texts: Negative Displacement Missing in Blender Cycles

texts:
I believe it was once possible to set negative displacement (inward) in blender, I have always considered 0,5 to be the value associated with NO displacement, anything below that negative (inward) and anything above that positive (outward); but recently feeding a black image to Cycles directly on the displacement slot with experimental feature True Displacement (2.78c on Mac Os) returns no change and any value is considered positive (outward)
Am I doing something wrong?
how can I achieve inward negative displacement?

Thanks.
-G


texts: How do I keep particles invisible until x seconds after they're emitted?

texts: I'm looking for a way to disable particle visibility for a certain period of time.


texts: Why doesn't this lightmap capture the correct shadow?

texts:
I'm trying to bake lightmaps. This is how my scene looks like as rendered by cycle:

As you can see, the blinds should cast shadow on the floor. I then wanted to generate lightmaps that can capture this shadow for real time rendering. But I don't know why, the lightmap doesn't contain this shadow, but a few gray patches.

The uv mapping seems to be correct.


texts: How to create a procedural galia melon material?

texts:
I'm trying to create a procedural Galia melon texture, I want something like this as a result(with a bumpy look, yes)
Any ideas?
.Blend File
Here's where I'm at now:

My node setup(sorry for the shitty pic):

I can't use real melon images


texts: How to distribute the objects on a sphere evenly?

texts:
I want to replicate this mesh - https://youtu.be/lBMhGZ-iprw?t=16m27s

I think the best way is using a particle system of cubes. So I need to create a sphere of simple circles. It is necessary that in each circle the vertices are at equal distance from each other. But I don't know how to create those circles.


texts: I watched a video on how to close a window it worked but when I make a window cover everything I can't close it. This happend when I was trying to make a game and the only way to fix it was to do the project all over again. Can you please show me a way to close it. Or on blender 2.80 make a close button on new windows. And also game-engine was the only tag kind of related to this.


texts:
I'm new to blender, so when I mean unexpected behavior, I mean off course unexpected for me.
I applied two Bevel modifiers after each other (not applying them inbetween). The first Bevel was done with Bevel weights, the second with a Vertex group because I wanted a different number of segments. After the 2nd modifier I noticed a difference in shading between two areas which are more or less identical (first picture)
In the 2nd and 3d picture you can see the wire frame on both sides (which then differ from each other) before the 2nd Bevel modifier. Picture 4 and 5 show the result with the 2nd Bevel modifier. You can see the difference in Mesh between both sides.
Picture 6 shows the Vertices in Vertex group used for the 2nd Bevel modifier.
Thanks you for your help!
ps. If I'm doing it all wrong in the first place, please don't hold back your comments


texts: How to get the collection an object belongs to?

texts:
I can access objects belonging to a collection like so:

objects_in_collection = bpy.data.collections["My_Collection"].objects

How can I access the collection a specific object belongs to?


texts: Getting the 0,0,0 point in the middle of the cameras view

texts:
I apologize if this isnt in the right section, but I figured there would be some scripting involved to do this process.

What I am looking to do is get the 0,0,0 point to the middle of the camera. I would like to be able to maintain the angle at which the scene is at and not rotate the camera, but instead just have it so the 0,0,0 point becomes the middle of the cameras view.

Lets say this is the view after orienting the camera, and the 0,0,0 point is to the right of center in the camera view

I would like to be able to maintain the rotation of the camera that has been made, but get the view to snap so the 0,0,0 point is in the middle of the cameras view


texts:
I design kitchens and have done in kitchen specific CAD software for a couple of years.  I’ve never been too happy about the rendered designs (no doubt partly to my skill (or lack of)

I like about the kitchen CAD software is the availability of catalogues for different ranges.

If I make my own cabinet models for a particular range can I simply import them into a design?
If so, can I have a single type of cabinet (eg a base unit) in one set of x,y,z dimensions and change these dimensions after I import the model into my designs or should I have models for every standard width (most common dimension that varies) that we can offer?


texts: Why is my Cycles Smoke is disappearing in render?

texts:
I've made a smoke+explosion simulation and everything works just fine in viewport. But I have two issues that you can check in the blendfile below:

The first one is that some of my smoke is not rendering at all. The next images have the same scale.

As you can see, there is a smoke plume missing in render. It's weird because they came from the same emitter object.

The second issue is that the smoke disappear when the simulation goes further as if the flow object was emitting no more. Again the images have the same scale and placement.

It looks that the problem is not in the material but in the density of the smoke. This is an image of the Density Factor output and the problem is there yet:


texts: Object that rotates around another but not on itself

texts:
Noob question here. When rotating a parent, I'd like to fix the child's orientation in space. I put a video on youtube linked below where the child cube's red face remains facing the parent(what I don't want,) and the second 2.5 seconds shows the red face remaining fixed(what I do want.)

The problem is- I had to rotate the child -360 degrees when I rotated the parent +360 degrees to accomplish this. It seems clunky. Is there a simpler way to accomplish this? I tried rotation lock and didn't have success. Sorry, it's an embarrassingly amateurish question. Any help would be greatly appreciated.

https://www.youtube.com/watch?v=9CH389tW0yU&feature=youtu.be


texts: How do I get per-vertex tangents (and bitangents) in my export script?

texts:
I'm writing a script to export models from Blender to be used in my custom OpenGL engine.  My engine wants vertices to be in a big solid "array of structs" block, with each vertex having the same amount of data, so I can easily load it into a vertex buffer object.  I started out by just exporting the positions and normals which was easy, but getting to UVs my job became more complicated, because each "vertex" could have multiple UVs.

My solution was to go over each polygon first, and for each corner of the polygon, store a whole new vertex in a list, then add an index for that vertex.  Afterwards, I scan the list of vertices, and eliminate any doubles, fixing indices as appropriate.  This works exactly as expected; when only normal and position data is considered the number of vertices is equal to the mesh's original number of vertices, and I don't have to worry about "splitting" to account for UVs and such.

This works great and all until I start looking at tangents.  All of a sudden, the number of vertices I end up with seems suspiciously close to the total number of indices, which means that (almost) no two triangles are sharing any vertices between them.  Obviously this isn't good enough.

From doing quite a lot of google searching on the issue, it appears that blender calculates tangents on a per-face basis, with no regards whatsoever to indexing, and you're expected to smooth it out yourself.  I have not been able to find any answers as to how to smooth them together.  An article I found on the subjects suggests that simply averaging them out doesn't work, and recommends using a vertex welder, then links to a 404 and google shows nothing on the subject.

I'm using calc_tangents() to create the tangent data in the first place.  I know how to access the calculated tangents of each corner of a polygon.  How do I translate this per-corner/per-face data into per-vertex?

P.S., Should I be storing bitangents in my vertex buffer from this stage, or calculate them in the fragment shader?  A lot of sources online recommend the latter, but I've read that it shows up incorrectly if the UVs are skewed.


texts: How to get cameras local x-axis pointing up?

texts:
I have my Camera moving along a Path, and following an object with a damped track constraint, but i does some weird movement, like rotating on its own. In order to fix it I would like to make the local x-Axis of the camera always facing upwards. How can I do this? Is there a Constraint for that?

(I have deleted all rotation frames, but it still is messy, I also have tried to lock the axis, on the n-panel but since this is global it won't work..)


texts: Pauses for 2 minutes in between rendering animation frames

texts: Blender will render 1 frame, then pause for two minutes, then do the same thing again with the next. Is there anyway to fix this? I posted a question thinking blender just stopped after frame one, but the program pauses for two minutes in between two frames.


texts: It is possible to deform a plane with some modifier or technique

texts: It is possible to obtain the same deformation result without having to use the fractal permanently, is there a modifier that allows me to obtain the same result?


texts: How to get a Pixar look on render and tutorials on setting up a scene?

texts:
I'm trying to get my head around what makes an animated movie look like a cartoon, and not like a real movie. Take the Disney/Pixar Cars image below as an example.

It's not photo realistic, yet it feels very sharp and detailed. Is it something with the lighting? Are there less reflections than a real live photo?

I'm trying to find Blender tutorials on how to get a cartoon look, but I just find a lot of cel shading tutorials, which is not this at all.

Any pointers or good tutorials out there would really be helpful. Also what is a proper word to search for? "Cartoon 3d tutorial" doesn't work. What is cars? Isn't that a cartoon?

I will be using Cycles as my renderer.


texts: Render gets too dark after clicking "Animation" button

texts:
During the rendering process of a short animation, I have come across
a problem with too dark PNG images being rendered out.

It seems that everything looks fine within Blender - once I click F12,
everything is lit the way it should be, however after clicking "Animation"
the entire scene is way too dark.

Could you please help me with this? Any ideas what I do wrong? :)


texts: Why does my mesh get distorted when switching from edit to object mode?

texts:
Whenever I create adjustments to a mesh in edit mode (covering body with clothes for example), when I switch back into object mode the mesh distorts weirdly as shown below and shoots out in all directions at a random point in the mesh:

Why does this keep happening when I switch from edit to object mode and how can I stop/ revert it without deleting what I just edited (happened at least 4 times now)?


texts: Move the tool shelf panel to the other side?

texts:
I somehow managed to flip the T Tool Shelf panel from the left side of the 3D viewport to the right side so it sits next to the N Properties panel.

How did I manage to do this and how do I move it back?


texts: Interface text is tiny on high resolution screen

texts:
Blender fills the screen but the text is all tiny. Too small to read with any ease at all.

Any thoughts or suggestions?


texts: How to make sharp triangle hole using subdivision surface modifier?

texts:
I wand to make a sharp triangle hole using subdivision surface.

