texts: Soft body for hair, how can I animate it?

texts:
My goal is to make my hair move like a real hair does (to have a follow through and overlap action)

I tried to use soft body for hair but its not working. I don't know what I need to parent with what.

As you can see the lattice fell down when I tried to play the animation. What should I do? And where do I need to parent my lattice, to my rig (the controller only, not the bone) or to the hair?

Also, I parented my hair to my rig with automatic weight. Should I not do that? Because that way my hair already has the weight from the rig, right? So how do I parent my hair? Do I parent it to my rig with object (keep transform) or what?


texts: Is there a way to make Armature follows Mesh?

texts:
I know that you move the mesh with the armature.

But is there a way to make the armature attach/follow the mesh when it's moved (Not by the armature but itself, the mesh)?

Thank for the answer.


texts: How to render from VSE, and not 3D scene?

texts:
I've an audio strip in video sequence editor and I edited the strip by cutting it from the last, not I want to render it in mp3 format for my animated video.
However when I render it the 3D view camera scene is going to be render and when I deleted the camera it says 'no camera found in the scene'. Please some help me to get the solution.


texts: Blender Model Resizing after being Parented to Rig

texts:
I am working on rigging a character in blender but have been running into an issue.  Whenever I parent with automatic weights the mesh to the armature, my mesh scales drastically (scale of 10+).

I've taken the following troubleshooting steps:

Ensure the origin of the mesh is at (0, 0, 0)
Apply all transformations to the mesh (location, rotation, and scale) with ctrl + a
Tried with both the rig generated from the Rigify add-on and a custom-made base rig, both of which exhibit the same issue

The mesh was imported from a .obj format from a model I bought online for a video project.  I've heard that there could be a potential problem here, if the base units between the program that made the file and blender differ.  However, I don't know how to check/fix this.

Any suggestions on how to fix this would be much appreciated!

Sincerely,

Alex


texts: I've switched from C4D (getting too costly for a retiree) to Blender 2.8. I've created a simple scene consisting of the monkey atop a plane.  Why is everything in the viewport and eevee shaded in violet (see attached screenprint)?


texts: What's the best way to do an IK rig for a stick figure?

texts: This is the tutorial I used for learning IK rigging. https://youtu.be/Q9f-WVs3ghI It's difficult to do this kind of rigging with stick figure legs, since they don't have feet and their legs are really close together in a t-pose. Is there a recommended way of rigging stick figure legs with inverse kinematics?


texts: Unable to get into edit mode when selecting object, and need to bake multiple textures into single PNG image

texts: For some reason, when I select everything in my blend,(not including lights and camera), I can't go into edit mode. However, when I select the individual parts, I can. I also can't join all of the objects together, even after selecting all, Duplicating, then hitting command J on mac. Therefore, I cannot bake all 20 of my textures together, which is my main goal. One of my textures, which is imported, is pre-baked, and my model is also pre-made. I know that I have a ton of problems, but if someone could help me out, that would be great. I am brand new to Blender, so please give a step-by-step solution. Also, I am using version 2.79, and I am on Mac.


texts: How best to make a clip of a burning house?

texts:
I plan to make a clip of a burning house in Blender. My objective is to make this photorealistic as possible. Now I think I can model the house and its environment (including the right materials and textures) and set it on fire and make an animation of that.

But recently I had some first experience with the movie clip editor and the camera tracking possibilities of Blender. And now I think maybe you could also make a movie of a house (with a camera) and also make an animation of a 3D model on fire and integrate the original movie and the Blender made animation.

So my question is what would be the best approach. Either the "modelling approach" or the "VFX approach" ??? The house should be a typical "american suburban house".

I hope that this is not a subjective question. If it is, maybe some people are willing to give me some advice in the chat room ?


texts: Fading on additional materials to a section of an object

texts:
I have a texture mapped material with additional bump maps, etc.  It looks fine.  I have created a shape animation where one end of the object becomes cratered (concave).  Inside the crater the material needs to gradually change to another color.  I have assigned the vertex group (inside of crater) the new material, but I can't figure out how to 'fade' it in while the object changes shape.  This is using cycles.

I'd upload the file but the client is sensitive about his IP.

Thanks for anyone's time


texts: How do you connect two edge loops with a face between?

texts: If you notice there is a empty spot with no edge loop in between a line of edge loops. I am wondering if you can just add one edge loop in between that gap?


texts: Pulsating hotspot animation with fade out

texts:
I am working with BlenderGIS addon to animate earth quake data. The data (shapefile) are loaded as separate objects (+10000 MESH objects) and projected onto a sphere. For each object I would like to animate a pulse animation similar to this example.
The GIF below shows my current attempt (done manually for a single object). I used 2 circular Bezier curves and a circular plane with an emission shader. These objects were then keyframed after one another based on their scale.
Now I am stuck at how to add a fade out effect to the object(s). Any examples or guide you could provide would be much appreciated.
GIF


texts: Blender 2.75b fails to start on Windows 10

texts: I am trying to install / start Blender on Windows 10.  It shows the console window (but no text in it) and never shows the application window.  The console window never disappears either.  This is odd as I have the same blender running on 2 other Windows 10 machines.  I've downloaded both the MSI and the zip file.  Any suggestions on how to debug this?  Is there a command line flag that will log application progress?


texts:
In Blender, extruding and beveling of SVG imported objects, works very well when they are still bezier objects, but the conversion of a SVG path to a mesh is very ugly, with a lot of unnecessary vertex and edges.

Is there a way to better the conversion?

Alternatively, is there a better way to model a mesh starting from an SVG shape?


texts: Is it possible to turn the shader nodes into textures?

texts: I know this is an odd question I make models in blender for my game looking at the procedural nodes it seems way easier to just make the textures using the nodes in blender rather than fixing textures to match my UV's or vice versa. I was hoping there was a way to export them like a texture into ue4 or bake them into the shape of the model at least.


texts: Happily sculpting object with sculpt on right hand side, mirror on left (front view). Suddenly switches to left hand sculpt with right hand "mirror". How can I change it back?


texts: How can I copy strokes from one keyframe to another?

texts: How can I copy selected stroke from one keyframe to another? I don't want to redraw it manually or duplicate keyframe, because it overlays current keyframe, I just need one particular stroke to be copied.


texts: I have a model, and for some reason, when I enable the symmetry in sculpt mode (x-axis) it doesn't work as it should. Instead it seems to want to create the symmetry along this seemingly imaginary diagonal axis. As you can see from the photos my cursor, origin and geometry are all centred.


texts: Is there a way to have my second action animation start at the last location of my first action animation?

texts: I have a scene with a character that will complete multiple action animations. The problem I keep running into is that when the character transitions from action 1(walk) to action 2(looking behind) the character slides backward to action 1's start origin. Is there a way for me to have action 2 start at the end of action 1's animation. I've tried moving the character while in object mode and recording in the timeline but it changes the origin location of action 1 animation.


texts: Need help animating slow traffic on a freeway with random placement variation

texts:
Good evening. i'm working on a high school project from my class, and trying to make an animation in blender that will be a major part of the presentation. for the first scene I've modeled a high bridge that runs on an array, and a few low poly cars to simulate the traffic, but i want them to be placed randomly while staying in there lanes. I plan to animate the cars on a starting, and stopping on another layer, but I've gotten stuck finding a way to animate the cars on the road. while allowing them to keep there random colors, and while also having a random placement.
i can give them random colors by simply copying, and paste, but an array will make them develop a pattern.
Thank you for taking the time to read, and i hope you can help me.


texts:
I have run into a problem, fire and smoke won't work, I have volumetric on in the render tab and you can see my fluid settings in the video.

I have tried cycles and fiddled the hell out of the render settings in EEVEE, I have done a ton of stuff to get it to work. When I make a new file to test fire and smoke  by itself it works sometimes but when I test in my main project file with my rocket, it never shows in rendered or viewport.

I've re-baked so many times. If you want my project file i can attach that.

I am hoping someone will be able to provide a solution that works.


texts: How to make the panel which stick on the tube faded(color faded) randomly in blender?

texts:
This is the material that I try to make. At first I use Quixel Mixer to draw my texture, then import to blender. But I can't get the same result with the reference.

How to make the panel which stick on the tube faded randomly?

And why my texture looks pinker in blender?


texts: How to prevent malicious code execution loading blend files?

texts:
Since I download from time to time example files from blogs, wikis etc. I would like to know how I can avoid execution of malicious code.

Is it enough to disable the autoexec switch and see what is in the text editor?


texts: How to display hidden objects in editing mode？

texts:
I follow the tutorial to make a model, in editing mode, the demonstrator can press H to show the hidden face, but I can't... Version 2.80

Thanks


texts: How can I delete or shift certain sections of the Timeline?

texts: I'm using a single Blender file to create a 2D slideshow (with animated graphs and stuff). So all the "slides" are in this file. They are of course not actual slides, but sections of the Timeline (so the entire slideshow is run by pressing alt+A). How can I make space in the Timeline to "insert" a new "slide", or how can I "delete" a "slide"?


texts: Is there something like Layout.template_fileselector?

texts:
I'm writing an export script and I want the user to be able to export the currently selected object. The real script is finished but now I want to finish my UI. For this I want to display a fileselector like this:

So here is what I got so far:

class MHMDLExporterObject(Panel):
    """
    This exports the current object
    """

    bl_label = "Export My Stuff"
    bl_space_type = "PROPERTIES"
    bl_region_type = "WINDOW"
    bl_context = "object"

    # can I let it write into this property?
    dir = StringProperty(name="Export path", default="C:/tmp/",
                                description="Export which objects?",
                                subtype='DIR_PATH')

    def draw(self, context):
        from .constants import OP_exportMHMUIdent
        layout = self.layout
        col = layout.column()
        from .constants import uvResultIdent
        if hasattr(context.object, '["%s"]' % uvResultIdent):
            uvL = col.prop(context.object, '["%s"]' % uvResultIdent, text="UV Layer")
            uvL.enabled = False
        else: #property doesn't exist
            col.label('To preselect an uv-layer to export')
            col.label('you have to create a Custom Property')
            col.label('with the name %s.' % uvResultIdent)
        from .constants import OP_uvPromtpIdent
        col.operator(OP_uvPromtpIdent, text='Select the uv-layer to export')
        ## here is wher I want to get display a fileselector that writes the
        ## current value in self.dir (see above)


texts:
I drew these vertices over a shape to copy it. I want to make faces out of these vertices. I am now manually clicking 4 vertices at a time and then fill them by pressing F.

