idea strike me the other night of modeling an exterior scene, which I know how to model except for the tiki torches. I tried the cast modifier and it does not work well, at least not with a grid object set to x=8, y=8. I can work out everything that would run the z axis, but the mesh that would weave between the "fingers" of the z axis going across the x axis (while in front ortho), I'm not sure how to achieve the correct affect. I've included a reference photo from the yard to help clarify if there is any misunderstanding. I want to "weave" my mesh along the x axis between the adjoining objects if it's possible.


texts: Call a function with parameters on a certain frame

texts:
I want to animate any number of text objects using Python.
For example, imagine 10 text objects, changing their values to different strings, on any frame.
In short, I want full control to animate the text.data.body property.
Searching on the web, I found a solution for simple cases -> Keyframe on text body in Python?
And then I wrote my own code. However, I get TypeError: 'NoneType' object is not callable from my console, because I am trying to call my update_text function with different parameters.
Apparently, a function must be given to the 'register' without being called. Does anybody have any idea? I see that this is yet an unsolved problem...
Thanks in advanced!

def update_text(text_obj, old_text, new_text, key_frame):
    cur_frame = bpy.context.scene.frame_current
    if cur_frame <= key_frame:
        text_obj.data.body = old_text
    elif cur_frame > key_frame:
        text_obj.data.body = new_text

def register(update):
    bpy.app.handlers.frame_change_post.append(update)

# update text content
register(update_text(my_text_obj, "old", "new", 10))


texts: An object consists of a single edge (two vertices). How can it be made visible when rendering? In other words, how can it be "solidified"?


texts: how to copy drivers to multiple Objects?

texts:
I want to copy one driver to all selected objects at once, but the "copy to selected" function copies solely the current value of driver, and not the driver itself.

Is there a possibility to copy also the driver to all selected objects?


texts: Does anyone know why this is happening?  Render view shows the material, while the final render does not, and it is only one material (black plastic renders a standard while clay).


texts: Which is the path to particle drivers data? (Blender Python API)

texts:
I have created a particle system in a plane which renders an object (UV Sphere) for each particle.
The instanciated UV Sphere has a driver in its scale properties, so the Spheres created with the particle system have this driver working on each particle. This means that I can add drivers to my particles and they work.

Also in the Blender Python API there are these functions in particle objects:

driver_add()
driver_remove()

(you can see them in bpy.data.objects['Plane.002'].particle_systems[0].particles[0])

Has anybody known where the drivers of particles are stored? Which is the property and its data path?

I have been looking for it in these paths:

bpy.data.objects['Foo'].animation_data.drivers -> all object drivers but not the particle ones
bpy.data.objects['Plane.002'].particle_systems["ParticleSystem"].settings.animation_data -> None

Here is the test file.

I appreciate any help you can provide.


texts: How to enable Vertex Color Paint in v2.81.16? Can't find material options in new UI

texts:
Just installed Blender, not used to this UI. Having trouble finding a lot of things, but getting by. Can't get by without this though, there used to be material options but either that got thrown out recently, or I'm in the wrong render mode.
I think I'm in Blender Render, but I've not seen where that's shown or can be changed in v2.81.16.


texts: Changing colours precisely, procedurally

texts:
I assumed this had been asked before but can't find anything that does what I need.
I have an image texture (a png) which uses 18 different colours. I want to be able to use the shader editor to change each individual colour and then apply that to a surface. So e.g. where the original texture has a particular yellow, make the surface orange; where the texture has blue make the surface green, etc.
Connecting the texture's colour to the fac input of a colour ramp may be the best/only approach, but:
a) it's not clear from Blender's manual how an RGB image is mapped to just one value (fac) when you connect nodes - but it seems from googling it's using luminance. (Is that right?)
b) if that is the case, it seems a bit clunky as I believe that different RGBs can have the same luminance
Separating the RGBs also doesn't seem to work, as then you are dealing with each channel separately. I would like to be able to say e.g. 'take colour (25, 50, 100) and change it to colour (100,150,0) - i.e. my desired output depends on all three of the RGB channels in combination, not individually.
If anyone has any advice on this, I would appreciate it.
Many thanks
John


texts: What happened to my camera and how to set it back to default?

texts: My camera became all distorted and if I add a different camera, it does the same thing.


texts: How do I make a oval(ellipsoid) dome structure?

texts:
I am trying to model the National Center for the Performing Arts in Beijing. It's an ellipsoid structure and I'm using arrays and curve. Each radius is different cause it's oval. Is there an easier way to model it?
I think I already messed up because of it's rotation.

Minor Radian 72.5 meters
Major Radian 106 meters
Height 46 meters


texts: render engine will not change from workbench

texts:
I am doing an animation project and i used workbench to quickly render out the animation (i rendered to PNG sequence). However when i try to final render still images for testing all i get is the workbench version of the render. I've tried cycles and Eevee with no luck.
When i set viewport from shaded to rendered using Cycles or Eevee i get proper rendered viewport as normal.
Old files work as expected as well so i don't think blender is broken :). so its something i did when using workbench?
If i copy and paste all geometry lights and camera to a new empty scene. all is well. Its so weird.
Thoughts? Thanks in advance!
Tony


texts: How to assign freestyle attributes to different objects for rendering?

texts:
I have a quadrilateral mesh and a triangle mesh in my collection, for quadrilaterial we want to render the visible edge, for triangle mesh we want to render the whole boundary which included the occluded boundary. How to achieve this?
Thank you  very much!
The first picture represents the result which we render for triangle mesh,
and the second picture represents the results which we render for quadrilateral mesh.


texts: Get smoke color from flow object Vertex Color

texts:
I have an alembic cache of an animated object with animated vertex color and I'm using this as a flow object for a smoke simulation.  All that is generating smoke well, but...

Does anyone know how I might get the Vert Color of my flow object to drive the color of the smoke?  I can get it to take the color attribute from the flow object settings in the dynamics tab, but not the shader color I've set up. Am I missing something simple, or is there a fancy workaround?

In case anyone wants to play with test files...

Blend file

Alembic source


texts:
I've seen multiple (similar) versions of this question all over the internet, with no solid answer.

I have two objects - both are different sizes.

I unwrap and apply the same material to each.

The material's scaling is different on both objects - nothing out of the ordinary..

I squint my eyes and poke my tongue out the corner of my mouth while I try to match the scale of the first object's material to the second object's perfectly.

But why go through all the trouble?

Why can't I just apply the material to any object I want and adjust the material's scale universally to all objects with the same material using the "Mapping" Node?

Sure I could use "Object" in the "Texture Coordinate" node and adjust scale in the "Mapping" node.

But then my material just gets smeared down the object's vertical edges.

Any experts have a solution?

Cheers.


texts: Why has Blender started not responding with every brush stroke I make

texts:
I have just recently started using Blender for 3d sculpting.

In the first week all proceeded well and I was learning quite a lot.

However this week as my sculpt started growing in size Blender began to be less and less responsive to the point that it is now not responding for quite some time with every brush stroke I make. This is making my work progress impossible.

First thought was that my file was too large in size: 700MB.
I managed to resample all the meshes of the object in my sculpt and file size was reduced to 80MB.
After resizing to 80MB Blender is still not responding.

Here is a breakdown of my PC system.

Intel Core i7 4790 CPU 3.60GHz
32GB Ram
64 bit operating system
Windows 10
4GB EVGA NVIDIA GeForce GTX1650 XC GDDR5 896 Core 1485MHz (1665MHz) Graphic Card

If I cannot solve this problem I will have to stop using Blender and I do not want to do so. If there's anybody that can help me solve this problem or at least address me to someone who can help me solve it, I would greatly appreciate it.

Thanks in advance for all the help.


texts: How create a cube with a rippled surface

texts:
I'd like to create a cube with one side rippled in the form of a sine wave.
Here's what I've done so far:

I wrote a Python function to create a sine wave curve
I extruded the curve to form a 2d sine wave
I boolean joined the 2d sine wave to a 3d cube

This results in a 2D sine wave on top of a 3d cube - picture attached.
Instead, I'd like to have a solid 3d object with one side being a wave. Ideally, I'd like to have an object with no internal faces, as I am exporting this into another program that does not deal well with internal faces.


texts: What is this dashed bounding box left where there is no geometry?

texts:
I have created a house using a plane. Then I decided to redo the house.
I kept the old house to see the dimensions, and after re-doing the house, I deleted the old house.
However, Blender still shows the box of the old house.

Why is that so and how can I delete this artifact? There are no vertices in the old house anymore, so I am not sure why Blender still shows this box.


texts: Bumpy node set up for metallic noisy texture

texts:
I'm trying to emulate the texture of the metal-steel taps, which seem to have a fair bit of noise.
I was following a tutorial and the instructor added a Noise texture in the displacement, But I know from various tutorials I'm following regarding nodes, that you have to plug in the right colour nodes. So is this Node set up correct? Or how can I have a better result?
Thank you.


texts: Why does Blender freeze when rendering with render layers?

texts:
So as the title say, Blender freezes at the last point of rendering when I render with render layers. I'm quite sure that there is some problem with settings but I can't get what. In principle I could render layer by layer frame by frame, but that is such a hard work, that I don't want to make 600 frame animation in that way.

Here is couple pictures even though I don't think that they would help much..

This is just a copy of my real project so don't be surprised that there isn't any objects. I just get same results with this.