I tried to add different position or combination of edge cuts inside this "hole" like this:

But this created strange looking things like:

I know that is something with triangle-shape polygons but I have no idea how to get rid of them.
What should I do?


texts:
I am currently looking to download Blender to make 3d objects for use in the Unity 5 Game Engine, but when having a look at what version to download, there is no version for the UK. Also, is there any difference between the .msi and .zip, or is it just that one is manual and one is automatic?
Thank you.


texts:
background
I made the mistake of saving my project in 2.8, this broke the project (crashes in 2.79). thus, I created a new project (2.79) and 'appended' the old project's data (text, texture, mesh, armature, action) via the 'file' menu.
problem
it appears that I can no longer pose the rig, it still animates via the actions I had (timeline scrub), but I can't grab individual (ik/fk) bones any longer (as if it were in object mode)
I noticed that the "bone groups" under the armature tab still contains color-coded groups to which bones are assigned, however the UI still shows them orange as if it were in object mode.

as opposed to the default rig

editx2: Interestingly, I was able to snap a mis-aligned frame which tells me the rig still contains its meta-data (or whatever it is), I just cant manually do it via the UI...


texts: Precise commutative rotation on global X and Y

texts:
I am trying to find a way to rotate a vector with python so that the angle between the z axis and this vector is exactly _x° from the right ortho view and the angle between the z axis and this vector is exactly _y° from the front ortho view.

[![Front ortho][1]][1][![Right ortho][2]][2]

Using the XYZ Euler rotation system dont look a good way to perform such a rotation since an y rotation will modify the initial x rotation, and rotating around the local y axis after the first x rotation will keep a valid x rotation but give an invalid _y angle from the global point of view.

What i am trying to find is an Axis angle, (or quaternion) were the rotation axis is a combination of global x and y vector ([1,0,0] and [0,1,0]) and a corresponding angle.

In this case if _x==_y , the resulting rotation vector will be [0.5,0.5,0.0] and the corresponding angle will be a little more than _x. But i have some difficulties to figure out the maths to find this vector and this angle for any _x and y between 0 and 89.99° (90 would be a problem for sure), or a built in function in Blender that could give this exact result.

NB: The example given here is based on blender global axis but my problem is actualy to rotate around any two perpendicular vectors (local axis of an object). A basic solution in global referential would be enough to find the solution to my initial problem.


texts: How to import SVG files without putting them in a new collection?

texts:
I am able to bulk import hundreds of SVGs using a script with the command:
bpy.ops.import_curve.svg(filepath = path_to_file)

However, this results in multiple unneeded collections and unnamed curves like this:
3D_Printer.svg Collection
    Curve.1
Biometrics.svg Collection
    Curve.2
Drones.svg Collection
    Curve.3

Manually deleting all the collections would just leave the unnamed curves:
Curve.1
Curve.2
Curve.3

Is there some way, possibly through a modified SVG script or rename/collection script to get a result like:
3D_Printer.svg
Biometrics.svg
Drones.svg

My SVGs are optimized so there is only one curve per file, so the extra collections and generically named curves are quite inconvenient. I'm not sure which is easier, modifying the
io_curve_svg scripts, or creating a script to rename the curve and collapse the collection after the fact.


texts: Where are the Settings for F-Curve Modifiers?

texts:
I tried to follow this, but I'm failing at seeing where the F-Curve modifier Settings are displayed. Once more, the Blender UI is failing me with its logic.

According to the Manual they should be in the Sidebar! No luck in either 2.79 or 2.80.

Blender 2.79

I Went to the Graph Editor and selected Key > Add F-Curve Modifier > Generator. The Cube in my scene disappeared and where in the Sidebar there should have been settings, there were none:

File for 2.79

Blender 2.80

Blender 2.80 is even more confusing since they redesigned the Sidebar but didn't update the Manual to match. I followed the same steps but didn't even know where to look for Settings.

File for 2.80

How does one edit an F-Curve modifier?


texts: How can I can make a 2D Png image (a portrait) into a 3d rotating model?

texts:
i've been trying to find a way to actually take a portrait of a friend to make it into a 3D turning object (a bit like this https://www.youtube.com/watch?v=lNbGjMlmzhc) and I've been trying to do it on blender and then export it to after effetcs but nothing works.

I would love some help if that's clear to anyone,
Cheers!


texts: frame_change_pre handler not getting called for scene strip

texts:
I've checked out similar questions and I believe that this is a distinct question. I'm attempting to update a text object every frame based on an attribute on another object so essentially I'm just using the code from this answer.
import bpy

scene = bpy.context.scene
obj = scene.objects['Text']

def recalculate_text(scene):
    x = scene.objects['Cube'].location[0]
    obj.data.body = 'Distance in x-direction: {0:.1f} meters'.format(x)

bpy.app.handlers.frame_change_pre.append(recalculate_text)

My problem is that I'm referencing the scene that uses the frame_change_pre handlers from the sequencer as a scene strip. I attempted to refer to objects absolutely (as opposed to via the provided scene object):
import bpy

obj = bpy.data.objects['Text']

def recalculate_text(scene):
    x = bpy.data.objects['Cube'].location[0]
    obj.data.body = 'Distance in x-direction: {0:.1f} meters'.format(x)

bpy.app.handlers.frame_change_pre.append(recalculate_text)

But that hasn't worked either. The numbers just don't animate at all while rendering. (although the frame_change_pre handler works when I scrub around in the scene that has the Text object)
Any ideas about how to get a frame_change_pre handler to work with a scene strip?


texts: UV menu dissapears after clicking off of it

texts: whenever you add something like a cylinder or a UV sphere, a menu pops up at the bottom that lets you change things like number of faces and such. But as soon as you click off of it that menu disappears, how do you get it back or where is that menu after clicking off?


texts:
I am still fairly new to blender, and nothing frustrates me more than using image textures and UV unwrapping. I understand in theory how it should work, but every time I try it doesn't seem to happen the way it should. Iv every tutorial they unwrap the mesh, and bam a perfect result, yet I am getting results like this.

If there is something simple that I'm not getting or that I'm doing wrong please help me to understand because it's driving me nuts!

Thanks!


texts: Can I use ffmpeg audio filters on encoding?

texts:
ffmpeg has a ton of audiofilters available, and for a current project I need a compressor on the audio mix (not on separate tracks, just at the end during the encoding process).
Is there a way to manipulate the commandline that Blender is using to run ffmpeg, or is this not how it is working? Any tips how I could achieve this would be great. Thanks


texts: How can I turn off gamma correction in 2.79b?

texts:
I'm very new to Blender and 3D animation in general. Per BlenderGuru's advice, I've added the Filmic Log Encoding Base to Blender, if that matters. My project relies on very specific hexadecimal codes for colors, but every time I enter a code, it's "gamma corrected" to something visually very similar, but the code itself is different.

I'm working in Cycles with Glass and Velvet materials, if that matters.

How do I turn off gamma correction or otherwise ensure my hexademical codes remain unaltered?


texts:
I am trying to make an explosion in the game engine, using GLSL shading.
The Alpha works so all you can see is the fire, but blender is treating it as an image texture and not playing the video.

Are there any easy ways to make the game engine play animated textures? I do not mean by using this method:


texts: How to center text on slanted triangular face?

texts: I am trying to model my own 20 sided die and to add the numbers on each face. I am having trouble getting them centered on each triangular face. Any suggestions on how to achieve this?


texts: View polygon's index as non-tuple in Animation Nodes

texts:
I wonder how can I see polygon's index not as tuple of vertices indices, but as single number?
There is polygon viewer in N-panel which is what I want, but works only with unmodified geometry.


texts: In and Out animation - How to combine Offset matrices Animation Node

texts:
I would like to have two different animation in offset matrices.
One for the In and one for the out.
For the moment I cant have out put animation.
Thank you for your help


texts:
I know I can go to User Preferences, System, OpenGL, and disable mipmaps, but it doesn't seem to work, because the texture stays blurry.

Is there another way of doing that?


texts: Cabinet door won't bevel (Archimesh addon)

texts:
I have a cabinet created with the Archimesh addon. I want to apply a bevel on the left door but it won't have an effect on it, even if I raise the value. I extruded the door to create a visual effect as you can see, looks like it has to do with that because you can see the bevel works perfectly fine on the right door that has not been touched.

P.S: I am following a tutorial where this step is supposed to work just fine.

Thanks a lot, see you!


texts: Blender export as dae file contains broken 3D render

texts:
General information
Blender version: 2.79

I am currently working on an animated 3D model that I will be using in a game being coded in Scenekit. I'm currently facing the issue where my exported 3D model turns out to be "broken".

Here is a picture of what the render should look like.

This is what happens when I export it as a .dae .fbx or even .obj. As you're able to tell the cape surrounding the character is "broken". I'd like to know what I can do to resolve this problem or what I'm doing wrong.

How I export the 3D render in Blender: file -> export -> .dae


texts: How can I get ImageRender to take a photo from a camera and save it to a file?

texts:
I would like to create a Python script that is called when I press some key while running in the Blender Game Engine, which takes a photo from a specific camera, and then saves this photo to a file (preferrably in PNG format).
The code I tried so far always gives me "None" as image. I guess that the image is calculated only in the next frame, but I also tried to retrieve the resulting image in the next frame, and there was also None in the image.
http://pastebin.ca/3184737


texts: How to change the duration of an added game object in multiple empties simultaneously?

texts:
I'm trying to make an empty that adds a game object be modular.

Suppose that I have an empty with an edit object / add object actuator.

This empty adds a plane that lasts two seconds.

Later, I did make many copies of this empty, so I ended up with a scene with many empties that adds many planes, that lasts two seconds each.

If I want to change the time for which the planes lasts in the scene, to let's say, three seconds, now I need to copy the game logic to the other empties.

I would like to make this in a more modular fashion, by using linked objects instead of selecting many empties to then copy the logic.

Is it possible?

Actually, when in the process of linking the "empty", and change the parameters of the original one, the modifications do not reverberate automatically to the other empties inside the scene, because Blender reads the copies as different objects.


texts: Cycles Noise Issue - No matter what I do it won't go away

texts:
So I am making a Minecraft animation. I have been trying so hard to figure out how to get rid of all the noise though in my scene. I want the shadows and objects to look nicer and smoother. I have tried almost everything to get rid of the noise. In Light Paths I set Bounces Max and Min to the same values, the resolution is 100% at 1920 x 1080, I have adjusted the clamp indirect to many values such as 1, 3, etc. I am using an HDR image to light my scene and I heard HDRI's can cause it if you don't have a high enough Map Resolution in the settings so I even set the Map Resolution to 6000 when 2000 should be enough. I even tried rendering the image at 1000 samples and it still wouldn't go away when 200 samples should have been enough. I heard that despeckle nodes can help but I don't want to use one because they can greatly reduce the quality of each image.