Is there a faster way to do this?


texts:
So far I have been doing this with Cycles, as it is shown in this YT tutorial
If you're familiar baking AO with Cycles, it's that method where you create a 2nd UV map, and a 2nd Img Texture node but it is not plugged to the rest of the nodes, etc
This method works, no doubt. But Eevee is so much faster than Cycles. It would be nice to be able to use Eevee for this.


texts:
I'm trying to get a shader that behaves much like the orange outline in the viewport: a flat 2 dimensional outline around the bounds of a mesh that changes with camera angle. The Workbench render engine actually has an option to render those outlines and give them a color. But i need that in eevee and if possible more customizable than just color adjustment.
There's a lot of tutorials on doing toon-like outline but that's not what im looking for as it is 3dimensional.
Does anyone know how to do that?
edit: added picture for further visualisation


texts: Accidentally mirrored on an offset, too late to undo

texts:
Recently I've been getting into 3D modelling in Blender.
I started to model a Glock-17, I blocked out the basic shape then extruded with a mirror.
The problem is when I mirrored it had an offset of 0.09 something and now since i have mirrored the object multiple other times since to duplicate surface detail to the other side and now there is so much extra geometry when I UV unwrap i don't know what to do to get rid of it, is there any external tools i can use or built in tools to fix this.
I'm trying to import this model into Unity eventually as a side not.


texts: How to reset animation curves in graph editor

texts: I changed up the curves in the graph editor however i would like to reset them back to automatic interpolation. I dont know how to do this and I cant seem to find a solid answer


texts: How do I stop my tablet eraser from entering a grease pancil sketch session?

texts: Whenever I use the eraser on my tablet pen e.g. in sculpt mode, it enters a sketch session and erases my grease pencil work.


texts: How to toggle selectable of multiple objects?

texts: How to toggle 'selectable' for multiple objects in outliner ? For example in outliner, if i select 50 objects, then pressing the 'selectable' button only turn on/off for current/single object. So how can i do it for multiple objects ?


texts: How should I composite the material so the wood material would have depth? I've tried methods suggested by online tutorials like connecting the image texture to the displacement input of material output. Or using normal map of the image for realism, however the wood material still looks too flat for me. Is there any way to improve the material without immensely increase its polycount? Any help is appreciated.


texts: Why doesn't tris to quads preserve edge loops?

texts: This always happens when I "de-triangularize" a mesh. Why? Is there a way to avoid it? Most of these edge loops are supposed to be near-vertical or near-horizontal.


texts: Bake Fluid Simulation via CLI or Python?

texts: I would like to run a fluid simulation on a headless Ubuntu machine I have lying around. I did manage to find a bug report on the issue but to no avail. Has anyone else had any success? Or perhaps a better solution to my problem?


texts: How to create spline mask in Shader editor?

texts: I want to create multi texture shader and i need to create a custom mask (spline mask) so i can mix foreground texture with the background texture where i can pipe that spline mask into the mix input of the mixRGB node. But i can't find any mask related node in the shader editor . Am i not allowed to add mask in shader editor (just like in compositor) ? i want to draw my custom mask without using photoshop etc. Any idea ? Do i have to render the alpha channel from the compositor first ?


texts:
I would like to ask whether there is a way of getting the radius of a sphere (mesh primitive) after it has been added. In other words, does Blender somehow distinguish between different shapes?

What I would like to do, is writing a python script to find all spheres in a scene and execute an action on them only. Then find all cylinders and execute another action on them. Is this sort of shape detection possible in Blender or do I have to specify a variable for each object by hand to make the distinction?

Thank you very much in advance!


texts: Blender Camera Settings Millimeters/Field of View conversion

texts:
I have a question concerning the camera setting. You can choose between tweaking the field of view or the mm settings.

I use a 50 mm objective on my canon 6d. The field of view for this lense is at a fixed 46° angle.

So I set up the camera in my scene and set it to 50 mm. when i switsh to field of view it is set to 39,4° which ist more narrow than the angle of my real world objective.

Which settings should i use to fit my real world camera objective?

Any suggestions?


texts: According to what method is 3D cursor's location in 3D View determined when left clicking?

texts: When left clicking to position the 3D Cursor in 3D View, when in User Perspective view or User Ortho view, and more precisely when there's no object under the mouse, the position of the 3D Cursor looks random. I know it's not, there must be a way Blender determines it's location, but I can't find that out, is it a specified distance from view? In case it is, what is it, and can this distance be changed and manipulated?


texts: How would I detect a Blender keyboard shortcut in edit mode? I'm trying to detect the merge operation (Alt+M), but I don't want to change the shortcut of anything, just execute a function at the same time that the operation is called by the key combination. I thought about the draw function which constantly listens, but that doesn't seem ideal.


texts:
I've seen lots of scripts working interactively, meaning if you change a property value the viewport updates right away. But I only saw this for mesh operations, like adding vertices and then calling mesh.update().

Is there a generic method to make your script interactive, like whatever it does? I can't call just my myClass.execute() method from within draw() as it gives me context errors. On the other hand I can't implement my whole set of operations in the draw() method for the same reason. I'm sorry if I failed to understand some basic structure / behavior of Blender python scripts but I'm just a beginner.

Could someone post an example script, like adding a cube with a property, let's say number of cubes, which updates the viewport on changing the number of cubes? That would be awesome!
(EDIT: Really adding / removing cubes, not adding geometry and calling mesh.update())


texts: Can someone help out with a better approach for this model

texts:
I've tried to recreate this light in Blender. Maybe someone has a better and smarter approach to model this light.
My approach:

Create a sphere
Create a icosphere (small graves)
Icosphere displace modifier and texture
Create a Particle System for main sphere with Icosphere as Render Object.


texts:
Why is there a limit for vertex-colour layers? Is this a bug or
is there a reason, why I cant add more than 8 vertex-color layers?
I will make a bug-report if it is a bug - but I'm not sure for now.

To see what I'm talking about: Open blender, select the cube then in Properties > Data > Vertex Colors Panel and add as many layers as possible. It will stop at eight.


texts: Blender 2.8 - How to fragment an object in cubes

texts:
as the title suggests, I have doubts about how to quickly break up an object by dividing it into fragments in the shape of a cube.

Let me explain better with images:

This is the object on which to apply the subdivision:

At this point, I select a desired part of the object and separate it from the main object, creating an new separated object (in the
example I moved it only to show the subdivision and the different inside
material).

At the moment, with my basic knowledge, I selected the
desired faces, separating them with "P-by Selection". I then filled in
the missing faces, applying a different material manually (those colored in blue):

In turn I would like to divide the previously separated object into
many small cubes, with the "internal" faces already filled and with an assigned material:

To explain myself better, the function most similar to the one I would
like to obtain is the Addon cell fracture: in fact, using it, a
separated object is created for each fragment, the internal faces are
 created, and a desired material is applied inside, but it has the
disadvantage of creating irregular fragments, while I would like them all in the shape of a box (cube / rectangle).

Do you know any automatic functions that allow me to split specific parts of a mesh into cube-shaped fragments? A kind of "subdivide" but at the level of the object and not of the faces, which automatically creates the missing faces of the new objects created and associates it with a material of your choice. At the moment I can get the desired result but at the cost of spending a lot of time in the various manual steps, an automation of some kind would be fantastic!

I tried to experiment also with the "boolean" modifier, but it has the disadvantage of not "filling" the missing faces, of not creating new separate objects, etc ...

Thank you!


texts: I got this problem with animating, when I switch frames, the pose of reverts

texts:
So I have the problem where I'm making an animation of a character walking after making one of them in idle pose. The first animation was easy, but now that I am trying to make the walking onwe I have run into a problem I can't figure out how to solve. Basically I made the beginning pose on frame zero and make a key frame of it. Then I moved to frame 20 and made a new pose and key framed it. However if I moved to a different frame and then back to twenty the pose has reverted back to the one from frame zero. Though the key frames I made still register on frame twenty on the dope sheet they have reverted.

Here is my blend file, since every time I ask a question is ends in my having to upload it anyway.
blend-exchange.giantcowfilms.com/embedImage.png?bid=6006


texts: Which keyframes A and B should I pick when tracking a circular motion?

texts: I'm trying to track a videoclip where the camera moves around an object M in a circular motion. I added a picture to make it clear what I mean. Since the camera is constantly turning, and tracking markers are disappearing rather quickly, there are no points which really define the parallax of the clip. I'm not sure which custom keyframes A and B to pick now with the best data between them. Should I let blender auto pick them or choose custom keyframes myself?


texts: I want only one rigged charater to multi copy charaters by "Reference Editor" load


texts: Mask isn't visible in X-Ray mode although it is visible without X-Ray mode. I would like help with a fix for that.


texts: How do I apply a light/dark mask to a mesh?

texts:
I'm not sure if this is something I should be doing in Photoshop or in Blender, but I have a file that looks like this:

It is supposed to darken or lighten the underlying color to create shading. I know how to apply transparency and normal masks, but I can't find an option for this one, and I haven't had any luck googling for it.


texts: Create a single object with a single texture from blend file including several materials

texts:
I have a house with textures in a blend file. The house consists of a bunch of different objects also including different materials/textures and i want to create a single textured object to import into a game. The textures doesnt show up in blender render i dont know why but maybe this is my problem.