Here is the .blend-file:


texts: How to add hair particles to a material in an object

texts: I have an object with two materials, and I want the hair particles to only grow on the second material.  How do I do this?


texts: problem in baking normal map in blender, connecting edges appear in normal map

texts:
I am a beginner, I am trying to bake normals for an object, after baking the normals normal map shows the connected lines. This is not happening for other objects, so I don't know what I did wrong. I am attaching UV map and baked normal map. enter image description here

this is the uv map

and this is my normal map


texts: How to create a realistic jelly sweet that is dusted with sugar?

texts: A sphere or hemisphere of jelly sweet would suffice.  Or a square? Whatever shape you decide.


texts: Problem using Voronoi texture as Cycles displacement (2.8)

texts:
Hello, I wanted to wrap the whole Sphere in Blobs but as you see on the left side it is deflated and I don't seem to get why it is happening.
Maybe someone could explain why I would be so grateful.


texts:
I'm a noob when it comes to compiling. I've followed the instructions for compiling Blender on OpenSuse Linux.
https://wiki.blender.org/wiki/Building_Blender/Linux/OpenSUSE
I downloaded the sources.
I downloaded the libraries.
But when I follow the Update and Build instructions
cd /home/myprofile/bin/blender-git/blender/
make update

I'm given the following error:
python3 ./build_files/utils/make_update.py
Python path configuration:
  PYTHONHOME = (not set)
  PYTHONPATH = '/usr/local/lib/python:/usr/lib64/python/'
  program name = 'python3'
  isolated = 0
  environment = 1
  user site = 1
  import site = 1
  sys._base_executable = '/usr/bin/python3'
  sys.base_prefix = '/usr'
  sys.base_exec_prefix = '/usr'
  sys.executable = '/usr/bin/python3'
  sys.prefix = '/usr'
  sys.exec_prefix = '/usr'
  sys.path = [
    '/usr/local/lib/python',
    '/usr/lib64/python/',
    '/usr/lib/python38.zip',
    '/usr/lib64/python3.8',
    '/usr/lib64/python3.8/lib-dynload',
  ]
Fatal Python error: init_fs_encoding: failed to get the Python codec of the filesystem encoding
Python runtime state: core initialized
  File "/usr/lib64/python/encodings/__init__.py", line 123
    raise CodecRegistryError,\
                            ^
SyntaxError: invalid syntax

Current thread 0x00007f9baaa00740 (most recent call first):
<no Python frame>
make: *** [GNUmakefile:504: update] Error 1


texts:
I'm coming from photography. So:
I made a champaign bottle in 2.78 with a fine shader, now I need those light's reflections in the glass to become nice and soft.

I set up 2 "strip lights" (emitting planes) to bring out the shape, but the reflection is rather harsh and unpleasant.

In photography, I'd place a strong diffusor right in front of the lights to avoid those razor sharp reflections. But how can I achieve that in Cycles?

Of course, I would not alter the glass material. So either there is a way to modify the light source, light path or the light itself.

Should I bounce the light off of a less reflective material onto the bottle? Like a reflector in photography.  Or should I place some kind of material in between lights and subject?

I've found a blur node, but I haven't used the compositor yet enough to know my way around. There is also supposed to be an "Integrator" according to the online documentation, but I have failed to find it in the software.

Please help, dear Blenderers


texts: Non responsive HMD sensors in Blend4Web CE

texts:
I am developing a simple VR app to my Galaxy Nexus 5 using Chrome/59.0.3071.125 via blend4web CE 17.06. The app responds perfectly to any rotation movement, so I can look around, this is provided out of the  box by the blend4web SDK.
However when I try to access the HMD position or quat data I get the same static values:
pos = [1, 1, 1]
quat = [0, 0, 0, 1]

Regardless of the position of my phone.

Here is the code snippet I use to access the data:

function register_hmd() {
                m_hmd_conf.update();
                // camera rotation is enabled with HMD
                m_hmd.enable_hmd(m_hmd.HMD_ALL_AXES_MOUSE_NONE);

                var cam = m_scenes.get_active_camera();
                var position = m_ctl.create_hmd_position_sensor();
                var rotation = m_ctl.create_hmd_quat_sensor();

                function gesture_detect_cb(obj, id, pulse) {
                        var pos = m_ctl.get_sensor_payload(obj, id, 0);
                        var quat = m_ctl.get_sensor_payload(obj, id, 1);
                        console.log("pos", pos[0], pos[1], pos[2],
                                                "quat", quat[0], quat[1], quat[2], quat[3]);
                        console.log(m_hmd.get_pos);
                }


texts: Toggle Subdivision modifier and smooth shading with one key

texts:
Is there a hotkey, script or addon to globally toggle smooth shading and subD?

When modeling with subD's I like having the shading faceted, but obviously want to see it smooth when I turn the subD modifier on. I figured out how to use the Simplify to turn subD on/off on all meshes with one button, but this doesn't change the smoothing (1st picture). So I have to go into every object, select all and adjust smooth shading whenever I want to preview my model.

Is there a way to toggle [smooth shading off/subD off] and [smooth shading on/subD on] with one hotkey? In Modo this happens when pressing Tab (2nd picture).


texts: Is there a way to duplicate a material node with it's keyframes?

texts: I also tried by making a group of nodes and duplicating the group, but if I undo the groups, only one of them keeps the keyframes.


texts: I'm trying to render a very heavy scene in Cycles. The scene should have around 10 seconds long. If I render the 240 frames (if it's done in 24 fps) is going to take to much time so I was wondering if I could render it in less than 24 fps and still have a fluid sensation of motion... 12 fps maybe? I don't want to have a stop motion felling.


texts: I want to model a cover for my key with exact proportions in centimeters. What tool I should use and how should I do that?


texts:
I am using blender to create a motion capture of my facial movements using the motion tracking feature.  When I create the motion trackers and I enter the default mode, I would like to map those to an MHX2 makehuman model which uses the face controls.
I was thinking of using tracking to to do this because I am not sure how to.  One main problem is however that the facial trackers from the motion tracks are locked to the camera and are in the z axis but my  MHX2 makehuman model's face is at 90 degrees to the motion tracks. I thought I would just move the motion tracks in front of his face.  But it is not working because the tracks are locked to the camera when I move them the camera moves and distorts them.  Also my MHX2 model has other motion captures for his body movements so he is going move around.
Is this the correct way of going about this, or is there another way?


texts:
I'd like to run some rigify operators. As you might know, the operators are "unique" for each armature because of their rig_id. If I have the rig_id = "i8fj1rbnfbd76bf5" then it takes the following syntax to call the operators:
bpy.ops.pose.rigify_limb_ik2fk_i8fj1rbnfbd76bf5(prop_bone='thigh_parent.L',
                                                  pole_prop="pole_vector",
                                                  fk_bones='["thigh_fk.L", "shin_fk.L", "foot_fk.L", "toe.L"]',
                                                  ik_bones='["thigh_ik.L", "MCH-shin_ik.L", "MCH-thigh_ik_target.L"]',
                                                  ctrl_bones='["thigh_ik.L", "foot_ik.L", "thigh_ik_target.L"]',
                                                  extra_ctrls='["foot_heel_ik.L", "foot_spin_ik.L"]')

bpy.ops.pose.rigify_limb_ik2fk_i8fj1rbnfbd76bf5(prop_bone='upper_arm_parent.L',
                                                  pole_prop="pole_vector",
                                                  fk_bones='["upper_arm_fk.L", "forearm_fk.L", "hand_fk.L"]',
                                                  ik_bones='["upper_arm_ik.L", "MCH-forearm_ik.L", "MCH-upper_arm_ik_target.L"]',
                                                  ctrl_bones= '["upper_arm_ik.L", "hand_ik.L", "upper_arm_ik_target.L"]',
                                                  extra_ctrls='[]')

I was thinking of concatenating the id with the rest of the syntax and converting that into an operator call that I can execute. Is that possible or what alternatives do I have?


texts: Volume Scatter Works In Eevee But Not Cycles. Am I missing something?

texts:
I wanted to try and render a Star Trek borg scene I have in cycles to see if I could bump up the HD-ness of the outputted image file but noticed that when switching the render modes, anything that used Volumetric lighting or volume scattering does not show up, and will result in blocky renders if it does seem to render. Is there something extra you need to add to make it work in cycles? I know in Eevee you need to make sure Volumetric lighting is enabled but there isn't an option for that in Cycles. Any help would be greatly appreciated because I am making this for a gift for someone. Thanks! :)
World(Star & Nebula): https://imgur.com/PnWmZRJ
Nebula(Object): https://imgur.com/82xPu7l


texts: How do you parent Armature Bones and In what order?

texts:
I'm pretty new to blender so do me gently. Right now my biggest hurdle is the rigging process. I've placed all of my bones using (shift+A) for the necessary stuff.. but realized that they're all separate from one another. Like they act like their independent from one another. For example I'm unable to select multiple bones. I made some kind of goof. I think it's because they aren't parented to each other. So how do I go about parenting bones and in what order? I hope that makes sense. There's a screenshot below to help illustrate. I really appreciate the input and i'll reply to any additional questions as quickly as I can.

Party on!


texts: Script changes to driver expressions and variables

texts:
Scripting newb here.

I have thousands of unique objects named plane.001, plane.002 etc. They all unique meshes with a single shapekey apart from the basis. The shapekey has a driver on its evaluation time and the variable type of the driver is distance, with an empty as the first target.

I'm trying to write a script that changes the second target of my distance variable to the same object that contains the driver. Since I simply duplicated the original object thousands of times, they all have the original object as the second target.

I'm hoping someone will throw me a bone here, show me a viable script and explain what's going on. I do have experience with programming languages but I'm very much an amateur.

Thanks a lot lot lot!


texts: How do I mix more than one image with a video in node editor?

texts:
I'm trying to add images to a video clip using motion tracking, and while I can do this fine for one image in a clip, I can't figure out how to have more than one image added to the video. Is there a way to do this?