I circled some of the noise spots with a red circle.


texts: i have this problem with my model as i was following a character modeling tutorial and suddenly my vertices are stuck on their positions.. and i do not remember what settings i changed(may be its because i once selected all pressed W and smooth), but now whenever i try to move/extrude a vertex it either doesn't move at all or moves only when i drag the mouse far away.. like in the picture. Please help.


texts: Error saying mesh has no vertices when it has vertices

texts:
With the following code
def weight_from_distance( scene ):
    floor = bpy.data.objects['GridGrass']
    cam   = bpy.data.objects['Camera']

    vert_distances = [
        ( cam.location - floor.matrix_world @ v.co ).length for v in floor.data.vertices
    ]

    maxDist = max( vert_distances )
    minDist = min( vert_distances )

    for i, d in enumerate( vert_distances ):
        # Normalize distance and set as vertex weight
        floor.data.vertices[i].groups[0].weight = ( d - minDist ) / ( maxDist - minDist ) #Line 16

    pSysName      = 'ParticleSystem'
    vertGroupName = 'GrassGrowth'

    floor.particle_systems[ pSysName ].vertex_group_density = vertGroupName # Update / Refresh

I get an error

Which seems to be saying that my mesh has no vertices, even though it is a huge terrain mesh with thousands of vertices?
Here's my terrain. It may be worth noting that it's a Grid.


texts:
I want to make an animation of some objects, that have a lot of vertices and so Blender gets pretty slow. How can I make the animation without the slow speed in Blender?
Is there a way to do that easily?


texts: Which function for "pressed" on keyboard?

texts:
How to code in python for BGE as detect "pressed" on keyboard ?

Example, AKEY to move x coordinate but when press A key it don't move infinitely however it does pressed...

How to solve it? Thanks


texts: What is the correct context area for bpy.ops.uv.snap_selected?

texts:
I'm trying to execute the command bpy.ops.uv.snap_selected(target='PIXELS') in Blender Python, but i keep getting that context is incorrect.
I've run the following Python script in order to find the correct context
import bpy

#all the area types except 'EMPTY' from https://docs.blender.org/api/current/bpy.types.Area.html?highlight=area%20type#bpy.types.Area.type
types = {'VIEW_3D', 'IMAGE_EDITOR','NODE_EDITOR','SEQUENCE_EDITOR','CLIP_EDITOR','DOPESHEET_EDITOR','GRAPH_EDITOR','NLA_EDITOR','TEXT_EDITOR','CONSOLE','INFO','TOPBAR','STATUSBAR','OUTLINER','PROPERTIES','FILE_BROWSER','PREFERENCES'}

#save the current area
area = bpy.context.area.type

#try each type
for type in types:
    #set the context
    bpy.context.area.type = type

    #print out context where operator works
    if bpy.ops.uv.snap_selected.poll():
        print(type)

#leave the context where it was
bpy.context.area.type = area

But I'm getting nothing printed. I've tested this with the operator bpy.ops.uv.pack_islands for example and I'm getting results.
Why I'm getting no valid area type for bpy.ops.uv.snap_selected? Is it a special operator? Can it be run from Python code?


texts:
When I press Ctrl+Alt+0, trying to move the camera to the current view I end up in a view like this:

and when I after some struggling comes back to controlling the 3d view again, I can see that my geometry has moved, far far away, into another galaxy.

What can I possibly have done to let this happen?


texts: Animate generic armature with 3D joint data

texts:
I have a simple human armature that I am trying to animate based on real-world 3d coordinates. These are coordinates of 21 distinct joints in (x, y, z) format with an origin at the pelvis. These were acquired via markerless motion capture and are not in a typical MOCAP file format, but are in json. I have an armature that matches the joints that we wish to model, but I am unsure of how to proceed. Are there any recommendations here?
I had a simple python script as follows to apply the joints that I have attached here:
with open('frames.json') as f:
    frame_data = json.load(f)

    # frame_data is a dictionary of dictionaries that looks like this:
    # {'frame_0' : {'joint_name': (x, y, z), ... }, ..., 'frame_n': {} }

rig = bpy.data.objects['metarig']

for frame_num, joints in frame_data.items():
    bpy.context.scene.frame_set(int(frame_num))
    for joint_name, joint_positions in joints.items():
        rig.pose.bones[joint_name].location = (joint_positions[0], joint_positions[2], joint_positions[1])
    rig.keyframe_insert(data_path="location", index=-1)

Are there any recommendations on how to proceed? Is this something that can be accomplished?


texts: Particle System Instances Retaining Dimensions of Original Object

texts: i have used a hair particle system to distribute the mesh on the bottom left as seen here. i want the particle system instances of this mesh to retain the same dimensions as the original mesh. ( i know for this simple example i can use an array modifier but i am showing a simplified situation.)


texts: Animating cylinder mesh distortion with bezier curve

texts:
The goal: Animate change mesh cylinder shape to reflect the shape of a Bezier curve.
Example: Start with a straight cylinder, change shape until on frame 200, the result is an S curve.

The cylinder doesn't need to move from end to end, but "squirm" into shape.


texts: I'm making a lightsaber, and I'm pretty much finished, I just want to smooth it out a bit without loosing my sharp edges. I added a edge split mod, but some of the edges become disconnected from the rest of the object after the sub surf modifier is added. How can I fix this?


texts: texture projection paint settings in blender

texts:
I wanted to use texture projection for camera as described by In this series. However the explanation of the settings used is not described in his video clearly. Particularly this setting which is found under the Project Paint panel in texture paint mode:

The tooltip says: "Paint most faces pointing towards the view according to this angle. "

My question is: How is this angle affecting the projection? Is it the angle of the camera with the surface of the meshes?

Please do explain in detail what this angle is and how it affects the texture projection. Some illustrations would be helpful. Thanks in advance.


texts:
In real life, when something is very close to the camera lense ,it will block the light , therefore  the closests part of the object to the camera will leave dark areas,like this finger pushing against the lens

However in blender eevee,with HDRI light, no matter the distance between an objet from the camera, it never block the light, luminosity stay the same on every part of the image, how do achieve this effect?


texts:
I want to make grass field with particle system but when i try that i get black shading  where the grasses close to each other. If i set emission number to low (for example 25) there is no problem but when i up i get this result. What should i do?
Thank you very much.


texts: Render issue- my partly transparent mesh won't render

texts:
So I am trying to go this animation (using a pre existing rig and all)
and for some reason my bg and the partly transparent mesh won't render in teh final immage

I am not certain how to fix this any help is welcome nya


texts: Is there anyway to show values in Blender Eevee like in Redshift?

texts:
In Redshift render view you can hold Ctrl to check the float type value of every pixel, it's very convenient to toggle parameters in some info nodes like fresnel, AO, etc. But I don't know how to do the same in Blender

In Redshift you can hold Ctrl to see the real value of every pixel

See if you wanna get the real value of now this B&W map in Render View, how to do that? B&W map of Info channels always cheats, you know.


texts: Texture won't apply to my model - what am I doing wrong?

texts:
So - I've created a 3D hexagonal prism, and I want to apply a sand texture I found online. When I add the nodes in the shading tool, I only get a color change, but no texture. I've tested the file on a plane and on the base cube, and both work fine, so I'm figuring it must have something to do with how I created the model:

I started by drawing a circle with 6 vertices and then selected all 6 vertices and pressed 'f' in order to fill out the 2D object. I then extruded the 6 vertices up in the Z direction in order to create a 3D object from the 2D hexagon.

When I apply the normal and height through a bump, nothing happens, and when I apply the color, it only changes the "base" color and not the texture. My nodes setup works fine on the base cube, as seen below:


texts: i'm having a trouble changing my liquid base color

texts: so i'm currently adding a base color to my liquid but the color end up changing both of my cup and my liquid (pict 1) i have also made a new materials but it won't change a single color and stayed like this (pict 2), is there any possible way to fix this?


texts: How to make rounded faces to model a human face?

texts: I would like to know how to curve edges and faces in order to make a nose or a cheek. Can someone help me please?


texts: Equirectangular skyboxes: Tips for avoiding pixellation?

texts:
I'm creating an artificial HDRI image with Blender:Cycles- just creating a landscape, lighting it, equirectangular projection, sorted.

When I use the HDRI as a background for new scenes the image seems very pixelly.

I'm rendering the scene as a 4096 x 2048 image, with 40-50 samples per ray. Obviously, this isn't enough detail. But what is the determining factor for a high quality HDRI: more pixels, or better quality pixels? Is there a formula I can use to get me a useful skybox?


texts: Creating transparent glass with an image texture w/ alpha channel

texts:
I'm trying to create a glass block and have it so the light color changes according to the glass color.
I want a lighting effect like the blue glass (texture-less) block, but with the "streaks" of the glass blocks provided by the image, as well as the glass color.

Top: Non-textured glass block, with the intended lighting effect seen on the background
Bottom left: Blue Glass block w/ image texture
Bottom right: Glass Block w/ image texture
I want the blue glass block to cast a blue shadow, but it's casting a gray shadow.
The plain glass, however, is fine.  Both images have alpha channels.
Texture-less block node:
Glass block nodes w/ image texture:
I've used glass, transparent, and translucent shaders in a "mix" in various combinations with no luck.  The shadows remain the same.


texts:
If I have a material that needs to have a dozen nodes or so attached to it and I hit + in the materials panel the material duplicates but not the nodes.

Is there a way to migrate nodes and their connections from one material to another?


texts: Imported object is locked to world origin

texts:
I try to import an fbx file which I have done many times before. Now suddenly it is locked to world origin so I can't move it. It is getting deformed when I try to move it because it is locked there.

The object is an animation figure from Mixamo. I am using Blender 2.81. I have even tried to restore factory settings, it won't help either.


texts:
I made an earth object and gave it a material including the usage of the new input of the "Light path" node "Transparent depth" which makes the back faces invisible. However, when an object has transparency on it, the input ignores the object with the "Transparent depth" input behind it and makes it invisible.

The object itself -

Using a transparent object behind it -

Here's the file - http://www.pasteall.org/blend/31655


texts: On the edge of my model I'm trying to eliminate the tri face it's making. If I do a knife cut vertical, it'll make a quad, but if I go horizontal it'll make a tri face. When I add the subdivision modifier, it seems like a much cleaner topology. Is there a solution when it comes to avoid the mesh from making a tris?


texts:
I was watching a tutorial about making an airplane. Here's the link.

https://www.youtube.com/watch?v=FHiGH-4L5h4

He made some bezier curves that outlined the craft's fuselage and used bsurface add-on to fill the rest of the surface. The tutorial was in a blender version less than 2.8.