I think baking is the way i have to go and followed a tutorial on how to bake a texture https://www.youtube.com/watch?v=H7bjdWu9OGs but without the result. Cant i do that with cycles rendering or havent i followed the tutorial correct?


texts: Can right click select everything under the cursor, instead of just one thing?

texts:
I'm moving some vertices of a mesh to be better aligned to a reference image:

The mesh has depth:

This involves a lot of box selection (or C):

Is there a way to configure Blender to make right click select everything under the cursor, to avoid having to do all of these box selections?


texts:
I want to replicate a bas-relief like this coin and was wondering if I can do this without sculpting.

Also, I want to make each letter and face relief rounded, not just simply extruded.


texts: Garbage pixels along one edge of image in 3D view

texts:
My son is working on a project in which he is creating animations using 2D images. We are seeing pixels along the top edge of one of the images in the 3D view and when rendering. There are no pixels in the original image along that edge.

It seems like a bug to me but does anybody here have any ideas or suggestions for things to try?

It might be easier to see in this video: https://youtu.be/uXZaWCP41Yc

Update

I can see that the pixels rendered along the top of the image appear to be coming from the bottom of the image. I edited the image to add red and yellow pixels at the bottom and those pixels can be seen in the render along the top edge of the image.

The .blend file can be retrieved from the following link:
    https://drive.google.com/open?id=0B5qwP1iY7X6PR2Vkdmw4MFJrZFk


texts:
I am trying to write a script where nodes are spawned and sorted according to where they need to be in the node editor. Thanks to help from other users, I have learned to move the nodes properly. However, the answers they provided used a hard-coded list:

atomicNodes = ['Texture Coordinate', 'Mapping', ...]
imageTextures = ['Image Texture', 'Image Texture.001', 'Image Texture.002']

I have a method of returning a list of nodes that exist in the scene, but they aren't instantiated as a list when I call them:

for i in atomicNodes:
    nodes[i].location.x = locx
    locx += nodes[i].width + 50
    nodes[i].location.y = 0

for i in imageTextures:
    nodes[i].location.y = locy
    locy += nodes[i].height + 200
    nodes[i].location.x = nodes[1].location.x

When I go ahead and just print out the nodes, in the scene using:

bpy.data.materials['Material'].node_tree.nodes

it gives me this in the console:

Using the Python documentation for listing dictionary keys in this format:

nodes = bpy.data.materials['Material'].node_tree.nodes
nodeValues = nodes.values()
nodeKeys = nodes.keys()

then changing the variable atomicNodes to

atomicNodes = nodeKeys

Makes it run correctly.

However, when I try to do the same thing for my list of image textures, I'm having some issues. I get this error when I try to use the filtered list of image nodes instead of the 'nodes' variable:

Here are the scripts on GitHub, I am using the latest release candidate for 2.79 because I am interacting with the principled shader, but I have been having this issue while testing in stable versions of 2.78 too.

Edit: The issue seems to be that while the nodes variable

nodes = bpy.data.materials['Material'].node_tree.nodes

is a dictionary already by default, when I get the Image Texture nodes it is converted to a list, which I obviously can't grab keys from.

When I use my method to collect the Image Textures, it places them into a List already. Unfortunately there is a lot of extra content that I don't need:

[bpy.data...nodes["Image Texture"], bpy.data...nodes["Image Texture.001"], bpy.data...nodes["Image Texture.002"]]

I only want what is inside of the quotation marks of this list, is there any way of doing that aside from regular expressions?


texts: How do you link to documentation via an operator

texts: So I have a series of operators I would like to link to documentation wherever I right click and choose online manual. How do I set up operators to link to them or configure it? Is there a way I can do it on the operators themselves?


texts: How to use context_pointer_set to create a dynamic sub menu tree

texts:
I'm trying to create dynamic recursive menu tree from data on my hard drive.
According to this answer : https://blender.stackexchange.com/a/45855/111317
... it is possible to attach custom data to the sub menu to be created. I would like to attach an ID to each call of layout.menu() to use it when the menu is actually instanciated and display the right sub items in it. (my items are stored in a dict)
But when I try to assign the id (a string) with this command :
layout.context_pointer_set('items',my_key)

I get this error message :
TypeError: UILayout.context_pointer_set(): error with argument 2, "data" -  Function.data expected a AnyType type, not str

I've got a similar message if I try to store an int.
Anyway, how could I assign a custom ID to my sub menu to let it pick the right corresponding items list on the fly ?
Or is it a better way to build a dynamic sub menu tree on the fly ?


texts: Mirror modifier results in incorrect normals

texts:
I'm trying to do something simple: Export an FBX of a model that uses the Mirror Modifier. However, no matter what I do, I find that the resulting FBX's normals seemed messed up on the mirrored portion of the mesh.

To show a simple example of this, I've taken a cylinder and divided it so that I just have 1/4 of the cylinder, then I've added a Mirror Modifer on X and Y. I've then unwrapped the mesh. This results in the following:

I export the FBX, applying modifiers on export. But now if I bring this FBX into another program, like Substance Painter, or Unity, the normals on the mirrorred surfaces appear reversed, or otherwise messed up. Here you can see the top of the cylinder with a glossy material applied. The seams are clearly visible, and the four different quarters of the top of the object reflect light at slightly different angles from one another:

So I'm wondering what I'm doing wrong. I've tried mirroring the UVs in the Mirror Modifier, but this doesn't appear to affect the normals at all. Is it, in fact, possible to get correct normals on an FBX when exporting a model containing a mirror modifier?


texts:
Please help, I am going insane trying to deal with this. I am pretty new to blender but i've just completed building a character. The face is pretty intricate and I had a feeling it was going to be a problem come rendering time.

I'm now trying to deal with a bunch of artifacts showing up on the face (like those above the eyebrow),

Luckily, it's only the face that's showing this problem. Unluckily I can't seem to find a solution. I've spent the last 5 hours going in and deleting and dissolving edges and vertices and at the end of that period it looked no better, the issues had just moved to new locations on the face. Can anyone offer some insight? if I just knew what the issue was I could start trying to fix it properly. Right now I just feel like i'm trying to blunder through to a solution.


texts: How to join two bones that are part of the same armature

texts:
after looking for a solution all the day,I surrendered. I would like to know how to join two disconnected bones that are part of the same armature.

I tried to select the two points of the bones and then pressing F to complete the gap but they don't stick. Check here what happens :


texts: Why is the smoke preview not showing in Blender's viewport?

texts:
I've been trying to put together a smoke sim in blender 2.74 using the quick smoke preset however have found that it does not show up in the viewport, yet will still render.

Long story short i have recently updated my AMD Radeon 6750M drivers and it has given me some issues with using the older versions of blender (2.71>), however i have apparently now managed to fix that issue with the error126 fix.

I had initially thought that the smoke not showing up was an opengl issue caused by the drivers, (especially since opengl render no longer works for me), however having now been able to use 2.71 again i have found that not only does the smoke display in 2.71s viewport, but i can also opengl render in 2.71?!

I've attached 3 screenshots of blender 2.71, 2.72b and 2.74 each with the default cube having a quick smoke preset applied to it and the animation played to frame 70. As you can see there does not seem to be any issues with the viewport in 2.71:

Yet nothing displays in 2.72b and 2.74:

This has lead me to ponder if blender uses a different opengl version from 2.72 onwards, or whether there's just something blindingly obvious I'm missing (wouldn't be a first! ;) )?

Anyone have any ideas? Thankyou in advance!

Specs:
Samsung Laptop running Windows 7 x64
Quadcore Intel i7 CPU
8GB RAM
AMD Radeon 6750M GPU and Mobile Intel(R) HD Graphics(?)

EDIT:- Just downloaded the 2.75 Release Candidate, same issue as 2.74, however when i opened the application i was greeted by this message (does not appear when opening 2.71):


texts: How to distinguish between "Addon is not installed" and "Addon is not enabled"?

texts:
I want to check if an addon exists and if it is enabled. So i tried:

loaded_default, loaded_state = addon_utils.check(addon_name)

But i found that i can not distinguish between the 2 cases:

Addon is not installed
Addon is not enabled

So in the case where i want to programmatically enable an addon, i can only do:

addon_name="myaddon"
default, state = addon_utils.check(addon_name)
print ("%s: default:%s, state:%s" % (addon_name, default, state) )
if default == False and state is None:
    print("%s is not installed or not enabled by default" % addon_name)

if state != True :
    print("Try to enable module %s On The Fly ..." % addon_name )
    try:
        mod = addon_utils.enable(addon_name, default_set=False, persistent=True)
        if mod:
            state = True
    except:
        print("Could not enable %s on the fly. Ignore" % addon_name )

But this is ugly. Especially when the module does not exist then i get a stack trace in the console, even when i use a try/except block. For the the example above i get this in the console:

myaddon: default:False, state:None
myaddon is not installed or not enabled by default
Try to enable module myaddon On The Fly ...
Traceback (most recent call last):
  File "D:\blendergit\cmake-build\bin\Release\2.71\scripts\modules\addon_utils.py", line 299, in enable
    mod = __import__(module_name)
ImportError: No module named 'myaddon'

Is it possible to make this more elegant and avoid to see the stack trace when the child addon does not exist ?


texts: creating equiangular HDRI of my own scene

texts:
I have created a room in an arch viz project.  It has no windows.  Currently I'm using a studio light HDRI setup for lighting.

I'm rendering out what I will call backplates and then separately rendering out some animations of forground characters and objects, and then compositing them together with the backplate.

Here is my problem.   One of the objects I am rendering separately is all chrome, so it is now reflecting only the studio lights of the current HDRI. But I need it to reflect my actual room.  So I would like to create a quick and dirty HDRI equiangular map of my actual room.