Thank you.


texts:
I have a question about 3D Space Navigators within Blender. The model I'm currently using is the Space Pilot Pro, a logitec product by 3dconnexion. I am not able to pan the view with my SpacePilot Pro 3D mouse.

How do I get this device to pan the view?  For some reason it is locked by default.


texts: Big hill behind tree won't show in camera/render view.


texts: Fade to Black Effect in Video Sequence editor?

texts:
Is it possible to get fade to black effect (just like in Windows Movie Maker) in the Video Sequence editor?
If so, how?


texts:
I remember a modifier which allowed to remesh a object and to choose something like a tree depth. Depth one led to a single cuboid surrounding the whole original mesh. Increasing the depth further the mesh was subdivided in more faces and got closer to the original shape. Can anyone point me to that modifier? I am searching for it now quit a while and just cant find it...

Best regards


texts: UV Unwrap: Unwrap Mesh to fixed pixel per unit

texts:
I'm building a game asset and want to keep an eye on equal mapping aspect ratio.

So my question is:
how can I unwrap my object so that blender keeps a fixed ratio of 1 unit = 20px in the UV map. It doesn't matter if the UV mesh extends the UV texture, I will rearrange and scale manually.

Google or Stack Exchange didn't give me a good answer.


texts: Fluid simulation is choppy with animated obstacle descending on Z axis [video included]

texts:
see video for example HERE.

I have a cylinder that's an obstacle for my fluid simulation. It descends, and the fluid is supposed to descend with it. Well... it does, but on the bottom where the fluid meets the obstacle, it jumps instead of gradually going with the obstacle. Here's the blend file for review: blend file.

Any help would be greatly appreciated. Thanks!


texts: How can I achieve a procedurally generated mixed color effect on the sides of a dice object?

texts:
I have a simple dice object with a material node for the side color and a material node for the dot color.
How can I achieve this mixed color effect on the sides of the dice:


texts: how does one add accessories to a sculpted mesh?

texts:
i am a novice modeler who i looking for some a modeling advice.

here is an image of a creature that i would like to model, (IMAGE BY ALEX CHEN, found on creature spot dot com)

this is my sculpted progress so far,

i just can't figure out how to add the wings and the armor like material for the chest and arms. As you can see from my mesh i tried to use and array modifier, along with shrink wrap, and subdivision surface modifiers but so far i am not getting the results that i want.

Your (the viewer reading this question) answer can really help us novice modeler in the long run. What is the best approach to adding accessories to sculpted mesh?


texts: Import a .XYZ file as Displacement modifier?

texts:
TL;DR

I used a program called L3DT to create a mountain-y terrain, and I saved the height map to a .XYZ file. Is there any way I can import this .XYZ file as a displace modifier in Blender? I don't want to use a generic Black and white file for the heightmap because there can be some confusion between the map and Blender, but .XYZ files store raw coordinate data for each vertice that makes up the terrain.

Process

First, I generate the .XYZ file in L3DT, which I have confirmed works and is not corrupt, as this is my .XYZ file in a Point-cloud viewer called LIDARview.

Then, in blender, I create a plane and subdivide it 100 times to add some geometry, then add a displace modifier:

How would I go from here? I can't use a .XYZ file as a texture..

Here's a link to the .XYZ file


texts: How to visual clear Reflection in freeform shape

texts:
I'm trying to visual the freeform shape that uses the mirror polished stainless steel. Something like Cloud gate

In render the reflection is too distorted because the curve shape is quite complex. I want to avoid it without changing 3D.

I tried to add normal vector to change the reflection but it didn't work.
Does anybody have idea to solve this to make a nice render?


texts:
I have a setup where there is a square with a shapekey on each corner and I want to use a bone to drive the shape keys as shown in this animation:

However, I've fiddled with curves and tried a couple of expressions (I'm not good with those), but I cant get it to work.

Any ideas?


texts: Objects Disappear when using Cycle Engine

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GPU: Geforce GTX 1060 3GB
CPU: AMD Ryzen 5 1600 Six-core Processor
When i switched render engine from Eevee to Cycles, the object disappear in the viewport and also disappear in the render. I tried solutions from other forums and still did not solve this problem.
What i've tried:

Checked to see if i disable or enable render visibility in the OutLiner. In which i checked that it is all enabled and still does not work.

Checked if i accidentally pressed "H" to hide objects and to unhide them using "Alt H". I double checked this by trying it while its using Eevee Engine and again while it is on Cycles Engine. Again, this does not work.

When rendered with the Eevee Engine ^

When rendered with the Cycles Engine ^

The Blend File ^


texts: Creating vertical thin coloured strips on sphere

texts:
I have attached an image with an explanation of the issue I have.
https://www.mediafire.com/view/qs0nu64aov4rou8/Vertical_Strips.PNG/file


texts: Toggle vertices/edge/faces with numpad emulation

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I want to toggle vertex/edge/faces but I can't seem to make keys 1, 2, 3 or Ctrl+ Tab to work on Numpad emulation mode while on a laptop keyboard. Is there any way to remap these?

Blender 2.8
OSX 10.13.6

Thanks


texts: Why is only the first frame rendered repeatedly when rendering my animation?

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I just started learning Blender today and I've encountered as an issue with rendering. When I set up my scene (which involves a cloth falling onto a sphere) and hit Ctrl+F2 to render my animation, only the first frame is rendered repeatedly, even though Blender is clearly iterating through every frame (the frame counter is going up).
On top of this, if I try to render one frame (which is not the first) specifically with F2, the first frame is rendered instead. The object to be rendered is snapped out of the camera view to the origin when rendering as well.
I am using Blender 2.83.2. Any suggestions on how to solve the issue? Perhaps I'm using the software incorrectly?
In terms of settings, I have not done any customization and I simply render my scene as-is.


texts: Problem painting objects in blender game engine

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I can paint any model in blender internal render But mistakes occurs while trying painting in blender game engine. The following are the steps taken by me to paint a model in blender game engine.

1) Switched to blender game engine with ramps, nodes and shaders deselected.
2) Spited window into two parts and changed one window as UV image editor.
3) Unwrapped the model and add texture to UV image editor.
4) Switched from object to texture paint mode and view port shading to texture.
5) Added a paint slot.

And after doing all these steps when I start painting, nothing happens. So as a solution for now, I decided to paint my model in blender internal render and use that image in blender game engine. I just want to know where I am going wrong. It would be very helpful if anyone would write the correct steps to paint a model in blender game engine.

I'm using blender 2.75a


texts:
Is there a scientific way to have a balloon squeezed as if between two planes (or in a vise)?  In other words, have the sphere maintain its volume while it is deformed between two parallel planes?
[update]
This video shows how to do it:
https://www.youtube.com/watch?v=e6z4C63l0tc
Thanks to David Ward for his tutorial.


texts: Convert Iphone 3d Scan .usdz to stl for blender?

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Is it possible to, using blender, convert a .usdz type file from the new iPhone ten scanning feature to create a mesh in stl or obj? If not, is there another way to convert it into an editable form in order to be able to repair it in blender?
Thanks!


texts:
I would like to use Blender to visualize what I'm calculating with linear algebra formulas, I need to perform linear functions starting with a 2D or 3D vector and multiply this entity with a custom defined matrix; the result of this is a vector that I would like to visualize in some sort of way on the scene ( an arrow, a cilinder, a 3D shape a 2D shape, something ... possibly with colors so I can visualize multiple vector on the same scene ).

Now I know how to get the x,y,z coordinates for each vertex,

# 1 possible way to get x
bpy.context.object.data.vertices[0].co.x

I don't know how to get an object of type Vector out of this ( 2D or 3D vector ) and fill a matrix ( tipically a 3x3 matrix ) that I can use to perform the computation.

I'm basically having a little trouble understanding how to get the types that I want for the task that I need to perform.

And in the end I also need to keep the result of this computation, tipically an array of vectors/vertices, on the scene in an easy-to-visualize way.

I'm using Blender 2.68a.

Thanks.


texts: How to create very realistic rain with a particle system surrounded by a fluid domain?

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I am working on a scene for a short film in which it is raining on a desert. One of the shots will be very close up so I want the most realistic look possible. I looked at other tutorials on how to make rain, but the splash effect is only ever simulated with a tiny white spot with dynamic paint. This would not suffice.

I tried doing fluid simulations with many fluid spheres but that didn't work that great.

I am already using Dynamic Paint from a particle system for the wetness effect and slight displacement of the desert terrain, however I am looking most for realistic splashes, which I think will really sell the effect.

Is there a way to make a fluid domain around a particle system so that it uses each droplet as a fluid and makes realistic splashes on contact with a plane at the bottom?

Thanks!


texts: avoiding a tiled looking ocean simulation

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I want to make a scene of a missile flying over the ocean. Because I want the missile to be relatively high up, the ocean looks very repetitive.

How can I make the ocean not look tiled without scaling up the object and making the waves smaller?


texts: Scaling only the height of a parallelogram plane

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Still learning Blender so sorry if the answer is obvious but I seem to have hit a mental block on this.

How do I scale a parallelogram (a plane) to give the result of halving its vertical (Z) height?

In the image:

Left: The starting plane
Centre: The result of scaling using: S Z 0.5
Right: The result I want.

I can get the result I'm after in Edit mode by just moving the lower vertices upwards (the rightmost shape above), but I want to do be able to do this from a script in Object mode.

