texts:
I have some basic experience with blender and can use node editor to achieve basic tasks like combining shaders, textures etc. The workflow of a node editor looks like a functional programming language to me, but I still don't understand the node editor in the way I understand, say, a programming language like python. This is how I think the node graph works (for the materials):

The texture coordinate node generates the actual 3D coordinates of the surface at the Generated latch.
The node graph determines what color should be displayed at that coordinate and passes it to the output node.
This procedure is repeated for each point on the surface in question.

These are all hypotheses. I can't find anything in the official documentation explaining how the node graph actually works. The description of various nodes seem to assume a certain level of familiarity with the blender internals.

These are the queries I have:

Are the above hypothesis correct?
If yes, can you flesh them out a bit because they are lacking a lot(just like my knowledge of blender)
If no, what's wrong with them? What's the correct model?
Where should I look If I want to look deeper into this topic?
How do the material node graph and texture node graph work with each other?


texts: Blender 2.8 Texture Brush "Draw" doesn't paint

texts:
I am getting started on Texture Painting in Blender. I unwrapped my model, everything shows up nicely in the Texture Paint mode.

The weird thing is even though the paint bucket and smudge tool work fine, the brush just won't draw anything.

I already turned off pressure sensitivity, set the strength up and tried different stroke modes, but nothing happens.

Has anyone got ideas on how to troubleshoot this?


texts:
K. I'm stumped. I'm building game pieces like walls and doors, etc. I have Units set to Millimeters > Metric > Unit Scale = 0.1000. My game pieces are measured in increments of 1, 2, 4, 8, 16, 32, 64, 128, etc units.

What settings do I use for Grid display so that (as I understand it) grid lines are very 1m and sub-division lines are every 16m. No matter what I change the grid is still seems to be 10x10. Hope that makes sense.


texts: When im in layout window, in Eevee, everything is fine but when I change to texture paint mode, i have a glitch on my object as you can see. Looks like a grey stain. I didnt paint over it , i didnt even add a material to it and it giving me this problem. I checked to see if faces were flipped but everything is ok in terms of geometry. What could be the problem? Other objects are ok its just this one.


texts:
I'm making a shader that combines two image textures based on the alpha channel of the texture on top.

Now I need a way to adjust and animate what comes from the alpha-output of the texture node and goes to the fac-input of the mix shader node. I need to make it fully transparent in the beginning and then slowly animate the opaque part in.

My problem is, the color nodes I've tried so far only seem to adjust RGB channels. Is there anything in the Cycles material nodes that can be used to adjust (and hopefully animate) the alpha output of a texture node?


texts: I don't know how to explain it but I'm pretty sure a picture is more than a thousand words. Problem is I have this tear in my model. How can I fix this?


texts: Animating Material Nodes in the Game Engine

texts:
Is there a way to access object properties or any other properties from the material node editor?
Can a value assigned in Material Node editor be changed using python while the game is running?


texts: Face is extending outside of the supposed face region when scaling on two axis

texts:
Am I doing something wrong or not aware of something here? I added two loop cuts on each side of a cube and tried to scale the middle faces on two axis (pressed S, then Shift+Z). But for some reason when scaled the top face on the corner is going beyond the vertex where it should have splitted it, while the bottom one is scaling like it should. That's happening on every corner face but some are flipped so that the bottom one is extending while the top one is fine.

I don't really understand what's going on since everything is connected (no double vertices) and everything is in quads.

Thanks in advance for the help on this silly problem.

P.S. I know that there's a better way to go about this kind of shape since the topology isn't exactly pretty this way. I could've extruded individual faces of a simple cube and scaled up the inner corner edges more outside. I was just curious why in other applications, e.g. Maya it works fine while in Blender it breaks.


texts: is there a way to add Cubemaps, to a specific material? Do Cubemaps work at all in Blender 2.81? Any help is appreciated!


texts: Why can you see a seam in my model from far away?

texts:
I have a mirrored object, which would obviously have a seam in the middle. However I'm sure the way I created the texture, it would be hard to tell.

But when seen from far away, it's extremely visible, how come?


texts:
I'm modelling a scene that is supposed to look like a real life model, not something realistic but something that actually looks like a model. And part of the scene includes this fake grass.
It's a fake grass mat but with a lot of colour changes throughout the scene.
I've looked up grass tutorials but they all show how to make natural grass with just a uniform colour.
The kind of colour palette I'm going for goes from light green (as seen here) to a light-blueish brown with several darker shades of green in between.


texts: Showing Hierarchy / Project view during UV editing

texts:
When I switch from "Default" to "UV Editing", the "View" pane on the right always disappears.

Is this intended for some reason, and if yes, for which reason?
Can I simply show it again? I haven't found any key combination for it yet.

Thank you.


texts: Checkbox array functioning as one. How do you separate the checkboxes

texts:
I trying to see if this is possible. I want to have the ability to choose which frames to re-render with checkboxes.
First issue I am having is that the checkboxes active and de-active together. I build the checkboxes with a for statement. How to create unique checkboxes?
lastly, is it possible to obtain a list of active checkboxes? I want to use this to render specific frames.
The Print Operator is to test the Checkbox list before I attempt to the render Operator
import bpy
import os
from bpy.props import (StringProperty, BoolProperty, IntProperty, FloatProperty, FloatVectorProperty, EnumProperty, PointerProperty,)
from bpy.types import (Panel, Menu, Operator, PropertyGroup,)

###########     Scene Properties         ###########
class BoolProperties(PropertyGroup):

    frame_bool: BoolProperty(
        name= "checkbox name",
        description="A bool property",
        default = True,

        )

###########     Test Operator - Print    ###########
class PRINT_OT_Check(bpy.types.Operator):
    bl_idname = "print.checkboxes"
    bl_label = "Print Checkboxes"
    bl_description = "Print Active Checkboxes"

    def execute(self, context):

        return {'FINISHED'}

###########     Test Operator - Render   ###########
class PRINT_OT_Check(bpy.types.Operator):
    bl_idname = "render.checkboxes"
    bl_label = "Render Checkboxes"
    bl_description = "Render Active Checkboxes"

    def execute(self, context):

        return {'FINISHED'}

###########     Panel in Active Tool     ###########
class FANCY_PT_Panel(Panel):
    bl_label = "Checkbox Panel"
    bl_space_type = 'VIEW_3D'
    bl_region_type = 'UI'
    bl_category = 'Tool'

    @classmethod
    def poll(self,context):
        return context.object is not None

    def draw(self, context):
        layout = self.layout
        col = layout.column(align=True)

        colortool = bpy.context.scene.color_tool

        fstart = bpy.context.scene.frame_start
        fend = bpy.context.scene.frame_end + 1
        if fend > 21:
            fend = 21
        collection = list(range(fstart, fend))

        layout.label(text="Colorway Render Selection:")
        row = layout.row()
        row.operator('render.checkboxes', text="Render Active Checkboxes")
        row = layout.row()
        row.operator('print.checkboxes', text="Print Active Checkboxes")
        row = layout.row()
###Checkbox generator###
        for y in range(len(collection)):
            checkname = str(y + 1)
            row.prop(colortool, "frame_bool", text = checkname, icon = 'MATCLOTH')

###########     Registration             ###########
def register():
    bpy.utils.register_class(BoolProperties)
    bpy.utils.register_class(PRINT_OT_Check)
    bpy.utils.register_class(FANCY_PT_Panel)

    bpy.types.Scene.color_tool = PointerProperty(type=BoolProperties)

def unregister():
    bpy.utils.unregister_class(BoolProperties)
    bpy.utils.unregister_class(PRINT_OT_Check)
    bpy.utils.unregister_class(FANCY_PT_Panel)