-The backplate renders is 1280 x 720px.
-I am using Cycles

Can anyone provide me a detailed workflow on how to properly create my HDRI map within Blender? Please also tell me what size it should be.


texts: BLENDER & FBX Mocap Import not translating to Rig

texts:
I created, rigged a character in blender using Blenders bone only meta rig (no IKs) set up.
I exported that character rig to animate in mobu storymode and then rendered it all in Unreal 4.
I now want to import those same FBX files back into blender for blender rendering.
I successfully can bring it the fbx (and its weapon prop) back into Blender (finally) at the correct scale and animation on the bones. When I use the action editor to put the mocap on my blender character (who has the exact same skeleton) The retarget is really strange, like all the rotations aren't there and/or there's an offset in the rotations based on the A-pose bind or something. It should be a simple and easy transfer.....they are the SAME skeleton. I've done fbx import, I've done blender action animation appending and I've done Copy-Past keys from the mocap skeleton to the character skeleton. They ALL result in the same mess on the character, even though the mocap skeleton looks perfect.
thoughts?
My character has No animation on it by default, No keys, and in A-Pose.
----UPDATE
For whatever reason, nothing seemed to remedy it. HOWEVER, doing a dep dive into researching different videos across different versions of Blender dealing with mocap animation, it appears as though its a known issue that if i want the mocap to retarget onto the skeleton correctly, then I need to have the character skeleton in the same position as the mocap animated skeleton bind pose (which reveals itself if you change the mocap animated skeleton to EDIT MODE. (I've noticed that the bind pose that gets revealed is different across other animations, even though its the same skeleton and fbx file source). But I can't figure out HOW to get that EDIT MODE pose PASTED onto the character rig. Or at least the proper method, assuming its a required action...
Also note, that I SUCCESSFULLY used the fbx animation in blender when I imported the fbx animated skeletons and used rotation bone constraints on EVERY BONE per character and props. Not a fun or scalable process, but it got the job done correctly.


texts:
I’m getting to the rigging stage of making this character, and something about one of my materials is getting messed up when I move her.
Her eye’s material has a gradient that controls what part of her cornea is opaque black and what part is transparent. It’s supposed to be completely opaque at the top and gradually become transparent at the bottom so the iris can show through. However, when I move the character the gradient doesn’t follow the model. It gets mapped to the cornea on a global level rather than moving with the object.
I’ve a screenshot of of what happens when I move her. The gradient should be top to bottom on both eyes. I included the section of my shader nodes that control how the gradient is generated. Can anyone help me figure out how to make the mapping stay consistent while the object moves?
Cheers


texts: Is it possible to "dissolve" a driver and commit its effects on an animated armature?

texts:
My ultimate goal is to export an animation from Blender to Unreal. This is generally done by filmbox (FBX) files. However, my animation relies somewhat on drivers, which do not seem to export through FBX.

However, armature animations (and even scaling/rotating/translating) do export, which coverse the second half of my animations; so it seems like it should be easy to work around. Currently I've been manually transforming every armature to match what the driver would have had it doing, and this has worked well enough, but it is fairly tedious.

Is it possible to "commit" a driver's actions in an animation and remove it, simply leaving everything moving as it would have with the driver around? If so, how does one do it?


texts: UV - scaling with individuals origin is not working when vertices touch each other

texts:
I use individual origins and I disabled sticky selection. It works when scaling faces  that doesn't touch each other, but since I select faces touching vertex next to each other scaling become like median point type of scaling.

When I do this in 2.79 it keeps individual origin scaling type, so is it a bug or a feature that can be disabled ...? Thank you for help.


texts:
So i am painting with texture on my object and problem is that my texture is not repeating correctly (1 next to other) but they overlap (almost like random but not that fast).

Here is texture i am using (self made)

Here is result Here is result


texts: Lock part of an object so that it doesn't scale

texts:
I'm trying to draw an object that has a lot of tubes of different heights. Those tubes are all exactly the same, with a hole on one side at the bottom.
The holes of all the tubes should be exactly the same, and only the height of the tube change from one to another.

Tube looks about like that:

Now, the question, since all the tubes are the same, I'd like to have them linked, so that if, in the future, I'm modifying something on one, it affects the others. But, if I do Alt+D and try to scale the tube, the hole at the bottom gets elongated, which is something I don't want.

So, is there a way to "fix" the size of the hole, and having the scale change the height of the tube, without deforming the hole.

EDIT: To make it a bit clearer, a very important point is that I want a linked-copy of the tubes. I want that if I change something in the tube, for example the shape of the hole, this change affects all the tubes. The only difference that the tubes will have will be their height (above the hole).


texts: Convert large number of cameras to vertices with normals

texts:
I'm using Agisoft Metashape to create 3D models for Blender and I want to render some images in Blender that also show where the photographs were taken, with a little camera object at each location. I want to use the camera positions for a 'hair' physics object so that a model of the camera will appear at each position.

It is possible to export the camera positions from Metashape as a 3D file in the same coordinate system as the model so in theory this should be easy. But it ain't.

The problem is to do with orientations. I've tried all the export formats that can go straight into Blender (abc, xml, out, chan, txt, rzml, pro, dat, orn, prj, smtxml, fbx) but none of them bring the orientations in correctly. Some of the text export formats include rotation but as quaternion instead of a 3 component vector. However, some of the formats (abc I think) do bring the cameras straight in to Blender with proper orientation except that they are actual Blender cameras! So I can select them individually and render from them but not see them as objects in a render! Gah!

There are hundreds of them - does anyone know an automated way to convert multiple Blender cameras to vertices with normals? I suppose there is a way of python scripting it but I'm too basic for that :-)


texts:
I'm trying to create an array along this spiral, but I don't know why my object doesn't follow the path I created (I only modified the external line of the Blender curve spiral). It seems that the objects are following an offset path, but I don't understand why...

I use Blender 2.79 (downloaded 2 months ago) with Cycles Render


texts: render has doesn't have a good quality as preview

texts:
the rope texture is not showing well in the render, what is the problem?

heres the .blend file : https://www.dropbox.com/s/7orb65pyzrs6e3u/fuse.blend?dl=0


texts: Setting up Diffuse, Illumination, Bump and Specular mapping

texts:
I'm stuck importing this .3DS model and thought of asking for some help.

If there is a model A imported, but textures must be mapped manually. On the object C of model A, there is material C, and all the textures related to C are named C-blah blah blah.

But here is the thing, there are C-Diffuse, C-Illumination, C-Specular.
How do I apply all of them onto the object C?

I wish I could've explain it in detail, but my PC isn't feeling that good...

Thanks in advance.

+Edit:

This is the model I am working with. It comes with multiple textures for a single part. How do I have it all go into one things?


texts: In blender time line how can I control which frame I want to show/not show?

texts: I rotoscoped a video animation using the grease pencil, and I would like to start messing with the timings. How do you hide certain frames without deleting them?


texts: Check if selected loop is a disconnected loop using python

texts:
I have some selected vertices that forms a loop,This loop may be disconnected or connected to other faces:

I want to check if it is disconnected or not using python.


texts: How do you create a rounded, inset beveled edge?

texts:
TL;DR How do you create a smooth, inset, rounded, beveled edge?

Hello! I'm sorry for the mundane question, but I'm a bit stuck. I'm trying to learn Blender and as an exercise I'm modeling a cabinet from my living room.

This cabinet has a beveled, rounded, inset edge:

So far, I've managed to create this in Blender: (bevel modifier with 3 segments)

Now here comes the problem. I'm trying to apply a subdivision modifier to smooth the bevel, but of course this smooths the entire mesh. I've thought of using 2 seperate objects but I felt like I was just avoiding the problem and it didn't even solve it completely.
So my question is this: How do you create a smooth, inset, rounded, beveled edge?


texts: I can not get node wrangler addon to install in 2.76b.  Anybody else have the same issue, or is it just me?  I will continue trying.


texts:
where there is white edge line seen in 2.8

In 2.8 white Edge line

In 2.79 No edge line seen

Why there is difference in both view. How can i solve it. Any suggestion. Thanks


texts: How to make the grass look more realistic using a particle system

texts:
I'm using a hair particle system to create grass in my scene. I've added 3 different blades of grass and 60,000 particles of each. But still Im not getting a realistic grass effect. Is there anything im doing wrong?
I'm using cycles.


texts: Checkered texture layer after applying boolean modifier to join 2 meshes

texts:
**UPDATE:
But what other methods can I use to attach the 2 meshes without any of them losing their appereance, are there any?
Attached the talon using boolean modifier, the body gets all checkered after that.
Played with the materials but it doesn't revert, then I use the pose editor to see if the talon is attached to the finger.
It's not, and it seems the talon has created a new layer around the body, this being the checkered result from the boolean modifier.


texts: Summary still there in animation dope sheet

texts: Probably a real noob question but started doing an animation. Made a mistake deleted the keyframes. But summary still remains. Seems i am unable to clear this. Even factory reset and open a new object and it is still there. Any ideas how to clear this please?


texts:
Im trying to model the box of the amp shown. I bevel the edges of the box

When I try to cut the hole, I bevel again the edges to get the round curve marked as "painfull zone". And no way to get a decent result.

When I smooth the box, geometry gets ugly. Tried applying some faces flat, but never get the correct result.

Here is my mesh:

Can somebody point me the right way to get the correct result?

Thank you so much in advance.


texts: Why do some of my unwrapped objects appear to have no UV data?

texts:
I am making a trailer truck and I have more than 70 objects within my scene with correct uv mapping and texturing, while I was in Substance Painter I noticed that 2 of my objects were not working correctly as shown in this image:

There is no UV information on the right panel on neither of these objects, so I came back to Blender and this is what I found:

The door and the door part that holds the mirror aren't showing the UV checker squares, but the problem is that all the UVs are "fine".

The first thing I tried was looking into texture view to see if the textures were applied to my object and I saw this:

As you can see in texture view the UV checker squares are there, but as soon I look at it in render view mode this shows:

There you have also my node setup that isn't something very complicated, I really don't know what the problem is and why only those two objects are not working, if you have any advice on it I'll be pleased.


texts:
This is my first post.

I am new to Blender and am following a tutorial to simulate an ink drop using smoke particles.

I have set up the simulation and have rendered some stills with cycles but no matter what i do i can't seem to get a crisp image.

I have cranked up the number of samples and have the image resolution at 1920x1080 (same as my computer monitor). It looks great when i zoom out to 1/3 the size of the image but when it is displayed fullscreen, it has this very low quality look to it. Not sure what i am doing wrong here. Please have a look at the images. I was hoping to upload my project file but couldn't figure out how to.

Below are images of the render and the render settings.