I've tried moving the center of rotation and origin to the center of the top edge before scaling, but it makes no difference.


texts: How do I remove these edges connected to the center?

texts: After using a boolean to create a hole in my mesh these edges started to connect to it. How can I remove the edges without also getting rid of the face?


texts:
Hi. Im using version 2.82.7 I believe. I want to put a bevel around the top edge of the letters all the way around the top edge, in which the edge and face move in towards the center like the cube on the right. I haven't been successful.
My first step was to add text, use a font, and make it look like I wanted. Then I converted it to a mesh, but I can't get the edge to bevel or scale in to the center?
thx


texts: Blender 2.79 How to remove the clipping in Material Viewport?

texts:
How to remove the clipping in Material Viewport?

I've already set the clip view settings.
It works on solid viewport but not in material.


texts: Is it possible to reset the render view zoom level to 1:1?

texts: After I have rendered an image I often want to zoom in and out to get a good look at it and check for problems etc. However, I don't know how to reset the zoom level back to 1:1 (1 image pixel = 1 display pixel). I know I can just save the render and look at it in an image viewing application, but I was wondering if there is a shortcut or toolbar button somewhere that will reset the zoom?


texts: material preview is not showing any colors and just being gray

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I recently downloaded blender 2.91.0 I did a little lightsaber and, when I go to material preview, it just becomes all grayed out, and when I add a new material the color of the material doesn't change
screenshot:


texts: Trying to create a script that makes roofs on selected boxes

texts:
I hope this question isn't too broad for Blender stackexchange.

Quite often in my work I import topographical data specifying the flat geometry of buildings. I'm trying to make a script that put roofs on these buildings. I have some Python experiences, but I'm having a really tough time using Python in Blender, and haven't been able to find any in depth tutorials to help me on my way.

The goal of this script is to iterate of all selected faces, check if they have four sides, extrude the faces, then scale the shortest edges to 0. I want to have the shortest edges so to roof aligns correctly. See the image for an example of what I want to achieve.


texts:
In the past, Blender (at least the Mac version) has had the ability to encode video files as .mov, the format used by Quicktime Player. However, with Blender 2.79 this feature seems to have vanished, for both the Internal and Cycles render engines. The release log happens to have the entry "Video encoding settings have been simplified, along with the addition of a Constant Rate Factor (CRF) mode" which I suppose could be the cause.

Does anyone know what happened—whether it is the aformentioned reason or something else—and how to export videos as Quicktime .mov in Blender 2.79?


texts: I have a BMesh that I loop through and select some faces. I would now like to create a new BMesh out of all the faces I just selected. How can this be achieved in python? In addition, since faces have the tag attribute which can be used by custom scripts like mine, how can a new mesh be created using the tag status of each face to determine inclusion?


texts: How to move multiple UV's face together to the 2D cursor

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I want to move all of those rectangles to be stacked on the 2D cursor, because I want to reuse a texture area for all those UVs.

Manually dragging : not accurate, no snapping
Align X/Y : The rectangle collapse into a little dot
Shift + S -> snap to cursor (offset) : They are not gathered/stacked together, they retain the original spacing
Selecting one by one and do snap to cursor (offset) : Works but time consuming, is there any operator that do this for all items?


texts: Rigging when bones must achieve conflicting goals

texts:
I have a question and words seem to fail me when searching here for an answer. Although this is related to a swim cycle, it is a problem I have encountered before: How do I achieve more than one goal for a bone: For example, a constant Y rotation, with a Z rotation axis saved as a separate action?

Here are details: I have created a swim cycle, deflecting a tail along the Y axis of three bones:

I would like to be able to add a flutter on another axis -- say Z -- and have that action smoothly intersect with the underlying cycle whenever and wherever it is used. Here is a Z wiggle:

In fact, I would like to do that with a flutter on the primary (Y) axis, too:

What I get, however, is the situation where the flutter action -- placed higher than the tail cycle on the NLA editor -- works fine, but ends up leaving the tail cycle deformed by the last position of the flutter NLA event. In the image below, the Z flutter has left the tail kinked downward:

My hope was to create action clips that added special or non-repeating action to an underlying strip but ended the "new" action -- the flutter in my file -- with a smooth return to the position of the underlying strip -- my swim cycle... Sort of like "take this cyclical position and add 10 degrees Z rotation, then subtract the rotation until it blends into wherever the underlying action strip is.."

So, that, with a question mark after it, is my question. How to achieve?


texts: How come my mirror modifier messes up when I apply subdivision?

texts:
Ok, when I applied my subsurf modifier my mirror modifier messes up... how can I fix this?

Here is the mesh before I applied the subsurf modifier.


texts: I am using version 2.82.7 and am trying to install mmd tools on Blender. It doesn't appear in the addon menu even though I have it in the program files. I used to have an issue where a copy of mmd tools appears in the appdata before I reinstalled Blender trying to fix the issue.


texts: Polyurethane Acoustic Foam Procedural Texture

texts: I'm looking for some suggestions on the best way to procedurally generate an acoustic foam material. The material has small flecks of glitter in it and I'm struggling to replicate this specifically. Sorry that the image is a little compressed, this is the acoustic foam I'm working from, so I would like to get as close to this as possible. Thank you.


texts: I wanna create Shutterstock friendly pictures but it has to be 4 megapixels. How do I render my picture as 4 MP so that I can upload it on Shutterstock?


texts: How can i change a simple image into height map. I am using crazybump software for making different maps of a picture. But it does not provide the facility to make heigtmap. Is there any way to do this?


texts: Boolean Modifier removing parts of my object

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I followed all the suggested steps online, such as fixing the normals, removing all the doubles, etc.
These Are The objects:

The Target, (the one with the modifier applied) is the text and the grid is The object used for the modifier:

This is the modifier applied to the target. "Plane" is the last image's object (something like a grid), and the 3d view is the result, it seems very strange and buggy, like the boolean modifier didn't work well.

Any ideas on how to fix this?
I am trying to subdivide the mesh in quads that have all a cube shape, but for example in the outer parts of the mesh, will follow the lines of the mesh. Something like consecutive cuts in two directions.

I know also that I can use remesh modifier, but I think is not a good idea to use it because it takes a long time to process and create a lot of geometry.

I am attempting to create a mesh with lot lines along the x and y axis so that I can separate them using separate by loose parts and get lot of cube similar shaped part of the mesh.


texts: Is there a way to anchor vertices in a displacement modifier animation?

texts: Is there any way I can anchor specific vertices in an object in a displacement modifier? For context i am trying to animate a flag using a displacement modifier and an empty following a curve but I cant find a way to anchor the flag to the pole.


texts: Can't change number of vertices/segments on just created mesh

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I have a problem with changing segments of a newly created sphere. A window where I can change it is transparent and does not respond to any clicks. This problem is with any mesh I create. There is already another mesh in the project in which no problems were observed.

Every time I click this window just disappears. Thanks!


texts:
I am having a problem trying to implement texture project paint with Cycles, Blender 2.70.

I go through the process of importing the model (a female head), establishing the seams and unwrapping without an issue; when I try to add the new UV maps I can add them and then I can unwrap on each to get the different views; all that works. The problem starts when I try to assign an image to those UVs, that it does not stay. As I cycle through the UVs I can see that the UVs are different but the image remains the same and i have to change it manually. My UVMain is black; this is the texture I want to project the other textures into.

After applying the black image texture to the model, I select the model, and I go into texture paint; in the Tools tab, I select the Clone Brush; in the Options tab, I make sure that under the Project Paint section Occlude, Cull, and Normal are selected, that UVMain is set as the Stencil and UVSideView is set as Clone From UV Map.

In theory I should be ready to project the texture into my mesh (and into the black image, which is the current texture of the model), but when I paint, nothing happens; I can see that changes have been made to the image for the asterisk, but no changes are apparent. When I change to the Draw brush, everything works and the texture gets painted; but projecting the texture from a photo does not work at all.

It is not only that it does not work, I fail to see how does the image in UV Image editor relates to the UV Layout; if they are not linked at all I cannot see how can I achieve texture projection; when I cycle through the different UV layouts in the Object Data section, all that changes is the UV Layout; and that makes sense, but how do I link it to the texture I am interested in projecting?  am I missing something?


texts: What are the minimum spec requirements for 2.8?

texts:
I have tried using Eevee on my computer, but it kept crashing. It was a version that was downloaded a couple of weeks ago. Also, I attempted to use Substance Designer and it failed to work as well. My computer is just a standard laptop with no special additions to it. I went to the requirements page and it said the following:

  Note: These requirements are valid for Blender 2.77 up to 2.79b. However, Blender 2.76 and earlier still supports Windows XP and OpenGL 1.4 graphics cards. Blender 2.8 requires OpenGL 3.3 or above.

Unlike the last time that I check this page almost a year ago, Blender was more explicit about the graphics card requirements. I want to know is OpenGL 3.3 is the common standard for all new computers after a certain date if not, are there indicators for it?


texts: Is it possible to use inverse kinematics and Quaternions in Blender?

texts: Is it possible to use IK bones to update quaternion rotation values in Blender?


texts: How can I change the transform by minimal code?

texts:
I'm a beginner and I just want to set the location, rotation, and scale of the object.
I tried to get code by reverse engineering but when I moved, rotated, and scaled my object I saw complicated code.


texts: How to render smooth cuts at different depths

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Just to preface this, I'm working on an architectural project for an architectural class. Technically I should be using Rhino but I don't own a license for it and I only know blender so I'm making do with what I have.

Goal:
For architectural renderings I want to render out cuts of what I'm working on. My first iteration I used metaballs to build up the forms of my project and lay out the spaces roughly. The problem is I'm using a Mask modifier with vertex groups on metaballs that I've converted to meshes. What ends up happening is the metaballs converted to meshes have this very jagged complex geometry that looks bad when I use the mask modifier.