He first selected the bezier curves, then selected a plane(I don't know what it is for. He just created it just before doing these things), toggled 'keep strokes' and clicked 'add surface'.

Then the ribs of bezier curves was covered with planes.

But when I tried the same thing, I couldn't find the same menu like the one in the tutorial, which is on the left side. I found something similar when I clicked 'n' and went to 'edit' tab, but the 'add surface' button didn't work with an error below.

I also found that I could select objects with the spuit-like icon just above the red thing, but clicking 'add surface' with an object selected by that tool also showed an error.

I guess it is saying there's no vertices to work with, but it doesn't make sense. The tutorial guy had no problem.

I looked for some other tutorials that delt with BSurface add-on in blender 2.8+, but they all used the annotation pen instead of the bezier curve. I think I don't know how to use the tool correctly, but couldn't find the way anywhere. Please tell me what I'm doing wrong and how to fix it.


texts: Subdividing a face with subdivided edges

texts:
When modeling, I sometimes run into the problem of trying to subdivide a face but can not do so because one or more of its edges are already subdivided.
For example, in this image, I can't subdivide the selected face because the other faces by it are already subdivided. When I try to subdivide the selected face, it just subdivides the edges instead.


texts:
I am making an intro for 'The Tim Show'. The thing is I've only modeled a good head and that's mainly it.

The intro will be like shadows of a person, with a drill in a hand, etc. Look here at 1:07 on the earth. Here is an image of it:

(I do not want a globe/sphere, only on a screen)

But it will be with Blender (yes!!) and will not be on an earth. I may enhance it with some other stuff.

The thing is I don't know where to start and I need a fast solution as I am under pressure.

Thanks in advance


texts:
I'm new to blender and have been trying to tackle this issue for hours over the last few days now (trying to contain the complexity by insetting, beveling, extruding, etc). Very simply put, I'm trying to cut a rectangular hole in a cylinder.

I wish to extrude the faces inwards and sharpening the edges by either creasing or adding support loops. Obviously adding a support loop causes the vertical edge of the cylinder to get a sharper edge as well, leaving unwanted results. Creasing creates weird shading issues and an overall messy looking result.

With my very limited modeling knowledge I'm assuming I have to contain the loops to the cut-out area, I just don't know how to go about this. Does anyone have any tips for this (probably very basic) modeling issue?


texts: Bending a chain without deforming the links?

texts:
So, I've done the anchors on my ship, but the chains needs to be bent around the winch at the bow. How would I accomplish this without actually bending the links?

Kind Regards

Skull Kid


texts: I have a URL that may be an embedded video or a series of web animations(sort of like a slideshow) on a webpage and I am wondering if it's possible to display that within blender (e.g. on a panel or face of a cube)? Basically would it be possible to display a website within blender?


texts: When Blender model is exported, it looks completely different

texts: When exporting this coin into Roblox Studio, all of its faces seem to be crazy. (No, its not the lighting). Is there a way to fix this?


texts:
Title says it all. I can not add/change the material/color of ANYTHING.The entire page where materials should be is just completely blank.

http://imgur.com/a/hOhIL


texts: Boolean difference removing wrong geometry

texts:
I am trying to subtract a shallow bowl-like shape from this basic trough. The subtraction should only serve to round out the top.

When I enable the modifier it deletes the internal geometry of the trough even though none of it is intersecting with the cutter.

I have enabled backface culling to show the removal of the internal geometry.

I have checked normals, manifoldness, and made sure that I don't have any colinear plains. any help would be appreciated.

Edit: added picture of the cutter.


texts: Why is the assigned material larger than the selected faces?

texts: I'm a total noob and was trying to customize my plate/donut from the BlenderGuru tutorial. My goal was to add a thin gold trim around the plate. I loop cut a thin band on the surface of the plate and then assigned a gold material to it. But it didn't work how I thought it would. Why does the material show up so much wider than the faces I selected? How do I make the gold band thinner?


texts: I am having trouble getting the Record Animation setting to work in the BGE. Is it possible to record animated characters that are controlled using BGE's logic bricks with some script? In my script I change the positions of the characters bones.


texts:
I started out with a simple cube and edited the vertices to make it look like so...

I think somewhere along the way I did something to make the object hollow, because when I cut an object out of it (Boolean Modifier -> Difference), you can see the insides (as follows)...

Is there a way to add the "fill" back to it so that it's solid?

Blender Source File


texts: NLA strip disappeared after I edited dope sheet - Animation no longer works

texts: The NLA strip disappeared after I edited the dope sheet. I've saved the file and opened it again but there's still no strip. Now my armature follows the path but it doesn't do the walk cycle like it did before.


texts:
I'm having a surprising amount of difficulty finding an answer to a rather simple question...

I've worked out how to animate things in Blender. But I'm having trouble putting cuts into the animation.

Initially I had the camera just fly from place to place, but the repeated fairly fast camera movements come across as rather disorienting and confusing. Then I had the idea that maybe cutting from shot to shot might work better. But how do I do that, exactly?

My first though was that this would be trivial: If you put two keyframes on consecutive frames, the camera position will just instantly snap to the next keyframe. Well, it does, but it also screws up all the interpolation. (Presumably Blender is still trying to make the control spline smooth, so it's changing the animation I've already set up.) It's also really fiddly to set up this way.

I'm really struggling to find the right search terms to answer this simple question. Google returns lots of hits for how to existing cut video files (not what I'm asking), or how to animate a character jumping (nope), or how to animate cutting an object in half (still no).

I did find a few glimmers of relevant stuff, but I don't really understand it. One page off-handedly mentioned multiple cameras. (Wouldn't that be an error? How would that even work?) Another hinted at having multiple "scenes". (What's that?) But I couldn't find any in-depth explanations.

Basically, what is the "correct" way to cut between shots? Surely everybody does this constantly, all the time, so I'm confused as to why I can't find any information about it...


texts: Apply scale to armature works on rest position but breaks poses

texts:
I have an animated model (link: https://www.dropbox.com/s/v9ked8yl2opl2or/robotERS_channelcleaning.blend?dl=0) that I am trying to rescale. Right now the armature and the mesh are not parented (yet).

The armature is scaled (object mode) to 0.01 on all axes. I want this size to be the new 1.0 scale.
If I apply the scale to the armature, the rest pose looks good, but all animations are broken afterwards and I cannot find out why.

Any help is hugely appreciated!!


texts: Bones are invisible and background screen in Solid View is too bright

texts:
I was working on this lego character from a course online. I created a new 2D Animation layout, the way the instructor from the course had done. I created a basic idle and running animation and saved it. I did not work on the project for about 2 days but when I opened the same file, I cannot see the bones of the armature.

The 2D animation layout had about 6 Editor types:

The right hand corner is a slim section divided into the Outliner at the top, and the Properties below it.

In the center, it is divided into 2 main sections:

The one on top is divided vertically in the middle, with a 3D viewport on either side. The left one displays the camera's view focussing on the face of the humanoid model (for 2D animations using grease pencil) and the one on the right is a perspective view of the entire model.

Below this sections I have two editos split horizontally. The one on top is the Grease Pencil Dope Sheet, and the one below is the Action Editor Dope Sheet (the default type).

Now, all the editors seem to be working fine except the 3D viewport displaying the entire 3D model. In Solid View, the entire background is a much brighter colour than what it used to be; and all the custom object shapes that I had created for each of the controlling bones in the armature is missing. It is not hidden in the outliner, nor is any object in the scene in Local View. So I do not understand why it's invisible, and how to revert the background colour. Moreover, I used to be able to see the floor in the Right Side View but now, unless it's in Perspective view, I cannot see it.

However, if I go back to the Modelling or Layout Tab, the Viewport background is the default colour and the custom bone shapes are visible as well.

I use Blender 2.8 for this project and I have attached my project file. Any help to revert these issues is appreciated. Thanks, in advance.

http://pasteall.org/blend/index.php?id=51727


texts: Can I use specific numbers to animate human models?

texts:
Is it possible to make animations by putting in specific velocity, acceleration into the human character from the numbers I get from human models in Simulation Tools?
The human characters will probably be made through 'makehuman'.

I want to visualize the behavior of human from the numbers I got through engineering simulations.


texts: What would cause hair to be emitted only from object origin?

texts:
I have this object that is emitting hair particles. I must have done something to it that cause the hair particles to be emitted from the object's origin instead of being distributed evenly across it. This only happens to new particle systems, the one I made before this change on the same object is not affected. I'm wondering if anybody can tell me what I changed? I've been comparing it to an older version of the object that does not do this for a few days now and I can't see any differences.

What I get (after change)

What I want (before change)

Just to clarify, if I change the location of the object origin like I did in the screenshot the hairs will always be emitted from the object origin. All new particle systems, even with default settings behave in the same way when used on this object. Particle systems that were created before the change on the same object are not affected. Particle systems on different objects do not behave in this way. To make it more confusing the 3D viewport only reflects this behavior seemingly randomly.


texts: How can shape keys of a linked object be controlled?

texts: The Properties  Panel in a scene file has no tab for mesh when an object is linked to the scene. Can the Shape Keys influenced by a driver or is there some other trick to enable shape keys in the scene file?


texts: extrude and animate a polygon along path

texts:
Hello I have to make an animation with this shape, but i cant find out any tutorial to explain me the method to achieve the result I'm looking for.
I would like to extrude and animate a square shaped polygon that follows the yellow arrow path so that it builds up the entire shape in red.

Thank you very much for your time.


texts: Im making many objects one model, while still looking like many different Objects, How would I do that?

texts: Basically I have 3 different objects that are not touching, but I want to make them into a model like that, how would I do that?


texts: Object B's position to Object A as a controller for object A's animation

texts:
The best way to describe what I'm trying to do is the example of a mickey mouse head. Facing the head from the front the ears are full circle, both on the same height. When viewed from the side though they retain the full circle while one sets lower than the other. (the object B in this case would be the camera)
I basically want to have certain movements to happen depending on where object B is in relation to it or its bones. Is this achievable in Blender?


texts: How Do I Move The Center Of My Model To The Blender Origin?

texts:
My first post!