Many thanks in advance.


texts: Are there any tools for making irregular polygons regular?

texts:
Are there any tools in Blender that take irregular polygons and make them regular (approximate a circle)? I'm specifically looking for a solution that works with preexisting polygons. Also, it would be nice if it keeps the overall position after making it regular.

Irregular Polygons

Regular Polygons


texts: Apply scale when adding UV texture, why? why not?

texts:
should i apply scale when adding a UV texture to a mesh?

If i don't, will the distortion of my uv texture be the only consequence of not doing so?

Thank you!


texts: UV Layout for texturing - stretched areas

texts:
I have made myself a simple enough pillar. (gif below)

https://gyazo.com/f0a73328a9e2b69d51f092e56f9c9c5d

The issue I am having is with the UV. I have tried unwrapping faces separately, in various groups and, as you see it in the gif, one side of the pillar at a time.

The issue is that whilst the more compact faces look amazing with the texture, the larger areas look stretched out.

How do I make all areas of the UV map work, so that the texture doesn't stretch?

Idealy I'd like to be able to slap a tileable texture on the bake map in PS and it all look amazing in world (this is for sl)


texts: How to loop through 100 files to do solidify through script?

texts:
I am new to Blender and I basically need it to help me with just one thing - load and solidify my STL surface mesh to one with 3% thickness. I have learnt how to do it manually. However, I need to apply this on 100 files, and I may need to use other thickness later on.

I tried to play around with the record script add on but can't get it to do what I want. I'm also not familiar with Blender's interface and so it makes thing more difficult. Can someone help? My files has names body_out1.stl to body_out100.stl. I don't know python but I do programming in Fortran though. Thanks!


texts:
I'm trying to make gas flow through a tube.
I've watched many videos demonstrating similar procedure.
And they simply add a cube or any other object, go to the 'physics properties', click 'fluid',
then choose type as 'obstacle'

In their screens, the options are "Control, Particle, Outflow, Inflow, Obstacle, Fluid, Domain, None".

With my Blender 2.82, if I follow the same procedure, I see "None, Domain, Flow, Effector".
Where is it?


texts: How to add wav file to video sequecer in blender python

texts:
I have tried importing Audio with code like the following, referring to past questions and answers.
import bpy
from bpy import context

if not context.scene.sequence_editor:
    context.scene.sequence_editor_create()
    context.scene.sequence_editor.sequences.new_sound("toad", "C:/Users/taichi/Desktop/audio.wav", 3, 1)

However, I get the following error:
AttributeError: 'TabError' object has no attribute 'msg'
Error: Python script fail, look in the console for now...

What is the cause of this?
Is my code wrong?
I'm using Blender2.80.


texts: How can I get a random number that is constant per object in a driver?

texts:
I would like a driver that gives different result when duplicating the object but stays constant on frame update, transformations, etc...

noise.random gets updated on frame change. I thought about using the object Id (bpy.data.objects[x].id_data.as_pointer()) but it stays on objects[x] on the duplicates instead of using the id of the duplicated objects, making all duplicates the same.

I couldn't find the path to that id in the Add Variable panel.

If possible the solution should be a simple expression. Best would be a simple RNA path.


texts: Using Space Mouse Pro on Google Virtual Machine

texts:
I'm trying to set up my Space Mouse Pro to work with my nvidia-gaming-windows-server-2019-4-vm on Google Cloud. I have managed to connect it using USB Network Gate and it is detected by Windows Server, however not by Blender.
In device manager it appears as 3D connexion Space mouse pro. In the general tab of the properties window under Location, it figures under Location 0 instead of a COM port.
I'm not sure if Blender scans from COM ports when initializing and maybe that is why it's not finding it.
Any thoughts what I could try?


texts: Why does the subsurf modifier display a "Hide, mask and optimized display disabled" message when sculpting?

texts:
When I paint with the mask brush, nothing changes and the mask area is not visible in sculpt mode. I get this message in the modifier panel:

What should I do to fix this issue?


texts: Python Implementation of Track-to/aim constraint

texts:
I'm writing a python script that creates a large number of objects and I'd like them all to point at a certain point in 3d space.

(left is what I've got, right is what I want)

Pretty much exactly like the 'Track-to' constraint, but I don't need it to update interactively or be animated, I just need to rotate each object when they are created. I also don't care about the up-direction at all, since the objects are cylindrically symmetrical.

I know how to create the objects, but I don't know how to aim them. I'm not good at maths, so I don't even know where to begin with this other than that it'll probably involve vectors and matrices (which I don't really understand).

The reason I don't want to use the existing constraint system is because it's a bit slow when dealing with a lot of objects, and I'd like to learn a bit about this sort of maths.


texts: Exported .DAE file, its plane vertices position are not matching the one in Blender editor

texts:
BLENDER 2.82a

Hi,

I created a Plane mesh and rotated it then positioned it vertically as below
Later, I saved it and exported a Plane.dae file.

When I checked the Plane.dae file, the above rectangle highlighted text are vertices where the orientation of ( -1, 1, 0 ) and ( 1, 1, 0 ) are not correct because the last two vertices suppose to be on the top as the picture above shown to make the plane mesh positioned vertically.

Is there something wrong with the Blender .DAE file exporting or something missing ?

You can download the project file HERE.

Please advise.


texts: Can I change Info bar colour on scene change

texts:
I am trying to write a script to set Interface colours for individual scenes. When I switch scenes in the Info bar drop down menu I want to change the Info Bar background colour. This gives better feedback for scene swapping/tracking.
So far I've got bpy.context.user_preferences.themes[0].info.space.header = (1,0,0)

I guess I need to create an open list of scenes that I can append later.
Then allocate the spectrum of colours to it?
Not sure I can create a UI to allocate colours to scenes, so I'll have to bump the values in increments instead.

But first I'm stuck on calling the colour change (I considered iterating a bunch of themes and switching them as needed). At the BA forum it was suggested that the scene change is a frame change event but I'm not sure how to separate that from any other frame changes...

Hopefully if I can set up colours for the info bar I could tie them to node scene inputs.


texts:
So I was wondering how do I join these edges, look at the pictures.
I have been searching for a while and can not find anything that works, pressing F messes it up. Whenever I move an edge it doesn't move the face below/above it. Removing doubles also doesn't work.

This is it before I move something

This is it when I move an edge


texts: Blender python : How to use environment variable?

texts:
I did this :

import os
print(os.environ['BLENDER_USER_SCRIPTS'])

and got error :

Traceback (most recent call last):
  File "<blender_console>", line 1, in <module>
  File "C:\Program Files\Blender Foundation\blender-2.80.0-git.16fc62e15f0-windows64\2.80\python\lib\os.py", line 678, in __getitem__
    raise KeyError(key) from None
KeyError: 'BLENDER_USER_SCRIPTS'

can someone show me the correct syntax ? and how to check if BLENDER_USER_SCRIPTS is available in the environment var ?


texts:
I worked on rigging this character for a very long time but once I was done (with cntrl+p and automatic weights) and went to Pose mode but only the bones move, not the mesh.

Here's the Dropbox link: https://www.dropbox.com/s/hjxk55abqc4ss84/fail.blend?dl=0


texts: Change background color in cycles when rendering only diffuse

texts:
I'm doing flat color diffuse-only renders as described here:

Rendering Diffuse Color pass in Cycles

This (understandably) always renders the background as black.

What nodes do I need to hook up if I want the world background color to show behind the diffuse-only rendered objects?


texts: How to get the missing library and its collection with Python?

texts:
As my project folder structure and naming convention were reorganized, missing libraries and collections occurred.
To recover them collectively, I'm trying append into list the missing libraries and collections, but the API seems to have no properties related to missing.
Maybe I couldn't find it in the API?
Or is there any way to get them with other programming techniques?


texts: I'm just starting to use the knife tool and, after I finish using the knike tool, I can't seem to get it off of the knife tool. How do I get it off of the knife tool?


texts: is it possible to make an animation / render of just the glossy passes?

texts: My question is about rendering / animations. Is it possible to make an animation of just the glossy passes, say, without the composite view? Sorry if that sounds a bit simplistic, but I am a noob. Thanks


texts: Is Blender a good solution for bringing hand drawn illustrations to 3D life?

texts:
I'm completely unfamiliar with animation, but I'm considering learning blender for use in producing educational (physics) content as it was suggested to me that it can be used to do what Henry Reich does in the following MinutePhysics video from 00:53-00:58:

https://www.youtube.com/watch?v=tmNXKqeUtJM

Would "bringing hand drawn animation to 3D life" in the particular way illustrated by this video be relatively straightforward in Blender?  Is Blender a good solution for attempting to recreate that sort of thing?


texts: How to change text color with animation nodes?

texts:
Is it possible to change color of some part of text object?

On image you can see a text object with 3 words inside (text different_color text).

two words should be black color and middle word (different_color) should be a white color.

pay attention, it`s all should be a text object (no convert to mesh).
 It should work automatically, so  if in text object   be more words , in that case the main word (different_color) always should be a white.
unfortunately this answer will not work for me Can I colour the same text in two different colours?


texts: how to insert vertex in a face? and that the face is divided forming other faces


texts: Glass material: object shown with strange artifacts

texts:
I have an object that I've built using many circles, and then connecting the edge loops between them. I've tried to apply a glassy material, playing with transparency values, but the problem is that the parts where there are the circles are drawn differently:

I've already adjusted the normals. How could I eliminate these artifacts?

Update

There are no faces inside the edge loops. This is how the mesh looks in edit mode:


texts: enable-autoexec option not working in ubuntu blender

texts:
main.py:

import bpy
bpy.ops.wm.addon_enable(module="io_import_scene_mhx")
bpy.ops.import_scene.makehuman_mhx(filepath="~/Desktop/first_gen.mhx")

blender --background --enable-autoexec --python main.py

GIVES THE ERROR:
Error when loading MHX file ~/Desktop/first_gen.mhx:
Auto Run Python Scripts must be turned on.
It is found under
 File > User Preferences > File
Error: Not freed memory blocks: 4, total unfreed memory 0.000687 MB

I've installed it on aws where I do not have access to the GUI to go tick the Auto Execution in File > User Preference > File . How do I do it from the command line ? --enable_autoexec does not seem to work.
Are there other ways of setting UserPreferencesSystem.use_scripts_auto_execute to True ?


texts:
I want to set up a portal effect like in the game Portal where one portal will lead to another, and the portals have the textures of what is seen from the other portal. If I have 2 cameras, and let the cameras be textures for the portals, I think it might work. Is there any way to make a texture be the view of a camera?