Question:

1.) Is there a better way to do section cuts? Previously I was using the clipping distance on the camera but because I'm trying to make cuts at separate distances (see attached picture) I can't use the camera clip unless I do multiple renders and combine them.

2.) How do I smooth out the metaballs so that the edges where I'm masking are smooth.

The following images show the problems I'm facing with the current methods. I've tried using shade smooth and laplacian smooth but to no avail. Not sure if my image captions will render but if they don't, the first image shows the problems with using a mask filter and the second and third show problems with clipping. Sorry still kind of new to Blender. Any help would be appreciated.

edit: I realized I don't need to render out the metaballs to meshes which makes the renderings much less jagged. That said I'm still unsure how to cut sections at different depths. Thanks


texts:
I wanted to make a button like this :

And was able to create this button :

But obviously, the shape is not really smooth (I'm talking about the star shape in the center). I already applied a subdivision surface modifier, so this model has already 22k vertices which is way too much I guess. I hope, that there is a better solution to achieve a smooth cone. This model will be exported to Unity so the solution should be exportable (I think stuff like "smooth shading" is not exportable since it's not applied in the model, right?)

This is the model without the modifier :


texts:
In Node Editor (Compositing) there are no previews in the "Viewer" and "Composite" nodes. The Backdrop works and the "Render Layers" nodes also show their preview.

I found this question but this doesn't help.
I can do F12 as much as I like. There are no previews in compositor.

So it looks currently:

I want it to look that way (screenshot from a YouTube video):

Is there an option I could have disabled accidentally?

(I am using Blender Render engine, not Cycles.)


texts:
I am using windows 7 64-bit, freshly installed. I installed Blender 2.73a but after installation, when I open blender it crashes (Blender has stopped working), but Blender 2.68 works perfectly fine.

A similar question has been asked before but the solutions haven't helped.


texts: Apply or inherit view settings of parent object

texts:
What is the easiest way to apply the view settings of an object to all of its (grand/grand/etc)children?
I used to put the parent + children into one collection and changing the collection's view did the trick, but I was wondering if there is a setting which lets me also inherit the view settings and not only transformation settings from a parent to its (grand)children.
If this pops up in the search, I am very sorry that I did not find it. Searching for "apply parent view" etc. gives a quite general search result without any specific questions. Any links to relevant questions are welcome!


texts: Graphics Bug? Not rendering faces and Objects that were there stuck on my screen

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Object is invisible in the 3rd render mode and if I go to the last render mode from up right it shows a grey thing that stucks in the same position even if i move my camera to another angle like this:

I already tried creating new project , creating new object , repairing blender.


texts: Dust on image, using alpha node on a mask

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I would like to add some dust on my character, with the "add" option selected, the dust becomes white instead of black.

I tried to use "subtract" for a second attempt but I can't find out how to make the dust less visible, I would like a smooth effect like an old picture, here the black dots are too much. The alpha node does not seem to work with "subtract".

Thanks


texts: How do I make blender use precise measurements for scale?

texts:
I am looking at several objects in my viewport and all of them are of different sizes.

For example, a new mesh cube has sides that are 2 meters (I already set the units to metric)

However, when I go to the Object settings for these objects, the Scale is always 1.0 for every single object. (the scale is relative to original size)

But I want to use a system where I can type 1,1 METERS (or feet) instead of this "percentage" system.

How can this be done?


texts: Will using quads affect game performance?

texts: So I will start out by stating I am new to blender and have a background in software development. I know why Blender uses quads and the importance in using them. I am more curious as to things to avoid or be weary of when making game assets, because from my understanding these quads get converted to tris (somewhere along the line, not sure where) and is then used by the game engine. I just want to know if that is happening in game? and how does (if it does) affect the game performance? I just don't want to go through building a bunch of assets and realizing I had to do something special if my intention was for games. I appreciate any insight.


texts: How do I remove world lighting for a certain object?

texts: I want to prevent a specific object in my scene from being lit by the world background. How can I make this happen?


texts: Objects follow each other on a curve path

texts:
Similar question but answer does not work. - Animating a series of objects along a path independently

I am trying to make the human objects (which are seperate objects) all follow each other on a path kind of like the stars in the "Paramount Pictures Intro" like below

So this is my setup right now

So I have about 28 people that I need to follow a path.  They will not have moving arms or legs all I need is for all of them to make a nice curvy path around a globe and then end up around the earth in a circle.

When I made one person follow path then tried to offset follow location and follow rotation of object in front of it, did not work.  Also tried both methods in the question above.

Does anyone know how this path can be follow to imitate a similar animation as Paramount Pictures.


texts: Cube doesnt show all the faces when orbiting, depends on a viewer angle

texts:
The columns of the building show its faces only if orbiting in Textured mode. The same is in BGEngine, the 1st view player  should run around the column to see appearing and disappearing faces.

I have already unticked Backface Culling in Shading, but it stays the same.
Multitextured shading

Just "diffuse" Material colour


texts: Loop Cut and Slide using Python not working

texts:
I'm trying to use loop-cut and slide in Python.

I've tried the following:
Loop cut and slide using python script in blender
How do I override context for bpy.ops.mesh.loopcut?
Loop Cut and Slide using Python

The best I can get is "no error and no loop cut".  -_-
(new_outsideWall is a procedurally created object)

The following code selects the correct object, enters 3D view, goes to edit mode, does NOT generate a loop cut, exits edit mode and returns to previous screen view.  No error at all.

I know it has something to do with either bpy.ops.mesh not targeting the correct mesh, or override not being in the right context. But being a complete noob, I have no idea how to fix, nor can I locate the answer.

Thanks.

In case you're wondering, I'm trying to create a "random building generator" and this is the adjustable cutout for the window textures.  ^_^

old_type = bpy.context.area.type
bpy.context.area.type = 'VIEW_3D'
bpy.context.view_layer.objects.active = new_outsideWall
new_outsideWall.select_set(True)
bpy.ops.object.editmode_toggle()
def view3d_find( return_area = False ):
    # returns first 3d view, normally we get from context
    for area in bpy.context.window.screen.areas:
        if area.type == 'VIEW_3D':
            v3d = area.spaces[0]
            rv3d = v3d.region_3d
            for region in area.regions:
                if region.type == 'WINDOW':
                    if return_area: return region, rv3d, v3d, area
                    return region, rv3d, v3d
    return None, None

region, rv3d, v3d, area = view3d_find(True)

override = {
    'scene'  : bpy.context.scene,
    'region' : region,
    'area'   : area,
    'space'  : v3d
}
bpy.ops.mesh.loopcut_slide(
    override,
    MESH_OT_loopcut = {
        "number_cuts"           : 1,
        "smoothness"            : 0,
        "falloff"               : 'INVERSE_SQUARE',  # Was 'INVERSE_SQUARE' that does not exist
        "edge_index"            : 1,
        "mesh_select_mode_init" : (True, False, False)
    },
    TRANSFORM_OT_edge_slide = {
        "value"           : 0,
        "mirror"          : False,
        "snap"            : False,
        "snap_target"     : 'CLOSEST',
        "snap_point"      : (0, 0, 0),
        "snap_align"      : False,
        "snap_normal"     : (0, 0, 0),
        "correct_uv"      : False,
        "release_confirm" : False,
        "use_accurate"    : False
    }
)
bpy.ops.object.editmode_toggle()
bpy.context.area.type = old_type


texts:
I like to make a video with a bunch of images and an underlying music track. Now I would like to sync the length of the images to the beat of the music. I know that there is a Bake Sound to F-Curve, but I have no idea how to use the data of that f-curve to an array of clips and influence the length of those clips.

I tried google search, but didn't found any solution for my problem. Maybe anyone has done something similar or has an idea. Thank you!


texts: Can't create a specific displacement based on voronoi texture

texts:
I'm just messing around with shaders and I can't create an object I have in mind. I have this cube (with subsurface level of 4) and this voronoi texture.

The look I'm trying to achieve is to displace the individual cells, so I get some kind of a jaggedy sphere that exactly matches the cells of texture.
I've tried something like this

But this doesn't work as I thought it would

The problem here that there are multiple colors on one "extruded" column where I'd like to have just one color. Is it possible to achieve this? I'm sorry if it's a noob question, but I'm trying to see what's possible to do with shaders and if I'm expecting too much :)


texts: Efficient way of removing hundreds of inset hexagons

texts:
I have a model with a LOT of hexagonal shapes extruded into the main body. My goal is to remove all of those hexagons and be left with a relatively smooth surface so that it will make 3D printing less complicated.

The best workflow I have come up with is to select the faces manually, and remove them, followed by fixing holes. I have lot of experience in Fusion 360, but I'm quite new to Blender. Is there a more efficient way to select just the inset faces and the walls to remove them, or am I stuck manually selecting thousands of faces?

Here is a closeup of the surfaces I am removing. I have circled one of the holes I patched up. I know it won't follow the curvature of the overall model, but that's okay. The goal is to eliminate overhang and thus the need for support.


texts: Cycles baking, one face is in wrong orientation

texts:
When I bake the diffuse of my object (using Cycles) I end up with an okay bake map, except one of the faces of the object bakes incorrectly (wrong scale and orientation).