I'm completely new to Blender so you'll need to ELI5 I'm afraid lol

I've created a model in SketchUp then exported it as an obj file so that I could UV Map it using UV Layout Pro. I've then exported it in Maya as an fbx file and textured my model using Substance Painter. I've gone through this process using a student version of Maya which I can no longer use because I'm no longer a student so I've switched to Blender.

Now the problem I have is this:

I'm going to be using procedural generation to build my levels but as you can see from the pic above the pivot point is in a corner. I need my models to be rotating with the pivot point in the middle of the bottom face so that the corridor module can rotate 90 degrees clockwise or anti-clockwise without moving the corridor.

When I import the corridor into Blender I've worked out that I need to translate the model in the X and Y axes to bring the middle of the bottom face to the origin (0,0,0) but I don't know how to get this exactly in the right position. In SketchUp you need to have things 100 times the size so that you have the correct measurements in the Unreal Engine, so the cube that the model is made from is 300m x 300m which equals the model in Unreal being 3m by 3m. Is there a way of finding the middle of the bottom face:

And dragging that to the origin? Or am I thinking about this all wrong? Can I just move the pivot point to the center of the bottom face instead without needing to translate the model at all?

Sorry for all the n00b questions, I'm new to this modelling and game development lark and I need all the help I can get lol :D


texts:
I want to take a flat plane and animate one end of it rolling up to a roughly 90 degree angle.
The plane is UV unwrapped with a repeating texture and needs the distortion to be minimal.
This image roughly shows the before and after of what I'm wanting to accomplish.

blend file:
Initially, I tried using the curve modifier with a shape key on the curve but I was having issue with the plane sliding around.
Please let me know if there's any other info I can provide to clarify.


texts: How to easily draw a grease pencil on top of an image

texts:
I use the Compositing workspace in Blender 2.8 to overlay images with grease pencil objects. (Alpha Over node taking an image as the first input and the View Layer as the second input.)

When I create those objects or move them around in the Viewport, I would like the Backdrop (which shows the objects on top of the background) to update and reflect those changes. However, it doesn't until I hit F12 to render :( Is there a way to solve this?

Furthermore, I make use of keyframes to fade in the objects. Is it possible that the backdrop listens to changes of the current frame and updates accordingly to display only those objects that have a positive opacity at the corresponding point in time?

Maybe I am just doing it completely wrong - in that case, please point it out ;) I'm still very new to Blender.


texts:
I was working in the Eevee renderer and when I switched over onto cycles I noticed that all the settings tabs that would have been under 'scene' were gone. Not only this but I couldn't change the material settings for any object which I usually would have done in the materials sidebar. I am able to use the materials side-bar when in Eevee. The only way I can change the materials is by doing it in the shader editor.
This is really odd and hasn't happened to me before, so I was wondering if anyone has come across the problem before and has any idea of how to fix this predicament I am in. Below are some images that illustrate the problem I am having.
https://i.imgur.com/Hm4z8Ne.png https://i.imgur.com/bKXKvOi.png https://i.imgur.com/WRkmJVx.png
Many thanks!


texts: How to run Batch Rename Datablocks Addon?

texts:
If the button [ Run Script ] does nothing and Alt+P does nothing and right click Run Script does nothing. I don't even get an error message. Do I have to enable something?

This is my first ever attempt at running a python script:

https://svn.blender.org/svnroot/bf-extensions/contrib/py/scripts/addons/object_batch_rename_datablocks.py

Wiki link: Batch Rename Datablocks


texts:
How can I emit objects from the center of a face, as shown?

When I try to emit from faces, they are randomly distributed.  None of the settings seem to allow for a placement of one object per face, evenly spaced.  This is how it looks:

As you can see, the objects are indeed spawning on the faces, but there are issues: some faces have multiple objects, others have none, and all are randomly positioned on their planes.

Emitting from vertices behaves in the desired fashion:

How can I achieve this behavior with face-centered object placement?


texts:
Primary

I am having difficulty parenting an armature to a mesh.

Secondary

I wonder if someone could please help me. I am trying to skin a model with the pitchi poy rig. I first made a simple rig to test the model and it parents and deforms just fine with this test rig. No problem. So, I added the pitchi poy rig, lined up all the bones and then generated the rig. The controller works fine with the green deformation bones. See the picture above, everything deforms fine! However, when I try to parent the rig to the model, nothing happens. I have tried parenting the model with the rig, as shown in both Mark Edwards and the Pitchi Poy videos to no effect. They use a simple armature deform and then, with the bones selected, use weight paint to assign automatic weights from the bones.

I've tried parenting the model to the rig using automatic weights. Nothing. I know how to parent a rig, selecting the model first and then the rig etc etc. It worked OK with this mesh and my test rig, but I cannot see why I cannot get the pitchi poy rig to parent with my model while at the same time, the pitchi poy controllers work just fine with the green deformation bones. I must be missing something real stupid, but I cannot see what, so if anybody knows what I am doing wrong, I would be so grateful if they could let me know before I go completely mad! I really have tried and tried before posting here! By the way, I have also looked on Google etc for an answer, but so far I have failed to find a solution! Thanks!


texts:
I've been learning and making some stuff on blender 2.79 for a few months now...

But, like 3 weeks ago, I don't know what happened, but when I was making a shirt in a base, it appeared a orange outline that doesn't go away.

When I select an object, and then I select another one, the first selected object, turns orange outline, and this is ruining everything for me...

Because even when I open blender without the project I was making, just with the cube, it is the same thing.

I've been looking like crazy for information about how to get rid of this, but the only info I got was about how to make it orange, not quit it.

I already saw that some people here had the same problem before, but I didn't saw nothing useful in the comments...

And I don't want to join all the objects together, because it's really difficult to separate them later, and this doesn't garantee that everything will get yellow outlined again, plus I'm making stuff for exporting.

Please help me with this problem, because I really need to get rid of this orange outline, and I'm tired of looking and asking everywhere without a solution...

I want to have everything normal (yellow outline) like it was before.

EDIT: I already uploaded the .blend file, I think...

EDIT 2: Here is a Zip that contains the .blend file, and has a text document with all the details about the problem, and also my social medias in case u want to tell me something about this problem in other site:
ZIP: https://drive.google.com/open?id=1KRixb8iQlonkA5vCZfNnPzBd0gIZsMsV

EDIT 3: This is WORST that I thought!!!!!

I removed some new addons I installed recently, and nothing. Now I just uninstalled and reinstalled blender again, and the problem continues. I'M GOING CRAZY!!!! T_T


texts: I see a lot of noise and fireflies with Glass BSDF Shader

texts:
I made a cube in Blender. The cube has BSDF Glass shader. When I render it there is a lot of noise and fireflies.

I tried everything: Change clamp, change light bounce, denoising, glossy filter, more samples... just everything. I don't know what to do now. When I removed the cube there wasn't noise. The light is point light and in the center of the cube. Blender 2.81 Beta, Cycles.

https://imgur.com/a/BQhwXDL


texts: integration of blender file into webstorm?

texts: I need help for my Final Year Project, I want to know that how can I integrate .blender file into my webpage? i didn't get any answer from anywhere. please I need help. answer it as soon as possible


texts:
I've rendered my final scene but the emitting light from the bulb shows a weird pixelated shade at the base and on the bulb... however it seems like its clear in the viewport render.  Any ideas? Is it the emission node?

View port light looks clearer...

Final render looks very pixelated...


texts: How to make a precise bolt hole in a simpler way?

texts:
I'm new to blender and using it to create 3d objects for my printer.
Part of this is "cutting" holes for bolts very precisely which I managed to do but my way is so long/tedious I must be missing something.

Here are my steps which I am illustrating with an imaginary use case I created for proper step-by-step exposure of my method.

My bold head is 0.8m radius (1.6m diameter) and 0.5m height.The thread of the bold is 0.6 radius (1.2m diameter) and infinite lenght. I'm cutting this hole in the center of the "top" face of the default 2m cube.

So here are my steps:

I am creating two curve>circle in object mode with respective radius of 0.8 and 0.6 for the bolt head/thread. I precisely position them where I want (here, at the center 0,0)

I then select both circles and the cube, go in edit mode and mesh>knife project (cut through).

I delete the "top" round faces and extrude the bottom Annulus (apparently that's how it's called) 1.5 meter (since 0.5m is my bold head height).

Since I extruded it, the "bottom face" has gone up and it's missing in bottom position.

So I select every edge as shown below and "bride edge loop" them.

Now I need to create the faces for the bolt head housing so I do a similar operation (select every edge as shown below and "bride edge loop" them).

Then I check with the 3D printing extension and I have 96 Non-Manifold edges.

Thanks to What is non-manifold geometry? I realize it's because of internal faces so I tediously delete all the edges constituting the internal faces.

I then get the result below but checking again with the "Check all" 3D printing extension I have 96 bad contig. edges.

But this time the "Make Manifold" auto-resolve is working for me so it's finally good.

At this point, I've spend a lot of time for what I would expect to be a simple task, how would you do it in a faster/simpler way ?


texts: Is every frame of a animation stored in RAM

texts: I am currently rendering a animation and it will take a long time but before I let it run for hrs I want to know if every frame of the animation is stored in RAM because my PC only has 2 GB and I don't want blender to stop half way through and have to start again. If this is a issue is there a way to render part of a animation and do the rest later?


texts: Combining Video Editor Scenes in One Scene

texts:
I am trying to create an animatic in blenders Video Sequence Editor and I have found a tutorial by a Mathieu Auvray on the Project Gooseberry youtube page where he shows a feature where you can import different VSE scenes into one scene.

However, when I followed his tutorial, I noticed that a few things he clicked on that weren't in any of the versions of Blender I could find.

Here was Mathieu's screen:

Here is mine in all my blenders:

Is there a plug in I am missing, or a setting I haven't turned on?
I have been googling it for a while and have been coming up empty.


texts: Tears and triangles appear when I try to fill faces

texts:
I used the bevel after boolean addon, which ended up with the following. There were 1 or 2 faces which went along the entire loop, which didn't look right, so I deleted them and ended up with some holes:

To fill in these holes, I tried to select the edge loop and press Alt + F, then fixing the normals with Ctrl + N. But there are then tears and triangles appearing in the render:

How do I fill them in properly to avoid this from happening?