If not, are there any other approaches to this?


texts:
Complete beginner to Blender here so here goes an amateur question. I am a bit confused by the syntax of Blender and why you can't just create an instance of a mesh class and assign it a name. Anyway, I'm trying to create a human skeleton here what would I need to change in order to generate points into the scene to verify the locations. Currently, nothing appears on the scene which I assume is because I haven't selected a default mesh. How would I make these circles meshes?
    for index, landmark in enumerate(body_locs):
        mesh = bpy.data.meshes.new("{}_mesh".format(landmark))
        new_obj = bpy.data.objects.new('{}'.format(landmark), mesh)

        new_obj.location = (multiplier*x_pos.iloc[0,index + 1],multiplier*y_pos.iloc[0,index + 1],multiplier*z_pos.iloc[0,index + 1])
        print(new_obj.location)
        bpy.context.collection.objects.link(new_obj)
        ```


texts: trying to select this part in this tutorial

texts:
https://www.youtube.com/watch?v=R2qjqqfkH6E
on 5:50
When I try to press  'Control L' when I select a verticle it selects the whole donut for me instead of the icing part. I didn't want to delete the separate icing part too. I just want to delete this  duplicated icing on the donut object.
Edit: had to do it manually but it worked. still is there an easier way to do this?


texts:
I had a script which included bpy.context. Once I'd built the script up with various other functions, it was no longer working properly.

Using advice from here: Problem with bpy.context.selected_objects I changed various lines to use bpy.context.scene.objects if o.select_get() instead of bpy.context.selected_objects.

That worked nicely when I substituted into several of my def functions. Unfortunately in one function I'm relying on a built-in module (not sure if that is the correct term):

from bl_operators.uvcalc_smart_project import main as uv_smart_project
uv_smart_project(bpy.context, .02, 30, 0.03, True, True)

That one no longer works either, but as it is a built-in module I can't easily go in and update the module to use o.select_get(). I get the error:

ob for ob in context.selected_editable_objects
AttributeError: 'Context' object has no attribute 'selected_editable_objects'

If, after the main script fails, I run the two problematic lines in a separate text block, then it runs fine.

Edit:

I have used context = bpy.context throughout, as that seems to be a recurring comment around here. Also called the problematic script via a different text block, but no difference. Finally tried an override like this:

for window in context.window_manager.windows:
    screen = window.screen

    for area in screen.areas:
        if area.type == 'VIEW_3D':
            override = {'window': window, 'screen': screen, 'area': area}
            uv_smart_project(override, .02, 30, 0.03, True, True)

But that gives me 'dict' object has no attribute 'mode' and I can't see how to add the mode to the override (if that is even a thing).

Is there another way to set the context correctly? Arbitrary selection/activation of an object in the 3D view, maybe?


texts: Pixelate the viewport camera in Eevee for previewing live pixel art / low-resolution render?

texts:
Related question that covered only Cycles: Is there a way to force pixellate the viewport render?
These options are not available for Eevee. Is it possible with Eevee? Render sizes are 32x32, 16x16, 20x20 and 32x64. Right now I have to add a grid foreground to camera to get estimation of what pixels will look like:

Rendered examples: https://github.com/I-am-Erk/CDDA-Tilesets/pull/159

In-game results:


texts: I run blender 2.82a I get a blank screen

texts:
I am using Windows 8 on a 64 bit I just finnished downlaoding blender 2.82 the latest version and installed it.

I run blender I get the c:prompt screen for a millisecond and then the software opens and just a blank grey screen.

AMD Radeon HD 7601M Driver Version 13.151.0.0 Driver Model WDDM 1.3

Any fixes?

I am not sure if this is the information you're looking for.

AMD Radeon HD 7601M
Driver Version 13.151.0.0
Driver Model WDDM 1.3

I sincerely apreciate your help


texts: Why does the character I placed on the ground look like he is floating?

texts: I created this scene but when rendered, why does the character look like he's floating even though he is flat on the ground?


texts: How to design something similar to this ; Teaser Card, Ponniyin Selvan. Someone tell me where to begin with and the prerequisites ( Like the skills in blender that I must know to even begin such a thing).


texts: Baked Textures is not aligned as original texture

texts:
I'm new to blender and just need some help with Baking Textures.

I made a handrail in cycles and it renders perfectly with my unwrapped UV's and new material, with no issues what so ever, as shown below:

But as soon as I bake a diffuse map the material does not seam to align for some reason, as shown below:

I want to use blender to design static meshes in blender, bake textures and export them to Unreal Engine 4, but I'm stuck at the moment.

I deleted the UV's, made a new material and tried again, but I still have the same result...

Any help would be welcome, thank you in advance...:)


texts:
The problem is caused by out of curiosity rather than practicality, as relate the previous file versions (2.69-2.77).
Create cube, turn the edit mode, subdivide it several times. I click on the face to select it. But it often does not select this face (But any other). When I click again, selected can stay the same face, or select another.
OS. Fedora Linux. Under Windows no such problem


texts: Any good Python reference book for Blender 2.8?

texts: I am looking for a good reference book on Blender 2.8 or any recent blenders. I am coming with Python back-ground and want to work in blender mostly using Python as it gives excellent control over various aspects of this amazing program.


texts: Cycles: how to get glass reflexion on precious stones

texts:
I have cytrine and blue topacio stones.
I have added glass shader material using IOR number for both stones.
I have an emission light dome.
When i render the scene my gold ring shows reflection, except my stones.
How can i get my stones with reflexion and more realistic ?


texts:
I have an X3D from Meshlab which has color per face, It's a polyhedron where per face colors are the best compared to per vertex.

Can blender show X3D per face colors? I have found an option of per vertex colors in New Material>Options, is viewing per triangle colors not implemented?


texts: Screenshot the viewport - How do I adjust the quality of the OpenGL render?

texts:
I just need a simple screenshot of the viewport, the the "render" is all fuzzy. How do I adjust the samples for this kind of render?

it's all blurry here


texts:
I have looked at tutorials and they said to open the blender "render tab?"
I can't find how to do that. Im sure this is a easy fix. I appreciate anything. my desktop is the same as when you open " video editing". I have used video overlay but it is so small.


texts: Is there a way to create a Color ID map in Blender?

texts:
All of the most powerful texturing applications require a color ID map (Substance Designer, Substance Painter, Quixel DDO). I've been using a Maya plugin called Nightshade Blockout to export color maps for use in these programs. Nightshade may be one of the most-used plugins for texture artists abroad, simply because it's referred and linked by those giants.

I would hope it's as simple as assigning a material color and baking the texture, but it's safe to assume such a map wouldn't come with edge padding (extending the boundaries of each color island by a certain number of pixels, to hide seams during the texturing process).

If there is a Blender workflow/plugin for this, I would love to know about it!

Thanks for reading,

Allen


texts: I have an animation which generates the expected image using Render/Render Image, but generates no image(s) when using Render/Render Animation. Any ideas? Fyi, I do have the Sequencer enabled, and PNG image output selected, and I've reviewed all of the similar questions. Thanks.


texts: Arrows do not appear at selected point on mesh

texts:
I attached an image to explain what is going on. The center of red, blue and green arrows should appear at the white point inside the red circle when I chose the white point to edit it. And if I hold and drag the Blue arrow up, the white point goes down although it should go up. Please help me to fix this, I tried hours to fix it but I can't find a clue >.<

Expected :

Center of blue, red and green arrows is at the white Point inside the red circle.
Hold and drag blue arrow up, the white point should go Up, drag green arrow to the right, will make it move to the right ...

Thanks for helps.


texts:
With the particles system. Object Particles. I have comb the hairs good shape.

Cant comb the hairs

Some particles out side the mesh.
I have assign vertex group also. I want to have each particles on each face. Any other way to to make feather on the body. Im confused and deleted all the setting sorry for not adding original file. Help or suggestion plz. Thanks


texts:
I'm merging two different rig files (head / body)
and those have different types of armature either
i dont know if difference of bone type is causing matter but..

head bone

body bone

when i click head bone first and then body bone ctrl J head bone disappears and head becomes a lot bigger

when i click body bone first and then head bone ctrl J some of the body bones rearranged strangely and cannot be moved

 edittingone

 forbody

 forhead


texts:
hey guys so i got my model to the point where i am trying to shade smooth ive got no modifiers or anything just a model i put together. on the bridge of the nose and the back of the lower head there is some weird shading happening. heres some pictures of what im doing, does anyone know whats causing this?

.


texts: In a python add on, is there a way to retrieve the icons that Blender uses for the UI as textures so that I can use them with bgl when drawing my own custom UI?


texts: Visible seams after using Subdivision Surface

texts:
I'm new to Blender and just modeled my first object, a vial.
Now after applying Subdivision Surface I've got this ugly seams and I have no idea why.
Is it a problem of my mesh or what can I do about it?


texts: Offset walk cycle animation of collection instances (2.8)

texts:
Is it possible to have a collections instance of a character walking, and then offset each instances animation so that they aren't synchronized to walking at the same time?
Thanks!


texts: How can I make a duo-tone effect shown on this picture?


texts: How to add thickness symmetrically using the Solidify modifier

texts:
I have a mesh surface which I'd like to add some thickness to using the Solidify modifier, however, it only adds thickness to one side.

I've tried setting the mode to "Complex" but I can't find a way to add an even amount of thickness on both sides.

I also tried adding a second Solid modifier and flipped normals, but this didn't work either.


texts: How do I render a specific part of the viewport?

texts:
How can I render a specific spot in the render mode like this?