I refilled the face, re-unwrapped, and re-arranged it but it still does this! Any idea what could be wrong? Thank you in advance!


texts: video sequence editor seconds milliseconds

texts: Is there a way to see the units in seconds+ milliseconds rather than seconds + frame in video sequence editor? I am trying to sync dialogues from a track in audacity and every time I have to do the math of converting seconds to frames.


texts: Imported image as plane does not have accurate colors

texts:
I am trying to make a music video and import my logo (.png), however the logo does not have accurate colors (it has clear white background, but blender shows it as gray): link to screenshot #1

These are my material settings, I hope I have started correctly: link to screenshot #2

The circle I created behind it is also a bit grayish, so there must be something basic I'm missing. link to screenshot #3 with the circle behing the logo

Switching the mode does not solve the color problem, as mentioned in the comments the background of my logo is still gray afterwards.

Solved: I needed to add/move the light on top (to face the planes) and re-insert the image in order to reset to default settings. Result: link to imgur.com


texts:
No matter what I do I cannot scale my plane on the Z axis. I have tried the scale in the transform tab and the usual way but neither are working.
I have looked at this article which I though would be helpful but it seems like it is not, for me anyway.

Is there anything I can do to fix this.


texts: why doesn't my emitter emit particles anymore normally?

texts: I want to move my emitter but when i plug in my nodes as in the picture below, the emitter emits just for a frame or so, not the whole frames. What am i doing wrong?


texts:
I'm fairly new to blender and i am working on a project for a friend, and i finished almost everything, and now i am stuck at this. I can't make the stains go away, to make the inside of the shoe evenly colored.

Edit:
here is the file:


texts:
I have a number of custom string properties that I added to my scene with:

bpy.types.Scene.prop1 = bpy.props.StringProperty()
bpy.types.Scene.prop2 = bpy.props.StringProperty()
# etc...

I want to be able to iterate over these properties to change their values.

I was hoping I would be able to do something like this:

for prop in bpy.types.Scene:
    prop = "new value";

This doesn't work but I would be iterating over all Scene properties instead of only mine anyway.

I also tried adding my properties' names to a list so that I might be able to access only my custom properties and not all the scene properties:

prop_names = ["prop1", "prop2", etc...]

But then I didn't know how to use these, I was hoping to do:

for prop in prop_names:
    bpy.types.Scene. + prop = "new value";

This also didn't work. So how might I achieve something like this?


texts: How to trigger menus from operators in Python?

texts:
I am fairly experienced with both Python and Blender, but using them together is still new to me, and so I am not entirely clear on how everything referneces each other.

To avoid confusion, I have a script that is executed when clicked from the "space" menu:

At the moment, I have three variables hardcoded in, that I would like to be changable by the user. This means that rather than executing the addon's function when "Slow" is clicked, I instead want a menu to be brought up, with sliders I can change the variables with, much like "Bake Action":

I then want it to execute when I press "OK".

However, I don't know where to put the actual code. At the moment it is just in the file that adds "Slow" to the menu, but if I add another menu, should I put the code in the second one, and the first just triggers the second?

Or should it be seperate from both, but then how would the sliders change the values?

Currently the values are coded like this:

        bpy.types.Scene.firstSlowFrame= bpy.props.IntProperty(
            name = "First Slow Frame:", # as you want it to appear on the slider
            default = 40, # optional
            description = "This is the first frame that will be in slow motion"
            )

        bpy.types.Scene.lastSlowFrame= bpy.props.IntProperty(
            name = "Last Slow Frame:", # as you want it to appear on the slider
            default = 60, # optional
            description = "This is the last frame that will be in slow motion"
            )

        bpy.types.Scene.scaleFactor= bpy.props.IntProperty(
            name = "Slow Factor:", # as you want it to appear on the slider
            default = 1, # optional
            description = "This is how much it will be slowed by (1 is nothing, 2 is half as fast"
            )

Since I read this is the way to put them in sliders, however I tried keeping my code in the first and making a panel that used them in sliders and it didn't work.

Overall, I am looking for someone to explain the proper way of using multiple menus, and where various bits of code should go for what I described to happen.

Thank you


texts: Connect Float output to Float input causes an error

texts:
I am playing around with animation nodes, so I have a bunch of instances along a spline. As you see in the working node tree, instances 31.00 and a Math node socket B also set as 31.00.

So now you think, OK I'll drive the math value by the number of instances, which would be the same float number. Wrong! If you do this everything goes RED and the whole world is destroyed!!!

Why can I not connect these two nodes?


texts: Ok so I was wondering if it was possible to add a red tinge to all of these colours, but I don't won't to go into the node editor and change each one individually to have a red tinge. Is there a way that I can add a red tinge to all of the materials in one go? Essentially have some sort of master control over these 3 colours, so that if I add a colour to one of the materials it will also effect the others.


texts: Has anyone made something similar to eevee for blender 2.79? I really just do not like blender 2.8. I'm sorry if this question feels a little out there or rude.


texts: Rotate an object around an axis using python script

texts:
I try to rotate and translate objects and then insert a keyframe by calling the function below:

def set_keyframe(frame_no, x, y, rotation_z, object_id):

    # change frame
    bpy.context.scene.frame_current = frame_no

    # select the object
    currentObject = bpy.data.objects[object_id]
    currentObject.select = True

    # translate and insert keyframe
    currentObject.location.x = x
    currentObject.location.y = y
    currentObject.keyframe_insert('location')

I could manage to translate the object, however I couldn't find out how to perform the rotation operation. I am just trying to rotate around z axis. I tried to do it using the object's matrix_world in order to simultaneously translate and rotate the object, as suggested here and here. However, I couldn't manage it. Any help, which may not necessarily use the matrix_world, would be appreciated!

P.S. my objects are scaled.


texts: Where do I put the Blender folder on linux?

texts: It might be a silly question: where do I have to put the folder extracted from .tar.bz2 in a linux machine (Debian)? Usually I use a repository to install it but with the experimental versions I never know where to put it and I don't even know how to link the executable to the gnome application menu. Any help, please?


texts: Is there a way to change the power of an emitter hitting a certain object? For example, if I had an emitter object with strength 5, and nearby had several other objects, could I set one of those nearby objects to treat light rays hitting it as twice as powerful, so that it would be hit for strength 10 while leaving the emitter as strength 5 for the rest of the objects?


texts: I want to create a fluid injection like effect in a solid. For this maybe I can use the boolean modifier. But how to select the fluid on which I have to apply because fluid is not inflowing from a circle in a solid cube.


texts: Creating a UV Map from a shrinkwrapped sphere

texts:
I'm not quite sure how to explain this, but I try as good as I can:
I want to create a UV Map for a room with 8 walls that has a sphere shrinkwrapped onto it, so I can project equirectengular video material on it.
Has anyone experience with this?
So far I build the room:

and I shrinkwrapped a sphere onto it:

but the borderlines are weirdly pressed together so it's not just a clean edge and the corners are also filled incorrectly, is it normal in my case?
Do I have to merge along the vertices and the edges at the borderlines manualy, so that I can make a seam there for the UV?
Is there a better solution to shrinkwrap a sphere onto such an object to get a clean spherical UV?
Thanks for any hints


texts:
I read upon a previous post regarding the simple deform modifier.  But in this case I have made from honeycomb shapes a mesh, and have used 2 Simple deforms modifiers.
And I'd like to get it looking like a sphere. But the top and bottom doesnt look spherical, rather than squashed towards the poles. (South, north). I tried using the cast modifier, but made the sphere look awful. Any other way I can get this mesh looking round like a sphere?

Thank you.


texts:
I model my face Via KeeenTool add on and want to use a sculpt brush for skin texturing , but when I subdivide it it looks unsmooth// like everything cover with squares!
I've tried to subdivide it with normal right click in Edit Mode, with the Subdivision Subsurface modifier, and also with the Multiresolution and all do the same.


texts: Defining locked start and end points on turbulent splines in Animation Nodes

texts:
I'm attempting to make an animated "sound wave" effect using AN. So far I have the bouncing spline looking the way I want it --

How do you define specific points along the spline to NOT move (I'd like to make the start and end points stationary, and also have control of two points in the middle so I can place something in the center)?
These are my splines so far:


texts:
After creating an object, if I create a rotation key and in the GraphEditor, I only select the F-curve relative to Y, it is as if I had created an F-curve relating to the ransformation RY.

But if I'm interested in RYY processing, what kind of rotation key should I choose?


texts: How to match blender with AZERTY keyboard?

texts:
I people, I just downloaded Blender and begin watching tutorials but I don't find how to match my AZERTY keyboard with the app.. (I'm from Belgium)
Thank you in advance!


texts: How can i make the shoulder joint deform smoothly?

texts:
When i deform it, this is the result:

I've tried with shape keys to "fix" it, but it doesn't solve anything (or maybe im just a noob).

I believe that is because the topology of the character is not good, maybe.

The point is that i want something like this

So, a good topology will solve the thing or... there's something more i should do for a good deformation of the shoulders (and any joint in general)?


texts:
Is it possible to add my custom GLSL filter to 3d viewport? Like my custom SSAO or custom fog based on depth and normal passes.