if __name__ == "__main__":
    register()
```


texts: Colour ramp that remains constant in meshes of different sizes

texts:
First ever blender post.
I am trying to make an animated graphic equaliser using some cubes and "bake sound to F-curves".
The animation is fine, but I want to colour the cube with a colour ramp (green-yellow-red transition).
I tried using Texture Coordinate->Mapping->Gradient Texture->ColorRamp method, which gives me the desired look, however, it calculates the ramp for each frame, and hence size, of animated cube, rather than giving a consistent colour across all bars, with only the tallest ones having the red...
I saw another post, where this "colour gradient exposed dependent on length" requirement was done with hair objects I guess: How to change hair color along length of strand?
Can this be done with cubes with baked animations?
cheers...


texts: How can I model a decorative serving tray?

texts:
How can i model this? like beautiful line up modeling
I create the the outline and solidified it like this

But I don't know what to do afterwards.
I tried to bevel, but it doesn't work
Next I try to add subdivison surface, but my blender is dead....
https://1drv.ms/u/s!Ao4Yx0pJrqq5j8VghFhNK0cV_-NSEQ


texts: duplicated objects dont show up in render

texts:
ive got a fairly high poly grass object that will not load in my renders. ive looked at camera settings, ensured they are not hidden, etc.
i have been having issues with duplicated objects not showing up regardless of shift-D or alt-D, they also seem to have a different rotation and placement than the original.

it shows in the viewport, but nowhere else. maybe this is to do with unlinked data blocks, but as far as i know all the necessary data is there... ive tried setting back to default preferences, fiddling with a bunch of things but ive probably done more harm than good. so i really dont know. any tips?

here is a screenshot of it in the viewport.


texts: Unable to rotate object in normal orientation

texts:
I have such a simple problem, I am blocking out my scene and I am just using simple boxes to model a chair. I want the rest of the chair to rotated but I am unable to rotate it along it's normal orientation.

Note: I did rotate the bottom part of the chair and I have duplicated the rest from it. I have also applied Location, Rotation & scaling to the object.

Thank you,
W


texts: Mesh Face Count Different in Edit and Object Mode

texts: I'm new to Blender so go easy! I've modelled a bottle in Blender and I have a label on it. The label is really blocky so I increased the number of faces with the subdivide tool. Problem is this only shows in edit mode, in all other views, including render, the label is still blocky and I can't seem to smooth it out. No modifiers on it and if I do try and smooth it with a modifier it completely destroys the shape of the object which is just a plain cylinder. Top picture is edit mode with correct number of faces, bottom is object and that also follows for all other views.


texts:
I am making an rpg-7, but can't get the wood material right
This is what i want:

This is what i was able to make:

Node setup:

How can i improve, and also add this shiny look to it


texts: How Can I Achieve This "image bleed" Background Effect?

texts:
I am new to blender and I'm trying to figure out how to get objects and images to bleed onto a background.

Video E.G.:
Look at the background and how objects are being printed onto it

I accidentally did it in a project while messing with the world shaders, but at the time I did not need to do it and now I can't seem to replicate the effect.

If anyone has any ideas please share them with me!


texts:
I'm using Blender 2.81. I tried reinstalling the Node Wrangler extension multiple times. Everything works fine, but it only displayed those bendy/curvy connections/links following the first install after a fresh setup of Blender 2.81.

I couldn't find any option to fix this in the preferences.


texts:
I'm trying to make a shirt to go on my model. However when adding cloth physics, for half of the model the shirt collides into the model for a small amount of time before clipping through.
I created these two sheets to show basically what the shirt is doing when running the simulation.

The model other then the hair is one whole object with the collision modifier, with the other side of the model being exactly the same, just reversed with no mirror modifier. I tried importing this into the 2.79b version of blender and I don't get this issue at all. Any idea of why this would happen? This issue is occurring in blender version 2.91


texts: How can I set an audio strip in 2.8 so it plays according to where the playhead is in the timeline?

texts:
In 2.79 when I ticked under the playback menu, Audio Scrubbing, AV Sync and Frame drop, I knew that the timeline indicator was in sync with the audio.

Currently in 2.8 the timeline playhead is nowhere near the real audio, but lagging way behind, which makes the animation rather painful.


texts: Video Editing - System Resources not being used

texts:
I need help getting blender to use up more of my system resources to render videos as it never seem to see it use more than 30% of my CPU and my GPU stays on idle (changed settings to use cuda).

It takes about 45min to render a 14min video, which I dont think is bad at all, but since I have a lot of system resources left, it would be nice to render faster.

System specs:

i5-3570k
8gb Ram
GTX 680 2GB


texts: Missing AO output socket in Render Layers node

texts:
Here's what I'm looking for:

Here's what I have:


texts: Is there an option to look at the exact front of a face? I want to put the file on a beamer to draw it big and make it out of wood.


texts: Why does my scene preview look so different than the render?

texts: In my 3d scene view, with display mode set to "textured", my texture looks fine. But when I render it the texture stretches all over the place. All my settings are at default, just a single sun object for lighting.


texts:
The diagram is of a river bank with a formula that can be adjusted with sliders to calculate the river's area, steepness, vegetation population, etc.

The question is, is it possible to do this in blender somehow, either with the game engine or drivers, so that sliders could change not only numerals but also the look of the river diagram?

I have pretty much zero experience with the game engine (but years with anything else to do with Blender) and before trying anything out I wanted to know if it was possible to do something like this.

I have also seen this recent link to the game engine working on browsers and was wondering if this could work for this too?

http://www.blendernation.com/2014/07/11/blend4web-an-interactive-3d-viewer/


texts: What is the Blender equivalent of snapping a vacuum cleaner's attachment onto the main hose?

texts:
You have the main mesh with a hole of a specific shape. All of the hole's vertices lie on the same plane.

You have a separate mesh (smaller) where one of its protrusions has an open hole, also of the same shape and size as the main mesh's hole, but is NOT co-planar with the main mesh's hole, and its plane isn't even parallel with the main mesh's hole's plane.

I can select both identical loops on both meshes that I wish to merge somehow, but I want the main mesh to stay put, but the smaller mesh to actually move intact into position. Bridging doesn't work because that adds geometry. Merge first/last/center/cursor won't work because those would alter either or both meshes. Merging would move only selected edges, which is not what I want.

The selected loops are identical, just oriented differently. I want to snap-merge the smaller onto the larger mesh. The larger mesh should stay put, but the smaller mesh should move intact.


texts: I have made a crowd of buildings with the addon. Now I have to texture those buildings. The problem I have is to select each building, unwrap it and align the texture - huh, if it was a few 5-10 it would be ok. But it's more then 75 buildings! Is there any quick tip or addon available to wrap the texture on those buildings?


texts: How do i fix this Eevee rendering Problem?

texts:
I can notfix this issue when selecting Eevee for my renders.
It gets really annoying. I can get rid of them temporary when I scroll out or into the viewport.
Does anyone have an Idea how I can fix that?

thanks c:


texts: What is the difference between handlers render_post and render_complete?

texts: what is the difference between bpy.app.handlers.render_post and bpy.app.handlers.render_complete?


texts: Two objects right next to each other, but wildly different coordinates

texts:
Can someone explain why the coordinates on these two objects are so drastically different?
The Y direction, which is UP/DOWN in this view, should be the same between these two objects.  But they differ by 1000.
I figure that this must have something to do with the object that I have both of these objects parented to.  It is a reference which I sometimes move between location Y=0 and Y=1000.  Perhaps I added one object while the parent was at Y=0, and another when it was at Y=1000, but it seems like the coordinates should change when the parent does, or they should remain fixed to the parent's coordinate system.  But this is just...baffling.
How do I fix this?

EDIT:
Here is a simple blend file showing the issue.
The cubes are named "Parent", "Child 1", and "Child 2".
They all started out on the X axis, 5 meters apart.
I parented "Child 1" to Parent.
Then I move Parent and Child 2 up by 10 meters on the Y axis.  Child 1 followed along, because it's parented to Parent 1.
I then parented Child 2 to Parent.
Now when you click on Child 1, the Y coord is 0.  On Child 2, the Y coord is 10.


texts: How can I convert the locations of a group of objects into the vertices of an object?

texts: I have a bunch of locations from a group of objects and I want to turn it into the vertices of a new objects with no edge connections.


texts: Blender Principled BSDF shader missing, please help

texts: The Blender Principled BSDF shader is missing in my node editor. I'm using the latest Blender version 2.79. Please help :)


texts:
This may seem sort of confusing after you read the title, but it is fairly simple. First, look at the following handgun below (glock):

Imagine I recreated this in blender, and I started rigging. Look at the magazine, it does not fall straight down. It falls at an angle. How would I make a bone that controls a piece of the model (I know how to do this part), but can move it at an angle? Any help is appreciated, thanks!


texts: Texture not loading in render view Cycles

texts:
For some reason my Blender doesn't want to load the texture in render mode.
Texture is loaded by Blender with no issues, I can see it in texture mode, in preview of material. Just not on the model itself. Instead I get pink error of no texture.


texts: Mesh/edit mode: how rotate TOGETHER with armature

texts:
I am trying to adjust mesh orientation relative to axes. The mesh is quite complex and also has complex armature. Armature bones are very precisely positioned relative to the mesh (this is needed since after exporting to Ogre, I'm accessing the bones positions during animation form C++ code).

When I select mesh and go to Edit mode, I can press "R" or "G" to adjust mesh position. But armature remains at the old position. It seems I have to goto edit mode for armature and rotate/shift it too. But this most likely will break precise adjustment between mesh and armature - because I must apply the same transform to both. Manual readjusting is a huge amount of work

Could you advice how to rotate shift mesh and armature simultaneously in Edit mode?


texts: Deferred Shading / PBR - Rendering Maps in Blender for 2.5D Game

texts:
Introduction
Hello, I'm an amateur 3D graphics artist. I create 2D isometric graphics for a game called Faldon. I'm relatively new to Blender after primarily using Newtek Lightwave about 10 years ago. I have been rapidly relearning workflows, new techniques, but am new to Blender in general. I apologize in advance if I use the wrong terms, or if I have completely overlooked anything obvious, or other tutorials.
I'm am interested in future-proofing my graphics so that we can eventually apply deferred shading and/or physics based rendering techniques for lighting and other effects like transparency and reflection. Two examples are Grégoire's ALAGEngine - 2.5D Isometric Shading Engine and this 2.5D Deferred Shading Engine. Another well known game that applies this technique is Pillars of Eternity. Basically, this system of shading will require separate rendered images of the same graphics (a diffuse/albedo map, normal map, and others*).