I want to know how to render a specific part of the scene I am rendering in the view port and is this still possible in blender 2.81?
If so please tell me. I have tried everything and still cant figure it out.
I know its a really stupid question but I really want to know


texts:
I have created a mesh feather shape. I added the hair particles. When i press Alt+A to play animation they do not drop down. I have a default sphere and added same particles settings on it they do on the sphere.

Any suggestion or help why they do not fall down on my mesh. Thanks


texts:
I'm trying to model an airplane wing. I've already done the main wing body and the flaps, and I'm on my way to model the spoilers (the plates extending upwards):

How can I go about extruding these plates out of the wing body? I've tried extruding these edges but they get into a weird orientation and I can't align it with the wing's surface. How can I do this maintaining a good topology?

This is my reference image (notice how the spoilers cover the flaps' leading edge):

Here is the .blend file:

http://www.pasteall.org/blend/36159


texts: 2.79 works for me- 2.81a refuse to start - cmd screen only flashes

texts: I have been using 2.79 works well. installed both 2.8 and even 2.81a on a Dell xps8300 W7.When I tried to start it , the cmd-screen only flashed. blender did not start. Doe's anyone have a solution for me?


texts:
I was trying to install the add-on Blam Master and for any reason was not showing up, and didn't show any action confirming the installation. I try to run it again an this error popped out:

Multiple addons using the same name found!
likely a problem with the script search path.
(see console details)

Looking at the console nothing shows up... Also, I tried to search for the duplicate file in the Program Files folder, and the AppData folder, but there is no duplicate add-on either.

How can I get rid of the warning? Is there a statement I need to execute in the console? I'm using Windows 10 i7 processor


texts: Is there a way to use a particle system on a mesh with a re-mesh modifier?

texts: Recently I ran into an issue with the Re-mesh modifier. I tried to use a particle system with a mesh with a Re-mesh modifier, and the results do not render. I can get them to preview in the view-port, but they are not visible in the rendered image.


texts: How to load image in GPU Shader Module and don't let user access them

texts:
I want to display the icons in 3Dviewport in my addon with this module,
the problem is the user can access the icons in Image Editor.
How to prevent user to access these icons in blender?
import bpy, gpu, bgl, os
from gpu_extras.batch import batch_for_shader

dirname = os.path.dirname(__file__)

## I want another method to load png
image = bpy.data.images.load(os.path.join(dirname, "some/path" + ".png")

shader = gpu.shader.from_builtin('2D_IMAGE')
batch = batch_for_shader(   shader, 'TRI_FAN',
    {
        "pos": ((100, 100), (200, 100), (200, 200), (100, 200)),
        "texCoord": ((0, 0), (1, 0), (1, 1), (0, 1)),
    },
)
if image.gl_load(): raise Exception()

def draw():
    bgl.glActiveTexture(bgl.GL_TEXTURE0)
    bgl.glBindTexture(bgl.GL_TEXTURE_2D, image.bindcode)

    shader.bind()
    shader.uniform_int("image", 0)
    batch.draw(shader)

bpy.types.SpaceView3D.draw_handler_add(draw, (), 'WINDOW', 'POST_PIXEL')


texts: getting started: no module called bpy outside of Blender

texts:
After sudo apt-get install blender on Ubuntu 12.10, I have Blender version 2.63

However, I can not import the relevant scripting Library

Python 3.2.3 (default, Sep 25 2013, 19:36:10)
[GCC 4.7.2] on linux2
Type "help", "copyright", "credits" or "license" for more information.
>>> import bpy
Traceback (most recent call last):
  File "<stdin>", line 1, in <module>
ImportError: No module named bpy
>>> import Blender
Traceback (most recent call last):
  File "<stdin>", line 1, in <module>
ImportError: No module named Blender

Later on, I would like to use numPy and Blender to create some figures for 3D printing, as a friend has suggested.


texts: When a hand is copied and mirrored, the weight painting goes weird. What am I doing wrong?

texts:
My first endeavor into the traitorous ocean of weight painting is a very simple glove-hand with pads on the fingers. After many struggles, I got one hand to work in an acceptable manner.

In object mode, I duplicated the hand and cleared the parent. I then mirrored it by scaling it to -1 with the 3D cursor in the center. I Then applied the armature to the mirrored hand with automatic weights.

The problem arose when I tried posing the mirrored hand: the weight painting was all wrong, much different from what it had done on the other hand. I have tried many times to make sure it was not a fluke, but the results are still the same.

What is different about the copied hand that would make the auto-weight-painting treat it so differently, and how do I fix it?


texts: Project Texture from Camera (like Window, but not from Viewport)

texts:
I have a Window projected texture and a fixed camera. The texture was made in another program based on a render of the scene. As long as I am looking through the camera, the texture is lined up properly. But if I switch to the viewport camera, then the texture is projected from the viewport, and so looks wrong.

Is there a way to do something like Window projection, but have it always be projected from the Active Camera (or object I can place in the same location), and not the viewport? Preferably a node based solution. I understand that the UV project modifier might work for this, but then I have to maintain that on every object in the project rather than just adding some nodes to a group.


texts: how to make the Ai consider obstacles that are created in game (like walls) when making their paths,this can be done with navegation mesh and steering actuator?


texts: setting scene unit size for very small scale

texts:
Coming from a Softimage background - attempting to using Blender for a cellular explainer. It makes sense to use Micrometers as a length unit, so in the SCENE I have set:

Unit System to: Metric
Length to: Micrometer

So far so good.
Bearing in mind I have to get to 1 nanometer scale which is 1000th of 1 micrometer, so I can (and have) set the unit scale to  0.0001 and adjust the camera clipping planes slightly so I can see my objects ok. This just about makes the scene 'big enough' to view 1 nanometer, however if you make the scene unit scale to 0.00001 my 0.001 µm '1 nanometer' sized (dimension) object suddenly becomes 10000 times bigger in its dimension (the setting in dimension pings to 10µm).
This breaks all meaningful size/dimensions set in the scene.

Is this a bug/glitch?

Is there a better approach of setting scene sizes for this type of scene/visualisation, from 10 microns to 1 nanometer?


texts: Is there any way to import OpenVDB files into Blender for rendering, exported from Houdini? Will there be an option in Blender 2.8 (stable) or is there any other build that supports Houdini's .vdb files, which allows to render them in cycles or eevee?


texts: I want to change default settings of '2d animation'

texts:
I made a new '2d animation' file with ctrl+n and default setting looks like above picture.
I want to change color and size of white panel and color of background.
How can I do it?


texts:
Can anybody explain why when I am in Object View, with Viewport Shading color set to "Textured", my UV map is correct for all the objects in my scene..

BUT when I switch over to LookDev Mode it maps the texture for one object over several objects? Attatched are pictures of Object Mode and LookDev as well as the blend file.

Any help would be appreciated, I'm at a loss here.

Blend file


texts:
I'm trying to make a detail for a glass that i made and i wanna make the Edges bend like the picture bellow

as you can see there are bendy details on a glass, and i'm confused how to make that.


texts:
I remapped my keyboard (using KeyTweak) and now my "Caps Lock" acts as "Left Shift", "Left Shift" acts as "Left Ctrl" and "Left Ctrl" acts as "Caps Lock". It works on every other program that I tested. In Blender the "Caps Lock" (which acts as "Left Shift") does not work for any shortcut (the hotkey window just ignores my "Caps Lock" key presses), but works for typing text. On the other hand the "Left Shift" (which acts as "Left Ctrl") works.

Is there a way to solve this? I never created a script for blender and I don't know the API, but maybe I can emulate shift key presses via script or something like that?!

P.S I remapped the keys to reduce the wrist strain while programming, playing and modeling.


texts: Hip control isn't isolated to moving the hips only

texts:
I didn't realize until fairly late into animation that the character being used isn't rigged correctly or I broke the hip control. Anytime the hip moves with ROTATION it causes the upperbody to pivot slightly which is causing a lot of noise in my animation. I'm very unfamiliar with rigging so I wouldn't be surprised if this is a simple fix. Ideally I could fix it in my animated file and continue my animation.
The translation seems to work perfectly fine, it doesn't move anything other than the hips.


texts: how to Isolate Vertex Groups so they don't combine when edges collide

texts:
cube A and cube B are each in their own Vertex Group and they are separated by 1 cube length.

If I move Cube A 1 cube length closer to cube B the edges combine.

Is there any way to prevent the edges of the cubes from automatically merging when they touch?


texts: 2.9. Joined my Armature and now my Weight Paints don't work

texts:
PLEASE READ THIS FIRST
I know you lose weight paints when joining armatures. This is NOT what I'm talking about. Okay, on to the issue:
PLEASE READ THE ABOVE FIRST
Hello!
I am able to color the vertices just fine, but when I go into pose mode the mesh doesn't move at all.
Here's a step by step of what I did:
My separate armature pieces had 0 weights. I had tested them prior to joining them and the weights worked just great. I deleted all the weights, applied all transformations, and then joined all my armature pieces together in one Ctrl+J key press. All seemed good.
Now, when I weight paint things get weird. For one, if I click the armature and shift-click the mesh and go into weight paint mode I am not able to select bones as usual. Secondly, and most important... the weights don't do anything! I am able to color the vertices just fine, but when I go into pose mode the mesh doesn't move at all.

Is it a naming issue? Parenting? I'm new to Blender so I'm likely overlooking something very important.
Thank you!


texts: Subdivision surface modifier shows strange results on my model in some places

texts:
I am currently rigging my model and trying to improve it with shape keys. But as soon as I turn on the subdivision surface modifier, a strange result comes out at this position. Do you have any idea what I can do?

No subdivision surface modifier...

With subdivision surface modifier...

Example:
No subdivision surface modifier...

With subdivision surface modifier...


texts: EEVEE light source reflection trough other reflections

texts:
Any light source in eevee render reflects itself through anything in front of it.

In cycles, this problem does not exist (obviously)

Enabling contact shadows Kind of fixes it, but it creates a lot of noise and doesn't always work.

Am i missing something? Reflections are done with a plane reflection map,no screen space, everything seems to be in order.