I want to add my custom SSAO filter to a 3d viewport form here http://blenderartists.org/forum/showthread.php?234822-new-and-fast-SSAO
But this is only for BGE. But i would like to use it for ObjectMode.


texts: How to split unconnected splines into separate Curve Objects without bpy.ops?

texts:
The following code separates unconnected splines into individual curve objects just fine (as far as I can tell).
curve = bpy.context.object

if len(curve.data.splines) > 1:

bpy.ops.object.mode_set(mode='EDIT')
bpy.ops.curve.select_all(action='DESELECT')

while len(curve.data.splines) > 1:

    for point in curve.data.splines[0].bezier_points:
        point.select_control_point = True

    bpy.ops.curve.separate()

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

This code snippet is part of a much larger addon and I make a habit of avoiding bpy.ops so I don't have to worry about context or changing the active object.
Is there a relatively simple way of doing the same thing without bpy.ops or should I just stick to bpy.ops.curve.separate() for it's simplicity?


texts: I added two planes in Cycles with Image Texture in png with some transparency. I covered one by the other but transparency doesn't work, I mean it is impossible to see the one which is under despite transparency in the one which is above. What could be the problem?


texts: Is there a modifier to transform proportionally along a circle? (for tri-lateral symmetry)

texts:
What I'm actually trying to achieve is a hack for modeling with trilateral symmetry.  I'm trying to achieve this with the following modifiers:

Starting with a model like:

1 - Mirror Modifier (mirror in X and Y) to give 4 identical quadrants.  This gives me something like:

2 - Boolean Modifer (use a big cube to remove the 2nd quadrant i.e. upper left).  I only allow the cube to draw as wires so I can see through it.  This give me something like:

3 - Some sort of deform modifier (this is the crux of my question) that will close the shape in some reasonable way to achieve trilateral symmetry and allow me to continue modeling only in the original "quadrant".

Simple deform doesn't seem to be the right thing here.

Mathematically there are a few ways to do this, though scaling everything along the circle seems to be most natural and gives me the result I want.  So I could implement any of those transformations in Python as a one off.  But I'd rather hear someone experienced with Blender say that one of the deform modifiers does the trick for me.

Thanks!


texts:
I have some question about Non-Planar geometry
 1. What is non planar geometry?
 2. Why this happens after rendering?

Why did I get this line in the middle and the shading is different.


texts: I am completely new to blender and I was practicing how to make clothing out of a base mesh. I am using a technique where you duplicate a portion of the base mesh and expand out on it, but the vertices are not exactly how I want them. How can I adjust the mesh so the arm, neck and body holes are circular? Thank you!


texts:
I would like create realistic glossy paper, as in magazine. Couldn't you give me approximately bunch of node or suggest any ideas?

my version

to need


texts: How to render gummy - jelly like movement in character

texts:
I want to render an animation of character which is a bit jelly like. You know, it has that lulling like movement when its moving around.

Sometimes you see that in games when fat character walks there is this bouncy, lully movement on its torso.

Any ideas how to do it?
Maybe fluid simulator?

The idea is to have this effect a little bit , but not overdo it.


texts:
I need to get current playing action name in python. something like .getActionFrame() but with Name instead of Frame
Does it exists? If not, can someone tell me how to get current played action name?

  if Arma.getActionFrame(3) >= 20 and Arma.getActionFrame(3) <= 28 and Arma.getActionName(3) == "Action1"


texts: How to change component selection type in edit mode in Blender 2.8 alpha?

texts:
Anyone know what happened to the Ctrl+Tab shortcut? Usually when in object mode it switches to weight paint mode, and when in edit mode it offers a menu called "mesh select mode" to choose between vertex, edge, or face selection.

That used to work fine on last weeks builds of 2.8, but today I've downloaded the new build and now Ctrl+Tab only shows a menu to change between "object interaction mode" (object mode, weight paint, sculpting, etc..).

Note: Tried exporting the key configuration file from a previous build where this was working, but that didn't fix the problem.


texts: How to rig a switch to swap a bone's parents?

texts:
I'm trying to figure out how to use Child of constraints to swap a bone's parents when pulling a bone switch. This is a simple enough task when done manually, as shown below:

But I run into problems when trying to set up the drivers to have the switch swap them. Setting up the constraint for Parent 1 is easy:

This makes it so that the when pulled, the Switch bone controls the influence of the Child of_1 constraint from 0-1 when moved in the positive Y direction. But to pull off what I want done, I need the Child of_2 constraint to start at 1 influence, and move to 0 when the switch is moved. How can this be done?


texts:
So, after finishing the modeling process, I select all with A, then I solidify in order to 3d print the model, getting those weird results.

Edit:
Part of my file, where the problem is present

How it looks before solidify:

How it looks after:

How do I solve this?

Edit: I triangulated everything, same result.
Looks like some sections are not affected by solidify, also some holes.
I spent like 100 hours to model this, hope I can fix it.

Some parts won't solidify


texts:
I am working in the compositor with a lot of textures and distort nodes, which makes it very slow (easily 20-30 seconds to composite.) Every time I make a change, it re-composites. This is fine when just moving nodes around, but there are other operations that you can't do until it finishes. For example, Undo. If I want to undo 3 or 4 times, I have to wait for it to finish compositing every time. Likewise if I want to work in the texture nodes part of the nodeviewer, I am often waiting on the compositor to get node previews.

Is there a way to tell it not to automatically composite? I want to make a bunch of changes and be able to see the part I'm working on in a viewer node, but not run the entire stack. I understand that I can mute all the other nodes I'm not using, but that is troublesome and doesn't help with the Undo issue or problems when working in texture nodes. I can be stuck waiting on the compositor even when doing Undos on meshes or materials, which are entirely unrelated.


texts: Can't use dyntopo to add details + need tips for sculpting workflow

texts:
So I made a model then sculped it.  Made the basic mesh and then added muscles and some other details in sculpt mode! And now should i add details or retopologize it to make it less heavy then again sculpt details? I tried it and when I needed to use Dyn topo the whole mesh decimated to a very low resolution. Smoothness! I'm is pretty sure this is not the correct workflow. Please guide me I'm a noob. Before using dyntopo:
]
the latter is after enabling dyntopo


texts: How can I calculate a 28.5 mm hole for a hyperboloid center opening when it's Z=0

texts:
How can I calculate a 28.5 mm hole for a hyperboloid center opening when it's Z is equal to 0
The arrows point to where z=0 and the 28.5mm hole should be.  (I know I could scale the object but I need to use the formula to animate other values)
I'm using animation nodes and python to animate it see attached file

import bpy
import math

def parametricfunc(uval_a, uval_b, zaxis_a, zaxis_b, num_x, num_y):

    # mesh arrays
    verts = []
    faces = []

    # mesh variables
    #num_x = 40
    #num_y = 40

    pi = math.pi
    PHI = (1+math.sqrt(5))/2 #1.61803398874989
    phi = (1+math.sqrt(5))/2-1 #0.61803398874989
    rmse_PHI = PHI * math.sqrt(0.5) # 0.707*PHI =1.144
    rmse_phi = phi * math.sqrt(0.5) # 0.707*phi
    golden_angle_rad = pi*(3-math.sqrt(5)) #2.39996322972865
    golden_angle_deg_sm = math.degrees(golden_angle_rad)  # 137.507764050038
    golden_angle_deg_bg = 360-golden_angle_deg_sm #222.492235949962

    #print("type ux=%s" % (type(frame)))

    # fill verts array
    for i in range (0, num_x):
        for j in range(0,num_y):
            # nomalize range

            u = 8*(i/num_x-1/2)
            v = 2*math.pi*(j/(num_y-1)-1/2)

            x = 2*math.sqrt(1+u*u)*math.cos(v)*(uval_a/12)
            y = 2*math.sqrt(1+u*u)*math.sin(v)*(uval_a/12)
            z = uval_b*(u)

            vert = (x,y,z)
            verts.append(vert)

    #print("type verts=%s" % (type(vert)))

    # fill faces array
    count = 0
    for i in range (0, num_y *(num_x-1)):
        if count < num_y-1:
            A = i
            B = i+1
            C = (i+num_y)+1
            D = (i+num_y)
            face = (A,B,C,D)
            faces.append(face)
            count = count + 1
        else:
            count = 0

        edges = AN.algorithms.mesh_generation.grid.quadEdges(num_x, num_y)
        polys = AN.algorithms.mesh_generation.grid.quadPolygons(num_x, num_y)
    return x, y, z, verts, A, B, C, D, faces, edges, polys

x, y, z, verts, A, B, C, D, faces, edges, polys  = parametricfunc(uval_a, uval_b, zaxis_a, zaxis_b, num_x, num_y)


texts: How can I align the background image to an object?

texts: I am creating a cartoon character over a drawing in Blender 2.76. The drawing has the grid floor at mid waist. However the bottom of the feet of the character are on the grid floor in front of the drawing. How can I move the drawing up to match the character? (I do not want to move the character down to match the drawing)


texts:
Originally I was trying to look for a specific method that required using front and side view drawings on a tutorial I came across around the years 2000 - 2004, but was unable to find that tutorial. However I did find some useful techniques/methods/programs that were just as good with using one or several background images. Such as the following:

1 - Extruding a simple mesh or vector graphic in a 2D or isometric view.
2 - Smoothie-3D, One 2D picture to create model from, then import into Blender.
3 - Regard 3D, by using multiple views to create a model and bring into Blender.
4 - Kinect with 3D Scan app, then work on you file in Blender.
5 - 3Sweep, Not commercially available to the public yet.
6 - PhotoAnim 3D, you can use one 2D image to work from.
7 - ZBrush, Use their Concept Sculpting method.

As for the technique I was looking for, it was along the lines of the Concept Sculpting method; but using the lines and shape of the two drawings as guidelines for the pen, inflate, deflate and grab tools to transform your 2D drawing on a plane or cube into the 3D object you wanted.

Hope this info helps those that are trying to turn their 2D drawings into a 3D object.