Summary of Question
What is the best way to render each pass in Blender 2.8+? Ideally, I would like to setup a scene that rendered and saves each separate map pass in one go with a script or multiple outputs from the passes.
Should transparency be a separate opacity map, or contained in the alpha data as part of the albedo?
For example, if I have a glass bottle. Would that require a 32-bit albedo for the color and transparency, along with normal & specular maps? or does it require separating albedo for color, and opacity for the transparency?
Any other recommendations, or advice?
I have spent a considerable amount of time trying to figure this out, but there is overwhelming amount of resources for 3D workflows that use UV maps. I am finding it hard to find anything useful to learn how to generate PBR maps for use in 2D.
*Required Passes(or Maps) and My Method So Far...

Full Composite (32-bit Color+Alpha) - This is what I currently use for the game's graphics, and will be using by default. I can render this no problem.
Normal Map - In Blender I use the Workbench engine, using Lighting> MatCap> Normal. This seems to be the correct normal map for the camera perspective (also changing View Transform from Filmic to Standard).
Albedo Map - Similar to Normal Map. With Workbench engine, using Lighting> Flat, and Color> Texture. This seems to give me flat color that works as albedo.
Specular Map - I haven't successfully figured out how to isolate and render this yet. There might be other maps like metalness & roughness, or glossy/roughness to accompany it.
Depth Map - Have not figured this out yet. I've skimmed tutorials to achieve it with a texture, and with a render pass but curious if there is a better/easier way.
Opacity Map - Something tells me that it might be required to have a separate map to have transparency.
AO (ambient occlusion) Map -

My output images would look something like this shown below. Thehey would be a fixed view, isometric/orthographic perspective 2d set of images.

For some of my progress and samples so far, see my web journal here.


texts:
Hi!
I found this image in one of the topics (Keep sharp edges when using subdivision surface)
I was wondering how can I make this theme!
Thanks!


texts:
I am working on my personal project, trying to make comic from Blender.
The problem is: i don't know how to make Blender render 1 whole page for me without do it once for each panel separate and edit it later in other software.

For example: If i am working with this page in Unity
I will set up 1 "Main Camera", 5 "Panel Camera" and 5 Planes. 5 planes will be put at position fit with the paper, then they will collect data from 5 "Panel camera" and use them as texture. After that "Main camera" will render the whole things out as once. (Similar with how people making the minimap in games)
But i don't know how to do it in Blender (cycles). Is there any way for me to do it ?
Thank you in advantage.


texts:
I've got a model.

It's shaded smooth in object mode (+ autosmooth). So everything's ok, but I need to smooth several 90 degrees angles. 3 angle is smooth, 2nd is not, the first one needs to be smooth too. How can I do that?

upd:


texts:
So I need to allow the user of my script to choose a directory that contains images, and then run my script on each image. I already have my script made here. I looked at this question already, but that is about exporting, not importing.

It should look like this:

And should allow the user to choose the directory.

Thanks!


texts: motion tracking : How to apply lens distortion value from one clip to another?

texts:
I tried to track a distorted clip using motion tracker. I already determined the distortion value K1,K2 using a reference grid. Now I need to apply this distortion value to other clip. How can I do this without manually copy/pasting the value (K1,K2,k3, optical center)? If I open a new clip, this value will be reset to 0.

There should be a way to transfer this values across the clips because by default the clip to track and the reference grid will be in separated files.

Thanks


texts: How to implement deltaTime with blender's physics engine?

texts:
From my experience, it doesn't seem that deltaTime is implemented with blender's physics. I may be wrong as testing this was extremely difficult. Please let me know if I'm wrong and deltaTime is implemented.

Why does deltaTime matter?

Generally, games don't lock your framerate in order to have your game run as quick as your PC is able to. If the framerate is locked, the game will run at different speeds if your framerate is under the cap. To fix this, we uncap the framerate and we implement deltaTime into our code. This way, the game runs at the same speed, and you can run the game at any framerate. If we uncap the framerate and don't use deltaTime, then the game would run faster when your framerate is high.

Why is this a problem?

If deltaTime isn't implemented in blender's physics, then the results would be different at difference framerates. For example, friction wouldn't work properly as someone playing with 120 framerate would take friction twice more than someone playing with 60.

Do I have any idea as to what we can do?

Ofcourse, we can simply have blender implement deltaTime into its physics. Alternatively, (what I tried to do), we can remove blender's physics and code our own physics engine. I've ran into a million problems with this, and I don't think it would make sense to go this way.


texts: Animated material transparency isn't shown in the 3d viewport

texts:
I'd love to be able to preview the alpha value of a material in the 3d viewport, but I can't figure out how to do it.

I add a material and animate it:

Assign a material to the default cube
Enable transparency for the material
Insert a keyframe for Alpha value (Z Transparency)
Move the timeline to 20
Set the alpha value to 0
Insert another keyframe for the Alpha value

I have enabled GLSL shading in the viewport properties and Texture viewport shading in the panel. When I scrub to frame 10 the Alpha value of the material is 0.5, yet it is still fully opaque in the viewport. I can render the frame and see that the material is semi-transparent. Oddly, if I toggle some Material options (e.g. Traceable), the material is displayed as expected in the viewport, but when I scrub the timeline (or alt-a to play) it isn't updated.

I'm not sure if this is a bug, or if I'm just leaving out some setting to trigger the update of the viewport display. I've tested with 2.71 and 2.72 using both an Intel and an Nvidia GPU.


texts: Driver for half-speed rotation of gear completes two half rotations

texts:
I am trying to animate this set of planetary gears. The sun gear (blue) is driven by a crankshaft which drives other parts of the animation not shown here.
I have drivers set up for the planetary gears (twice the speed of the sun gear), and the ring gear (half the speed of the sun gear). My animation takes the sun gear through two whole rotations.
The problem is that instead of completing one whole rotation, the ring gear completes two half-rotations:

What I want is for the sun gear to rotate from 0 to 720, and the ring gear to rotate from 0 to 360.
Instead, my sun gear is rotating from 0 to 360 twice (which looks fine), while the ring gear is rotating from 0 to 180 twice (which does not).
Does this problem have to do with me using Quaternian rotation for the crankshaft? How could I go about fixing this? (Additional testing suggests not. The problem continues using XYZ Euler rotation)


texts: How to import footage in the VSE for optimal playback and organization?

texts: How to import footage in VSE for optimal playback and organization, using proxies and workarounds?


texts: Curving an edge of a polygonal mesh in blender

texts:
I'm trying to replicate this bat:

https://www.amazon.in/DSC-Scorer-Kashmir-Willow-Cricket/dp/B014R90AJA/ref=sr_1_11?s=sports&ie=UTF8&qid=1544122892&sr=1-11&refinements=p_n_pct-off-with-tax%3A2665401031

This is what I've done till now:

Now I want to curve the edges in a way similar to the reference image. How do I do that?

Beveling the corners isn't what I want. I need the highlighted edge to be curved similar to the path curve alongside it:


texts:
I was poking around in a cycles material test scene which I donwloaded, and when I looked at the mesh for the sphere, it looked like this:

This looks nothing like either the UV sphere or the ICO sphere, so what function would transform the mesh into something like this?


texts:
Using an hdri picture as an environmental texture, this is what i get. Only a checkered grey background.
Everything was working fine until this morning. It is the firs time i come across this.


texts:
I want to make Mario's coin. Now, I made it here so far.

I don't know how to bevel inside, like reference image.

Someone can help? Thank you.


texts: Blender BGE move mesh in the direction its facing

texts:
I am trying to move the cube in the below image in the direction it is pointing. I have tried this before, but I could not find out how to move the cube with BGE. I have a good understanding of python, a moderate understanding of blender, and a basic knowledge of trig. (my OS is ubuntu)

Here is my .blend file: https://drive.google.com/open?id=0BwFJHyT6aOp3VVdHUnVzNGdMMEU


texts: Layer specification for bpy.ops.mesh.primitive_torus_add

texts:
From this API documentation, it appears, unlike all the other mesh primitives, there is no provision for specifying the layer on which one would like the torus placed.

Would the best way of doing this be to create it, and then assign the layer, or is there an undocumented feature which I can use?


texts:
I have an armature found in my .blend file here and I want to know the angles of the joints of my armature in degrees?
I want to know how I can get the angle in degrees through python?

As shown below the bone angle is set to be 0,0,0 around x,y,z although the bone is bent, I don't know why?

Also if I rotated the selected bone 30 degrees around x by selecting the bone pressing R then X then 30, the transform menu angle around x is not 30 as shown below, I don't know why?  I've tried this bpy.data.objects['MyRig'].pose.bones['Bone2'].rotation_euler but it doesn't give the same result as shown in the transform menu.


texts: how to unwrap a wall to get a consistent texture?

texts:
Hello I am new to Blender, can someone please tell me how to unwrap correctly?
I want to texture a wall but it doesn't work as I desire. If I just unwrap the whole plane, the image just looks strange and stretched.

i want the pattern to be like this but without "the slice" looks


texts: Get mouse x/y position while not in game engine

texts: Is there a way to register a mousemove event that gets called whenever the mouse moves within the Blender window?


texts: How to have 2 metaball clusters (via particle system) look different but still be polygonized together when close enough

texts:
Currently when I duplicate my cube with the particle system of metaballs they looks exactly the same. I was able to make them look different by given them each a unique metaball source but of course this keeps them from merging together when they get close.
Where I'm at:


texts: How can I just see the texture (and not the mesh) when I do my final render?

texts:
I make this and I unwrap it

then I put the texture on it but how can only the texture appear when I render it ? And not the shape of the mesh. (Like she appears in the object mode on the left of the screen) It's possible ?

Sorry I begin, thank you !


texts: help how I can make this scale on selection at the same time


texts: How to add multiple meshes on the locations of the vertices of, for example, a sphere? (Adding them all at once)

texts:
I want to add multiple meshes on the vertices of a single mesh. For example, I want to create a sphere mesh that consists out of vertices. Then I want to use the positions of those vertices to add new meshes of any kind of object.

My question, is this possible to do this all at once? Yes, how?


texts: Is there any way to get single pixel wide aliased lines?

texts:
I'm trying to get clean, one pixel wide lines on my renders like the pic below, but nothing I try seems to work.

I've tried freestyle with one sample, but I get extra pixels at some parts of the strokes and the low sampling makes the rest of the render look really bad.