Here is the blend file if it helps.

Sorry if I'm missing something obvious, I'm quite new to blender.


texts: Object renders black with UV mapped image?

texts: I have an image texture UV mapped on a cylinder. Im trying to render the cylinders in white but they render in black. Any way to change this? Not sure if my node setup is correct. I have several lights in the scene btw..


texts: Angle measurement shows only integer values, is it possible to increase the precision

texts:
In Blender 2.92, the measure tool shows distances to the precision of 6 digits after the decimal point, but only integer angle values. This question suggests that previous versions showed two digits after the decimal point.
The linked question has three answers:

copy and paste that value, but I do not know how it is supposed to work;

use N shortcut then "mesh display", but in my version nothing like that shows;

use an extension;

use a script.

Is there a simple way of increasing the precision to at least one digit after the decimal point?


texts: Parenting armature to mesh with automatic weights

texts:
I'm just beginning in the animation world and I've been studying Blender – so far it's been good but now I've got a snag. Whenever I parent my mesh to a certain armature or bone on the right side of my mesh and flip it to the left I get a weird movement on the left hand side. It deforms in a very twisted way.

I'd really appreciate some help. I've attached a picture.

Thank you.


texts: Reflection of HDRI in Cycles not working?

texts:
I added a HDRI as enviroment on cycles, but the model that i got here (an Eye) isnt reflecting good, at least, not a definite picture.

That's what i have:

But this is what i need:

Can someone help me with this? :( i'm a little lost on Cycles and materials..


texts: Another Boolean problem with sculpt addon and union

texts: I had the horns and the head as separated objects and to union them i used a boolean modifier. The problem now is that as you can see in the image there are holes after i smoothed it in the sculpting mode. I used dyntopo which you can also see in the picture. In short the boolean could not union these objects without holes.


texts: How can remove certain parts from an object?

texts:
I imported an STL file of an half-open AT-AT head from Star Wars into Blender to modify it. Specifically, I want the two seats inside the head to be removed. After that, the model shall be exported to STL again, sliced and 3D printed.(But I know how to do that) So how can I remove the seats without touching any of the rest?
You can access the STL file with this Dropbox link: https://www.dropbox.com/s/0osipmqcrifvhpi/ATAT-head-cut-up-2.stl?dl=0


texts: How do I in object mode, cull back faces?

texts:
Where is "Back-face culling" turned on for object mode?

Please indicate a path for reaching this control. eg: click on ____, then press ____, then scroll down to ___, etc. As I find it difficult to find my way around Blender.


texts: This drives me crazy. One time it is on the top of the screen, the other on the bottom. Why it is not staying at the same place all the time? Is it choosing the location randomly? Is it only my problem?


texts:
I've tried experimenting with the amount of samples, the size of the tiles, etc.

Do you think TOO much samples may make it too, like, just too clean?

What do you think would be a good preset so you JUST remove the noise, and it (the image) isn't TOTALLY clean.

I have to post links due to file size:

http://imgur.com/bJ5AAnc

http://imgur.com/iiSLf3A

You see how it's like almost too many samples? I only messed with the blurs and glow effects on PDN, but you know what I mean?

Maybe its just because I'm visually justified to darker scenes?


texts: When I render an animation in the normal ffmpeg h264 MP4 format, when it's done rendering, it doesn't play. And it's fustrating to wait till it finishes rendering only for it not play. Please what can I do to correct this?


texts:
Long time 3dSmax.maya user, getting to grips of the great (and surprisingly free) Blender.. Going well so far, but now im completely stuck on a few things. - so would appreciate any insight on these things.

ok first up, is UV mapping. - im trying to texture a brick path that surrounds the model, its a huge circle basically, but the brick is 3 wide on the texture. - In 3D max Id UVmap to a spline path that would follow the curve, thus the texture would follow too. - there is not many options with UV stuff here, other than the basics. ive tried all sorts from unpack, to different map types. - but none yield the results I want.

The other question is a bit of a silly one.. but had me looking for hours!!

you map a floor for example. (actually shown above as it was that floor) - I set my UVs to how I want them, but kept within the bounds of the texture limit space. (as its going to UE4) so I cant stretch UVs. - but needed a quick way to tile textures so the scale is less or more, there was/is no way of doing this in 2.8 from what Ive seen, as all the help i got was from pre 2.8 and things are somewhat changed since.

Anwyay, the workaround WHILE very not ideal. is to add 2 nodes in the node engine, for UV and vector, this works fine, but when you are working with a complex set of textures alredy, and then need to preview textures on the fly, you have to go in an manually set this every time, and it takes lots of time to do, plus a lot of frustration!. - I would BE VERY happy for a "tile" option within the texture part of blender (why is there not one I dont know!) spoilt by other 3d programs I guess!.

Anwyay, ive been learning (still) learning... its been a challenge switching. but for good reason!. - Still lots to go through, but getting there day by day. and blender is actually really great!

Here is the 3D file.
blender File

thanks so much for the detailed answer.. sadly I think Im doing something wrong. - the results you have is what I want basically.

Ok here is what i did, just to be clear, I will repeat the steps I did.

Added seams similar to yours. but across the rest of the mesh (see pic)
The cross and center circle can be mapped normally, and moved thats not an issue. so mapped those first as you suggested.

The circle part on the outside, I selected a UV poly, Pressed U, and chose the follow quad, this did nothing. - To get this to work I had to select all faces, then the reults are what follows in the pic. - it sort of worked but in a very odd way!.

Please advise me where I went wrong. - and once again, thanks for your time.


texts: Why Am I Getting This Stretching On My Texture?

texts:
I have this piece of concrete that is stretching a lot on the sides:

I've tried applying scale/rotation, but that didn't help. Any ideas? Thanks!


texts: How to remove triangular edges that appear after subdivision

texts:
I’m new at blender, and I decided to model a magic lamp as a start. I started by modeling the base of the lamp. I made it disk shaped. when I made the loop circular and used a subdivision modifier, those strange triangular edges appeared. How can I remove them? thank you, and sorry for bad english :slight_smile:

Edit: after removing n-gons, triangles disappeared! but edges became sharp.


texts: The top of the fluid disappears if I turn resolution above 80

texts:
Whenever I bake this fluid sim for a beach at a resolution lower than 80, it works fine. But whenever I turn the resolution of the fluid up to a number above 80, the top of the fluid disappears. Does anyone know why this happens/how to fix it? Here is the file:

I had another thread of this same question, but the suggestions did not fix the problem.


texts: How to find the number of loose parts with Blender's Python API?

texts:
I want to find out how many loose parts a mesh has using Python, i.e. write a function that takes a mesh object as an argument and returns an int. So far I haven't found a way to access this information from within Blender.

I know I could do this by separating by loose parts and then count the number of objects created, but that seems quite inefficient. I want to know how many loose parts there are without separating.


texts:
Every time finish my rig file.
I move some controls to test my rig.
I type"ctrl+z" to repose my character.
The rig just messes like this.


texts: blender game engine objects ramdom duplicate

texts: I have a large landscape which has mountains . How can I spread my trees ramdomly into the landscape in a quick way instead of placing them one by one?  . Just to be specific , my land scape is made of cubes and looks similiar to minecraft.


texts: Does the Vector Math Normalize operation use the second input?

texts:
The Vector Math node has an operation called Normalize.  I have always presumed that this is a monadic operator which ignores the second input and returns a unit vector in the direction of the input vector.  This is also what poor said in this answer.

However, I was recently reading the manual and noticed that it says:

  Normalize
  Normalizing input 1 and 2.

Which is super-duper unhelpful.  I have never known of a binary "normalize" operation (and couldn't find one in a quick Google search), so I don't know what "Normalizing input 1 and 2" means.

So what is going on here?  Does it use the second input, if so how?  Or is the manual just plain wrong?


texts:
I'm trying to animate a camera path using 2.8. I've got a camera clamped to a nurbs path and I want to zoom in and out a bit as my camera is tracking. However I can't seem to keyframe the field of view on the camera. Did that get lost in 2.8 or am I just doing it wrong? Under the Lens parameters I can keyframe Type, Lens Unit, Shift and Clip but no little dot next to FoV. Sup with that?

Thanks


texts: Blender 2.8 which rendering + engine will give me what I want

texts:
In Blender 2.8, I am trying to create a .png file of my scene.  I have been using Render > Render Image but I don't get any reasonable result (either all dark, or colors wrong, etc).  I have tried various combinations of engines and settings using the 'Z' hotkey, as follows, but I keep getting results that are obviously bad both in Viewport and in the final rendered image.

My question:  what settings/engine/whatever do I need to use to both (a) get the light/lamp working and (b) get an image that looks right and (c) having something that works as a final image?

This is what I am starting with, set to "Render" (from the 'Z' hotkey) with the Workbench engine.  Problem = the light/lamp isn't doing anything:

In the next image, I changed the engine to Eevee.  Now the light/lamp works, but the text and green color are gone.

In the final image, I changed the engine to Cycles.  Basically the same problem as picture #2.

Thanks in advance for your help!


texts:
Trying to bevel inside corner without adding extra edges.

Is there a better way bevel corner without adding extra edges? On the example below having extra edges is not a problem but some other situation needed to have fewer edges as possible. Trying to avoid Ngon.


texts: How to access the list of volume grids using python?

texts:
I wanted to access the attributes imported with a vdb file but I have no idea how to do that.
Actually what I was trying to do is - In the attribute node in material for the vdb file I wanted to get it from the attributes loaded with the file, and for that suppose I would like to check if the temperature attribute is present or not if it is present fill that in attribute node and if not check for heat attribute and do the same for this also and if this is also not found a check for flames attribute.