If you have a better method or more to add to the list, let us know.


texts: Do I need to add a MixRGB node for all of my decals in order for their colors to be changed in a 3D configurator?

texts:
I am preparing a blender model for a 3D configurator, which I have never done before, and I need the logos to be able to change color with certain color changes to the main surfaces of the model. Do I need to add a MixRBG node to all of them with the other color I want or can I take care of all of that in the configurator?
I have two wraps and all logos need to change between pink and white/orange. Right now I have a mixRBG node for the wraps and logos, using a property driver to change between the two.


texts: How can one easily tweak NLA strips, which are in blending mode other then "replace"

texts:
When two NLA stripes follows each other (in time) and manipulate the same armature, often the later one is in "Add" mode for blending.
When trying to tweak those NLA stripes, the state of the armature is displayed not as the result of all previous NLA-stripes but as if the NLA stripe being edited is the only one influencing the armature. This makes tweaking of NLA stripes, which are in a blending mode other then "Replace" very hard.
What ways exists to circumvent the problem being described?


texts: I am trying to add a custiom property to an add on but it shows me an error

texts:
I am following this video
https://youtu.be/XqX5wh4YeRw?t=2451
i have done everything the same way but it does not seem to work
here is my code
import bpy
from math import radians
from bpy.props import *

class MyOperator(bpy.types.Operator):
    """Tooltip"""
    bl_idname = "object.my_operator"
    bl_label = "MyOperator"
    bl_options = {'REGISTER', 'UNDO'}

    #create properties
    noise_scale : bpy.props.FloatProperty(
        name = "Noise Scale",
        discrription = "the Scale of the noise",
        default =1.0,
        min = 0.0,
        max = 2.0
        )

and it shows me this error.
'MyOperator' object has no attribute 'noise_scale'


texts: I am recently trying to work with bvh files and all the tutorials I seen doesn't seem to work, there is always problems ether with the rig, or the model. I tried working with MakeHuman and their plugins, but apparently the plugin MakeWalk is not available anymore and there is no alternative. I tried plugin from BVH Retargeter, but again, it messes up the rig. Is there any working setup for that?


texts: Can you paint multiple texture layers simultaneously?

texts:
There are tons of textures on the web that provide different images for color/albedo, reflectivity, bump, normal maps, displacement maps, etc... Suitable for PBR shaders, for example.

I'd like to be able to paint on a mesh in 3D using stencil or clone such that all of the source layers get transferred to the appropriate destination layers subject to the UV map.  I.e. A single brush stroke transfers correctly transformed texture layers to my object.

Can Blender do this?  If not, are there any plugins for this?

I believe other programs (substance painter?) do this. But I'm hoping to stick with Blender for now?


texts:
So I'm trying to bevel edges on a loop and it keeps doing this.

The loop has 55 edges.


texts:
I want to add the Good Year lettering on the side of this vintage racing tire. I know I have to UV unwrap, what I'm not sure of is how to set up the material.

I'm guessing I have to use a bump map to raise the lettering and then a what, color map? To add the coloring. I'm not really sure. I think I know what size to make the graphic (based on another course I did) I'm just not sure how to put it together. Example below.


texts: How to get darker fire when the environment is dynamic sky

texts:
I am trying to make the flamethrower of charizard(pokemon) like in Anime style but since I am new to blender I can't create a good fire but this is the fire I created.
Well the fire is fine but the problem is it is very light and because of dynamic sky it get even more lighter.What shades I should use to make my fire more darker and anime-style???


texts:
Every time I try to texture paint a character it messes up in some way. Ive tried multiple unwrapping methods but every time the paint will bleed over into other parts or wont paint at all and ill get seems

Right here all I did was air brushed the hand and it shot right over to the chest area. The UV islands are no where near each other. It makes it impossible to work with

https://i.imgur.com/tRx1n5r.png?1


texts: How can I zoom without moving camera (also for render)?

texts:
I tried a tracking scene and I want to zoom in, kinda like the viewport zoom but for my final render.

Viewport Zoom, I want it to look like this in my render
https://imgur.com/a/gjxhu0A

But when animating the camera to get closer, or changing the focal length the background of course doesn't move along.

Example for focal length/camera animated zoom, background doesn't move along.
https://imgur.com/Mpo7cJg

How can I do this?

(The gif file sizes were too big, I had to upload them elsewhere)


texts: Skin is pulled to one side. (Using X-Muscle in Blender 2.8)

texts:
Hi!
I am creating my first Blender-Model, using X-Muscle System in Blender 2.8.
I don´t know how to solve the "yellow" issue: The skin is pulled too much to one side (when moving the armature to this position).
I think I need to renew the weights in weight painting. Unfortunately, I have no idea how I should change them without getting hard cuts and how to make it smooth, respectively, do I have to expand or limit the tibia-vertex group and do I have to set the value closer to 1 or closer to 0?
Would it work better by using Python in Blender?
Can anyone help me, please?
Further information:
I am using X-Muscle-System this works fine. I created Micro-Controllers and now set the "skin tension" to Zero. Therefore, this is not influencing the Skin anymore.
Cheers
Diana


texts: I'm quite new to Blender so I appreciate any and all help. I would like to know if it is possible to create something similar to this pictures in Blender. Thanks


texts: I am just learning about Grease Pencil, and mine always appears see-through, both in the viewport and when rendered.  I do not know how to fix this.  Here are screenshots of the viewport and render respectively:


texts: There is no button in image (compositing). Button called mist

texts:
When I rendered animation (450 frames), I would like to composite it and add mist.
I closed Blender and than reopened it again. But when I go to the compositing and add image node with image in it, I didn't see mist button.
What can I do? I rendered animation for 4 days, so re-rendering isn't my option.


texts: Getting hard shadows through glass material

texts:
I am attempting to emulate what's seen in the image below:

I have an indoor scene that's fully surrounded by walls. The only way in for light is the glass skylight at the top.

When I render the image with an HDRI and without the object representing the top glass, I get very hard shadows correctly aligned to match the concept art.

I'd like to keep the shadows while introducing the glass material, but as soon as I add the glass, the light gets foggy and dark.

These are the settings for the glass material. I've played with the settings but nothing seems to help.

How can I have an object with a material representing the glass while achieving full light transmission and hard shadows?


texts: Material appearing as bright white or white on some objects while using Eevee Render in 2.8

texts: I have a scene with 7 different materials and 405 objects. One of the materials is displayed as I want it to for some object, while other objects it is applied to behave either like a bright white emission shader or a dark black diffuse. The material uses the Diffuse BSDF shader only a with normal map, a red diffuse color and a value of 1 for roughness. Using the cycles render in


texts: Python API : Which alternative to 'collection.objects.link' for many objects?

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I have generated objects to add in a collection using a python script.
When adding about 3500 objects, I have performance issues : it takes about 0.5 second to run the following python loop.
    collection = bpy.data.collections.new('arrDynamic')

    for obj in allObjs:
        collection.objects.link(obj)

    bpy.context.scene.collection.children.link(collection)

I could not find an API that would allow me to add multiple objects at once.
Is there any simple way I could use to improve the performance for adding many objects in a collection ?
Edit I initially had much larger performance issues, which were caused by objects using materials referencing image files with incorrect paths.


texts: Increase object size/dimension across two axies, while keeping proportions

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I am wondering if there is some easy way of quickly scaling an object across two axies (X, Y) while keeping the proportions of the object intact. It's hard to describe so I'll try using some pictures.

This is the object I want to scale:

When I scale it along the X and Y axies, this is the result:

Now, what I want to achieve is the walls of the object being spread out more, giving it a larger center area, but retaining the proportions of the walls, like this:

I created the final picture by tediously having to scale all the individual edge loops to get it looking somewhat right. So I was wondering if there is a better way of achieving this, a good workflow? I hope the question is clear. Cheers.


texts: Invert displacement movement controlled by null?

texts: I animated the displacement of a sphere using an empty (upwards). I mixed it with another but I'd need that second one to move downwards. I want to invert that empty movement somehow using nodes to get it but no luck. Can you help me? Thanks


texts: Problem with ProRender making things transparent (2.82a)

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I installed the AMD's ProRender render engine for Blender, but all the renders using the GPU come off as a faulty render.

I updated my drivers, restarted the PC, and run a test on my hardware, and everything was fine. My hardware is an AMD FX8350 and a R9 270.

This is how the images look when rendering

Render with only CPU

Render with CPU + GPU

Any help with the problem would be apreciated

Edit: Here's a gif if it helps


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Computer Info:
CPU - Intel i9 10900K
GPU - 3090 Geforce
Memory - 32GB
Windows 10
I have been working on different models, some have a lot of vertices others don't. Most do have subsurf at 4 or 5 but so did many other models I did prior and I wasn't getting this problem. I will move an item or scale a section of vertices and it will jump like a second later. This started recently and I am not sure what has happened since then. I actually installed a new CPU and motherboard thinking that was the problem and it didn't help. When it is at the worst my memory usage is at 30%. I recently have installed Windows and have a fresh install of Blender and it is still doing this. I have been looking at other posts on this issue which are usually 2.8 and prior versions of Blender. Nothing on those seem to fix it or are relevant. Any help would be greatly appreciated.
Update: This morning I was working on a model that had 900 vertices and it kept on lagging when I tried to apply a bevel. Also it lagged when I tried to apply a seam(shift-E) or clear a seam.


texts: Invalid Kenel Image , GPU Rendering not working on 2.79 but works on 2.78

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I am running 2.79 on Windows 10 OS on a fairly new machine.

I have a weird issue, a week ago I could render using GPU without problem, but suddenly today on a new model (as well as all others I've tested including the last one to be GPU rendered) rendering doesn't work anymore, giving a kernel image error message.

What is this and how do I resolve it? I have tested GPU render on a number of files plus using 2.78, which works but doesn't support the principled shader.


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I didn't check center but it's showing me face's center
Is this supposed to be... or?


texts: Procedural wear and tear on a large number of identical objects

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How would one go about generating procedural wear and tear on a large number of otherwise identical objects?
I'd like to make the wear different for each object.