I also tried this compositor nodegroup and this script, but I can't make the nodegroup's lines thin enough and the script just doesn't work at all.

These were the thinnest lines I could get with the nodegroup.

So is there any way to render lines like the first pic, or am I out of luck?

I'm fine with using either engine.


texts: object disappearing after using Boolean modifier

texts:
posting this as other post wasn't of help.
i've tried applying all transforms on both object
increasing poly on both objects.

checking and flipping normals on both objects.


texts:
I would like to follow a tutorial video. In this tutorial, the author uses the UV vertex pane:

However, I don't find it.
How could I bring this pane up?

Thank you very much.


texts:
Hello I've been having an issue creating what would resemble a turn in a skate park on blender.

Essentially what i want is a cube with the quadrant of a sphere centered at one of the cubes top corners to be cut away from square and replaced with a surface like the spheres.

Heres an ide of what each side would look like

And hers what it looks like isometrically:

I've tried putting a sphere there and then cutting away the uneeded parts but then the inside surface of the sphere on the cube isnt rendered. Can anyone help me understand how best to make this kind of cut?

cube = scale 3

sphere = radius 5, rings and columns ~500 (just becasue that is what the other pieces ring the circles for)


texts: 2D Animated Face, Is posible to drive the x-uv offset on Blender

texts:
So I wanted for a lot of time to do a model with an animated texture by face for a game and I stumbled with this video:

2D Eyes Maya to UE4

On it, they achieved the thing I'm searching for in Maya, driving the x-uv offset with the bone rotation. In Blender this is achieved by setting a grid with the faces and positioning a target that warps the uv (with a modifier) to select which face to use, thing is that translating that grid to UE4 can be troublesome that's why I want to do it with bone rotation, so I came with this method

I arranged the faces in a circle in the texture and set the uv center in the middle so when I rotate the faces would change like the video, but I want to improve that its hard to arrange, align and edit faces like that, so, I wanna know if it is posible to drive the x-uv offset on Blender like the guys in the video do in Maya, Thanks in advance.


texts: How do I change the file path for all the textures used?

texts:
I have made a scene in blender following some tutorials, however, since my C drive was getting too loaded, I shifted all my Blender stuff to the D drive. Now when I make a render in blender, all objects have a Purple colour to them. Reading other questions, I figured that it might be because the source of all the image textures have been shifted from C to D drive.

I changed the source of my textures on the current model I am working on through the node editor, however, for all my other .blend files, do I have to correct each textures location file one by one or is there an easier way?


texts:
I am trying to cut a mesh along a set of 20 planes.

Goal is to make this 3d printable without support and in a larger format than my printer volume. See screenshot for the 3d model and the intended cuts along the planes.

I tried the boolean modifier intersecting my model with each individual plane. While this works, it is cumbersome to do this for 20 different planes. Automating this procedure for all the planes would be a solution.
I tried bisect tool, but it cuts along an infinite plane in parts of my model that I don't want cut. Also this procedure needs to be repeated along all the other planes and the volume needs to be closed manually each time.
I probably need to repeat the above procedure a number of times (accurately!) in my prototype development.

Ideally, a tool that takes a mesh as input with a set of intended cut planes would resolve this. I could keep this set of planes then, adjust my model, and repeat the cutting step according to these planes.

Any suggestions within blender (or other software?) would be welcome.

Thanks!!
T


texts: I'm currently teaching myself Blender and have been going through the online documentation. Many of the examples are using nothing but lines of vertices/edges but I can't see how I do that. For instance, how would I "create a mesh representing the profile of your object" as it says in this example?:


texts: Easy way to model spiral engraving (knurling) that is usually used on metal for better grip?

texts: What is the easiest way to model this diamond grip pattern into a cylinder?


texts: How to scale properly after rotate the mesh without using apply rotation?

texts:
i know we could use apply rotation to correct this, but here is the situation, i have mesh A and B that are joined with Ctrl + J. i just rotate the A and then want to scale along the mesh A's length without affecting Mesh B, but apply rotation(Ctrl + a) only can be used in object mode, which will affect my mesh B since they are joined.
And i saw a tutorial that do the following tricks. however, following his method i came out with some problems.

The Tutorial is in the following GIF :
https://gfycat.com/UnripeUnfortunateDanishswedishfarmdog

and following is mine:

After i choose the Normal, the coordinate axes has some offset to other angel,hence scale along y axis will create some weird shape. but in the tut, the coordinate axes works perfectly.
I strictly followed his steps but cannot find the reason.


texts: Model Looks Dirty after Ambient Occlusion Bake

texts: I tried to AO bake my model, but it became very "dirty" with many black dots on it. How can I remove them?


texts:
So, I am basically trying to bake a normal map from my high poly mesh to low poly retopologized mesh. But I got some unusual shapes on my normal map. Some areas just work fine.

High Poly render sample here: . Low Poly render sample here: . Sample from normal map here: .


texts: Problem: Armature Twitches at Its Own Volition During Posing

texts: When i move any bone of my armature, which is applied to a character, mesh moves accordingly, but then mesh together with bone move a little to the side and sometimes mesh even changes its shape on its own. Why? What do I do to stop this from happening? I have been animating my character for quite some time and I've never seen this happening, it only started recently.


texts: In my 2d game I want the character to rotate but not the camera

texts: The camera is being parented by the character's armature. Its a 2d side stroller game and i want the camera to follow the character but i want the character to rotate without the camera following and rotating behind the background. The link to my game is http://www.mediafire.com/file/97i8ndd1jd99yf8/BlackHole_Game.blend


texts:
Is it possible to use a CSV file to assign to frames poses from a pose library? For example: having a CSV file with the frame number where a musical note is played. The musical note been the pose required to play the note on a saxophone.

I have done it for a vibraphone, using the CSV file to drive a bone which in turn with a driver moved the stick to the correct place. But it looks to mechanical. Thanks for any help.


texts: How to Decompose and Compose the local transform matrix

texts:
The Setup:
I have a simple setup with two cube objects with a parent child relationship like so:

The Red cube is a child object of the green cube.
The Red cube has the following transforms:

The green cube has the following transforms:

The Problem
The thing I am confused about is, when I try to decompose the local_matrix of the red cube and compose it back to its original transform matrix. I get different results. Below is a script I used to decompose and  compose the local matrix. Any clues why they are different? And what is the correct way to re-compose the local matrix given the translation, rotation and scale matrices.
Script and Result
import bpy
import mathutils
import math

myObject = bpy.data.objects['Cube.002']

print("\n location mat")
loc = myObject.matrix_local.to_translation()
print(loc)
mat_loc = mathutils.Matrix.Translation(loc)
print(mat_loc)

print("\n rotation mat")
rot = myObject.matrix_local.to_quaternion()
print(rot)
mat_rot = rot.to_matrix().to_4x4()
print(mat_rot)

print("\n scale mat")
scl = myObject.matrix_local.to_scale()
print(scl)
mat_scl = mathutils.Matrix.Identity(4)
mat_scl_x = mathutils.Matrix.Scale(scl.x, 4, (1,0,0))
mat_scl_y = mathutils.Matrix.Scale(scl.y, 4, (0,1,0))
mat_scl_z = mathutils.Matrix.Scale(scl.z, 4, (0,0,1))
mat_scl = mat_scl_x @ mat_scl_y @ mat_scl_z
print(mat_scl)

print("\n myLocalMat mat")
myLocalMat =  mat_loc @ mat_rot @ mat_scl
print(myLocalMat)

print("\n local mat")
print(myObject.matrix_local)

 location mat
<Vector (0.0000, 0.0000, 3.0000)>
<Matrix 4x4 (1.0000, 0.0000, 0.0000, 0.0000)
            (0.0000, 1.0000, 0.0000, 0.0000)
            (0.0000, 0.0000, 1.0000, 3.0000)
            (0.0000, 0.0000, 0.0000, 1.0000)>

 rotation mat
<Quaternion (w=0.9280, x=0.0000, y=0.0000, z=0.3726)>
<Matrix 4x4 (0.7224, -0.6915, 0.0000, 0.0000)
            (0.6915,  0.7224, 0.0000, 0.0000)
            (0.0000,  0.0000, 1.0000, 0.0000)
            (0.0000,  0.0000, 0.0000, 1.0000)>

 scale mat
<Vector (1.5811, 1.5811, 1.0000)>
<Matrix 4x4 (1.5811, 0.0000, 0.0000, 0.0000)
            (0.0000, 1.5811, 0.0000, 0.0000)
            (0.0000, 0.0000, 1.0000, 0.0000)
            (0.0000, 0.0000, 0.0000, 1.0000)>

 myLocalMat mat
<Matrix 4x4 (1.1422, -1.0934, 0.0000, 0.0000)
            (1.0934,  1.1422, 0.0000, 0.0000)
            (0.0000,  0.0000, 1.0000, 3.0000)
            (0.0000,  0.0000, 0.0000, 1.0000)>

 local mat
<Matrix 4x4 (1.4142, -1.4142, 0.0000, 0.0000)
            (0.7071,  0.7071, 0.0000, 0.0000)
            (0.0000,  0.0000, 1.0000, 3.0000)
            (0.0000,  0.0000, 0.0000, 1.0000)>

Best Regards.
QC


texts: How can I edit the values of modifiers on multiple objects at the same time?

texts: When I select multiple objects, an active object is selected automatically which gets the modifiers changes. How can I select multiple objects to edit their modifiers all at once?


texts:
I am creating an old Greek pillar for practice but during the creation process there appears to be a seam that's being rendered in the texture and model. I have gone in to texture paint mode and tried using the clone, and smear tool to blend the textures, and while it will blend the actual texture together it does absolutely nothing to the seam.
I have also tried baking uvmap. Does anyone know what could be causing this problem? Did I incorrectly unwrap the model? I have surfed the threads trying to find something to help me fix my issue but it seems everything I try does nothing to make this seam disappear.

I have turned the bias down to zero, it yields a slightly better result but the seam is still visible. Should I be using an image editor to make the texture tile properly?


texts: How to control animation speed and direction in BGE

texts:
I would like to be able to control an object moving along a path in the BGE. I have looked at the Action actuator, but that seems to just play the animation. I want to be able to control the speed and direction of the object as it moves along the path. Something like a car going down a road.
Is there some way to accomplish this??


texts: I'm using blender2Org to export .mesh file but what I get is .material, .mesh.xml and .scene. How can I get the .mesh file? My game engine use only .mesh.


texts: Can you make a texture glow without it emitting light?

texts:
this might be a bit of a strange question, but basically I want to have part of a texture be bright even when in shadow but I don't actually want it to emit any light that will then interact with any other part of the scene.
Currently my setup is like this:
Texture that links to both Diffuse BSDF and Emission Nodes which then go into a Mix Node which also has the alpha map of the parts that I want to light up as a Fac entry. This works great for lighting up the texture but then pretty much messes up the scene because when rendering it in cycles it simply adds a lot of noise on the other materials.

Any idea what I could to differently here?


texts: "Deform" metal in a thread-forming animation

texts:
I'm a Blender noob, hoping to use the tool to animate the type of fluid deformation that occurs when a tapping tool forms threads into metal.

I've found this inspirational video that closely replicates what I hope to achieve. Can you provide suggestions for how I might accomplish a similar look in Blender?