Please can anyone tell me how to do this?


texts: How to copy/paste X, Y, Z coordinates in one step

texts: Is there a way to copy and paste all 3 coordinates from the Properties (N) menu in 3d view? I can do it one at a time, but not all 3 at the same time.


texts:
i was following Blender gurus most recent tutorial , and was working on a glass plane which had the following node setup

This is exactly what blender guru had shown in the video and is showing results as expected but i want more caustics , i want the reflection in the plane to be more vibrant , how should i do this


texts:
I'm having an issue in version 2.8 where the material in slot 2 (I haven't tested higher slots) will not render. See image:

As you can see the floor of this room (which has a different material from everything else) is not rendering at all. I know that this is caused by it being set to the second material slot, because I get the same result even if both slots have the same material.
Edit: It seems that in some cases, it will render, but slightly transparent. Either way, it's definitely not what I saw in previous versions.


texts: Cycles Particle objects wont raise off the plane in static rtender

texts:
I've scoured the internet for a potential fix to my particle problem but came up mostly empty. I'd like to create a static image with these crystal-like droplets I've made but I can't seem to get them to "lift" off where the emitter plane was positioned. I've made an image before where I had a similar issue in the past but even copying the settings I'd configured for that emitter the droplets wont seem to float upwards on frame 0.

In my other project I was able to give rise to my particles through the "velocity" XYZ settings but this doesn't seem to work in my new project as it just rotates the object around onto it's sides.

BLENDER FILE


texts: How can viewport shading functionality be used to preview render result in Blender 2.80?

texts:
I could make a glass cube in Blender 2.79b in Cycles Render. Also, I could use the Viewport Shading feature in Blender 2.79b to see my desired result.

But in Blender 2.8, it didn't seem to do anything like that. When I tried the same process in creating a simple glass cube in 2.8, it didn't seem to have the desired result. I mean, I tried using 2.8's Viewport Shading part and set it to Cycles in 2.8, but it doesn't seem to do anything.

2.8 is a little new to me. Does anyone understand my situation here? If so, how did you guys overcome this?

I just feel like 2.8 is not well-developed yet and that I should probably use 2.79b at this moment for now.


texts:
I really can't form this question, lol. So i'll post two images.

So first is the mesh. Second is somewhat what i want to do, but simple grab makes it wrong. Of course i need faces to rotate accordingly. Like taking a carton and bending it in hands.

How can i achieve this?


texts: I have a simple query, (I hope). I have a few frames of a walking figure which I can animate, but I need to access the frames so I can print and trace them for hand drawn work. Problem is, after I animate them, where do they go???


texts: Display text on screen - relative to launched command?

texts: I was thinking yesterday that it might be useful to see some text displayed somewhere on the screen when you execute certain commands in Blender. For example if you enter "Keep Uv and edit mesh mode selection in sync" mode Blender could display a text that says "Sync Mode - On" on your screen, have anyone seen any script that has this function? Is this day dreaming on my part or is it possible?


texts:
Clearly because of lightning but not sure what is the best way to fix this. Suggestions?

Edit:
The problem is with area in the red. The color is really inconsistent (Looks like clouds?). Lightning source would fix this but how would i achieve this naturally. Or its not achievable?

Material on walls, roof and cabinets are just normal diffuse. Tried to add more light bounces but that didn't help.


texts: How to create outlines for objects so that the outlines stays when the file is exported as DAE format?

texts:
I would like to know how to create outlines for the objects created in Blender and make sure the outlines actually shows up when the file is exported into DAE format.

TIA!


texts:
I treid but I see no way of adding addional images to this post so I'm giving up
this question is inspired by a post from wishmasteregel called "How to create explicit  (parametric) functions in animation node?. Answered by Omar Emara  using math nodes.
I followed along the setup and wondered if it were possible to achieve the same result by not using math nodes but a sccript node instread
Here is the result of one of Dupin Cyclids so far (AN 3D viewer).

Here is the node tree.

I was wondering if you could achieve with AN something equivalent to the output of the Extra Mesh Addon

Why bother at all if the Addon already gives back the result, but  I like the challenge, besides I'm ill at the moment an not fit for neccessary heavy learning.
So far I looked under Mesh Nodes but torus does not belong to the
Generators
I've connected the output of the Invoke Subprogramm Loop with a Mesh Object Output node with a Torus as object but all I get in the 3D View is an ouput like the AN 3D viewr just with unconnected vertices

I've tried looking at the tutorials to AN nodes, but found no answers, so I came to ask here.
At the moment the output of the script node is a x-, y- and z-list which I combine to a Vector List.
Is ther a way to flesh out the unconected vertices with edges and faces?
thanks in advance
All I need is a good starting point


texts: How to unlink a link group completely in blender, so I can edit all mesh data, material, texture of this group

texts:
The group I linked from other blend file name "beigeBook" like so in the image below:

And I don't know how to make this link group became children of beigeBook object.
How can't i unlink this "beigeBook1" completely, so I can edit all mesh data, material, texture of each element of this group


texts: How to adjust the selection 'hotspot' distance?

texts:
Blender's default behavior makes it easy to select a mesh element without the need to hover the mouse cursor exactly over it. Sometimes it's really helpful, sometimes not. I wish I could either adjust that "hotspot" distance between my mouse cursor and the mesh element I want to select or disable it altogether.
Thank you.


texts: Blender as video editor tracks out of sync

texts: I'm using blender as a video editor, everything is setup correctly for what I normally do.  I capture game footage with Open Broadcasting Software and upload the odd video here and there.  Blender seems awesome in almost every way but I recently switched to using Nvidia ShadowPlay to record my gameplay footage as the quality is fantastic at high bitrates with almost no penalty to performance.  The problem I have is that when I try to edit a video in Blender the audio and video tracks are out of sync.  When I view the video information in VNC while playing the raw recording the frame rate is never the same.  Each video has a slightly different frame rate.  I have the frame rate set to 60fps.  However the actual videos come out as 59.8842fps or 59.245fps.  I think this is what is causing the audio and video to be out of sync in Blender maybe?  I can input a custom frame rate but it looks like it only allows certain increments such as 59 or 59.4, or 60.  Is there any way to get these tracks to sync up so I can simple cut out the parts I don't want?  Any help would be greatly appreciated.


texts: Particle object cutting through mesh on which I am currently weight painting

texts: I am weight painting particles on mesh, and instead of them be on surface, they are cutting through. How can I make it to be just on surface


texts: how to specify a scene to load in blend4web web player

texts: How to specify a scene to load in blend4web web player?


texts: Does blender 2.8 have an autosave feature?

texts: For example, I would like to save work every 30 secs or so; in a file with name file-prefix_timestamp.blend


texts: Can I combine channels or edit them at the same time?

texts:
Using Blender VSE I have two channels, an audio channel and a movie channel.

I plan to be splitting them up and reordering the splits - nothing too complex. However, with the audio and the video in two separate channels, that's twice as much work for me to do.

Is there a way for me to merge channels together so I only have to apply these edits one, or a way for me to apply edits to both channels at the same time?

Thank you very much!


texts: How to preserve measurements when manipulating an object

texts:
I’m making kitchen cabinets for a project of mine and here’s a problem I ran into: The cabinets should have spaces in between them and at the same time the measurements are supposed to be preserved from left to right. How can I do that?
Without spaces

With spaces (a little bit exaggerated so I can make my point. This is an eyeballed example just to show what I mean)

In other words - There are 4 squares where the first and last edge are overlapping with the green line:

I want to resize the squares equaly with equal spaces btween them, but the overlapping to be preserved:

I know this can be solved by having a little knowledge of algebra and just tipe the number for the array, but I think there should be an easy way to achieve this in blender without having to bother with algebra too much. Using empties in combination with array and snapping is my guess. Any ideas?


texts: Some Object changing scale in Rendered mode

texts:
I'm studing Blender with Blenderguru youtube.
this is the donut in blenderguru tutorial.
in RenderMode, Donut scale is changed.
(rendering is same)
but in other mode, everything is good.
I don't understand this problem, so I ask here.
I'm sorry about my poor English.
https://drive.google.com/file/d/1trkvfdoX8v_d_AIlseS5FiR18F6aAFTX/view?usp=sharing


texts: How to set the default fill type to NOTHING (Cone, Cylinder), once and for all?

texts:
I'm banging my head trying to find any documentation, but I can't seem to find anything about that matter.

Background:
I was sick of manually changing the default vertices for Circles, Cones and Cylinders to 12.

I found this script and it works just perfectly.

# To be saved in
#    scripts/startup/
# with a .py file extension.

from bpy.props import IntProperty
from bpy.types import (
    MESH_OT_primitive_circle_add,
    MESH_OT_primitive_cone_add,
    MESH_OT_primitive_cylinder_add,
    MESH_OT_primitive_uv_sphere_add,
)

MESH_OT_primitive_circle_add.vertices = IntProperty(name="Vertices", default=12)
MESH_OT_primitive_cone_add.vertices = IntProperty(name="Vertices", default=12)
MESH_OT_primitive_cylinder_add.vertices = IntProperty(name="Vertices", default=12)
#MESH_OT_primitive_uv_sphere_add.segments = IntProperty(name="Segments", default=16)
#MESH_OT_primitive_uv_sphere_add.ring_count = IntProperty(name="Rings", default=8)

Problem:
Now, I'm still sick of having to change the default fill type to NOTHING.

I tried adding the following lines (one at a time, of course) to no avail:

MESH_OT_primitive_cone_add.vertices = StringProperty(name="End_Fill_Type", default='NOTHING')
MESH_OT_primitive_cone_add.vertices = IntProperty(name="End_Fill_Type", default=0)
MESH_OT_primitive_cone_add.vertices = StringProperty(name="Base_Fill_Type", default='NOTHING')
MESH_OT_primitive_cone_add.vertices = IntProperty(name="Base_Fill_Type", default=0)
MESH_OT_primitive_cone_add.vertices = StringProperty(name="Cap_Fill_Type", default='NOTHING')
MESH_OT_primitive_cone_add.vertices = IntProperty(name="Cap_Fill_Type", default=0)

I tried both with and without underscore (_).
And the same for Cylinder

Note:

I tried entering the following in a console window:

bpy.ops.mesh.primitive_cone_add(end_fill_type='NOTHING')

and also

bpy.ops.mesh.primitive_cylinder_add(end_fill_type='NOTHING')

and both worked flawlessly.


texts: draw color space conversion cubic with script

texts:
I wish to draw a color space conversion cubic with script.
reference output as below:

The inner cubic formula is:

The surface color is calculated from the formula as well. I have some python knowledge but a little bit blender script!
Many thanks if anyone can give some instruction! it's awesome if any recommend tutorials!


texts: Is there a way to create sharp corners without overlapping?


texts: Why can't non color option produce und normal map and color option produce good normal map in cycles preview?

texts:
I have a multires object and will bake the normal map to a low poly object with cycles normal bake function.
So I unwrap the low poly .set both to smooth shading.
Then I generate a UV texture with aplha 32 float 2048*2048.