Trying to render the scene properly gives me the same problem. I would like not to provide the scene file, the problem can be easily replicated on default blender 2.8 settings anyway.

I'd like to fix it.


texts: Focusing the graph editor area to a custom [frame, keyframe_value] range

texts:
I'm writing to Space types with draw callbacks bgl & blf.  The area region.type == 'WINDOW' gives me the height and width correctly re 'UI', 'TOOLS' and 'CHANNELS' regions, but also includes the scrollbars.  Writing a 100% width box overwrites the scrollbars that determine what frame and value ranges are displayed.

Is there an API method available to focus in on a custom range, hopefully without needing to use the border select operator:

graph_area = context.screen.areas[4] # area.type = 'GRAPH_EDITOR'
graph_window_region = graph_area.regions[-1] # region.type = 'WINDOW'

c = context.copy()  # copy the context
c['area'] = graph_area
c['region'] = graph_window_region

# call ops with over-ridden context

bpy.ops.graph.view_all(c)
bpy.ops.graph.select_border(c, gesture_mode=3, xmax=lf, ymax=action_max)
bpy.ops.graph.view_selected(c)

The ops above focus the view to varying degrees of success, less so if there are envelope modifiers on the fcurves.

Here is an example of what I want to get to.

ie having the full frame range and the value range in the top half of the region, my soundvis in the lower half.

EDIT

Ok I can fudge the value axis  of the preview range by adding a dummy property and keying in bottom left and top right coords, selecting and calling bpy.ops.graph.view_selected(c) as shown below.  The issue now is the frames, and looking at the image it occurs to me the preview range is including the handles. More to come.

PS: @CoDEmanX, thanks re scrollbars. apologies for the late edit, happier with the title now, the previous was a bit of a late night afterthought on this.  I'm afraid tho you are quite right and there is no way to do this.


texts: Geometry Nodes: "Attribute Randomize" - What are the Attribute Variables?

texts:
I am attempting to use geometry nodes to scatter stuff and I have a handle on the basics of the Point Distribute - Point Scale - Point Instance chain that allows for basic scattering.
However, I am attempting to Add an Attribute Randomize to ensure that my scattered objects aren't all pointing in the same direction. However, while every tutorial I have watched puts "scale" in that Attribute field, I would love to know what else can be placed there.
I know that this is in-process, but I'm sure there has to be a running log of variables. I've tried every permutation I can of 'Z-Rotation' but nothing yet.

Thanks for your attention.
Update: Though it was enough, but no... not yet. I was misreading the screen. When I zoomed in, it wasn't correctly rotated.


texts:
I'm trying to animate the movement of the wooden sculpture that I made. I'm stuck trying to rotate each stick of this model vertically up and down so it would touch the stick of the lower part of the model at approximately 45 degrees, but it won't work.
I tried setting the origin to everything i found in the Set Origin menu, but it still behaves weirdly and also I tried to rotate it around the short edge and selecting Active Element and Normal in Edit mode but still I got the same kind of rotation.
What am I doing wrong?


texts: How To Get A Quaternion Camera Rotation That Is Independent Of View Orientation

texts:
Here is the problem,
If I roll the view 90 degrees using Shift + 4 or Shift + 6. All of the view controls stop working correctly.
Rotating with the mouse left and right causes camera rotation up and down and vice versa.
Its impossible to use.
All other 3D modeling programs resolved this issue using quaternions for camera controls, so that camera controls work the same way independently of the where the camera is and what angle it is rotated to.
Is it possible to get this kind of control with Blender? Or is it not going to work with the view rotated 90 degrees perpendicular to the screen.


texts: Buttons fall off & shirt opens during cloth simulation

texts:
I've loaded a figure and clothing from DAZ 3D via OBJ. I've assigned a cloth modifier to the shirt and set it to collide with the figure. The buttons are already part of the same object as the shirt. When the simulation starts, the buttons fall off the shirt and the shirt opens (please see attached images). I've tried to attach the buttons using intersect knife and then remove doubles, but apparently none of the button vertices are on a shirt edge. I've tried to separate a button to become its own object and used the CSG modifier to union it with the shirt. These do not work. As the 3rd image shows, the button is floating inside shirt mesh. So, there is a circular cross-section of the button that is in contact with the shirt mesh. Here are my questions:

Can I (semi-automatically?) add some vertices along this cross-section that are attached both to button edges and shirt edges? If not, what is the best (or easiest) way to attach the buttons to the shirt?
What is the best (or easiest) way to keep the shirt from opening during the simulation?

Thank you,
D. Vyd


texts: My models need a model file in .x accompanied by D, N and S texture files in .dds format, how would i make my model opaque?

texts:
For the game engine I am working with I need to have my models in a specific format.

They need to have:

.X format model file
.dds format Diffuse texture
.dds format Normal texture
.dds format Specular texture

These textures need to be baked with ambulant occlusion.

Now I know how to model a standard solid model, unwrap it, bake it and export the AO and UV's via the UV image editor, then export the model as .x (i have the plugin).

At which point I use GIMP to merge them, add the textures, and use filter to create D, N and S images, then convert them to .dds.

That all works fine.

But how do I, maintaining the same file structure, make part or all of my object transparent/opaque, for example if I was making a wine bottle?

If anyone has an answer, simple step by step terms please, I get very confused very quickly :P


texts: I merge 2 points and i want to get it back no ctrl + z available

texts: By mistake I merge this 2 points and I want to get them back how I can do it ?


texts: Multiple GPU limitations with OpenCL and cycles?

texts:
I'm trying to make blender work with 20 GPU's, however I'm able to concurenntly force only 13 of them to work together while rendering one frame(13 tiles, one gpu per tile). Is there any limitation of GPU's that can run together?

I know octane have/had 12 GPu's limitation, however i can not find any piece of information about limits in cycles.


texts: What happened to OpenGL render? Why has EEVEE been so slow at files?

texts: I just spent days rendering something in 2.80, and it's got some problems, so I'll need to re-render. The thing is I don't even need anything but OpenGL rendering for this, but OpenGL along with the ability to render with it seems gone from 2.80. EEVEE seems fast enough in the viewport, but when rendering to PNG files at 50% of 1920*1080, it has taken three or four seconds to render/save the image. Sometimes I've suspected it is re-working whatever preliminary work it does on the scene (IE: the delay when switching to rendered view that only happens on the initial switch) for every frame. I deeply miss OpenGL render. I'm not sure how to state this all as one question, unfortunately.


texts: Starting a render from a callback gives error “Missing 'window' in context”?

texts:
I want to start a render from a callback, but I also need the render preview to update while it renders.

If I call bpy.ops.render.render() then there is no preview.

If I call bpy.ops.render.render("INVOKE_DEFAULT") then the preview gets updated normally.

However when I call bpy.ops.render.render("INVOKE_DEFAULT") from a callback, then I get the error "RuntimeError: Operator bpy.ops.render.render.poll() Missing 'window' in context".

Here's an example script that will generate the error:

import bpy

def in_1_seconds():
    bpy.ops.render.render("INVOKE_DEFAULT") #RuntimeError: Operator bpy.ops.render.render.poll() Missing 'window' in context

bpy.app.timers.register(in_1_seconds, first_interval=1)

I can not find a way around, I have tried all:

(‘INVOKE_DEFAULT’, ‘INVOKE_REGION_WIN’, ‘INVOKE_REGION_CHANNELS’, ‘INVOKE_REGION_PREVIEW’, ‘INVOKE_AREA’, ‘INVOKE_SCREEN’, ‘EXEC_DEFAULT’, ‘EXEC_REGION_WIN’, ‘EXEC_REGION_CHANNELS’, ‘EXEC_REGION_PREVIEW’, ‘EXEC_AREA’, ‘EXEC_SCREEN’)

The "INVOKE" types cause the error to be displayed while the "EXEC" types cause Blender to completely freeze until rendering finishes.

I need a way to start a render from Python exactly like pressing "F12" with live preview. Any ideas how to do achieve this from callbacks?

[EDIT]

This is not a duplicate of "Context is incorrect when calling from a timer"
Because after trying to impliment the answer from that post I get the exact same error and/or no render preview.

For example this does not work:

import time, bpy, functools
from bpy import context

def render(od):
    timestr = time.strftime("%Y%m%d-%H%M%S")
    print(timestr)
    # uncomment below line for error...
    bpy.ops.render.render("INVOKE_DEFAULT")
    return 5.0

def loop(idx):
    print("LOOP")
    window = context.window_manager.windows[idx]
    screen = window.screen
    views_3d = sorted(
            [a for a in screen.areas if a.type == 'VIEW_3D'],
            key=lambda a: (a.width * a.height))
    if views_3d:
        a = views_3d[0]
        # override
        o = {"window" : window,
             "screen" : screen,
             "area" : a,
             "space_data": a.spaces.active,
             "region" : a.regions[-1]
         }
        return render(o)
    return 2.0

#f = functools.partial(loop, bpy.context.screen.name)

if __name__ == '__main__':
    idx = bpy.context.window_manager.windows[:].index(bpy.context.window)
    bpy.app.timers.register(functools.partial(loop, idx), first_interval=5.0)

[EDIT]

More specifically I would like to start a render after the previous render completes:

The following script simply starts rendering, and when the render_complete callback is fired it increments the current frame then renders the next image (cycle repeats until endframe reached):

import bpy

endframe = 10 #bpy.context.scene.frame_end

def complete(*args, **kwargs):
    if bpy.context.scene.frame_current <= endframe:
        bpy.context.scene.frame_current += 1
        #bpy.ops.render.render("INVOKE_DEFAULT") #I cause errors!!!
        bpy.ops.render.render()

bpy.app.handlers.render_complete.append(complete)

bpy.ops.render.render("INVOKE_DEFAULT")

In the above script only the very first render shows the preview updating during the render, while subsequent renders only show the preview update on completion of that frame. I would like all frames to show a updating preview as the frame is being rendered but I am completely stuck and don't know how to override context so I can use "INVOKE_DEFAULT"??


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