texts: Looking for advice with dimpling spheres

texts:
I am fairly new to blender and am stumbling my way through a project I am working on. I have a few dozen sphere meshes with various different aspects and elements that I am fairly happy with. To top things off I am looking to add a particular effect to each sphere that I am struggling with.

I am trying to edit the top of the spheres to have a billowing dimpled effect, like you might find on a pinched balloon or baggy clothing. The general idea is to have the very point at the top pulled down closer to the center of the sphere, and then have alternating smooth rounded ridges taper out a short distance.

Something similar to these:

No matter what I try I can't seem to get the desired effect. By directly editing the vertices I usually end up with jagged points and sharp ridges, like a broken Christmas ornament. I have tried various sculpting tools, but that tends to leave me with odd bulges and uneven bumps.

I don't need everything to be exactly symmetrical, but some uniformity is desired. I also only want to edit the top region of the sphere without changing any lower areas. Any suggestions in how to best achieve this would be greatly appreciated.


texts: What is causing the window coordinate vector to not project properly?

texts:
I'm trying to project a frame onto an object so it would look like a hatch is in the ground of my tracked video. Seems like the frame is a bit disproportionate.

Scale of the object is applied.


texts: How can I separate my scene into render layers to render my animation faster in Cycles?

texts:
I guess this is more of a general 3D question than specifically of Blender.

How can I separate my scene in layers to render my animation faster on Cycles?
Meaning, is there any rule what should be on what layer and how should it be composited?
I don't want to spend a huge amount of time rendering the whole set for each frame when I can just render the animation and composite it over the BG.

There's a lot of tutorials on how to do it with stills, but I haven't been able to find anything regarding animation.

Thanks a lot!


texts: How to animate focus/blur intensity on a VSE strip

texts:
I am trying to animate the focus/blur intensity on a video strip, and have come across  this video.

It looks interesting, but it's just too fast for me to follow.

I like the fact that it appears to have some parts of the frame in focus and other parts out of focus, and wondered if anyone can spot and explain how this is done.

I assume this script's main purpose is to enable one use the compositor on video strips, right?


texts: Volumes with space-dependent light intensity

texts:
I would like to use Blender to render pictures of atomic orbitals like in the following picture

or like in this video. This seems to need some light-emitting volume whose intensity is described by some formulas.

Which would be the smartest approach for this problem?


texts: How do I make coordinates relate to global values?

texts:
I'm new to Blender, and I'm already tired of the coordinate system in the small menu at the bottom left going to 0,0,0 on translate every time I go to edit a new/different vertex. How could I make the coordinates appear as global values all of the time?

E.g. I want the vertex at coordinate 1,2,0 to appear as 1,2,0 in the transform menu at the bottom left of the screen, and if I come back to edit that vertex later, still be seen as 1,2,0 instead of resetting the coordinates to 0,0,0 as it does by default.

Note, I use the exact decimal value menu at the bottom left. I do not want to have hand drawn, or approximate meshes.


texts: How can I smooth the edges of these modelled letters?

texts: I'm trying to model the letters K and S from a picture that my friend sent me (below), and I modeled the letters but I'm having trouble figuring out how to smooth the edges so it's not so rough and bumpy! I also want to make the letters feel more bubbly. Thanks!


texts: Can I use the same animations on different rigs?

texts: So for the sake of time, I was hoping there'd be a way for me to get skeletons to replicate each other. Like if I have a mesh/skeleton/face rig of Mario and a mesh/skeleton/face rig of Sonic (different size and shape of each other) and I want them to dance in sync and I've already animated Mario, is there a way for me to "copy and paste" or "drag and drop" his movements onto the Sonic rig?


texts: sharp creases on the edges between the mirror and the model

texts: for some reason i keep getting this raised surface in the middle of the face of my model. i checked the order of my modifiers and i tried smoothing it out, adding more edgeloops but that creates its own set of problems i found out. what i have been doing is manually adjusting each vertex but its a tedious task and feels very inefficient. also i don't want to have to do this for every organic model i create with the mirror modifier. also, i'm not sure if this is due to the mirror mod or the subsurf mod or if it's just me not placing the vertices in the correct spots.


texts:
Hello everyone (sorry if my english is not perfect),

First, I just want to say that I did researches for my problem and I didn't find any solution, so thank you if you can help me :-).
I use blender 2.79b and 2.80, and the problem is the same with both : when I import an obj file downloaded from the website free3d.com, even if there is the mtl file in the same folder and the name is the same, there is no material in render mode, whatever I'm using Evee render, Blender render or Cycles render. And the materials seems to be there in the hierarchy, but when I select a material, it's just grey....

Thank you for your help]1


texts: How to make rig that reacts to gravity or seem to behave physically correct?

texts:
Here's a nice, strangely familiar hat. It's rigged with three bones.

Let's say I want the hat to fall like a real hat would, and bounce around when the character which it's attached to moves. I could always do it manually, but that's no fun.

Is there any way to do this using Blender's physics system? I've seen some pretty clever jiggle-bone stuff using Bézier curves, Spline IK, and soft-body physics, but I've not found any way to make the curves act like a hat would, even after hours of playing with the settings.


texts:
Im trying to make a fireplace so I want to bend the top part of the mesh upwards and I have no idea how to.

The bending i want to make on the mesh.


texts:
I am not able to this shoot
https://youtu.be/PkEsl5c5nC4.
The starting is good but then it diverges.
These are my trackers and error is 0.41

this is my hold out material because I need the scene to be there

See that a slight diversion!!

I tried some tricks I saw on YouTube like reducing the weight of some bad tracks and using the refine options.


texts:
I have a problem with colors in Cycles. Instead of yellow it renders pink, Anyone knows what to do?
https://pasteall.org/blend/67711b6e92f64b8baa804d282cd9fe7d


texts: Spin tool & Spin Duplicated tool Not Merging Edges Of An Object

texts:
I have a made a shape, and have spun it around 360 degrees 12 steps, Also auto merge is enabled. but as seen in the screenshot the edges are not merged.
Thank you.


texts: Does anyone know how to make straws for a hawaiian style hut or stall?

texts:
I want to make a stall in 3d like this one:

...and I don't know how to make straws or strings to make it look like that. I tried with hair but I don't understand it too well. Any help would be appreciated.


texts: White vertices still present in render of image

texts:
I'm new to Blender, but I've managed to set up and render a scene. However, I can't seem to overcome one small quibble: upon rendering, there are white nodes/vertices left despite having a material applied to them, as seen here:

To be honest, I'm not sure if it's some strange reflection occuring, but I'd assume the reason comes from the fact that the models in the render have been imported from models I had made in Inventor (as STL files). The flat plane with image applied has had 'glossy' ray visibility disabled to avert any weird reflection issues. I have applied edge modifiers and surface modifiers to no avail. Lastly, the overall half-cylinder mesh is shaded with two separate materials on the same model. I am using the Cycles renderer.

Any help would be greatly appreciated to understand where this is coming from!


texts: What are the differences between preview render hair and rendered hair?

texts:
Preview render is showing the hair like so:

But, the rendered hair just completely destroys the beauty lower formation and instead smooths it out so it looks ugly like this


texts: What influences the visibility of the layer selection in the view port header?

texts:
For some reason the layer selection and the Lock to Scene button disappeared in 3D View / Object Mode. I can't find an option to toggle the visibility.

As it is supposed to look like

How it currently looks like

File / New restores the visibility therefore it must be a setting within the .blend file.
How can the layer selection be restored?


texts:
I have a lot of vertices forming lines.
From these vertices I want to create several edge loops.
I am now selecting them separately by clicking on them whilst holding shift and then pressing J to create the edge loop.

Because its faster I would like to be able to select the vertices by pressing C and then holding the mouse button and pan over them. But for some reason it does not create an edgeloop when I press J with this method.

Does somebody have a solution for this?


texts:
I can only manipulate one dimension attribute in animation node. If a single one is activated, like dimensions.x others; dimensions.y or z are just ignored.

I would like to manipulate all of them, so how can I do it?


texts: Model displays a non-existing outbound edge when outside edit mode

texts:
I am modeling the hair of a 3D character, and I am getting something quite weird. When I exit edit mode, an "edge" appears out of nowhere from a vertex in my mesh. There is no overlap between that mesh and its neighboring meshes, like this answer would suggest.

This is displayed with both smooth and flat shading, and both in solid and viewport shading modes.
How can I fix this?


texts: Intended compatibility of files contents while transition from 2.79->2.80->2.81

texts:
I am working on a file, which is not my own and therefore cannot be posted -- and it is a really complicated one. This file, when loaded into Blender 2.81 crashes blender sooner or later. I inspected the crash-files and enabled debug mode and found some hints here and there.
I want to recreate the problem with a newly created file, which I can post. But before reporting, I want to make sure, that I am not reporting something, which cannot work.
The file was initially created with Blender 2.79 and still works with Blender 2.80. Loaded into Blender 2.81 it crashes Blender after a short time or freezes it.
What kind of compatibility is intended between these three versions of Blender?
(I know, that 2.81 is in its early stage... )


texts: How to stabilize Random Per Island for Meta Objects

texts:
I have a very basic AN setup where I vector jiggle the position of meta ball instances for a lava-lamp-like motion.
I wanted to change the color as soon as an individual Meta Ball disconnects from another and tried to do that via the Geometry --> Random per Island node.
That works pretty well on a single frame but as the mesh is recalculated/reevaluated every frame, the random number output changes on every frame for every island. So the colors change constantly.
I’m looking for a solution, where the color only changes, as soon as a meta object disconnects. Any ideas?
(I don’t think I need to add any screenshots of my setup, as my problem is expected behaviour.)


texts: How to determine which vertex groups a vertex belongs to?

texts:
I'm using the newest version of 2.8, and I'm wanting to determine which group specific vertices belong to. I have a lot of groups and vertices, so checking them one at a time will be a lot of time spent.

I was hoping there would be some type of option that highlights vertex groups that selected vertices belong to in the group list. Something like that?

Thanks for any help!


texts: No CUDA option in repository version of Blender

texts:
I know there are a lot of threads concerning CUDA and GPU-rendering in Blender, but I haven't figured out yet why my installed Blender(2.70) from the repository offers no choice of the rendering-hardware but the bundle you get from blender.org does?