I try first the Uv image non color color space option then I bake without saving.
The baked texture look proper blue all okay.
I apple a normal map node setup with image texture node..
On that image node I choose the generated texture.
Cycles renderpreview show the normal map efect and it look good.
But I dont choose non color.
So I try non color on the image texture node  but now the normal map looks ugly wrong now  in the 3D render preview ???? ,?

So I creat a new texture same settings..2048 alpha 32 float..Name it ..
Choose the default SRGB Setting and bake without saving...
The first Problem or difference I notice  is that in the Uv image editor show the baked normal map in a lighter color ,not so proper blue look more flatt near pink not türkisJ..
I hook up the Image texture node back to the normal map node (detaced before bake) and choose the new generate baked normal map texture .
no the 3D render preview I see the seams with that texture and non color option will not work..

So I try the baking again but with saving..both texture setups again .
So the problem with saving is, after a reload the baked Maps both baked with different uv texture color space option looks outwashed not proper blue türkis..looks Totals flatt and pinky...
(Im novice but it looks not normal not good )
I set up the nodes I choose  the normal map Image  and non color Data option but I see the seams in the 3D render preview and the normal efects looks ugly..

So I try different Uv texture color space option before baking for the uv Image texture but the propper Uv map comes only out when I save not the image before baking and the texture must use non color for colorspace..
Otherwise baking to SRGB saved texture bring's out a flat pinky normal map..

How I twisted and turned (sagt man das so?) baking will not work on win 7 64 bit system ...
Any idea would be great to find the Problem..
Sry can't upload file...or screencast,bad Internet conection at the Moment..


texts: How to do multiple holes through a cylinder from top to bottom?

texts:
I'm a beginner so maybe this is really simple, but I'm trying to make multiple holes through a cylinder from top to bottom. As a beginner, I tried boolean, but that of course breaks the mesh into pieces.
I'm sure there's a way how to do it. Thank you very much for answering.


texts: The light is being reflected inside the bulb.How to fix it?

texts:
I can't seem to find a solution for this problem

Is there any possible fix without affecting how the glass look like?

File:


texts: Scripting - How to create a game property?

texts:
I have a bunch of objects and need to create some common properties to all of them like this

for ob in bpy.data.objects:
    if ob.name.find("someName") >= 0:
        theObject = ob.game
        ...create new property in theObject, and set value
        ...create new property in theObject, and set value
        ...create new property in theObject, and set value
        ...create new property in theObject, and set value

The result should show the properties added to every object "someName" (someName.001, someName.002, etc) in the Logic Editor like this


texts: How to Connect a Convex Face To a Concave Edge That Fits its Shape Perfectly

texts: I could not think of a different title that would make sense, so I apologize for any confusion. I'm modeling a fishing rod and am currently working on the reel handle. The face the handle will be extruded from is A, but it's staying as a just a single face this entire question. The long oval shaped piece that connects the handle, A, to the rest of the rod is C. This is the piece that allows the full motion of reeling, having a pivot point on both ends of it. My problem is that I need A to fit into B, which is the concave edge on on the inside of one side of C. When done, I can then fully extrude A out into a handle. Currently, I can't seem to find a solid solution of taking A and its convex circular shape and snapping it inside B and its concave shape. The vertices match up on one side of A and the convex edge of B, and I can fill in the gap left in C after A is inserted no problem, but its that inserting of A inside of B I can't figure out. I know I can Alt + M on the points that connect inside B no problem, but only half the points of A will be connected in properly. with the other half not flush and perfectly shaped and on the same plane, and leaving A not a perfect circular flat plane. I apologize that this is a confusing question, I can't figure out another way to explain it. I'll answer any questions I can to help explain it if needed.


texts: Export shader nodes from Blender to Unreal Engine or Unity

texts:
I would like to know if there is any way to export the shader nodes I created in blender to Unity or Unreal engine.

Thank you in advance


texts: Moving vertices in a way to preserve their relative position from eachother

texts: How can I move the vertices in the picture in a way that they "stretch" and keep their position relative to each other? I'm interested so that I would end up with a consistent geometry from left to right lets say. I could of course just remove the vertices and create a plane but I'm interested in knowing how to perform the transformation while preserving the grid shape.


texts: I'm trying to render a scene in Blender, and as of yesterday (it was not doing this when I was working on it 2-3 days ago), I am seeing orange squares dancing around the rendered image. Google tells me that these are render tiles (I think), but what are they, why are they there, and how do I get rid of them?


texts:
I want my texture to be applied uniformely to my Blender model, but currently, when I apply my texture, it gets scaled depending on the size of each triangle and its vertices, but that's not what I'm looking for,

This is the result:

This is the texture:

This is what I'm looking for:


texts:
I am using Blender 2.82a (Cycles) to create a fuzzy ball. However I am getting this strange ring of artefacts in the rendered image, where the alpha channel shows through - I am not getting the smooth rendering that I expect. How can I fix this?

I have looked at Cause of Alpha or Black Artefacts in Render (2.79 - could not find the relevant setting in 2.82a. Also I am using volume scatter, not surface material)


texts: How to add/remove links to existing or new nodes using Python?

texts:
I have lots of objects consisting of many different meshes. Some of these meshes come with transparent materials applied to them. My goal is to modify the nodes list, add new nodes and change the links for the transparent materials. Based on this answer, I can detect the transparent materials (thanks to gandalf3) using the following Python script:

for obj in bpy.data.objects:
    if obj.type == 'MESH':
        for slot in obj.material_slots:
            if slot.material:
                mat = slot.material
                for node in mat.node_tree.nodes:
                    if node.label == "Mix Color/Alpha":
                        if node.inputs[1].default_value[0] < 1:
                            print("Material '%s' on object '%s' seems transparent" % (mat.name, obj.name))

Also, based on this answer (again, thanks to gandalf3) I can manually add shader nodes to get depth maps or surface Normals while ignoring those materials as shown below:

I need to do this process for thousands of objects. I am pretty new to the concepts of nodes in Blender and do not know how modify the nodes and remove/add links to do what is being shown in the GIF image above. So I wonder, how can I add the math and mix shader nodes and add/remove the corresponding links using Python?

You can download this .obj file and load it in Blender to be able and make sure your code works. Just make sure you have selected Cycles before importing the obj file into Blender so that Blender creates the materials' nodes list automatically.

NOTE: I'm not sure how this helps but some of the meshes share the same materials. For instance, in the car example, the headlamps and the glasses (windshield, side windows) share the same material.

NOTE: Just loading the object and doing rendering will not get you the same Normal maps as shown here. The surface Normals of the object I provide here are incorrect. If you want to get the same surface Normals you need to do the following: join all the meshes. Then go edit mode and recalculate outside surface Normals of the downloaded object. Then turn off Auto Smooth.


texts: This is my first time working on modeling; but for some reason, there are edges connected inside the modeling and I'm not sure how to delete these.


texts: Control the rotation of an environment map

texts:
I use the following node setup for world settings:

Notice the keyframe on the z-axis in the mapping node. At the end of the animation, the environment map will be rotated by a full 360 degrees.

The rotation defaults to a bezier curve, which I don't want - I want to switch it to a linear rotation, to be able to create a continuous loop. However, this animation never shows up in the graph editor.

(I understand that the graph editor shows only curves on the selected objects, but how do you 'select' the environment map? You can't even click the 'world' entry in the outliner.)

Is there any other way to control the animations behaviour?

I am using Blender v2.75.


texts: Riged bodies not coming to rest and falling through each other

texts: I  am having trouble with a small animation.  All I wan to do is have the wine bottle sit in the rack so that I can tip it over and have the bottle fall out, but the bottle will not even sit in the rack without slipping through the rack mesh.  The rack and floor is passive and the bottle is active with deactivation turn on.  Any help is appreciated.


texts: how can i keyframe on animation node properties?

texts:
I can not keyframe on animation nodes, So Falloff animation will not animate as I want.
Can someone tell me how to do??
thank you


texts: Where is the apply option in modifiers for 2.9?

texts: As you can see this is a simple question of how to apply a modifier in blender 2.9.  From the image there is no apply option, so where is it?


texts: Model of 2 joined mirrored objects is missing faces when importing into Unity?

texts:
I am struggling here trying to create models for my Unity game in blender and finally succeeded creating a polygon shape by slicing off the corner of half a cube using a boolean modifier, then doing shift-D to duplicate the object, then mirror it across the x axis and join the 2 objects.

The 2 joined objects have slightly different colors for some reason but here is the object (with all its faces as it should be) in blender:

When I drag the .blend file into Unity it shows up however the side that is the mirrored object is missing some of its faces. This is a problem  -

Why is this happening? Can I fix this?


texts:
I'm building a model that's very small, about a square millimeter, that I intend to have 3d printed. I've figured out the model at normal blender dimensions, with the units set to "None", and then I just set my units to "Metric" and scaled the thing down considerably.

Although I could use this model, I might want to make further changes, but since it's so small, it's difficult to work with since the viewport panning is messed up so closely zoomed.

How do I change the scale of my viewport from "meters" to something smaller, like "milimeters"? I've googled around and only find unrelated information.

Here's a screenshot to illustrate my problem.

Notice how in the top left corner of the viewport it says "User Persp" with "Meters" under it. I suspect that's what has to change.


texts: Nurb path not rotating or moving in lower section of double pendulum

texts:
I would like advice on best approach to simulate double pendulum as rigid bodies. I tried 3 UV Sphere connected by strings as nurb paths extending a youtube simple pendulum Blender example which I did get to work. I seem to have hit a dead end.
The .blend file is attached using Blend_exchange.

With this double pendulum, I can only get the middle ball to swing and, after adding the lower nurb path, the bottom ball just gets stuck locking the second pendulum although as you can see the ball's origin does get disembodied on a move - just not the ball itself which remains stuck.  As a newbie, I expect I'm missing something obvious and hope someone can help me out.