I'm currently using Linux Mint 16 64bit but I observed that fact on Ubuntu 12.04 as well. But on Ubuntu 14.04 the CUDA-option is active on both versions of Blender.

So my system has the necessary drivers to go on with the GPU, the question is, where do I start to fix the repository version, cause I'd like to link the blend-files..


texts: Is one sample rendering in Cycles sufficient for a simple texture shot?

texts:
A scene to produce a 2D texture image (for use in another scene) consists of one camera and one rectangle. The rectangle uses only one shader - Emission.  The Emission's color and strength are controlled by a fancy nodes setup using images and perlin noise.  There are no diffuse, glossy or other shaders. Just Emission. There are no other objects in the scene, nothing to bother rays/paths between the camera and the glowing rectangle.

Do I need to render with multiple samples?

Of course, I did the obvious and set Cycles' Render Sample to 1, and the result looked fine. But maybe I have a quirky scene that happens to do that.  There doesn't seem to be any sources of randomness in calculating any one pixel again. Rendering with hundreds of samples is necessary only if there's scattering such as with Diffuse of Glossy.  Am I right?


texts: Error installing blender 2.78 x64 on windows 10 x64, it says "The cabinet file media1.cab required for this installation is corrupt and cannot be used."


texts:
Whenever i try to render my video its just all white?
Here is a photo of my test render:


texts: Raytraced transparency not showing other transparent materials beneath?

texts:
I've tried and tried to figure out what setting I'm missing, and I'm starting to believe that maybe it just doesn't work. I'm using the internal Blender Render. I have a subtle blend transparency for my eyelashes on this model, and a "wet" transparent sphere around the eyeballs (separate from the eyes). When the lens of the glasses, with raytraced transparency for refraction, are in front of the eyelashes and eyespheres they don't render at all. If I change from raytraced to z-transparency, they render properly, but I don't have that nice refraction to make the lenses look more realistic. Any idea on how to solve this? I'll upload the .blend if requested.

Here's a render of each uploaded to imgur for reference.

Z-Transparency:

Raytraced:


texts:
How do I create a particle vortex in the easiest way possible?
I've tried to use a vortex force field, but it didn't give the effect I wanted.
I'd like the particles to move in a way similar to a whirlpool.


texts: Can you change the render seed for each frame of an animation in cycles?

texts: When Animating using cycles, the noise always looks like it is stuck to the screen, is it possible to change the render seed for each frame?


texts: How to create a curved surface from a sharp edge?

texts:
Sorry for the basic question, but I have been working on this all morning and can get a basic curve but I keep falling short of what I really want.

I am in the process of making a urban street model (square sections), the first section went very quickly, just a street plane, 20x20cm curb, a sidewalk raised 20cm off the street.

When I moved on to the intersection section, street with 4 round corners with the curb then the sidewalk and be precise enough to have it tile up against the plain street section, I just ran into my modeling limitations.

1st I tried a Bezier Curve, a 20x20x20cm box with array and curve modifiers. I could only get it to work if I did it in the center of a new scene with a fixed count (fit curve did not work). If I applied the modifiers there was all this extra geometry and ending did not seem precise.

2nd I scrapped the curb and just extruded a vertex and used the spin tool for the curve, this worked but now I need to work the curb into the texture of the sidewalk. This worked and not sure if i'm just making things more complex then then need to be.

I wanted a 90 degree curve that fits in a 2mx2m square, one curve that is the 20cmx20cm curb and another right behind it that is the sidewalk.


texts:
I could just use:

obj_camera = bpy.data.objects["Camera"]

to get the camera, but it is possible to have a scene with multiple cameras.

So if that is the case, how can I choose the active one?


texts:
I try to extrude the faces here:

But it get weird and uniform like this:

I make sure that I apply scale and make even offset, but it's the same.
I want to extrude like the other faces that I extrude using bridge edge loop. But this method is taking a lot of work and making shading issues that should correct it by weighted normal, etc.
So is there any quick way to right extrude?


texts: Invalid number of vertices on an edge - Error while exporting

texts:
I'm using the DFF Importer/Exporter. Using that I imported a player model from GTA and edited it (changed UV map, deleted some vertices, added some vertices). Now I can't export it. I just get this error and it exports a file which is 0 bytes in size.

Thanks for any help in advance. :)


texts:
I'm writing an add on, and in it I attempt to pack all the textures for a given model. However, sometimes my script fails because it can't find the source.

I'm wondering if there is a way in python to delete all the images that "bpy.ops.file.report_missing_files()" returns?


texts: Remap the default hotkey for inserting keyframes

texts: Is there a possibility to override the default hotkey I for inserting keyframes for a parameter currently under the cursor?


texts:
Okay I'm trying to create this model for a character of mine I call "Truth Dragon".

Only problem is, this sucker has two sets of eyes. One small and the other is bigger. Here's a sketch of what I mean.

So I got most of it done and this is what I got so far, until I went to scupt/object mode.

For some reason, the second eye on the top is doing something weird. I've deleted all duplicates, messing with it in scuplt just messes up the eye shape.
I definitely have no idea why the nose is doing that.
https://blend-exchange.giantcowfilms.com/b/5637/ Here's the file if you need to see for yourself.


texts: Water is Visible to outer surface of pipe

texts: I am Simulating Fluid flow in Blender (See Image). The geometry is imported as .stl (Obstacle, Partial slip=0.6) and water has been added in the tank as fluid. It is a free flow from tank. The current resolution 340 and as in the image the water has been detected at the outer surface of pipe. It is a free flow from tank. The current resolution 340 and as in the image the water has been detected at the outer surface of pipe.


texts: How to easily append complex model and all its objects?

texts:
I downloaded a semi-truck .blend file from a sharing site and tried to add the semi-truck to my scene.

I used File -> Append and navigated to the truck .blend file and to the "objects" sub-folder.

The semi-truck is comprised of roughly 90 objects. Various shapes that make the bolts, mud-flaps, headlights...etc.

Is there a way to add everything that compromises the semi-truck into my scene all at once? I can't shift-click on the first and last objects listed to select everything in between. I can shift-click each individual object, but to do that 90 times to get the whole truck seems tedious and illogical.

Thanks


texts: Is there a way to extrude in a smart way?

texts: Is there an easier way to extrude models a certain way


texts: Is there a way to scale by an absolute distance, rather than a percentage?

texts:
Let's say I have a ring of vertices that I'd like to scale down, and I'd like them all to move by a fixed amount, like 1mm (I usually work with metric units). What's the easiest way to achieve this? If I type '1' it just sets the scale to 1 and they don't move.

The only way I've come up with to do this is to extrude a vertex along one of the axes by 1mm, and then snap the scale movement to that vertex.

This is a pain though, and if I don't have a vertex that happens to lie on an axis I can't do the little extrusion trick and it doesn't work at all. I do a lot of modeling for 3d printing, and I end up needing to do this all the time. Hoping there's a better way to do this.


texts:
So I've been having some issues exporting models with blender (both 2.7 and 2.8) and I have no idea what's wrong. I've tried disabling all addons and resetting all settings to default, but neither of those worked. The only way I've been able to fix the problem is to reinstall blender in a different directory and then export.

This is the error I've message I've been getting

I've been pulling my hair out trying to find a fix for this, so any help would be really appreciated!


texts:
I must be misunderstanding something because for the life of me I can't seem to get the editing of a cached particle system with Hair Dynamics to work. I tried in 2.83 and 2.9, but in both all the hairs disappear, the cache becomes totally corrupted and I have to delete/recreate a new one for the hairs to show back up, a whole new cache, not just delete the bake.
Just from a basic cube, add hair particle, check Hair Dynamics, scroll down to cache, set end frame to 20, Bake, save, scroll to frame 20, go to Particle Edit, Particles disappear and cache is corrupted. If I close and reopen the without saving the hairs are still gone (which is why I assume cache is getting corrupted).
Disk Cache is NOT checked, but maybe there is some other cache parameters I am missing? Or maybe it is a plugin? I have many, though I can't easily turn them all off.
https://docs.blender.org/manual/en/latest/physics/particles/mode.html
Here is an example blend file, if I tab into particle editor at this point the hairs get destroyed. Do others get this too? Am I missing a step?
https://drive.google.com/file/d/1Q9lAERudg_qia51_wVxeyVqj9v7B1MpB/view?usp=sharing
Thanks, I have spent, oh let's see, about 12 hours now straight fiddling with this damned thing.


texts: Is there any tutorial specifically for 3D printing mechanical objects?

texts: Can anyone suggest a source for one or more beginner tutorials aimed at the relatively basic task of creating simple mechanical parts (discs with radial holes, Archimedes screws, etc) for 3D printing?  I have no need of lighting, animation, et cetera.  I'm interested in making toys and silly little machines like the marble elevators on thingiverse.


texts: Weight painting causing animation issues in UE4, unsure how to fix

texts:
Hello there!

I'm working on a game and I got Advanced Locomotion System V4 from the UE Marketplace (Here) which makes use of some really cool animation techniques that look great and has been brilliant with the default AnimMan model.

Skeleton

So, being happy with the system I set about adapting it to my character, starting with importing the skeleton into Blender and making it fit my character, as far as I can tell that went fine.

Weight Painting

From there I moved onto weight-painting which is where the issues are coming from, I believe.

Result + Issues

I then went on to retarget the animation blueprint in UE4 for this skeleton, the animations are working but with a number of serious issues.

The issues seem to be at joints, where the weight paints overlap.

Here the shoulders are too far forward and the back seems to bend oddly.

Conclusion

I am unsure what exactly is causing this, my only guess is that the weight paints are too sharp and need to be smoothed out a little? Any help is much appreciated and I thank all who took the time to read this.


texts: From *3ds-file Imported objects have no extensiveness and are all locaed in the origin

texts:
Dear StackExchange Community,
I am currently trying to import a 3ds file into blender. The Problem is, that all the objects get imported into the origin of the coordinate system and have no extensiveness whatsoever.

The file I am trying to import is a 3D Model of parts of the city of Berlin, which is available for free.
http://www.businesslocationcenter.de/berlin3d-downloadportal/

Does anyone have a suggestion as to what could solve my problem?

Cheers Luke


texts:
The seemingly random edges that are crisscrossing everywhere do not exist and can't be clicked on. If I click on the connecting vertices, the "edge" disappears. Any fix other than just ignoring them? Applying subdivision or solidify modifiers seems to make them go away but I have to work with those off for now.

Answer: When I press "Adjust edit cage to modifier result" twice it just fixed it.


texts: Create Group of Cylinders from a TXT file

texts:
I need to visualize a large group (say 200, 300) of cylinders from coordinates stored in a text file. One cylinder per line, defined by X1,Y1,Z1 and X2,Y2,Z2 (start and end), and by a diameter.

Is it possible just to import this TXT file and visualize all cylinders?


texts: Is there a programme alternative with an equally good function as Smart UV Project? In Blender my mesh, which is probably too large, cannot be processed properly - Blender crashes all the time. I have tried MeshLab as an alternative, but unfortunately the final UV map is not usable there for post-processing.


texts: How can I copy a specific F-Curve from active to several objects?

texts:
I have 100 objects and I don't want to render them until frame 30.
I want to set keyframes to the restrict rendering button in the outliner but I don't want to set it for every single object by myself.


texts: Importing a DXF into blender, exported from illustrator

texts:
I am exporting from Illustrator to a DXF, and when I open this in a DXF viever the lines are ok. Then I imported the DXF in Blender, but I see that many curves are flattened. See the images below.

Illustrator file:

Blender import:

How can I import a DXF into blender, without the curves/lines being flattened?

DXF and AI file


texts:
i am fairly new to blender. I try to make something like this and using something call GLSL.

However, In my version, There is some problem in the shadow. The shadow is just a rectangle... What kind of problem is that

Here's the blender file =]


texts: Sculpting isn't working ONLY on parts of the mesh (screenshots included)

texts:
This model is in fact made out many parts, each modeled in different technique, Build tool, spin tool, mesh deform on a curve lastly joining all together and filling and bridging the gapes.
Now I need to refine some parts using sculpt tools, but I found out that it's not working on the upper part of the bottle, right under the neck, after trying different modes and workspaces it turned out that this part is sometimes missing (shown in 2nd image).
Also in sculpting workspace the model is multicolored.
I know I may have messed a lot while modeling but now what is the solution.
Normal look:

turning on sculp mode in Modeling Workspace:

Sculpting workspace:


texts: Why aren't objects in my viewport straight / parallel to my screen?

texts:
It seems that the 3D view within which I am working shows me the scene in a slightly angled / rotated way.

For example this TV Set is built from a cube, I never rotated it (just added cuts, etc). I added straight lines to explain what I mean:

It doesn't matter what object in the scene I look at, or how much I zoom back and forth or move things left or right, everything always seem to be slightly angled like that, even when starting scenes from a new file.

Quite annoying especially since I often align the camera to view, which then produces non-parallel camera angles.

Here is a GIF file reproducing the problem, right from the Startup File's cube:


texts: Randomize the UV of an object with an array modifier?

texts:
Can I randomize the UV of an object with an array modifier I'm try to make stairs using an array but with same uv texture, I don't like how it looks.

[?


texts:
In several graphics app such as Photoshop (or even other apps like Word), the view zoom is indicated at the bottom of the window:

Photoshop

Word for Mac

However, in Blender's image viewer, I haven't been able to find such a thing.

The only thing I could find is the View menu, which doesn't tell you which setting you are on but lets you click on one of them:

If I select "Zoom 1:1" then go return to the View menu, "Zoom 1:1" will not have a checkmark next to it

Is there a way to display the percentage of the zoom currently applied to the image editor?


texts:
Good day fellow blenders
i followed CG Geek's fluid simulation tutorial (mantaflow)
and i came across this problem.
The fluid doesn't take the shape of the cup mesh.
I'm using blender 2.83. Appreciate any help. Thank you!


texts:
I encountered the same problem as described here :http://forums.cgsociety.org/t/how-do-you-close-a-nurbs-surface/1438485
I can't close the two extremities of a NURBS cylinder.

Is it possible ?
Thanks in advance for your return.


texts: How to export texture into a file that unity can read

texts: I've just made this texture with a displacement map with the intention of using it as a terrain texture in unity, so how can i export it as a file that unity can recognize (.png)?


texts: Cycles: Switch shader node in viewport vs. render

texts: When I'm working on my object, I want to see it fully rendered. When I render it, it needs to be almost zero alpha (fully transparent). Can I tell in a shader whether I'm rendering or in viewport?


texts:
Can anyone tell why do I have this stain on my texture?

At first, the texture was normal, but then I had to extrude some faces, and now I have this stains..


texts: How much time would it take to learn from scratch (I know nothing about 3D modeling or Blender in particular) to create 3D models of buildings only? Where can I find good resources to start from?


texts:
I've only just discovered Blender and after a few hours I can do far more of my simple project than I managed with FreeCAD after hours of struggle.

However I have found the scaling and units a bit confusing and read that Sensei deals with this more simply. I downloaded the zip file and tried running it from the Linux terminal and in the Blender Python console but it errors.

Blender 2.76 on Linux Mint Cinnamon 18.1


texts:
I updated to blender 2.79 the other day but it got rid of some of my presets. How do I make the camera shortcut to 0, not the num pad 0? I did it before but I forget.
I know how to change it but when I do it I hit save startup file, but when I open a new file its back to the default.

do I have to do it in user preferences?


texts: Constraints for attaching planar object to multiple poles

texts:
I have flat sheet of solid material (e.g. 1" thick plywood) whose corners I want to attach to four poles. The poles can move independently of each other in the XY plane. When the poles move, I want to plywood to deform its shape as the poles move so that the four corners always remain attached to the poles. Figure below shows a simplified picture of what I want. Note that the four poles and the plywood are constrained to be five separate meshes. So joining (Ctrl + J) the four legs and closing the vertex path is not an option.

The final output is a mesh, not an animation. The final configuration of the poles is user input and not known in advance (pole centers will always be in the same plane, no z offsets). I want to start from five separate pieces in a default configuration (left figure), move the poles (using Python), have the plywood deform with it and export the resulting mesh.

What has been tried:

Make the poles the parents of the plywood, but it is not possible since blender allows only one parent
Add 'copy location' constraint. But this operates at the object level and not vertex/edge level.


texts: Spawn object after animation finishes in Python

texts:
I have an animation that loops and has two phases: "cube_object" goes to point x, spins - repeat).
Now everytime the "spin" animation is finished (or the "cube_object" reaches a certain location...?), I'd like to spawn an object on a random position with Python.
If there are 10 objects spawned stop the animation and change camera angle to another scene.

Imagine a worker in a game that chops wood and every time he finishes chopping a new log spawns. After 10 logs - something new happens.


texts: I use 'extreme pbr' add-on for blender. It creates custom node in shader editor. Not like standard nodes, these custom shader nodes won't be recognised by unity. So the material/texture will be broken in untiy. Is there any way to fix this ?


texts: Help with determining camera specs? Blender Motion Tracking

texts:
I have some experience working with Blender's motion tracking capabilities, but have only used cell phone video that happened to be presets in the camera specs dropdown in Blender.

I am trying to do some motion tracking with a drone video, and really have no idea how to interpret the camera specs.

Was wondering if anyone could help me with this?

https://www.dji.com/ca/phantom-4-adv/info#specs

Trying to find the: sensor width, focal length, lens distortion coefficients (if required).

Thanks!!!


texts: I'm having an issue with IK, despite it always working fine previously. I've set up an IK on the lower leg bone as shown below. The IK target is the bone opposite the foot, and the IK pole target is the floating bone. The chain length is 2 and the pole rotation is 90 so that the leg faces forward. WHen I try and move the bone with G, all I get is the rotation as see in the gif below. The pole target and IK target are both set to not deform. Does anyone know what might be going wrong?


texts: how can i start blender 2.8 in ubuntu 18.04

texts:
Ive downloaded blender 2.8 and extracted files to a suitable folder. But when i double click on the 'blender' program nothing happens.
I used the same procedure with blender 2.79b and that works just fine.
I need 2.80 as i'm having trouble with mhx2 import in 2.79b - the addon is enabled but nothing appears under file import, and my understanding is that mhx2 was updated for blender 2.80 and no longer works with 2.79b, and i can't seem to find earlier version....
/gary
PS it wiuld be helpful if tags could be selected from dropdown nenu or something  as i dont know all the names


texts: I can I shape a 3D object in a 2D, and the put the unwrap in a new 3D conformation without any deformations?

texts:
Hello Blender Community!

I would like to know with this exemple, how to bend a 3D object : the skin of a nose in this exemple (so a 3D form into a 2D form without any lost of informations), exactly like a surgeon would put out the skin of the nose and put it in a 2D shape on a table after removing it from a patient. I try to unwrap the skin of the nose.
! (/Users/pc-doc/Desktop/Capture d’écran 2016-06-12 à 01.09.02.png)

Then I would like to put this unwrap nose, without deformations, on the forehead so in it's 2D form but now with the shape of the forehead. Like that, the surgeon will have a mold to draw a new nose on the forehead.


texts: How to give objects clickable labels in Blend4Web?

texts: The Blend4Web Planetarium Demo has text labels that expand to show more info when clicked. How can I make these?


texts: How to give UV mapped textures normal maps?

texts: Whenever I apply UV textures to a mesh, the texture looks flat after I rendered it. How to give it normal or bump maps? im doing animations cinematics not a game.


texts: I’m making a car and compositing it onto a scene, how do I get accurate reflections of trees and stuff on the car if the trees are on the video?


texts:
I'm relatively new to blender, working on a tutorial that's supposed to train me on how to use it on youtube.

One part doesn't seem to match up as you'll see. Here's what you see on the tutorial when he clicks "Composition"

it has this modal that's supposed to help with denoising the image.

Here's how it looks on my end, from the layout

with my donut so far, and when I click composition I'm missing that modal

I'm guessing you can add it, I just don't know how to.

My current version is 2.8.2


texts: What do these yellow key frames mean and why can't I select or delete them?

texts: I'm new to animating in Blender. Using version 2.82 and these key frames (not the bars between the keyframes) look exactly like the white ones when the white ones are selected, but I can't seem to do anything to them and they don't appear under summary.


texts: Modelling a Dagger (1): How to bend straight faces

texts:
I am trying to model this dagger I found on the internet (source):

So I first concentrated in the top part (the blade itself), and later model the handle. I started out with a cube, and tweaked it until I got to this point:

Now you can see my problem: I have no idea about how to "round" the sides of the blade, so that they are not straight but with a certain curvature.

I tried adding a bezier curve that adjusted to the outline of the blade, and then added a Curve modifier, but it seemed to bend only one part of the blade.

Of course I could just Loop Cut and Slide, and scale it up a bit. However I'm looking for a more precise way to do it. I'm pretty new to Blender and any advice on how to model the blade is more than welcome.

Thanks.


texts: I can't change parameters e.g. size, location, rotation.


texts:
Before mantaflow there was a "control" type in fluid types. It allowed to do some things like liquid forming an object or waterbending the liquid in shapes. How do I achieve similar effect in mantaflow? I want the liquid to form a cube.
EDIT: the thing I want to achieve is this:
I have shards of glass that I want to liquefy here:

And I want them to turn into liquid and then turn into a cube like this:

This effect was possible in pre-mantaflow versions using control object as shown here:
https://www.youtube.com/watch?v=WruTNnF6Ztg&feature=youtu.be


texts:
I'm currently trying to modify some drivers so that they are disabled when they're not on a proxied armature.  Right now, I'm using the following script to set a custom property, which is used by the drivers:

import bpy
from bpy import context

class UseHeight(bpy.types.PropertyGroup):
    @classmethod
    def register(cls):
        ob = context.object
        if("UseHeight" in ob.keys()):
            ob["UseHeight"] = (ob.proxy != None)

def register():
    bpy.utils.register_class(UseHeight)

def unregister():
    bpy.utils.unregister_class(UseHeight)

if __name__ == "__main__":
    register()

However, I have to put this into every script I use, and with how my memory has been impacted by my health problems, I don't want to add yet another thing for me to keep track of.  I've attempted to use it as an addon, but it fails to work due to this error:

Exception in module register(): '/home/zauber/.config/blender/2.69/scripts/addons/MaelstromUseHeight.py'
Traceback (most recent call last):
  File "/home/zauber/Desktop/blender-2.69-linux-glibc211-x86_64/2.69/scripts/modules/addon_utils.py", line 311, in enable
    mod.register()
  File "/home/zauber/.config/blender/2.69/scripts/addons/MaelstromUseHeight.py", line 12, in register
    bpy.utils.register_class(UseHeight)
  File "/home/zauber/.config/blender/2.69/scripts/addons/MaelstromUseHeight.py", line 7, in register
    ob = context.object
AttributeError: '_RestrictContext' object has no attribute 'object'

So, what do I need to do to get this working?  Or is there a way I can directly check if the object's proxy value is equal to "None" inside the drivers?


texts:
Origin moves instead of actual object in blender 2.9. Same applies to Rotation and Scale also. It was not so in previous versions. Tried the solution given to question raised by Nyx. But still it is not working.
Old answers not working, in my version, Transform affects only the Origins is also Off / Unchecked.


texts: Having trouble building a navigation mesh getting an empty navmesh

texts:
I am trying to build a navmesh based on this object and it always returns me an empty navmesh. I alredy tryed to change the collision type to navmesh but it doesn't seem to work, the object that I set to follow path is not doing it right. It was supposed to do what is on the second image.
Any advice?


texts: Hotkey to change frame colour and name in node editor

texts:
There used to be a hotkey (f9) to change a node frame's colour and name in a pop-up in earlier versions of Blender. In 2.91 redo last no longer invokes this menu, does anyone know the command name (identifier)?

The function is displayed here:


texts: My object is flipped or something? Acts weird when imported to unity. Dont know how to explain

texts: This is how it should look like (screenshot #1) ( this is the blender version, also the red thing is just for reference ) , and this is the exact same angle but in unity (screenshot #2), and this is the same object but from below (screenshot #3). I imported this along many objects and everything else is fine, just the materials a ton darker but thats it.


texts: Point Light not working properly inside a glass cylinder?

texts: I am working on an antique lamp and want a point light inside it that should work as normal lamp bulbs work, spreading the light all around. However, i have used glass material for the lamp central part and tried the putting point light inside it and now it is not spreading around rather it makes a complete shadow of the glass.I am working in EVEE.


texts:
I am writing a Python script, and I need to repeat one line of code 24 times. How can I do that? I tried a for and while loop, and still cannot get it to repeat.

import bpy

def selectView():
    bpy.context.area.type = 'VIEW_3D'
    screen = bpy.context.window.screen
    for area in screen.areas:
        if area.type == 'VIEW_3D':
            for region in area.regions:
                if region.type == 'WINDOW':
                    override = {'window': bpy.context.window, 'screen': screen, 'area': area, 'region': region}
                    for i in range(0, 23):
                        bpy.ops.view3d.view_orbit(override, type='ORBITDOWN')
                        bpy.ops.view3d.select_border(override, gesture_mode=3, xmin=-1200, xmax=1000, ymin=-1000, ymax=1000, extend=True)
                        print(i)
selectView()
bpy.context.area.type = 'TEXT_EDITOR'

What this is supposed to do is go in a circle and select the vertices on the outside of a model. Unfortunately, it is only moving the camera once and selecting everything.

Thanks for the help!


texts: Why my object appears to be broken in 3d View?

texts:
I installed a new GPU, since then my mesh or object appears to be broken:

What's causing this? BTW: I already tried installing older version of Blender.


texts: How do I output the image rendered by viewport shading (2.8+)?

texts: I have a scene, and the viewport's render looks fine in my opinion. I don't want to wait very long for a render, so it'd be great if I could output the viewport's shading as a render.


texts: Changing node that effects to all material

texts:
I'm trying to make something like colour palette in every material, for my animation
I dont have idea, so I just use color ramp to make it, like picture below,
and name it as "COLOR PALETTE"

I do copy these "COLOR PALETTE" to all material,
so, If need the color in every material I just use eyedropper to get the color
but, sometimes I need to change the arrangement of my "COLOR PALETTE"

Is there a simple way to make "COLOR PALETTE" in blender?
How to make the "COLOR PALETTE" that I made linked, so if I change those "COLOR PALETTE", it would change too in other material

I can do duplicate object linked (ALT + D), so if I change the object, it would affects to other object,
so, how to use is in a node mode?


texts:
i am trying to build something like this but using physics engine but running into lots of problems . i have made the main form in soft body then i am trying to drop a rigid body in as the buttons . it is close to working but ultimately the rigid bodies penetrate and pass through the soft body .

i have also tried to create an elastic material and inflating it but will little success .

i am struggling to find good resources for the physics engine a good overview would be great. does someone know any good overview documentation that could guide me a little to do jobs like this .

should i be using ringing somehow or should it be manageable just with soft and rigid body dynamics ?


texts: Addon or featurs in Blender capable of profiling scene?

texts:
Im looking for a addon or a feature in blender that can analyse my models. I get them from an engineering department and some of the contain for an example small springs (highly detailed shape), which count up 30k triangles. Therefore the entire thing could easily end up being 250k triagles.

I need something that can profil my scene and tell me maybe a list with each mesh and their respective vert, tris, face counts

Any ideas from the comunity.


texts: How to get the total number of vertice, edge and face in camera view with Python?

texts:
I know how to get these information in the whole scene with Python, but now I want to get them only in camera view.
Or can blender export any documents including these information ?


texts:
As the title indicates, I'd like, from given UV coordinates, to find their corresponding XYZ coordinates.

I wanted to use the following function (see bellow), to know the UV index (and therefore the corresponding vertices to later do an interpolation) of the UV surrounding triangles before realizing that it may return too many triangles (since more than 1 triangle actually surround a point).

mathutils.geometry.intersect_point_tri_2d(pt, tri_p1, tri_p2, tri_p3)

So... I don't really know if it is possible to do, but if you have any leads on how to find where a random point on the UV texture is going to map on the 3D object please share.


texts: Need help setting up lighting for a render like this.

texts: if anybody can help me with lighting and settings to get something like the image. Thanks


texts: How to make a python code wait in blender?

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I want blender to execute the part of my code, then wait for about 30 sec and execute the rest code.
Is it possible?
I want something like setTimeout in js
if not, then how do I execute one script, and then another one by one via bash or python script?


texts: during copy transform constraint, the child object snaps to the origin point of the parent object

texts:
When i use the copy transformation constraint, the child object snaps to the origin point of the parent object.

What i want is, when i constraint an object, the child object should remain where it is, but when i move the parent object, the child should move with it, maintaining the distance and the rotation offset between them.


texts: "Keep UV and edit mode mesh selection in sync"?


texts: Displace modifier - undesired artifacts in texture

texts:
I'm creating a model that I want to later print in 3D. I am using a Displace modifier after a Multiresolution modifier to add a patern to some faces (using a vèrtex group plus displace on the Y axis to ensure that only the desired areas are displaced).

However, when it is rendered, in the lower face that appears as selected in the UV map shown above, two undesired effects appear:

an horitzontal noise, that I think it might be the full texture that is rotated 90 degrees and compressed to cover the whole face.
some light displacement outside the vertex group, as you can see in a face in the back part of the model

I have recreated the materials and textures and ensured that there's only one UV map. I've also removed the displacement map and applied the texture as a verification, and in this case the object is properly textured, as you can see below:

... aaand, just before pressing the post button, it occurred to me that the multiresolution  could be causing a distortion due to the shared edge at 45°. I applied the modifier and inspected the generated faces. Indeed the generated subdivisions distorted the UV mapping, and also the vèrtex group spreaded towards the backward faces, creating the undesired displacement. So I modified the faces to ensure that all the edges are parallel. The displacement has improved a lot, but still there's an light, horitzontal undesired artifact...

I'm afraid I'm running out of ideas. Does anyone have some idea of what might be happening? Thanks!

---------------- ANSWER ------------------
I've marked the response below as an answer. I wanted however to summarise the things I've done to fix my problem:

I modified the mesh to have a more square faces. When I first improved the appearance of the displacement, I just removed the oblique edge and created a square at the righ-low corner. But was not enough to get rid of the artifacts shown in the screenshot. However, after seeing the answer below, I added some edge loops (3 to be precise) and then the displacement worked well.
I then applied the multiresolution modifier, and corrected the vèrtex group to which the displacement is applied, and got rid of the displacement noise in the back faces.


texts:
With the Blenrig addon

I dont want to keep the mirror or symmetry option both side. I delete the half side (hand) but it deleted the other side also. Is there any option to control just to delete the half part and keep the rest.


texts: Polygons are rendered as smooth colors instead of solid

texts:
I'm trying to render low polygon version of a model that I downloaded. Show in the image are two models, on the left is a low polygon model that I drew myself, the other is a high polygon model that I've used decimate modifier on the torso

I'm trying to achieve a "low polygon" look (like the model on the left), but when I view the model on the right those polygons appear not as solid colours, instead some smoothing looks like is happening. Is there a property that is controlling this somewhere?